Chapter 2: How Do They Rise Up? (IC)

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Cronono
Cronono's picture

Vandersrike nods. "No flames."

Vandersrike reaches into one of his packs and pulls out a rat. He pushes the rat into the web that bound Swarbrick.

Obsidian_Spoon
Obsidian_Spoon's picture

With a pat on her neck, Kaarys swings out of Serry's saddle and draws his weapons.

"Well, if things go poorly, I doubt these things can eat more than one of us before they're full. Well, and the kobold for dessert."

deadDMwalking
deadDMwalking's picture

Since they're unwilling to burm the webs, Henrik casts about for a stick he can use to make sure the path before him is clear.

Talanall
Talanall's picture

With Kisasi on point (but forced to rein in his mount so that Swarbrick can lead the way by tracking the slitherweb), you begin your pursuit. The expected rain shows up almost as soon as you leave the "road," but so far it's not enough to degrade the quality of the abomination's trail.

You travel for nearly an hour, covering not quite a mile and a half of ground, and the terrain gets swampier, even as the slitherweb's trail bears to the right. Before long, Swarbrick realizes that the creature could be moving in a big circle. He feels as if he's proven right, shortly thereafter, when the trail loops around a pool of muddy water, and then begins to head north again.

The monster hunter has just deduced that the creature is traveling towards another pool, probably either to swim it or to cross it from tree to tree, when he hears a female voice somewhere off to his right. "We value our privacy here. Come no closer, and you may depart in peace."

This presents a problem, since the best way past the next pool is going to involve moving closer to where he thinks the voice came from. Swarbrick doesn't really want to break off his search, go the long way around, and try to pick up the trail again; after an hour of rainfall, he's starting to see signs that the tracks are washing out. It's not critical yet, but the trail wasn't exactly fresh to begin with.

OOC
Black 1 - Swarbrick (mount in blue)
Black 2 - Leland (Zephyranthes in blue)
Black 3 - Gazini (mount in blue)
Black 4 - Kisasi (mount in blue)
Black 5 - Kaarys (Serry in blue)
Black 6 - Henrik
Black 7 - Vandersrike
Black 8 - Johten
Blue 6 - Horace the Mule
Blue 7 - Raksha

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Darker

“And we wouldn’t normally dream of invading it. But we’re looking for a partticuarly spider like slithering fellow that’s passed this way. Might you point out where it went?”

drumandfight
drumandfight's picture

When Swarbrick starts speaking to seemingly no one, Gazini looks to his brother and makes an eye motion toward his heavy shield and ilkwa. They may get to lock shields sooner rather than later as charging with horse and lance in the unknown terrain wouldn't exactly be tactically smart.

MinusInnocence
MinusInnocence's picture

Kisasi returns Gazini's glance. He tips the lance skyward so as to make the weapon appear as nonthreatening as possible. He doesn't look directly toward the sound of the voice, keeping his head on a swivel in case anyone emerges from either side of the trail. "We do not mean to intrude. Just passing through - if we proceed, we'll be out of your hair sooner rather than later."

"Every normal man must be tempted, at times, to spit on his hands, hoist the black flag and begin slitting throats." - H.L. Mencken

deadDMwalking
deadDMwalking's picture

"I don't know how you get on with your neighbors, but we're here on behalf of the marchioness. There was a monster astride The road that we inadvertently drive through your demense. If the road becomes impassable it may drive other travellers into your lands. If we may be allowed to pursue the beast certainly the marchioness will owe you a debt of gratitude." Henrik attempts to be solicitous, but he can't control the leer on his face. Whether that's his natural expression, the effect of the voice, or the thought of being owed a debt by a noble is impossible to say - unless the voice can read his thoughts in which case Henrik is clearly envisioning the marchioness in a lesbian encounter with a nymph.

Diplomacy (if that counts)
I rolled 1d20-2, the result is 14, -2 = 12.
Talanall
Talanall's picture

The voice (all of you can hear it this time) calls back after a long silence, "Pass through the water to the other side. It will be shallow enough for you to wade." It waits a beat, and adds, "We will attack without further warning if you set foot any further east than you have already come."

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Darker

Swarbrick nods to the unseen source of the voice and shrugs, "As you say." He turns to the rest of the group, "Best not to antagonize the locals if you know what I mean. I've always found the best way to stay unharmed in a fight is to stay out of them. Tis a shame though, if the creature has a body to match that voice, she'd be quite a pleasing sight."

Obsidian_Spoon
Obsidian_Spoon's picture

Kaarys says, "Well, who wants to drown first?"

deadDMwalking
deadDMwalking's picture

"I'm short. If I make it, we'll know how everyone else will do."

Fixxxer
Fixxxer's picture

Johten sighs. "Gonna rain soon anyway," he says, resigned. He makes a guinea pig of himself by wading in, testing the depth in front of him constantly with the haft of his halberd.

Darker

"It's always nice to have a couple of eager lads with you," Swarbrick comments to no one in particular as Johten wades in. He takes out his flask for a swig, "Too bad they die so young."

Talanall
Talanall's picture

Johten shows no signs of drowning. The water's only about knee-high on him, and although there's a pothole in one of the spaces between trees, his probing with the shaft of his halberd is enough to warn him ahead of time so he can wend his way past it.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Cronono
Cronono's picture

Vandersrike nods as Johten makes his way through the water.

"We will be sure to tell our colleagues to maintain your privacy. However, our colleagues will want to know who's privacy we must respect. Would you be so kind as to tell us who you are so that we can instruct others to avoid this space? I fear that to do otherwise will arouse curiosity."

MinusInnocence
MinusInnocence's picture

Kisasi dismounts and leads his horse along the path Johten has picked out. "We thank you for your generosity, strangers," he calls out to the voice in the trees.

"Every normal man must be tempted, at times, to spit on his hands, hoist the black flag and begin slitting throats." - H.L. Mencken

Talanall
Talanall's picture

Perhaps unexpectedly, the voice calls back to Vandersrike, "The oldest people. We were here before elf or dwarf, or even before your kind, little kobold. Our queens are eternal, and these woods are theirs, not your usurping marchioness's."

Another voice, lower and throatier but still recognizably that of female, adds, "Tell no one of us. You saw no one, heard no one. Only wind in the oaks, and brambles growing through the picked bones of fools who thought to have business in this zone of forest. We have endured, and will endure."

The first voice returns, "Go. Go, scaly mortal, and keep silent regarding our mysteries."

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Cronono
Cronono's picture

Vandersrike says "I hear you. We will depart post haste. Thank you for your warning regarding your lands. A less genteel people would not be so wise."

He gestures at the water. "Let us proceed."

Talanall
Talanall's picture

The rain continues steadily as Swarbrick picks up and follows the slitherweb's trail further north. The terrain becomes steadily wetter and swampier, until you spend nearly as much time weaving east and west to avoid boggy areas as you do on travel, but the hunter is encouraged because the trail is actually becoming clearer. Soon, he finds the remnants of a kill—the bones and a few shreds of fur from a young fawn, still anchored to the ground by a wad of the monster's webbing. Those who were present for the last encounter with a slitherweb realize that this would have been Kakaka's gruesome fate if Johten hadn't torn him away from the monstrosity.

About half an hour afterward, it's midafternoon, and the rain is showing no signs of abating. But the trail is fresh now. Very fresh. Your party draws together so that it'll be harder for a straggler at the end of the column to be picked off, and presses on.

Vandersrike is the first to hear: a rustle in the undergrowth off to the northwest. He's not even sure that it's anything other than a squirrel, but then Henrik and Swarbrick hear it, too. A look in that direction reveals nothing, not even movement, but it's there—now Johten, Leland, and Kaarys hear it as well.

That's no much comfort, though, as

OOC
Squares with a small brown dot contain a normal tree. A creature standing in the same square as a tree gains a +2 bonus to Armor Class and a +1 bonus on Reflex saves (these bonuses don’t stack with cover bonuses from other sources). The presence of a tree doesn’t otherwise affect a creature’s fighting space, because it’s assumed that the creature is using the tree to its advantage when it can. The trunk of a typical tree has AC 4. A DC 15 Climb check is sufficient to climb a tree.

Massive trees are denoted by squares that are entirely filled by a brown dot. These take up an entire square and provide cover to anyone behind them, allowing the use of the Hide skill. They have AC 3, and like their smaller counterparts, it takes a DC 15 Climb check to climb them.

The trees in this section of swamp are dense enough to form a canopy that extends up to 10 feet from any square containing a tree. Creatures on branches in a forest canopy are considered to have both cover and concealment (20% miss chance) when fighting creatures on the ground. It is possible to hide in forest canopy.

Yellow areas contain light undergrowth. A space covered with light undergrowth costs 2 squares of movement to move into, and it provides concealment (20% miss chance). Undergrowth increases the DC of Tumble and Move Silently checks by 2 because the leaves and branches get in the way. It is possible to hide in light undergrowth. Running and charging are impossible.

Orange areas contain heavy undergrowth. Heavy undergrowth costs 4 squares of movement to move into, and it provides concealment with a 30% miss chance. It increases the DC of Tumble and Move Silently checks by 5. Heavy undergrowth is easy to hide in, granting a +5 circumstance bonus on Hide checks. Running and charging are impossible.

Blue indicates bogs/water. If a square is part of a shallow bog, it has deep mud or standing water of about 1 foot in depth. It costs 2 squares of movement to move into a square with a shallow bog, and the DC of Tumble checks in such a square increases by 2. A square that is part of a deep bog has roughly 4 feet of standing water. It costs Medium or larger creatures 4 squares of movement to move into a square with a deep bog, or characters can swim if they wish. Small or smaller creatures must swim to move through a deep bog. Tumbling is impossible in a deep bog. The water in a deep bog provides cover for Medium or larger creatures. Smaller creatures gain improved cover (+8 bonus to AC, +4 bonus on Reflex saves). Medium or larger creatures can crouch as a move action to gain this improved cover. Creatures with this improved cover take a -10 penalty on attacks against creatures that aren’t underwater. Improved cover and standard cover from a deep bog allow the use of the Hide skill. Both shallow and deep bogs increase the DC of Move Silently checks by 2.

Initiative
24 - Slitherweb??
23a - Slitherweb??
23b - Vandersrike (Black 7)
21 - Henrik (Black 6)
19 - Slitherweb??
13a - Leland (Black 2; Zephyranthes in blue)
13b - Raksha (Blue 7)
13c - Horace the Mule (Blue 6)
12 - Swarbrick (Black 1; mount in blue)
12 - Johten (Black 8)
11 - Kaarys (Black 5; Serry in blue)
10 - Slitherweb??
05 - Slitherweb??

It's currently Vandersrike's turn.

Black 3 - Gazini (mount in blue)
Black 4 - Kisasi (mount in blue)

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Talanall
Talanall's picture

Vandersrike smiles. "The hunt is on! Stay together and don't follow if they run!"

Henrik follows orders and does not move to engage. Rather he prepares to cast spiritual weapon when their quarry appears.

You may never know whether it's reacting to the sound of his voice, or to the tensing of body language and shuffling of feet, or if it's just coincidence. But a slitherweb erupts from a pool of water over to the west and scuttles straight up the trunk of a tree that grows in said pool. From there, it moves noisily through the canopy of the trees overhead, both shaking the limbs it climbs upon and giving voice to a high, fluting cry.

Henrik reacts immediately, just as he'd prepared to do, by casting his spell. A great, glittering hammer of pure force immediately blinks into existence and launches itself at the monster, but to no avail—undergrowth is in the way and the blow doesn't tell against it.

OOC
Squares with a small brown dot contain a normal tree. A creature standing in the same square as a tree gains a +2 bonus to Armor Class and a +1 bonus on Reflex saves (these bonuses don’t stack with cover bonuses from other sources). The presence of a tree doesn’t otherwise affect a creature’s fighting space, because it’s assumed that the creature is using the tree to its advantage when it can. The trunk of a typical tree has AC 4. A DC 15 Climb check is sufficient to climb a tree.

Massive trees are denoted by squares that are entirely filled by a brown dot. These take up an entire square and provide cover to anyone behind them, allowing the use of the Hide skill. They have AC 3, and like their smaller counterparts, it takes a DC 15 Climb check to climb them.

The trees in this section of swamp are dense enough to form a canopy that extends up to 10 feet from any square containing a tree. Creatures on branches in a forest canopy are considered to have both cover and concealment (20% miss chance) when fighting creatures on the ground. It is possible to hide in forest canopy.

Yellow areas contain light undergrowth. A space covered with light undergrowth costs 2 squares of movement to move into, and it provides concealment (20% miss chance). Undergrowth increases the DC of Tumble and Move Silently checks by 2 because the leaves and branches get in the way. It is possible to hide in light undergrowth. Running and charging are impossible.

Orange areas contain heavy undergrowth. Heavy undergrowth costs 4 squares of movement to move into, and it provides concealment with a 30% miss chance. It increases the DC of Tumble and Move Silently checks by 5. Heavy undergrowth is easy to hide in, granting a +5 circumstance bonus on Hide checks. Running and charging are impossible.

Blue indicates bogs/water. If a square is part of a shallow bog, it has deep mud or standing water of about 1 foot in depth. It costs 2 squares of movement to move into a square with a shallow bog, and the DC of Tumble checks in such a square increases by 2. A square that is part of a deep bog has roughly 4 feet of standing water. It costs Medium or larger creatures 4 squares of movement to move into a square with a deep bog, or characters can swim if they wish. Small or smaller creatures must swim to move through a deep bog. Tumbling is impossible in a deep bog. The water in a deep bog provides cover for Medium or larger creatures. Smaller creatures gain improved cover (+8 bonus to AC, +4 bonus on Reflex saves). Medium or larger creatures can crouch as a move action to gain this improved cover. Creatures with this improved cover take a -10 penalty on attacks against creatures that aren’t underwater. Improved cover and standard cover from a deep bog allow the use of the Hide skill. Both shallow and deep bogs increase the DC of Move Silently checks by 2.

Initiative
24 - Slitherweb??
23a - Slitherweb??
23b - Vandersrike (Black 7)
19a - Henrik (Black 6)
19b - Slitherweb 4
13a - Leland (Black 2; Zephyranthes in blue)
13b - Raksha (Blue 7)
13c - Horace the Mule (Blue 6)
12 - Swarbrick (Black 1; mount in blue)
12 - Johten (Black 8)
11 - Kaarys (Black 5; Serry in blue)
10 - Slitherweb??
05 - Slitherweb??

It's currently Leland's turn.

Slitherweb 4 has cover and concealment relative to creatures on the ground.

Black 3 - Gazini (mount in blue)
Black 4 - Kisasi (mount in blue)

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Talanall
Talanall's picture

Leland readies his shield and club and asks, "Remind me again, m'Lord. Do we bash them until they stop moving?" Raksha lays her ears back when she sees the weapons come out; by this time the wolf has learned that this is a sign of bad things to come.

Swarbrick also readies a weapon and shield, keeping his head on a swivel so other slitherwebs won't be able to come at him without his knowing it.

Johten bellows, "Stay together, no stragglers," and prepares to help rip loose anyone who's unfortunate enough to be ensnared in a web.

OOC
Squares with a small brown dot contain a normal tree. A creature standing in the same square as a tree gains a +2 bonus to Armor Class and a +1 bonus on Reflex saves (these bonuses don’t stack with cover bonuses from other sources). The presence of a tree doesn’t otherwise affect a creature’s fighting space, because it’s assumed that the creature is using the tree to its advantage when it can. The trunk of a typical tree has AC 4. A DC 15 Climb check is sufficient to climb a tree.

Massive trees are denoted by squares that are entirely filled by a brown dot. These take up an entire square and provide cover to anyone behind them, allowing the use of the Hide skill. They have AC 3, and like their smaller counterparts, it takes a DC 15 Climb check to climb them.

The trees in this section of swamp are dense enough to form a canopy that extends up to 10 feet from any square containing a tree. Creatures on branches in a forest canopy are considered to have both cover and concealment (20% miss chance) when fighting creatures on the ground. It is possible to hide in forest canopy.

Yellow areas contain light undergrowth. A space covered with light undergrowth costs 2 squares of movement to move into, and it provides concealment (20% miss chance). Undergrowth increases the DC of Tumble and Move Silently checks by 2 because the leaves and branches get in the way. It is possible to hide in light undergrowth. Running and charging are impossible.

Orange areas contain heavy undergrowth. Heavy undergrowth costs 4 squares of movement to move into, and it provides concealment with a 30% miss chance. It increases the DC of Tumble and Move Silently checks by 5. Heavy undergrowth is easy to hide in, granting a +5 circumstance bonus on Hide checks. Running and charging are impossible.

Blue indicates bogs/water. If a square is part of a shallow bog, it has deep mud or standing water of about 1 foot in depth. It costs 2 squares of movement to move into a square with a shallow bog, and the DC of Tumble checks in such a square increases by 2. A square that is part of a deep bog has roughly 4 feet of standing water. It costs Medium or larger creatures 4 squares of movement to move into a square with a deep bog, or characters can swim if they wish. Small or smaller creatures must swim to move through a deep bog. Tumbling is impossible in a deep bog. The water in a deep bog provides cover for Medium or larger creatures. Smaller creatures gain improved cover (+8 bonus to AC, +4 bonus on Reflex saves). Medium or larger creatures can crouch as a move action to gain this improved cover. Creatures with this improved cover take a -10 penalty on attacks against creatures that aren’t underwater. Improved cover and standard cover from a deep bog allow the use of the Hide skill. Both shallow and deep bogs increase the DC of Move Silently checks by 2.

Initiative
24 - Slitherweb??
23a - Slitherweb??
23b - Vandersrike (Black 7)
19a - Henrik (Black 6)
19b - Slitherweb 4
13a - Leland (Black 2; Zephyranthes in blue)
13b - Raksha (Blue 7)
13c - Horace the Mule (Blue 6)
12 - Swarbrick (Black 1; mount in blue)
12 - Johten (Black 8)
11 - Kaarys (Black 5; Serry in blue)
10 - Slitherweb??
05 - Slitherweb??

It's currently Kaarys's turn.

Slitherweb 4 has cover and concealment relative to creatures on the ground.

Black 3 - Gazini (mount in blue)
Black 4 - Kisasi (mount in blue)

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Talanall
Talanall's picture

Kaarys urges Serry past Horace and Raksha, then quickly dismounts to the ground next to Johten. He draws a weapon to ready himself for the oncoming monster.

Or should that be monsters? Another slitherweb erupts from a still pool to the north, swims to shore, and then slithers, flops and drags itself, with unsettling rapidity, along the muddy ground. That pool must have been deep, too—the damnable thing is almost as big as Horace the Mule!

OOC
Squares with a small brown dot contain a normal tree. A creature standing in the same square as a tree gains a +2 bonus to Armor Class and a +1 bonus on Reflex saves (these bonuses don’t stack with cover bonuses from other sources). The presence of a tree doesn’t otherwise affect a creature’s fighting space, because it’s assumed that the creature is using the tree to its advantage when it can. The trunk of a typical tree has AC 4. A DC 15 Climb check is sufficient to climb a tree.

Massive trees are denoted by squares that are entirely filled by a brown dot. These take up an entire square and provide cover to anyone behind them, allowing the use of the Hide skill. They have AC 3, and like their smaller counterparts, it takes a DC 15 Climb check to climb them.

The trees in this section of swamp are dense enough to form a canopy that extends up to 10 feet from any square containing a tree. Creatures on branches in a forest canopy are considered to have both cover and concealment (20% miss chance) when fighting creatures on the ground. It is possible to hide in forest canopy.

Yellow areas contain light undergrowth. A space covered with light undergrowth costs 2 squares of movement to move into, and it provides concealment (20% miss chance). Undergrowth increases the DC of Tumble and Move Silently checks by 2 because the leaves and branches get in the way. It is possible to hide in light undergrowth. Running and charging are impossible.

Orange areas contain heavy undergrowth. Heavy undergrowth costs 4 squares of movement to move into, and it provides concealment with a 30% miss chance. It increases the DC of Tumble and Move Silently checks by 5. Heavy undergrowth is easy to hide in, granting a +5 circumstance bonus on Hide checks. Running and charging are impossible.

Blue indicates bogs/water. If a square is part of a shallow bog, it has deep mud or standing water of about 1 foot in depth. It costs 2 squares of movement to move into a square with a shallow bog, and the DC of Tumble checks in such a square increases by 2. A square that is part of a deep bog has roughly 4 feet of standing water. It costs Medium or larger creatures 4 squares of movement to move into a square with a deep bog, or characters can swim if they wish. Small or smaller creatures must swim to move through a deep bog. Tumbling is impossible in a deep bog. The water in a deep bog provides cover for Medium or larger creatures. Smaller creatures gain improved cover (+8 bonus to AC, +4 bonus on Reflex saves). Medium or larger creatures can crouch as a move action to gain this improved cover. Creatures with this improved cover take a -10 penalty on attacks against creatures that aren’t underwater. Improved cover and standard cover from a deep bog allow the use of the Hide skill. Both shallow and deep bogs increase the DC of Move Silently checks by 2.

Initiative
24 - Slitherweb??
23a - Slitherweb??
23b - Vandersrike (Black 7)
19a - Henrik (Black 6)
19b - Slitherweb 4
16 - Gazini (Black 3; mount in blue)
13a - Leland (Black 2; Zephyranthes in blue)
13b - Raksha (Blue 7)
13c - Horace the Mule (Blue 6)
12 - Swarbrick (Black 1; mount in blue)
12 - Johten (Black 8)
11 - Kaarys (Black 5; Serry in blue)
10 - Slitherweb??
07 - Kisasi (Black 4; mount in blue)
05 - Large Slitherweb

It's currently Kaarys's turn.

Slitherweb 4 has cover and concealment relative to creatures on the ground.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Talanall
Talanall's picture

Round 1
Another slitherweb make its appearance, coming around the side of one of the larger trees in the area and proceeding to climb and swing from branch to branch through the forest canopy overhead. It looks like it's making for Leland and Zephyranthes.

Meanwhile, yet another of the obscene monsters slithers its way through what looks like thin air above the larger specimen. After a moment, it makes sense—the wretched thing is using its webbing to get around, and you can't really see the strands. There really is no telling how many such webs are strung through this patch of forest, so you realize that you'll have to be extremely careful if you don't want to end up entangled in one.

OOC
Squares with a small brown dot contain a normal tree. A creature standing in the same square as a tree gains a +2 bonus to Armor Class and a +1 bonus on Reflex saves (these bonuses don’t stack with cover bonuses from other sources). The presence of a tree doesn’t otherwise affect a creature’s fighting space, because it’s assumed that the creature is using the tree to its advantage when it can. The trunk of a typical tree has AC 4. A DC 15 Climb check is sufficient to climb a tree.

Massive trees are denoted by squares that are entirely filled by a brown dot. These take up an entire square and provide cover to anyone behind them, allowing the use of the Hide skill. They have AC 3, and like their smaller counterparts, it takes a DC 15 Climb check to climb them.

The trees in this section of swamp are dense enough to form a canopy that extends up to 10 feet from any square containing a tree. Creatures on branches in a forest canopy are considered to have both cover and concealment (20% miss chance) when fighting creatures on the ground. It is possible to hide in forest canopy.

Yellow areas contain light undergrowth. A space covered with light undergrowth costs 2 squares of movement to move into, and it provides concealment (20% miss chance). Undergrowth increases the DC of Tumble and Move Silently checks by 2 because the leaves and branches get in the way. It is possible to hide in light undergrowth. Running and charging are impossible.

Orange areas contain heavy undergrowth. Heavy undergrowth costs 4 squares of movement to move into, and it provides concealment with a 30% miss chance. It increases the DC of Tumble and Move Silently checks by 5. Heavy undergrowth is easy to hide in, granting a +5 circumstance bonus on Hide checks. Running and charging are impossible.

Blue indicates bogs/water. If a square is part of a shallow bog, it has deep mud or standing water of about 1 foot in depth. It costs 2 squares of movement to move into a square with a shallow bog, and the DC of Tumble checks in such a square increases by 2. A square that is part of a deep bog has roughly 4 feet of standing water. It costs Medium or larger creatures 4 squares of movement to move into a square with a deep bog, or characters can swim if they wish. Small or smaller creatures must swim to move through a deep bog. Tumbling is impossible in a deep bog. The water in a deep bog provides cover for Medium or larger creatures. Smaller creatures gain improved cover (+8 bonus to AC, +4 bonus on Reflex saves). Medium or larger creatures can crouch as a move action to gain this improved cover. Creatures with this improved cover take a -10 penalty on attacks against creatures that aren’t underwater. Improved cover and standard cover from a deep bog allow the use of the Hide skill. Both shallow and deep bogs increase the DC of Move Silently checks by 2.

Initiative
24 - Slitherweb 3
23a - Slitherweb 1
23b - Vandersrike (Black 7)
19a - Henrik (Black 6)
19b - Slitherweb 4
16 - Gazini (Black 3; mount in blue)
13a - Leland (Black 2; Zephyranthes in blue)
13b - Raksha (Blue 7)
13c - Horace the Mule (Blue 6)
12 - Swarbrick (Black 1; mount in blue)
12 - Johten (Black 8)
11 - Kaarys (Black 5; Serry in blue)
10 - Slitherweb??
07 - Kisasi (Black 4; mount in blue)
05 - Large Slitherweb

It's currently Vandersrike's turn.

Slitherweb 3 and 4 have cover and concealment relative to creatures on the ground.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Talanall
Talanall's picture

Vandersrike skulks further to the northeast, easing into a clump of undergrowth just to the west of where Swarbrick sits his horse.

Meanwhile Henrik casts a spell on himself, commenting, "I don't think we get a bonus for extra specimens." All the while, his spiritual weapon continues attacking, although to no great effect because of the interference of the trees' foliage and branches with its strikes at the beast.

This turns out to be unfortunate for Swarbrick, who is soundly tagged with a bolus of sticky webbing that clings firmly to his clothing and skin.

Gazini retorts with a counterattack, quickly readying a javelin that he hurls at the same slitherweb. His cast looks like it's on target, but it ultimately misses when the javelin is knocked askew by contact with the branch that the monster perches on.

OOC
Squares with a small brown dot contain a normal tree. A creature standing in the same square as a tree gains a +2 bonus to Armor Class and a +1 bonus on Reflex saves (these bonuses don’t stack with cover bonuses from other sources). The presence of a tree doesn’t otherwise affect a creature’s fighting space, because it’s assumed that the creature is using the tree to its advantage when it can. The trunk of a typical tree has AC 4. A DC 15 Climb check is sufficient to climb a tree.

Massive trees are denoted by squares that are entirely filled by a brown dot. These take up an entire square and provide cover to anyone behind them, allowing the use of the Hide skill. They have AC 3, and like their smaller counterparts, it takes a DC 15 Climb check to climb them.

The trees in this section of swamp are dense enough to form a canopy that extends up to 10 feet from any square containing a tree. Creatures on branches in a forest canopy are considered to have both cover and concealment (20% miss chance) when fighting creatures on the ground. It is possible to hide in forest canopy.

Yellow areas contain light undergrowth. A space covered with light undergrowth costs 2 squares of movement to move into, and it provides concealment (20% miss chance). Undergrowth increases the DC of Tumble and Move Silently checks by 2 because the leaves and branches get in the way. It is possible to hide in light undergrowth. Running and charging are impossible.

Orange areas contain heavy undergrowth. Heavy undergrowth costs 4 squares of movement to move into, and it provides concealment with a 30% miss chance. It increases the DC of Tumble and Move Silently checks by 5. Heavy undergrowth is easy to hide in, granting a +5 circumstance bonus on Hide checks. Running and charging are impossible.

Blue indicates bogs/water. If a square is part of a shallow bog, it has deep mud or standing water of about 1 foot in depth. It costs 2 squares of movement to move into a square with a shallow bog, and the DC of Tumble checks in such a square increases by 2. A square that is part of a deep bog has roughly 4 feet of standing water. It costs Medium or larger creatures 4 squares of movement to move into a square with a deep bog, or characters can swim if they wish. Small or smaller creatures must swim to move through a deep bog. Tumbling is impossible in a deep bog. The water in a deep bog provides cover for Medium or larger creatures. Smaller creatures gain improved cover (+8 bonus to AC, +4 bonus on Reflex saves). Medium or larger creatures can crouch as a move action to gain this improved cover. Creatures with this improved cover take a -10 penalty on attacks against creatures that aren’t underwater. Improved cover and standard cover from a deep bog allow the use of the Hide skill. Both shallow and deep bogs increase the DC of Move Silently checks by 2.

Initiative
24 - Slitherweb 3
23a - Slitherweb 1
23b - Vandersrike (Black 7)
19a - Henrik (Black 6)
19b - Slitherweb 4
16 - Gazini (Black 3; mount in blue)
13a - Leland (Black 2; Zephyranthes in blue)
13b - Raksha (Blue 7)
13c - Horace the Mule (Blue 6)
12 - Swarbrick (Black 1; mount in blue)
12 - Johten (Black 8)
11 - Kaarys (Black 5; Serry in blue)
10 - Slitherweb??
07 - Kisasi (Black 4; mount in blue)
05 - Large Slitherweb

It's currently Leland's turn.

Swarbrick is entangled. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. 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.

Slitherweb 3 and 4 have cover and concealment relative to creatures on the ground.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Talanall
Talanall's picture

Leland warns his fellows: "You'll want to stay away from this one coming up on the right. What I'm calling forth will attack anything nearby." So saying, the druid begins the somewhat lengthy, droning incantation of a spell to summon a swarm of bats to attack the slitherweb. Raksha and Horace look on unhappily, ears laid back, although both animals are quiescent for now.

Meanwhile, Swarbrick tries spurring his mount away from the slitherweb that has him ensnared, hoping either to break free or to yank the monstrosity down from its perch. The effort comes out as a bit of a wash; he keeps his seat despite the sudden jerk of resistance as his horse obeys him, but it's not enough to rip him loose or pull the creature down, and his horse soon balks at the weirdness of the situation. Desperate, Swarbrick flails with his sword and manages to cut the worst of the webbing away from himself.

OOC
Squares with a small brown dot contain a normal tree. A creature standing in the same square as a tree gains a +2 bonus to Armor Class and a +1 bonus on Reflex saves (these bonuses don’t stack with cover bonuses from other sources). The presence of a tree doesn’t otherwise affect a creature’s fighting space, because it’s assumed that the creature is using the tree to its advantage when it can. The trunk of a typical tree has AC 4. A DC 15 Climb check is sufficient to climb a tree.

Massive trees are denoted by squares that are entirely filled by a brown dot. These take up an entire square and provide cover to anyone behind them, allowing the use of the Hide skill. They have AC 3, and like their smaller counterparts, it takes a DC 15 Climb check to climb them.

The trees in this section of swamp are dense enough to form a canopy that extends up to 10 feet from any square containing a tree. Creatures on branches in a forest canopy are considered to have both cover and concealment (20% miss chance) when fighting creatures on the ground. It is possible to hide in forest canopy.

Yellow areas contain light undergrowth. A space covered with light undergrowth costs 2 squares of movement to move into, and it provides concealment (20% miss chance). Undergrowth increases the DC of Tumble and Move Silently checks by 2 because the leaves and branches get in the way. It is possible to hide in light undergrowth. Running and charging are impossible.

Orange areas contain heavy undergrowth. Heavy undergrowth costs 4 squares of movement to move into, and it provides concealment with a 30% miss chance. It increases the DC of Tumble and Move Silently checks by 5. Heavy undergrowth is easy to hide in, granting a +5 circumstance bonus on Hide checks. Running and charging are impossible.

Blue indicates bogs/water. If a square is part of a shallow bog, it has deep mud or standing water of about 1 foot in depth. It costs 2 squares of movement to move into a square with a shallow bog, and the DC of Tumble checks in such a square increases by 2. A square that is part of a deep bog has roughly 4 feet of standing water. It costs Medium or larger creatures 4 squares of movement to move into a square with a deep bog, or characters can swim if they wish. Small or smaller creatures must swim to move through a deep bog. Tumbling is impossible in a deep bog. The water in a deep bog provides cover for Medium or larger creatures. Smaller creatures gain improved cover (+8 bonus to AC, +4 bonus on Reflex saves). Medium or larger creatures can crouch as a move action to gain this improved cover. Creatures with this improved cover take a -10 penalty on attacks against creatures that aren’t underwater. Improved cover and standard cover from a deep bog allow the use of the Hide skill. Both shallow and deep bogs increase the DC of Move Silently checks by 2.

Initiative
24 - Slitherweb 3
23a - Slitherweb 1
23b - Vandersrike (Black 7)
19a - Henrik (Black 6)
19b - Slitherweb 4
16 - Gazini (Black 3; mount in blue)
13a - Leland (Black 2; Zephyranthes in blue)
13b - Raksha (Blue 7)
13c - Horace the Mule (Blue 6)
12 - Swarbrick (Black 1; mount in blue)
12 - Johten (Black 8)
11 - Kaarys (Black 5; Serry in blue)
10 - Slitherweb??
07 - Kisasi (Black 4; mount in blue)
05 - Large Slitherweb

It's currently Johten's turn.

Slitherwebs 3 and 4 have cover and concealment relative to creatures on the ground.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Talanall
Talanall's picture

Johten waits for further developments, flexing his hands and contemplating whether he can duplicate his feat of a few days ago and jerk a slitherweb right off of its perch next time one snares someone.

Meanwhile, Kaarys eases up next to Swarbrick's horse, unlimbering a hatchet from his belt as he moves. From the way he holds up his weapons and stares at the slitherweb that just attacked his colleague, he's decided to take a defensive posture for now.

Kisasi also advances, putting away his lance and drawing his sword as he goes. This turns out to be a good thing, because the hobgoblin urges his mount past Swarbrick's and directly into a sheet of webbing. The hob warrior immediately slashes at the sticky netting with his sword, cutting himself free, but his horse remains ensnared and unable to move.

For the animal's sake, one hopes that Kisasi will manage to slice it free quickly; the largest of the slitherwebs is crashing its way through the underbrush, and although the matted tangles of vegetation slow it immensely, it's now on the verge of breaking into the clear.

Round 2
Giving off a strident hiss of displeasure, the slitherweb that went after Swarbrick scuttles a little bit to the southwest, opens its hideous maw, and vomits forth a fine, thick mist of what might be stomach acid. Putting aside such academic questions, Swarbrick, Kisasi, and their unfortunate horses are all sprayed with the corrosive mess, which stings their eyes and noses and blisters exposed skin where it lands.

The slitherweb hanging from the webbing north of the little ditch is having no such mobility problems as those afflicting its larger nest mate. It transitions smoothly to the forest canopy overhead, and continues its inexorable movement southward.

OOC
Squares with a small brown dot contain a normal tree. A creature standing in the same square as a tree gains a +2 bonus to Armor Class and a +1 bonus on Reflex saves (these bonuses don’t stack with cover bonuses from other sources). The presence of a tree doesn’t otherwise affect a creature’s fighting space, because it’s assumed that the creature is using the tree to its advantage when it can. The trunk of a typical tree has AC 4. A DC 15 Climb check is sufficient to climb a tree.

Massive trees are denoted by squares that are entirely filled by a brown dot. These take up an entire square and provide cover to anyone behind them, allowing the use of the Hide skill. They have AC 3, and like their smaller counterparts, it takes a DC 15 Climb check to climb them.

The trees in this section of swamp are dense enough to form a canopy that extends up to 10 feet from any square containing a tree. Creatures on branches in a forest canopy are considered to have both cover and concealment (20% miss chance) when fighting creatures on the ground. It is possible to hide in forest canopy.

Yellow areas contain light undergrowth. A space covered with light undergrowth costs 2 squares of movement to move into, and it provides concealment (20% miss chance). Undergrowth increases the DC of Tumble and Move Silently checks by 2 because the leaves and branches get in the way. It is possible to hide in light undergrowth. Running and charging are impossible.

Orange areas contain heavy undergrowth. Heavy undergrowth costs 4 squares of movement to move into, and it provides concealment with a 30% miss chance. It increases the DC of Tumble and Move Silently checks by 5. Heavy undergrowth is easy to hide in, granting a +5 circumstance bonus on Hide checks. Running and charging are impossible.

Blue indicates bogs/water. If a square is part of a shallow bog, it has deep mud or standing water of about 1 foot in depth. It costs 2 squares of movement to move into a square with a shallow bog, and the DC of Tumble checks in such a square increases by 2. A square that is part of a deep bog has roughly 4 feet of standing water. It costs Medium or larger creatures 4 squares of movement to move into a square with a deep bog, or characters can swim if they wish. Small or smaller creatures must swim to move through a deep bog. Tumbling is impossible in a deep bog. The water in a deep bog provides cover for Medium or larger creatures. Smaller creatures gain improved cover (+8 bonus to AC, +4 bonus on Reflex saves). Medium or larger creatures can crouch as a move action to gain this improved cover. Creatures with this improved cover take a -10 penalty on attacks against creatures that aren’t underwater. Improved cover and standard cover from a deep bog allow the use of the Hide skill. Both shallow and deep bogs increase the DC of Move Silently checks by 2.

Initiative
24 - Slitherweb 3
23a - Slitherweb 1
23b - Vandersrike (Black 7)
19a - Henrik (Black 6)
19b - Slitherweb 4
16 - Gazini (Black 3; mount in blue)
13a - Leland (Black 2; Zephyranthes in blue)
13b - Raksha (Blue 7)
13c - Horace the Mule (Blue 6)
12 - Swarbrick (Black 1; mount in blue)
12 - Johten (Black 8)
11 - Kaarys (Black 5; Serry in blue)
10 - Slitherweb??
07 - Kisasi (Black 4; mount in blue)
05 - Large Slitherweb

It's currently Vandersrike's turn.

Kisasi has taken 6 points of damage.
Swarbrick has taken 6 points of damage.
Kisasi's horse has taken 3 points of damage.
Swarbrick's horse has taken 6 points of damage.

Slitherwebs 1, 3 and 4 have cover and concealment relative to creatures on the ground.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Talanall
Talanall's picture

Vandersrike recognizes that, at least for now, the slitherwebs are out of reach for tooth, claw and tail. He indulges in a kobold tradition only slightly less venerable than running away, hiding, or attacking from ambush: he bides his time.

The spiritual weapon Henrik conjured up takes a final swing at the slitherweb, misses by a wide margin, and winks out of existence. Henrik looks toward that slitherweb, then at the one approaching through the tree canopy to the northeast. Recognizing that he won't be able to get close to either one, he instead moves north to take cover against the tree next to Kisasi, and readies to strike anything dangerous that gets close enough to him. Perhaps the dwarf figures that he'll be well-positioned to attack after they approach, if they don't draw closer to him.

The slitherweb northeast of Leland hisses, and flings a gobbet of webbing at Gazini—or rather, at his horse, entangling the poor beast, although it's not clear how the monstrosity could possibly hope to drag such a large animal into the forest canopy with it.

OOC
Squares with a small brown dot contain a normal tree. A creature standing in the same square as a tree gains a +2 bonus to Armor Class and a +1 bonus on Reflex saves (these bonuses don’t stack with cover bonuses from other sources). The presence of a tree doesn’t otherwise affect a creature’s fighting space, because it’s assumed that the creature is using the tree to its advantage when it can. The trunk of a typical tree has AC 4. A DC 15 Climb check is sufficient to climb a tree.

Massive trees are denoted by squares that are entirely filled by a brown dot. These take up an entire square and provide cover to anyone behind them, allowing the use of the Hide skill. They have AC 3, and like their smaller counterparts, it takes a DC 15 Climb check to climb them.

The trees in this section of swamp are dense enough to form a canopy that extends up to 10 feet from any square containing a tree. Creatures on branches in a forest canopy are considered to have both cover and concealment (20% miss chance) when fighting creatures on the ground. It is possible to hide in forest canopy.

Yellow areas contain light undergrowth. A space covered with light undergrowth costs 2 squares of movement to move into, and it provides concealment (20% miss chance). Undergrowth increases the DC of Tumble and Move Silently checks by 2 because the leaves and branches get in the way. It is possible to hide in light undergrowth. Running and charging are impossible.

Orange areas contain heavy undergrowth. Heavy undergrowth costs 4 squares of movement to move into, and it provides concealment with a 30% miss chance. It increases the DC of Tumble and Move Silently checks by 5. Heavy undergrowth is easy to hide in, granting a +5 circumstance bonus on Hide checks. Running and charging are impossible.

Blue indicates bogs/water. If a square is part of a shallow bog, it has deep mud or standing water of about 1 foot in depth. It costs 2 squares of movement to move into a square with a shallow bog, and the DC of Tumble checks in such a square increases by 2. A square that is part of a deep bog has roughly 4 feet of standing water. It costs Medium or larger creatures 4 squares of movement to move into a square with a deep bog, or characters can swim if they wish. Small or smaller creatures must swim to move through a deep bog. Tumbling is impossible in a deep bog. The water in a deep bog provides cover for Medium or larger creatures. Smaller creatures gain improved cover (+8 bonus to AC, +4 bonus on Reflex saves). Medium or larger creatures can crouch as a move action to gain this improved cover. Creatures with this improved cover take a -10 penalty on attacks against creatures that aren’t underwater. Improved cover and standard cover from a deep bog allow the use of the Hide skill. Both shallow and deep bogs increase the DC of Move Silently checks by 2.

Initiative
24 - Slitherweb 4
23a - Slitherweb 1
23b - Vandersrike (Black 7)
19a - Henrik (Black 6)
19b - Slitherweb 3
16 - Gazini (Black 3; mount in blue)
13a - Leland (Black 2; Zephyranthes in blue)
13b - Raksha (Blue 7)
13c - Horace the Mule (Blue 6)
12 - Swarbrick (Black 1; mount in blue)
12 - Johten (Black 8)
11 - Kaarys (Black 5; Serry in blue)
10 - Slitherweb??
07 - Kisasi (Black 4; mount in blue)
05 - Large Slitherweb

It's currently Gazini's turn.

Kisasi has taken 6 points of damage.
Swarbrick has taken 6 points of damage.
Kisasi's horse has taken 3 points of damage. It is entangled.
Gazini's horse is entangled.
Swarbrick's horse has taken 6 points of damage.

Slitherwebs 1, 3 and 4 have cover and concealment relative to creatures on the ground.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Talanall
Talanall's picture

Gazini looks balefully at the slitherweb, and reaches into the spirit world in search of an ally that can reach the creature and extract some payback . . . but Leland beats him to it. The druid finishes his incantation, and a swarm of fluttering bats erupts into being around the slitherweb.

The reaction is immediate and satisfying; the slitherweb gives off a pained stridulation and flails in agony as dozens of sharp little teeth slice its flesh, and a purulent blue ichor begins to dribble from its wounds.

OOC
Squares with a small brown dot contain a normal tree. A creature standing in the same square as a tree gains a +2 bonus to Armor Class and a +1 bonus on Reflex saves (these bonuses don’t stack with cover bonuses from other sources). The presence of a tree doesn’t otherwise affect a creature’s fighting space, because it’s assumed that the creature is using the tree to its advantage when it can. The trunk of a typical tree has AC 4. A DC 15 Climb check is sufficient to climb a tree.

Massive trees are denoted by squares that are entirely filled by a brown dot. These take up an entire square and provide cover to anyone behind them, allowing the use of the Hide skill. They have AC 3, and like their smaller counterparts, it takes a DC 15 Climb check to climb them.

The trees in this section of swamp are dense enough to form a canopy that extends up to 10 feet from any square containing a tree. Creatures on branches in a forest canopy are considered to have both cover and concealment (20% miss chance) when fighting creatures on the ground. It is possible to hide in forest canopy.

Yellow areas contain light undergrowth. A space covered with light undergrowth costs 2 squares of movement to move into, and it provides concealment (20% miss chance). Undergrowth increases the DC of Tumble and Move Silently checks by 2 because the leaves and branches get in the way. It is possible to hide in light undergrowth. Running and charging are impossible.

Orange areas contain heavy undergrowth. Heavy undergrowth costs 4 squares of movement to move into, and it provides concealment with a 30% miss chance. It increases the DC of Tumble and Move Silently checks by 5. Heavy undergrowth is easy to hide in, granting a +5 circumstance bonus on Hide checks. Running and charging are impossible.

Blue indicates bogs/water. If a square is part of a shallow bog, it has deep mud or standing water of about 1 foot in depth. It costs 2 squares of movement to move into a square with a shallow bog, and the DC of Tumble checks in such a square increases by 2. A square that is part of a deep bog has roughly 4 feet of standing water. It costs Medium or larger creatures 4 squares of movement to move into a square with a deep bog, or characters can swim if they wish. Small or smaller creatures must swim to move through a deep bog. Tumbling is impossible in a deep bog. The water in a deep bog provides cover for Medium or larger creatures. Smaller creatures gain improved cover (+8 bonus to AC, +4 bonus on Reflex saves). Medium or larger creatures can crouch as a move action to gain this improved cover. Creatures with this improved cover take a -10 penalty on attacks against creatures that aren’t underwater. Improved cover and standard cover from a deep bog allow the use of the Hide skill. Both shallow and deep bogs increase the DC of Move Silently checks by 2.

Initiative
24 - Slitherweb 4
23a - Slitherweb 1
23b - Vandersrike (Black 7)
19a - Henrik (Black 6)
19b - Slitherweb 3
16 - Gazini (Black 3; mount in blue)
13a - Leland (Black 2; Zephyranthes in blue)
13b - Raksha (Blue 7)
13c - Horace the Mule (Blue 6)
12 - Swarbrick (Black 1; mount in blue)
12 - Johten (Black 8)
11 - Kaarys (Black 5; Serry in blue)
10 - Slitherweb??
07 - Kisasi (Black 4; mount in blue)
05 - Large Slitherweb

It's currently Leland's turn.

Kisasi has taken 6 points of damage.
Swarbrick has taken 6 points of damage.
Kisasi's horse has taken 3 points of damage. It is entangled.
Gazini's horse is entangled.
Swarbrick's horse has taken 6 points of damage.

Slitherwebs 1, 3 and 4 have cover and concealment relative to creatures on the ground.

Slitherweb 3 has taken 3 points of damage. It's bleeding.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Talanall
Talanall's picture

Leland announces, "Move away from the bats so that they don't come after us next." He suits action to words, and urges his horse away, moving until he is westward of Serry. Horace the Mule and Raksha follow closely as he goes.

OOC
Squares with a small brown dot contain a normal tree. A creature standing in the same square as a tree gains a +2 bonus to Armor Class and a +1 bonus on Reflex saves (these bonuses don’t stack with cover bonuses from other sources). The presence of a tree doesn’t otherwise affect a creature’s fighting space, because it’s assumed that the creature is using the tree to its advantage when it can. The trunk of a typical tree has AC 4. A DC 15 Climb check is sufficient to climb a tree.

Massive trees are denoted by squares that are entirely filled by a brown dot. These take up an entire square and provide cover to anyone behind them, allowing the use of the Hide skill. They have AC 3, and like their smaller counterparts, it takes a DC 15 Climb check to climb them.

The trees in this section of swamp are dense enough to form a canopy that extends up to 10 feet from any square containing a tree. Creatures on branches in a forest canopy are considered to have both cover and concealment (20% miss chance) when fighting creatures on the ground. It is possible to hide in forest canopy.

Yellow areas contain light undergrowth. A space covered with light undergrowth costs 2 squares of movement to move into, and it provides concealment (20% miss chance). Undergrowth increases the DC of Tumble and Move Silently checks by 2 because the leaves and branches get in the way. It is possible to hide in light undergrowth. Running and charging are impossible.

Orange areas contain heavy undergrowth. Heavy undergrowth costs 4 squares of movement to move into, and it provides concealment with a 30% miss chance. It increases the DC of Tumble and Move Silently checks by 5. Heavy undergrowth is easy to hide in, granting a +5 circumstance bonus on Hide checks. Running and charging are impossible.

Blue indicates bogs/water. If a square is part of a shallow bog, it has deep mud or standing water of about 1 foot in depth. It costs 2 squares of movement to move into a square with a shallow bog, and the DC of Tumble checks in such a square increases by 2. A square that is part of a deep bog has roughly 4 feet of standing water. It costs Medium or larger creatures 4 squares of movement to move into a square with a deep bog, or characters can swim if they wish. Small or smaller creatures must swim to move through a deep bog. Tumbling is impossible in a deep bog. The water in a deep bog provides cover for Medium or larger creatures. Smaller creatures gain improved cover (+8 bonus to AC, +4 bonus on Reflex saves). Medium or larger creatures can crouch as a move action to gain this improved cover. Creatures with this improved cover take a -10 penalty on attacks against creatures that aren’t underwater. Improved cover and standard cover from a deep bog allow the use of the Hide skill. Both shallow and deep bogs increase the DC of Move Silently checks by 2.

Initiative
24 - Slitherweb 4
23a - Slitherweb 1
23b - Vandersrike (Black 7)
19a - Henrik (Black 6)
19b - Slitherweb 3
16 - Gazini (Black 3; mount in blue)
13a - Leland (Black 2; Zephyranthes in blue)
13b - Raksha (Blue 7)
13c - Horace the Mule (Blue 6)
12 - Swarbrick (Black 1; mount in blue)
12 - Johten (Black 8)
11 - Kaarys (Black 5; Serry in blue)
10 - Slitherweb??
07 - Kisasi (Black 4; mount in blue)
05 - Large Slitherweb

It's currently Swarbrick's turn.

Kisasi has taken 6 points of damage.
Swarbrick has taken 6 points of damage.
Kisasi's horse has taken 3 points of damage. It is entangled.
Gazini's horse is entangled.
Swarbrick's horse has taken 6 points of damage.

Slitherwebs 1, 3 and 4 have cover and concealment relative to creatures on the ground.

Slitherweb 3 has taken 3 points of damage. It's bleeding.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Talanall
Talanall's picture

Swarbrick keeps his blade at the ready to slice himself, Kisasi, or Henrik free if one of them is webbed again. Meanwhile, Johten and Kaarys both swap their melee weapons for ranged arms: a crossbow in Joe's case, and a longbow for Kaarys.

To the north of the tree where Henrik has taken cover, yet another slitherweb comes into view in the canopy, hurrying along toward possible prey.

OOC
Squares with a small brown dot contain a normal tree. A creature standing in the same square as a tree gains a +2 bonus to Armor Class and a +1 bonus on Reflex saves (these bonuses don’t stack with cover bonuses from other sources). The presence of a tree doesn’t otherwise affect a creature’s fighting space, because it’s assumed that the creature is using the tree to its advantage when it can. The trunk of a typical tree has AC 4. A DC 15 Climb check is sufficient to climb a tree.

Massive trees are denoted by squares that are entirely filled by a brown dot. These take up an entire square and provide cover to anyone behind them, allowing the use of the Hide skill. They have AC 3, and like their smaller counterparts, it takes a DC 15 Climb check to climb them.

The trees in this section of swamp are dense enough to form a canopy that extends up to 10 feet from any square containing a tree. Creatures on branches in a forest canopy are considered to have both cover and concealment (20% miss chance) when fighting creatures on the ground. It is possible to hide in forest canopy.

Yellow areas contain light undergrowth. A space covered with light undergrowth costs 2 squares of movement to move into, and it provides concealment (20% miss chance). Undergrowth increases the DC of Tumble and Move Silently checks by 2 because the leaves and branches get in the way. It is possible to hide in light undergrowth. Running and charging are impossible.

Orange areas contain heavy undergrowth. Heavy undergrowth costs 4 squares of movement to move into, and it provides concealment with a 30% miss chance. It increases the DC of Tumble and Move Silently checks by 5. Heavy undergrowth is easy to hide in, granting a +5 circumstance bonus on Hide checks. Running and charging are impossible.

Blue indicates bogs/water. If a square is part of a shallow bog, it has deep mud or standing water of about 1 foot in depth. It costs 2 squares of movement to move into a square with a shallow bog, and the DC of Tumble checks in such a square increases by 2. A square that is part of a deep bog has roughly 4 feet of standing water. It costs Medium or larger creatures 4 squares of movement to move into a square with a deep bog, or characters can swim if they wish. Small or smaller creatures must swim to move through a deep bog. Tumbling is impossible in a deep bog. The water in a deep bog provides cover for Medium or larger creatures. Smaller creatures gain improved cover (+8 bonus to AC, +4 bonus on Reflex saves). Medium or larger creatures can crouch as a move action to gain this improved cover. Creatures with this improved cover take a -10 penalty on attacks against creatures that aren’t underwater. Improved cover and standard cover from a deep bog allow the use of the Hide skill. Both shallow and deep bogs increase the DC of Move Silently checks by 2.

Initiative
24 - Slitherweb 4
23a - Slitherweb 1
23b - Vandersrike (Black 7)
19a - Henrik (Black 6)
19b - Slitherweb 3
16 - Gazini (Black 3; mount in blue)
13a - Leland (Black 2; Zephyranthes in blue)
13b - Raksha (Blue 7)
13c - Horace the Mule (Blue 6)
12 - Swarbrick (Black 1; mount in blue)
12 - Johten (Black 8)
11 - Kaarys (Black 5; Serry in blue)
10 - Slitherweb 2
07 - Kisasi (Black 4; mount in blue)
05 - Large Slitherweb

It's currently Kisasi's turn.

Kisasi has taken 6 points of damage.
Swarbrick has taken 6 points of damage.
Kisasi's horse has taken 3 points of damage. It is entangled.
Gazini's horse is entangled.
Swarbrick's horse has taken 6 points of damage.

Slitherwebs 1, 2, 3 and 4 have cover and concealment relative to creatures on the ground.

Slitherweb 3 has taken 3 points of damage. It's bleeding.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Talanall
Talanall's picture

Kisasi slices his horse free of the webbing that entangles it. He sheathes the blade as his mount steps away from the flapping remains of the web.

Even as the hobgoblin is doing this, the largest of the slitherwebs crashes free of the undergrowth that previously slowed it. It lumbers closer, slithering and pulling itself along on its tentacles with a noise like squids and raw meat being slapped together in a tub of jelly.

Round Three
The same slitherweb that gave Kisasi and Swarbrick a faceful of acid makes an angry "threep" noise, and flings a wad of webbing at Johten, which nearly gets the big human—he's quick enough to jink behind a tree, and the abomination catches nothing but wood.

Elsewhere, a slitherweb vacillates momentarily between Henrik and the swarm of bats that harasses its nest mate, chooses Henrik, and flings web at the dwarf. Despite the distance between it and the priest, he's snared.

Swarbrick immediately cuts the dwarf free of the webbing, so quickly that the slitherweb doesn't even have time to pull.

OOC
Squares with a small brown dot contain a normal tree. A creature standing in the same square as a tree gains a +2 bonus to Armor Class and a +1 bonus on Reflex saves (these bonuses don’t stack with cover bonuses from other sources). The presence of a tree doesn’t otherwise affect a creature’s fighting space, because it’s assumed that the creature is using the tree to its advantage when it can. The trunk of a typical tree has AC 4. A DC 15 Climb check is sufficient to climb a tree.

Massive trees are denoted by squares that are entirely filled by a brown dot. These take up an entire square and provide cover to anyone behind them, allowing the use of the Hide skill. They have AC 3, and like their smaller counterparts, it takes a DC 15 Climb check to climb them.

The trees in this section of swamp are dense enough to form a canopy that extends up to 10 feet from any square containing a tree. Creatures on branches in a forest canopy are considered to have both cover and concealment (20% miss chance) when fighting creatures on the ground. It is possible to hide in forest canopy.

Yellow areas contain light undergrowth. A space covered with light undergrowth costs 2 squares of movement to move into, and it provides concealment (20% miss chance). Undergrowth increases the DC of Tumble and Move Silently checks by 2 because the leaves and branches get in the way. It is possible to hide in light undergrowth. Running and charging are impossible.

Orange areas contain heavy undergrowth. Heavy undergrowth costs 4 squares of movement to move into, and it provides concealment with a 30% miss chance. It increases the DC of Tumble and Move Silently checks by 5. Heavy undergrowth is easy to hide in, granting a +5 circumstance bonus on Hide checks. Running and charging are impossible.

Blue indicates bogs/water. If a square is part of a shallow bog, it has deep mud or standing water of about 1 foot in depth. It costs 2 squares of movement to move into a square with a shallow bog, and the DC of Tumble checks in such a square increases by 2. A square that is part of a deep bog has roughly 4 feet of standing water. It costs Medium or larger creatures 4 squares of movement to move into a square with a deep bog, or characters can swim if they wish. Small or smaller creatures must swim to move through a deep bog. Tumbling is impossible in a deep bog. The water in a deep bog provides cover for Medium or larger creatures. Smaller creatures gain improved cover (+8 bonus to AC, +4 bonus on Reflex saves). Medium or larger creatures can crouch as a move action to gain this improved cover. Creatures with this improved cover take a -10 penalty on attacks against creatures that aren’t underwater. Improved cover and standard cover from a deep bog allow the use of the Hide skill. Both shallow and deep bogs increase the DC of Move Silently checks by 2.

Initiative
24 - Slitherweb 4
23a - Slitherweb 1
23b - Swarbrick (Black 1; mount in blue)
23c - Vandersrike (Black 7)
19a - Henrik (Black 6)
19b - Slitherweb 3
16 - Gazini (Black 3; mount in blue)
13a - Leland (Black 2; Zephyranthes in blue)
13b - Raksha (Blue 7)
13c - Horace the Mule (Blue 6)
12 - Johten (Black 8)
11 - Kaarys (Black 5; Serry in blue)
10 - Slitherweb 2
07 - Kisasi (Black 4; mount in blue)
05 - Large Slitherweb

It's currently Vandersrike's turn.

Kisasi has taken 6 points of damage.
Swarbrick has taken 6 points of damage.
Kisasi's horse has taken 3 points of damage..
Gazini's horse is entangled.
Swarbrick's horse has taken 6 points of damage.

Slitherwebs 1, 2, 3 and 4 have cover and concealment relative to creatures on the ground.

Slitherweb 3 has taken 3 points of damage. It's bleeding.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Talanall
Talanall's picture

Vandersrike continues to watch and wait for the moment to strike, as Henrik, breathing heavily, readies his axe for an overhand chop at the first threat to come into reach.

Elsewhere, the swarm-ridden slitherweb retreats, trilling in pain and lashing fruitlessly at the swarm with every tentacle that it can spare from locomotion.

OOC
Squares with a small brown dot contain a normal tree. A creature standing in the same square as a tree gains a +2 bonus to Armor Class and a +1 bonus on Reflex saves (these bonuses don’t stack with cover bonuses from other sources). The presence of a tree doesn’t otherwise affect a creature’s fighting space, because it’s assumed that the creature is using the tree to its advantage when it can. The trunk of a typical tree has AC 4. A DC 15 Climb check is sufficient to climb a tree.

Massive trees are denoted by squares that are entirely filled by a brown dot. These take up an entire square and provide cover to anyone behind them, allowing the use of the Hide skill. They have AC 3, and like their smaller counterparts, it takes a DC 15 Climb check to climb them.

The trees in this section of swamp are dense enough to form a canopy that extends up to 10 feet from any square containing a tree. Creatures on branches in a forest canopy are considered to have both cover and concealment (20% miss chance) when fighting creatures on the ground. It is possible to hide in forest canopy.

Yellow areas contain light undergrowth. A space covered with light undergrowth costs 2 squares of movement to move into, and it provides concealment (20% miss chance). Undergrowth increases the DC of Tumble and Move Silently checks by 2 because the leaves and branches get in the way. It is possible to hide in light undergrowth. Running and charging are impossible.

Orange areas contain heavy undergrowth. Heavy undergrowth costs 4 squares of movement to move into, and it provides concealment with a 30% miss chance. It increases the DC of Tumble and Move Silently checks by 5. Heavy undergrowth is easy to hide in, granting a +5 circumstance bonus on Hide checks. Running and charging are impossible.

Blue indicates bogs/water. If a square is part of a shallow bog, it has deep mud or standing water of about 1 foot in depth. It costs 2 squares of movement to move into a square with a shallow bog, and the DC of Tumble checks in such a square increases by 2. A square that is part of a deep bog has roughly 4 feet of standing water. It costs Medium or larger creatures 4 squares of movement to move into a square with a deep bog, or characters can swim if they wish. Small or smaller creatures must swim to move through a deep bog. Tumbling is impossible in a deep bog. The water in a deep bog provides cover for Medium or larger creatures. Smaller creatures gain improved cover (+8 bonus to AC, +4 bonus on Reflex saves). Medium or larger creatures can crouch as a move action to gain this improved cover. Creatures with this improved cover take a -10 penalty on attacks against creatures that aren’t underwater. Improved cover and standard cover from a deep bog allow the use of the Hide skill. Both shallow and deep bogs increase the DC of Move Silently checks by 2.

Initiative
24 - Slitherweb 4
23a - Slitherweb 1
23b - Swarbrick (Black 1; mount in blue)
23c - Vandersrike (Black 7)
19a - Henrik (Black 6)
19b - Slitherweb 3
16 - Gazini (Black 3; mount in blue)
13a - Leland (Black 2; Zephyranthes in blue)
13b - Raksha (Blue 7)
13c - Horace the Mule (Blue 6)
12 - Johten (Black 8)
11 - Kaarys (Black 5; Serry in blue)
10 - Slitherweb 2
07 - Kisasi (Black 4; mount in blue)
05 - Large Slitherweb

It's currently Gazini's turn.

Kisasi has taken 6 points of damage.
Swarbrick has taken 6 points of damage.
Kisasi's horse has taken 3 points of damage..
Gazini's horse is entangled.
Swarbrick's horse has taken 6 points of damage.

Slitherwebs 1, 2, 3 and 4 have cover and concealment relative to creatures on the ground.

Slitherweb 3 has taken 4 points of damage. It's bleeding.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Talanall
Talanall's picture

Gazini mentally sets his heels and drags his chosen spirits into the mortal world. As quickly as that, a quartet of spiders clings to the trees overhead. From the luster of their carapaces—abdomen and thorax like burnished bronze, shading into powdery blues on their legs and pedipalps—and the jewel-like gleam of their multitude of eyes, these creatures aren't of your world. They come from a place that's finer. Better.

But in common with their idiotic mortal cousins, these can throw webs just as the slitherwebs have been doing. Gazini bellows instructions to them in the tongue of angels, ordering them to ensnare the monstrosities that face you, and they obey him on the instant.

In less time than it takes to tell you of it, two of the slitherwebs are webbed tight, constrained just as they thought to do to you. The hobgoblin follows up by casting a javelin like a thunderbolt at the slitherweb farthest to the east, then nudges his mount away from the bats to avoid their attention.

Implacably, Leland's summoned swarm of bats engulfs the nearest living thing—in this case, the slitherweb that just tried to web Henrik. The embattled monster emits a screeching cry of agony as its flesh is sliced to ribbons by dozens of tiny but sharp teeth.

OOC
Squares with a small brown dot contain a normal tree. A creature standing in the same square as a tree gains a +2 bonus to Armor Class and a +1 bonus on Reflex saves (these bonuses don’t stack with cover bonuses from other sources). The presence of a tree doesn’t otherwise affect a creature’s fighting space, because it’s assumed that the creature is using the tree to its advantage when it can. The trunk of a typical tree has AC 4. A DC 15 Climb check is sufficient to climb a tree.

Massive trees are denoted by squares that are entirely filled by a brown dot. These take up an entire square and provide cover to anyone behind them, allowing the use of the Hide skill. They have AC 3, and like their smaller counterparts, it takes a DC 15 Climb check to climb them.

The trees in this section of swamp are dense enough to form a canopy that extends up to 10 feet from any square containing a tree. Creatures on branches in a forest canopy are considered to have both cover and concealment (20% miss chance) when fighting creatures on the ground. It is possible to hide in forest canopy.

Yellow areas contain light undergrowth. A space covered with light undergrowth costs 2 squares of movement to move into, and it provides concealment (20% miss chance). Undergrowth increases the DC of Tumble and Move Silently checks by 2 because the leaves and branches get in the way. It is possible to hide in light undergrowth. Running and charging are impossible.

Orange areas contain heavy undergrowth. Heavy undergrowth costs 4 squares of movement to move into, and it provides concealment with a 30% miss chance. It increases the DC of Tumble and Move Silently checks by 5. Heavy undergrowth is easy to hide in, granting a +5 circumstance bonus on Hide checks. Running and charging are impossible.

Blue indicates bogs/water. If a square is part of a shallow bog, it has deep mud or standing water of about 1 foot in depth. It costs 2 squares of movement to move into a square with a shallow bog, and the DC of Tumble checks in such a square increases by 2. A square that is part of a deep bog has roughly 4 feet of standing water. It costs Medium or larger creatures 4 squares of movement to move into a square with a deep bog, or characters can swim if they wish. Small or smaller creatures must swim to move through a deep bog. Tumbling is impossible in a deep bog. The water in a deep bog provides cover for Medium or larger creatures. Smaller creatures gain improved cover (+8 bonus to AC, +4 bonus on Reflex saves). Medium or larger creatures can crouch as a move action to gain this improved cover. Creatures with this improved cover take a -10 penalty on attacks against creatures that aren’t underwater. Improved cover and standard cover from a deep bog allow the use of the Hide skill. Both shallow and deep bogs increase the DC of Move Silently checks by 2.

Initiative
24 - Slitherweb 4
23a - Slitherweb 1
23b - Swarbrick (Black 1; mount in blue)
23c - Vandersrike (Black 7)
19a - Henrik (Black 6)
19b - Slitherweb 3
16 - Gazini (Black 3; mount in blue)
13a - Leland (Black 2; Zephyranthes in blue)
13b - Raksha (Blue 7)
13c - Horace the Mule (Blue 6)
12 - Johten (Black 8)
11 - Kaarys (Black 5; Serry in blue)
10 - Slitherweb 2
07 - Kisasi (Black 4; mount in blue)
05 - Large Slitherweb

It's currently Leland's turn.

Kisasi has taken 6 points of damage.
Swarbrick has taken 6 points of damage.
Kisasi's horse has taken 3 points of damage.
Gazini's horse is entangled.
Swarbrick's horse has taken 6 points of damage.

Slitherwebs 1, 2, 3 and 4 have cover and concealment relative to creatures on the ground.

Slitherwebs 1 and 4 are entangled.

Slitherweb 1 has taken 6 points of damage. It's bleeding.
Slitherweb 3 has taken 12 points of damage. It's bleeding.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Talanall
Talanall's picture

Figuring his swarm has done enough damage for one day, Leland ceases concentrating on the spell, lest it begin devouring his companions. "The bats will go away soon," he says. He puts away his club and casts a spell, and suddenly there is a flaming blade in his hand.

OOC
Squares with a small brown dot contain a normal tree. A creature standing in the same square as a tree gains a +2 bonus to Armor Class and a +1 bonus on Reflex saves (these bonuses don’t stack with cover bonuses from other sources). The presence of a tree doesn’t otherwise affect a creature’s fighting space, because it’s assumed that the creature is using the tree to its advantage when it can. The trunk of a typical tree has AC 4. A DC 15 Climb check is sufficient to climb a tree.

Massive trees are denoted by squares that are entirely filled by a brown dot. These take up an entire square and provide cover to anyone behind them, allowing the use of the Hide skill. They have AC 3, and like their smaller counterparts, it takes a DC 15 Climb check to climb them.

The trees in this section of swamp are dense enough to form a canopy that extends up to 10 feet from any square containing a tree. Creatures on branches in a forest canopy are considered to have both cover and concealment (20% miss chance) when fighting creatures on the ground. It is possible to hide in forest canopy.

Yellow areas contain light undergrowth. A space covered with light undergrowth costs 2 squares of movement to move into, and it provides concealment (20% miss chance). Undergrowth increases the DC of Tumble and Move Silently checks by 2 because the leaves and branches get in the way. It is possible to hide in light undergrowth. Running and charging are impossible.

Orange areas contain heavy undergrowth. Heavy undergrowth costs 4 squares of movement to move into, and it provides concealment with a 30% miss chance. It increases the DC of Tumble and Move Silently checks by 5. Heavy undergrowth is easy to hide in, granting a +5 circumstance bonus on Hide checks. Running and charging are impossible.

Blue indicates bogs/water. If a square is part of a shallow bog, it has deep mud or standing water of about 1 foot in depth. It costs 2 squares of movement to move into a square with a shallow bog, and the DC of Tumble checks in such a square increases by 2. A square that is part of a deep bog has roughly 4 feet of standing water. It costs Medium or larger creatures 4 squares of movement to move into a square with a deep bog, or characters can swim if they wish. Small or smaller creatures must swim to move through a deep bog. Tumbling is impossible in a deep bog. The water in a deep bog provides cover for Medium or larger creatures. Smaller creatures gain improved cover (+8 bonus to AC, +4 bonus on Reflex saves). Medium or larger creatures can crouch as a move action to gain this improved cover. Creatures with this improved cover take a -10 penalty on attacks against creatures that aren’t underwater. Improved cover and standard cover from a deep bog allow the use of the Hide skill. Both shallow and deep bogs increase the DC of Move Silently checks by 2.

Initiative
24 - Slitherweb 4
23a - Slitherweb 1
23b - Swarbrick (Black 1; mount in blue)
23c - Vandersrike (Black 7)
19a - Henrik (Black 6)
19b - Slitherweb 3
16 - Gazini (Black 3; mount in blue)
13a - Leland (Black 2; Zephyranthes in blue)
13b - Raksha (Blue 7)
13c - Horace the Mule (Blue 6)
12 - Johten (Black 8)
11 - Kaarys (Black 5; Serry in blue)
10 - Slitherweb 2
07 - Kisasi (Black 4; mount in blue)
05 - Large Slitherweb

It's currently Johten's turn.

Kisasi has taken 6 points of damage.
Swarbrick has taken 6 points of damage.
Kisasi's horse has taken 3 points of damage.
Gazini's horse is entangled.
Swarbrick's horse has taken 6 points of damage.

Leland's summon swarm has two rounds remaining.
Leland's flame blade has 30 rounds remaining.

Slitherwebs 1, 2, 3 and 4 have cover and concealment relative to creatures on the ground.

Slitherwebs 1 and 4 are entangled.

Slitherweb 1 has taken 6 points of damage. It's bleeding.
Slitherweb 3 has taken 12 points of damage. It's bleeding.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Talanall
Talanall's picture

Now that he's got a crossbow in hand, Johten inexpertly loads the weapon with a bolt, then fires it into the canopy towards the nearest slitherweb. As Gazini has already experienced with one of his javelin throws, however, the cover afforded by the forest canopy overhead makes it unexpectedly difficult to hit his mark, even when the target is ensnared by webbing.

OOC
Squares with a small brown dot contain a normal tree. A creature standing in the same square as a tree gains a +2 bonus to Armor Class and a +1 bonus on Reflex saves (these bonuses don’t stack with cover bonuses from other sources). The presence of a tree doesn’t otherwise affect a creature’s fighting space, because it’s assumed that the creature is using the tree to its advantage when it can. The trunk of a typical tree has AC 4. A DC 15 Climb check is sufficient to climb a tree.

Massive trees are denoted by squares that are entirely filled by a brown dot. These take up an entire square and provide cover to anyone behind them, allowing the use of the Hide skill. They have AC 3, and like their smaller counterparts, it takes a DC 15 Climb check to climb them.

The trees in this section of swamp are dense enough to form a canopy that extends up to 10 feet from any square containing a tree. Creatures on branches in a forest canopy are considered to have both cover and concealment (20% miss chance) when fighting creatures on the ground. It is possible to hide in forest canopy.

Yellow areas contain light undergrowth. A space covered with light undergrowth costs 2 squares of movement to move into, and it provides concealment (20% miss chance). Undergrowth increases the DC of Tumble and Move Silently checks by 2 because the leaves and branches get in the way. It is possible to hide in light undergrowth. Running and charging are impossible.

Orange areas contain heavy undergrowth. Heavy undergrowth costs 4 squares of movement to move into, and it provides concealment with a 30% miss chance. It increases the DC of Tumble and Move Silently checks by 5. Heavy undergrowth is easy to hide in, granting a +5 circumstance bonus on Hide checks. Running and charging are impossible.

Blue indicates bogs/water. If a square is part of a shallow bog, it has deep mud or standing water of about 1 foot in depth. It costs 2 squares of movement to move into a square with a shallow bog, and the DC of Tumble checks in such a square increases by 2. A square that is part of a deep bog has roughly 4 feet of standing water. It costs Medium or larger creatures 4 squares of movement to move into a square with a deep bog, or characters can swim if they wish. Small or smaller creatures must swim to move through a deep bog. Tumbling is impossible in a deep bog. The water in a deep bog provides cover for Medium or larger creatures. Smaller creatures gain improved cover (+8 bonus to AC, +4 bonus on Reflex saves). Medium or larger creatures can crouch as a move action to gain this improved cover. Creatures with this improved cover take a -10 penalty on attacks against creatures that aren’t underwater. Improved cover and standard cover from a deep bog allow the use of the Hide skill. Both shallow and deep bogs increase the DC of Move Silently checks by 2.

Initiative
24 - Slitherweb 4
23a - Slitherweb 1
23b - Swarbrick (Black 1; mount in blue)
23c - Vandersrike (Black 7)
19a - Henrik (Black 6)
19b - Slitherweb 3
16 - Gazini (Black 3; mount in blue)
13a - Leland (Black 2; Zephyranthes in blue)
13b - Raksha (Blue 7)
13c - Horace the Mule (Blue 6)
12 - Johten (Black 8)
11 - Kaarys (Black 5; Serry in blue)
10 - Slitherweb 2
07 - Kisasi (Black 4; mount in blue)
05 - Large Slitherweb

It's currently Kaarys's turn.

Kisasi has taken 6 points of damage.
Swarbrick has taken 6 points of damage.
Kisasi's horse has taken 3 points of damage.
Gazini's horse is entangled.
Swarbrick's horse has taken 6 points of damage.

Leland's summon swarm has two rounds remaining.
Leland's flame blade has 30 rounds remaining.

Slitherwebs 1, 2, 3 and 4 have cover and concealment relative to creatures on the ground.

Slitherwebs 1 and 4 are entangled.

Slitherweb 1 has taken 6 points of damage. It's bleeding.
Slitherweb 3 has taken 12 points of damage. It's bleeding.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Talanall
Talanall's picture

Kaarys hurriedly unlimbers his bow and looses a shot into the canopy, aiming for the same slitherweb as Johten. The elf misses his mark by some distance, though.

Another slitherweb makes its way closer through the canopy overhead, flinging another mass of webbing as it comes. Kisasi manages to duck just before he'd otherwise have taken the sticky mess right in his face, then puts away his shield and equips his bow as he nudges his horse closer to danger. "Concentrate fire on the ones the bats are swarming!" he shouts, "Bring one down so we can get out of here!" Almost immediately, the hobgoblin warrior finds himself gagging on the horrific stench that wafts from this newest monstrosity to join the battle. He manages to keep his breakfast down, but his horse makes a noise of protest, physiologically unable to vomit but still quite able to vent a greenish splatter of manure in protest at the horrible aroma.

Further back, Swarbrick also is struck by the stench and collapses into a bout of nausea and heaving, and his horse likewise makes a snort of displeasure, rolling its eyes and voiding its bowels in panic. Henrik manages to keep a lid on his guts, and (perhaps most fortunately of all, given that they're immediately above several members of the expedtion) so do the celestial spiders that Gazini called into battle.

Adding to your discomfiture, the larger slitherweb comes barreling through the undergrowth, lunging toward battle until it's literally within arm's reach of Henrik. Fortunately for the dwarf, the monstrosity is flailing for balance instead of whipping him with its tentacles--he's having trouble counting, but there are AT LEAST ten. Still, that does nothing for the stench, which is even more powerful than that which curled off of its smaller nest mate. Again Kisasi and Henrik manage to keep their gorges down. Overhead, Gazini's spider allies hunch up in disgust, but evidently they don't vomit, or spew webbing, or anything like that. Swarbrick isn't so lucky

Round Four
With the big slitherweb's arrival, the entangled slitherwebs to your west and extreme east busy themselves trying to rip free of the webbing just applied by Gazini's allies. But they fail.

OOC
Squares with a small brown dot contain a normal tree. A creature standing in the same square as a tree gains a +2 bonus to Armor Class and a +1 bonus on Reflex saves (these bonuses don’t stack with cover bonuses from other sources). The presence of a tree doesn’t otherwise affect a creature’s fighting space, because it’s assumed that the creature is using the tree to its advantage when it can. The trunk of a typical tree has AC 4. A DC 15 Climb check is sufficient to climb a tree.

Massive trees are denoted by squares that are entirely filled by a brown dot. These take up an entire square and provide cover to anyone behind them, allowing the use of the Hide skill. They have AC 3, and like their smaller counterparts, it takes a DC 15 Climb check to climb them.

The trees in this section of swamp are dense enough to form a canopy that extends up to 10 feet from any square containing a tree. Creatures on branches in a forest canopy are considered to have both cover and concealment (20% miss chance) when fighting creatures on the ground. It is possible to hide in forest canopy.

Yellow areas contain light undergrowth. A space covered with light undergrowth costs 2 squares of movement to move into, and it provides concealment (20% miss chance). Undergrowth increases the DC of Tumble and Move Silently checks by 2 because the leaves and branches get in the way. It is possible to hide in light undergrowth. Running and charging are impossible.

Orange areas contain heavy undergrowth. Heavy undergrowth costs 4 squares of movement to move into, and it provides concealment with a 30% miss chance. It increases the DC of Tumble and Move Silently checks by 5. Heavy undergrowth is easy to hide in, granting a +5 circumstance bonus on Hide checks. Running and charging are impossible.

Blue indicates bogs/water. If a square is part of a shallow bog, it has deep mud or standing water of about 1 foot in depth. It costs 2 squares of movement to move into a square with a shallow bog, and the DC of Tumble checks in such a square increases by 2. A square that is part of a deep bog has roughly 4 feet of standing water. It costs Medium or larger creatures 4 squares of movement to move into a square with a deep bog, or characters can swim if they wish. Small or smaller creatures must swim to move through a deep bog. Tumbling is impossible in a deep bog. The water in a deep bog provides cover for Medium or larger creatures. Smaller creatures gain improved cover (+8 bonus to AC, +4 bonus on Reflex saves). Medium or larger creatures can crouch as a move action to gain this improved cover. Creatures with this improved cover take a -10 penalty on attacks against creatures that aren’t underwater. Improved cover and standard cover from a deep bog allow the use of the Hide skill. Both shallow and deep bogs increase the DC of Move Silently checks by 2.

Initiative
24 - Slitherweb 4
23a - Slitherweb 1
23b - Swarbrick (Black 1; mount in blue)
23c - Vandersrike (Black 7)
19a - Henrik (Black 6)
19b - Slitherweb 3
16 - Gazini (Black 3; mount in blue)
13a - Leland (Black 2; Zephyranthes in blue)
13b - Raksha (Blue 7)
13c - Horace the Mule (Blue 6)
12 - Johten (Black 8)
11 - Kaarys (Black 5; Serry in blue)
10 - Slitherweb 2
07 - Kisasi (Black 4; mount in blue)
05 - Large Slitherweb

It's currently Swarbrick's turn.

Kisasi has taken 6 points of damage.
Swarbrick has taken 6 points of damage.
Kisasi's horse has taken 3 points of damage.
Gazini's horse is entangled.
Swarbrick's horse has taken 6 points of damage.

Swarbrick is sickened by the Large Slitherweb's stench. He will remain affected for 10 more rounds.
Swarbrick's horse is sickened by the Large Slitherweb's stench. It will remain affected for 10 more rounds.
Kisasi's horse is sickened by the Large Slitherweb's stench. It will remain affected for 10 more rounds.
Gazini's horse is sickened by the Large Slitherweb's stench. It will remain affected for 10 more rounds.
Johten is sickened by the Large Slitherweb's stench. He will remain affected for 10 more rounds.
Kaarys is sickened by the Large Slitherweb's stench. He will remain affected for 10 more rounds.
Celestial Spider #2 is sickened by the Large Slitherweb's stench. It will remain affected for 10 more rounds.
Celestial Spider #3 is sickened by the Large Slitherweb's stench. It will remain affected for 10 more rounds.
The swarm of bats is sickened by the Large Slitherweb's stench. It will remain affected for 10 more rounds.

Leland's summon swarm has two rounds remaining.
Leland's flame blade has 30 rounds remaining.

Slitherwebs 1, 2, 3 and 4 have cover and concealment relative to creatures on the ground.

Slitherwebs 1 and 4 are entangled.

Slitherweb 1 has taken 6 points of damage. It's bleeding.
Slitherweb 3 has taken 12 points of damage. It's bleeding.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Talanall
Talanall's picture

Swarbrick, Vandersrike and Henrik all decide to play a bit of a waiting game for now, delaying action even though, at least in Henrik's case, the enemy is now close enough to touch.

The first slitherweb to be swarmed has now recovered from its discomfiture, and sprays acidic fluids at the swarm that still envelops its nest mate before it scuttles a little further away. The bats squeal in pain, many of them burned to death so that they drop from the air. But not enough to disperse the swarm. Curiously, the other slitherweb seems completely unharmed by the acid.

OOC
Squares with a small brown dot contain a normal tree. A creature standing in the same square as a tree gains a +2 bonus to Armor Class and a +1 bonus on Reflex saves (these bonuses don’t stack with cover bonuses from other sources). The presence of a tree doesn’t otherwise affect a creature’s fighting space, because it’s assumed that the creature is using the tree to its advantage when it can. The trunk of a typical tree has AC 4. A DC 15 Climb check is sufficient to climb a tree.

Massive trees are denoted by squares that are entirely filled by a brown dot. These take up an entire square and provide cover to anyone behind them, allowing the use of the Hide skill. They have AC 3, and like their smaller counterparts, it takes a DC 15 Climb check to climb them.

The trees in this section of swamp are dense enough to form a canopy that extends up to 10 feet from any square containing a tree. Creatures on branches in a forest canopy are considered to have both cover and concealment (20% miss chance) when fighting creatures on the ground. It is possible to hide in forest canopy.

Yellow areas contain light undergrowth. A space covered with light undergrowth costs 2 squares of movement to move into, and it provides concealment (20% miss chance). Undergrowth increases the DC of Tumble and Move Silently checks by 2 because the leaves and branches get in the way. It is possible to hide in light undergrowth. Running and charging are impossible.

Orange areas contain heavy undergrowth. Heavy undergrowth costs 4 squares of movement to move into, and it provides concealment with a 30% miss chance. It increases the DC of Tumble and Move Silently checks by 5. Heavy undergrowth is easy to hide in, granting a +5 circumstance bonus on Hide checks. Running and charging are impossible.

Blue indicates bogs/water. If a square is part of a shallow bog, it has deep mud or standing water of about 1 foot in depth. It costs 2 squares of movement to move into a square with a shallow bog, and the DC of Tumble checks in such a square increases by 2. A square that is part of a deep bog has roughly 4 feet of standing water. It costs Medium or larger creatures 4 squares of movement to move into a square with a deep bog, or characters can swim if they wish. Small or smaller creatures must swim to move through a deep bog. Tumbling is impossible in a deep bog. The water in a deep bog provides cover for Medium or larger creatures. Smaller creatures gain improved cover (+8 bonus to AC, +4 bonus on Reflex saves). Medium or larger creatures can crouch as a move action to gain this improved cover. Creatures with this improved cover take a -10 penalty on attacks against creatures that aren’t underwater. Improved cover and standard cover from a deep bog allow the use of the Hide skill. Both shallow and deep bogs increase the DC of Move Silently checks by 2.

Initiative
24 - Slitherweb 4
23a - Slitherweb 1
23c - Vandersrike (Black 7)
19a - Henrik (Black 6)
19b - Slitherweb 3
16 - Gazini (Black 3; mount in blue)
13a - Leland (Black 2; Zephyranthes in blue)
13b - Raksha (Blue 7)
13c - Horace the Mule (Blue 6)
12 - Johten (Black 8)
11a - Kaarys (Black 5; Serry in blue)
11b - Swarbrick (Black 1; mount in blue)
10 - Slitherweb 2
07 - Kisasi (Black 4; mount in blue)
05 - Large Slitherweb

It's currently Gazini's turn.

Kisasi has taken 6 points of damage.
Swarbrick has taken 6 points of damage.
Kisasi's horse has taken 3 points of damage.
Gazini's horse is entangled.
Swarbrick's horse has taken 6 points of damage.

Swarbrick is sickened by the Large Slitherweb's stench. He will remain affected for 10 more rounds.
Swarbrick's horse is sickened by the Large Slitherweb's stench. It will remain affected for 10 more rounds.
Kisasi's horse is sickened by the Large Slitherweb's stench. It will remain affected for 10 more rounds.
Gazini's horse is sickened by the Large Slitherweb's stench. It will remain affected for 10 more rounds.
Johten is sickened by the Large Slitherweb's stench. He will remain affected for 10 more rounds.
Kaarys is sickened by the Large Slitherweb's stench. He will remain affected for 10 more rounds.
Celestial Spider #2 is sickened by the Large Slitherweb's stench. It will remain affected for 10 more rounds.
Celestial Spider #3 is sickened by the Large Slitherweb's stench. It will remain affected for 10 more rounds.
The swarm of bats is sickened by the Large Slitherweb's stench. It will remain affected for 10 more rounds.

Leland's summon swarm has two rounds remaining. The swarm has taken 7 points of damage.
Leland's flame blade has 30 rounds remaining.

Slitherwebs 1, 2, 3 and 4 have cover and concealment relative to creatures on the ground.

Slitherwebs 1 and 4 are entangled.

Slitherweb 1 has taken 6 points of damage. It's bleeding.
Slitherweb 3 has taken 12 points of damage. It's bleeding.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Talanall
Talanall's picture

Having thrown his final javelin, Gazini called to Swarbrick. "Cut me free so I can pin this filth to the Earth!" As he waits for assistance, the gleaming golden spiders he called into battle on your behalf scuttle through the treetops, flinging more webbing at the slitherwebs overhead. One tags an as-yet-unwebbed slitherweb; the other three are defeated by distance and the overpowering stench wafting from those slitherwebs that remain.

Leland's bat swarm, injured but not yet knocked out of the battle, continues to swirl around one of the slitherwebs, inflicting even more injuries on the tentacular abomination.

OOC
Squares with a small brown dot contain a normal tree. A creature standing in the same square as a tree gains a +2 bonus to Armor Class and a +1 bonus on Reflex saves (these bonuses don’t stack with cover bonuses from other sources). The presence of a tree doesn’t otherwise affect a creature’s fighting space, because it’s assumed that the creature is using the tree to its advantage when it can. The trunk of a typical tree has AC 4. A DC 15 Climb check is sufficient to climb a tree.

Massive trees are denoted by squares that are entirely filled by a brown dot. These take up an entire square and provide cover to anyone behind them, allowing the use of the Hide skill. They have AC 3, and like their smaller counterparts, it takes a DC 15 Climb check to climb them.

The trees in this section of swamp are dense enough to form a canopy that extends up to 10 feet from any square containing a tree. Creatures on branches in a forest canopy are considered to have both cover and concealment (20% miss chance) when fighting creatures on the ground. It is possible to hide in forest canopy.

Yellow areas contain light undergrowth. A space covered with light undergrowth costs 2 squares of movement to move into, and it provides concealment (20% miss chance). Undergrowth increases the DC of Tumble and Move Silently checks by 2 because the leaves and branches get in the way. It is possible to hide in light undergrowth. Running and charging are impossible.

Orange areas contain heavy undergrowth. Heavy undergrowth costs 4 squares of movement to move into, and it provides concealment with a 30% miss chance. It increases the DC of Tumble and Move Silently checks by 5. Heavy undergrowth is easy to hide in, granting a +5 circumstance bonus on Hide checks. Running and charging are impossible.

Blue indicates bogs/water. If a square is part of a shallow bog, it has deep mud or standing water of about 1 foot in depth. It costs 2 squares of movement to move into a square with a shallow bog, and the DC of Tumble checks in such a square increases by 2. A square that is part of a deep bog has roughly 4 feet of standing water. It costs Medium or larger creatures 4 squares of movement to move into a square with a deep bog, or characters can swim if they wish. Small or smaller creatures must swim to move through a deep bog. Tumbling is impossible in a deep bog. The water in a deep bog provides cover for Medium or larger creatures. Smaller creatures gain improved cover (+8 bonus to AC, +4 bonus on Reflex saves). Medium or larger creatures can crouch as a move action to gain this improved cover. Creatures with this improved cover take a -10 penalty on attacks against creatures that aren’t underwater. Improved cover and standard cover from a deep bog allow the use of the Hide skill. Both shallow and deep bogs increase the DC of Move Silently checks by 2.

Initiative
24 - Slitherweb 4
23a - Slitherweb 1
23c - Vandersrike (Black 7)
19a - Henrik (Black 6)
19b - Slitherweb 3
16 - Celestial Spiders (Yellow 1-4)
13a - Leland (Black 2; Zephyranthes in blue)
13b - Raksha (Blue 7)
13c - Horace the Mule (Blue 6)
12 - Johten (Black 8)
11a - Kaarys (Black 5; Serry in blue)
11b - Gazini (Black 3; mount in blue)
11c - Swarbrick (Black 1; mount in blue)
10 - Slitherweb 2
07 - Kisasi (Black 4; mount in blue)
05 - Large Slitherweb

It's currently Leland's turn.

Kisasi has taken 6 points of damage.
Swarbrick has taken 6 points of damage.
Kisasi's horse has taken 3 points of damage.
Gazini's horse is entangled.
Swarbrick's horse has taken 6 points of damage.

Swarbrick is sickened by the Large Slitherweb's stench. He will remain affected for 10 more rounds.
Swarbrick's horse is sickened by the Large Slitherweb's stench. It will remain affected for 10 more rounds.
Kisasi's horse is sickened by the Large Slitherweb's stench. It will remain affected for 10 more rounds.
Gazini's horse is sickened by the Large Slitherweb's stench. It will remain affected for 10 more rounds.
Johten is sickened by the Large Slitherweb's stench. He will remain affected for 10 more rounds.
Kaarys is sickened by the Large Slitherweb's stench. He will remain affected for 10 more rounds.
Celestial Spider #2 is sickened by the Large Slitherweb's stench. It will remain affected for 10 more rounds.
Celestial Spider #3 is sickened by the Large Slitherweb's stench. It will remain affected for 10 more rounds.
The swarm of bats is sickened by the Large Slitherweb's stench. It will remain affected for 10 more rounds.

Leland's summon swarm has one round remaining. The swarm has taken 7 points of damage.
Leland's flame blade has 30 rounds remaining.

Slitherwebs 1, 2, 3 and 4 have cover and concealment relative to creatures on the ground.

Slitherwebs 1, 2 and 4 are entangled.

Slitherweb 1 has taken 10 points of damage. It's bleeding.
Slitherweb 3 has taken 13 points of damage. It's bleeding.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Talanall
Talanall's picture

Leland nudges Zephyranthes to attack, calling back to Raksha as he goes, "Guard Horace!" He then holds his breath as he moves in to fight the largest slitherweb. Although the druid's path north is too cluttered with allies for him to charge, he has no trouble closing in to sear the monster with the column of reddish-white fire that now sprouts from his fist. It screams, hair burning and glabrous, slimy skin blistering under his onslaught.

Meanwhile Johten moves up to threaten the creature on its left. The big man lumbers hurriedly into a patch of heavy undergrowth, brandishing his halberd at the slitherweb in hopes of attracting its attention for the benefit of anyone who can close in to flank it with him.

Henrik's not about that life. He had waited until the beast had gotten close. Then he had waited for his companions to surround it. And he was left waiting. "If you want something done, do it yourself." The warrior priest finally brings his axe to bear against the giant monstrosity next to him, hacking at it but missing. He doesn't wait around for a second try; instead he he steps between Swarbrick's and Kisai's mounts, intent on using the tree next to him as cover against the monster's possible retaliation.

OOC
Squares with a small brown dot contain a normal tree. A creature standing in the same square as a tree gains a +2 bonus to Armor Class and a +1 bonus on Reflex saves (these bonuses don’t stack with cover bonuses from other sources). The presence of a tree doesn’t otherwise affect a creature’s fighting space, because it’s assumed that the creature is using the tree to its advantage when it can. The trunk of a typical tree has AC 4. A DC 15 Climb check is sufficient to climb a tree.

Massive trees are denoted by squares that are entirely filled by a brown dot. These take up an entire square and provide cover to anyone behind them, allowing the use of the Hide skill. They have AC 3, and like their smaller counterparts, it takes a DC 15 Climb check to climb them.

The trees in this section of swamp are dense enough to form a canopy that extends up to 10 feet from any square containing a tree. Creatures on branches in a forest canopy are considered to have both cover and concealment (20% miss chance) when fighting creatures on the ground. It is possible to hide in forest canopy.

Yellow areas contain light undergrowth. A space covered with light undergrowth costs 2 squares of movement to move into, and it provides concealment (20% miss chance). Undergrowth increases the DC of Tumble and Move Silently checks by 2 because the leaves and branches get in the way. It is possible to hide in light undergrowth. Running and charging are impossible.

Orange areas contain heavy undergrowth. Heavy undergrowth costs 4 squares of movement to move into, and it provides concealment with a 30% miss chance. It increases the DC of Tumble and Move Silently checks by 5. Heavy undergrowth is easy to hide in, granting a +5 circumstance bonus on Hide checks. Running and charging are impossible.

Blue indicates bogs/water. If a square is part of a shallow bog, it has deep mud or standing water of about 1 foot in depth. It costs 2 squares of movement to move into a square with a shallow bog, and the DC of Tumble checks in such a square increases by 2. A square that is part of a deep bog has roughly 4 feet of standing water. It costs Medium or larger creatures 4 squares of movement to move into a square with a deep bog, or characters can swim if they wish. Small or smaller creatures must swim to move through a deep bog. Tumbling is impossible in a deep bog. The water in a deep bog provides cover for Medium or larger creatures. Smaller creatures gain improved cover (+8 bonus to AC, +4 bonus on Reflex saves). Medium or larger creatures can crouch as a move action to gain this improved cover. Creatures with this improved cover take a -10 penalty on attacks against creatures that aren’t underwater. Improved cover and standard cover from a deep bog allow the use of the Hide skill. Both shallow and deep bogs increase the DC of Move Silently checks by 2.

Initiative
24 - Slitherweb 4
23a - Slitherweb 1
23c - Vandersrike (Black 7)
19b - Slitherweb 3
16 - Celestial Spiders (Yellow 1-4)
13a - Leland (Black 2; Zephyranthes in blue)
13b - Raksha (Blue 7)
13c - Horace the Mule (Blue 6)
12a - Johten (Black 8)
12b - Henrik (Black 6)
11a - Kaarys (Black 5; Serry in blue)
11b - Swarbrick (Black 1; mount in blue)
11c - Gazini (Black 3; mount in blue)
10 - Slitherweb 2
07 - Kisasi (Black 4; mount in blue)
05 - Large Slitherweb

It's currently Kaarys's turn.

Kisasi has taken 6 points of damage.
Swarbrick has taken 6 points of damage.
Kisasi's horse has taken 3 points of damage.
Gazini's horse is entangled.
Swarbrick's horse has taken 6 points of damage.

Swarbrick is sickened by the Large Slitherweb's stench. He will remain affected for 10 more rounds.
Swarbrick's horse is sickened by the Large Slitherweb's stench. It will remain affected for 10 more rounds.
Kisasi's horse is sickened by the Large Slitherweb's stench. It will remain affected for 10 more rounds.
Gazini's horse is sickened by the Large Slitherweb's stench. It will remain affected for 10 more rounds.
Johten is sickened by the Large Slitherweb's stench. He will remain affected for 10 more rounds.
Kaarys is sickened by the Large Slitherweb's stench. He will remain affected for 10 more rounds.
Celestial Spider #2 is sickened by the Large Slitherweb's stench. It will remain affected for 10 more rounds.
Celestial Spider #3 is sickened by the Large Slitherweb's stench. It will remain affected for 10 more rounds.
The swarm of bats is sickened by the Large Slitherweb's stench. It will remain affected for 10 more rounds.

Leland's summon swarm has one round remaining. The swarm has taken 7 points of damage.
Leland's flame blade has 29 rounds remaining.

Slitherwebs 1, 2, 3 and 4 have cover and concealment relative to creatures on the ground.

Slitherwebs 1, 2 and 4 are entangled.

Slitherweb 1 has taken 10 points of damage. It's bleeding.
Slitherweb 3 has taken 13 points of damage. It's bleeding.
The Large Slitherweb has taken 5 points of damage.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Talanall
Talanall's picture

Kaarys looses another arrow into the canopy overhead, missing his intended target again. Frustrated, the elf puts away his bow. Maybe it's time to consider climbing up after the wretched creature.

Nearby, Swarbrick urges his horse back to Gazini's side. His blade flashes once, and the hobgoblin's horse is free of the webs that entangled it.

OOC
Squares with a small brown dot contain a normal tree. A creature standing in the same square as a tree gains a +2 bonus to Armor Class and a +1 bonus on Reflex saves (these bonuses don’t stack with cover bonuses from other sources). The presence of a tree doesn’t otherwise affect a creature’s fighting space, because it’s assumed that the creature is using the tree to its advantage when it can. The trunk of a typical tree has AC 4. A DC 15 Climb check is sufficient to climb a tree.

Massive trees are denoted by squares that are entirely filled by a brown dot. These take up an entire square and provide cover to anyone behind them, allowing the use of the Hide skill. They have AC 3, and like their smaller counterparts, it takes a DC 15 Climb check to climb them.

The trees in this section of swamp are dense enough to form a canopy that extends up to 10 feet from any square containing a tree. Creatures on branches in a forest canopy are considered to have both cover and concealment (20% miss chance) when fighting creatures on the ground. It is possible to hide in forest canopy.

Yellow areas contain light undergrowth. A space covered with light undergrowth costs 2 squares of movement to move into, and it provides concealment (20% miss chance). Undergrowth increases the DC of Tumble and Move Silently checks by 2 because the leaves and branches get in the way. It is possible to hide in light undergrowth. Running and charging are impossible.

Orange areas contain heavy undergrowth. Heavy undergrowth costs 4 squares of movement to move into, and it provides concealment with a 30% miss chance. It increases the DC of Tumble and Move Silently checks by 5. Heavy undergrowth is easy to hide in, granting a +5 circumstance bonus on Hide checks. Running and charging are impossible.

Blue indicates bogs/water. If a square is part of a shallow bog, it has deep mud or standing water of about 1 foot in depth. It costs 2 squares of movement to move into a square with a shallow bog, and the DC of Tumble checks in such a square increases by 2. A square that is part of a deep bog has roughly 4 feet of standing water. It costs Medium or larger creatures 4 squares of movement to move into a square with a deep bog, or characters can swim if they wish. Small or smaller creatures must swim to move through a deep bog. Tumbling is impossible in a deep bog. The water in a deep bog provides cover for Medium or larger creatures. Smaller creatures gain improved cover (+8 bonus to AC, +4 bonus on Reflex saves). Medium or larger creatures can crouch as a move action to gain this improved cover. Creatures with this improved cover take a -10 penalty on attacks against creatures that aren’t underwater. Improved cover and standard cover from a deep bog allow the use of the Hide skill. Both shallow and deep bogs increase the DC of Move Silently checks by 2.

Initiative
24 - Slitherweb 4
23a - Slitherweb 1
23c - Vandersrike (Black 7)
19b - Slitherweb 3
16 - Celestial Spiders (Yellow 1-4)
13a - Leland (Black 2; Zephyranthes in blue)
13b - Raksha (Blue 7)
13c - Horace the Mule (Blue 6)
12a - Johten (Black 8)
12b - Henrik (Black 6)
11a - Kaarys (Black 5; Serry in blue)
11b - Swarbrick (Black 1; mount in blue)
11c - Gazini (Black 3; mount in blue)
10 - Slitherweb 2
07 - Kisasi (Black 4; mount in blue)
05 - Large Slitherweb

It's currently Gazini's turn.

Kisasi has taken 6 points of damage.
Swarbrick has taken 6 points of damage.
Kisasi's horse has taken 3 points of damage.
Swarbrick's horse has taken 6 points of damage.

Swarbrick is sickened by the Large Slitherweb's stench. He will remain affected for 10 more rounds.
Swarbrick's horse is sickened by the Large Slitherweb's stench. It will remain affected for 10 more rounds.
Kisasi's horse is sickened by the Large Slitherweb's stench. It will remain affected for 10 more rounds.
Gazini's horse is sickened by the Large Slitherweb's stench. It will remain affected for 10 more rounds.
Johten is sickened by the Large Slitherweb's stench. He will remain affected for 10 more rounds.
Kaarys is sickened by the Large Slitherweb's stench. He will remain affected for 10 more rounds.
Celestial Spider #2 is sickened by the Large Slitherweb's stench. It will remain affected for 10 more rounds.
Celestial Spider #3 is sickened by the Large Slitherweb's stench. It will remain affected for 10 more rounds.
The swarm of bats is sickened by the Large Slitherweb's stench. It will remain affected for 10 more rounds.

Leland's summon swarm has one round remaining. The swarm has taken 7 points of damage.
Leland's flame blade has 29 rounds remaining.

Slitherwebs 1, 2, 3 and 4 have cover and concealment relative to creatures on the ground.

Slitherwebs 1, 2 and 4 are entangled.

Slitherweb 1 has taken 10 points of damage. It's bleeding.
Slitherweb 3 has taken 13 points of damage. It's bleeding.
The Large Slitherweb has taken 5 points of damage.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Talanall
Talanall's picture

Gazini thanks Swarbrick with a nod and moves in to join the fray against the most dangerous threat. He has a little trouble finding an opening to try to stick the beast with his lance, since Leland and his horse are somewhat in the way, but finally he makes a hasty plunge of the weapon . . . and misses.

From the canopy north of the battle, one of the slitherwebs, still uninjured, hurls more webbing at Kisasi's horse. The hobgoblin's steed is thoroughly pasted, and snorts in distaste as its movement is curtailed.

OOC
Squares with a small brown dot contain a normal tree. A creature standing in the same square as a tree gains a +2 bonus to Armor Class and a +1 bonus on Reflex saves (these bonuses don’t stack with cover bonuses from other sources). The presence of a tree doesn’t otherwise affect a creature’s fighting space, because it’s assumed that the creature is using the tree to its advantage when it can. The trunk of a typical tree has AC 4. A DC 15 Climb check is sufficient to climb a tree.

Massive trees are denoted by squares that are entirely filled by a brown dot. These take up an entire square and provide cover to anyone behind them, allowing the use of the Hide skill. They have AC 3, and like their smaller counterparts, it takes a DC 15 Climb check to climb them.

The trees in this section of swamp are dense enough to form a canopy that extends up to 10 feet from any square containing a tree. Creatures on branches in a forest canopy are considered to have both cover and concealment (20% miss chance) when fighting creatures on the ground. It is possible to hide in forest canopy.

Yellow areas contain light undergrowth. A space covered with light undergrowth costs 2 squares of movement to move into, and it provides concealment (20% miss chance). Undergrowth increases the DC of Tumble and Move Silently checks by 2 because the leaves and branches get in the way. It is possible to hide in light undergrowth. Running and charging are impossible.

Orange areas contain heavy undergrowth. Heavy undergrowth costs 4 squares of movement to move into, and it provides concealment with a 30% miss chance. It increases the DC of Tumble and Move Silently checks by 5. Heavy undergrowth is easy to hide in, granting a +5 circumstance bonus on Hide checks. Running and charging are impossible.

Blue indicates bogs/water. If a square is part of a shallow bog, it has deep mud or standing water of about 1 foot in depth. It costs 2 squares of movement to move into a square with a shallow bog, and the DC of Tumble checks in such a square increases by 2. A square that is part of a deep bog has roughly 4 feet of standing water. It costs Medium or larger creatures 4 squares of movement to move into a square with a deep bog, or characters can swim if they wish. Small or smaller creatures must swim to move through a deep bog. Tumbling is impossible in a deep bog. The water in a deep bog provides cover for Medium or larger creatures. Smaller creatures gain improved cover (+8 bonus to AC, +4 bonus on Reflex saves). Medium or larger creatures can crouch as a move action to gain this improved cover. Creatures with this improved cover take a -10 penalty on attacks against creatures that aren’t underwater. Improved cover and standard cover from a deep bog allow the use of the Hide skill. Both shallow and deep bogs increase the DC of Move Silently checks by 2.

Initiative
24 - Slitherweb 4
23a - Slitherweb 1
23c - Vandersrike (Black 7)
19b - Slitherweb 3
16 - Celestial Spiders (Yellow 1-4)
13a - Leland (Black 2; Zephyranthes in blue)
13b - Raksha (Blue 7)
13c - Horace the Mule (Blue 6)
12a - Johten (Black 8)
12b - Henrik (Black 6)
11a - Kaarys (Black 5; Serry in blue)
11b - Swarbrick (Black 1; mount in blue)
11c - Gazini (Black 3; mount in blue)
10 - Slitherweb 2
07 - Kisasi (Black 4; mount in blue)
05 - Large Slitherweb

It's currently Kisasi's turn.

Kisasi has taken 6 points of damage.
Swarbrick has taken 6 points of damage.
Kisasi's horse has taken 3 points of damage.
Swarbrick's horse has taken 6 points of damage.

Swarbrick is sickened by the Large Slitherweb's stench. He will remain affected for 10 more rounds.
Swarbrick's horse is sickened by the Large Slitherweb's stench. It will remain affected for 10 more rounds.
Kisasi's horse is sickened by the Large Slitherweb's stench. It will remain affected for 10 more rounds. It is entangled.
Gazini's horse is sickened by the Large Slitherweb's stench. It will remain affected for 10 more rounds.
Johten is sickened by the Large Slitherweb's stench. He will remain affected for 10 more rounds.
Kaarys is sickened by the Large Slitherweb's stench. He will remain affected for 10 more rounds.
Celestial Spider #2 is sickened by the Large Slitherweb's stench. It will remain affected for 10 more rounds.
Celestial Spider #3 is sickened by the Large Slitherweb's stench. It will remain affected for 10 more rounds.
The swarm of bats is sickened by the Large Slitherweb's stench. It will remain affected for 10 more rounds.

Leland's summon swarm has one round remaining. The swarm has taken 7 points of damage.
Leland's flame blade has 29 rounds remaining.

Slitherwebs 1, 2, 3 and 4 have cover and concealment relative to creatures on the ground.

Slitherwebs 1, 2 and 4 are entangled.

Slitherweb 1 has taken 10 points of damage. It's bleeding.
Slitherweb 3 has taken 13 points of damage. It's bleeding.
The Large Slitherweb has taken 5 points of damage.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Talanall
Talanall's picture

Kisasi scrapes and slices at the webbing that has swaddled his steed like macabre cotton candy, removing the worst of it but not quite managing to get the horse free of the mess. Rather than urge it closer to the largest slitherweb, he hangs back for the moment.

It's just as well for the hob that he's hanging back; the aforesaid monster erupts into a frenzied attack directed at . . . pretty much anything it can reach with its tentacles and lamprey-like mouth, really. Johten's decision to stand in a lot of dense undergrowth saves him twice during this onslaught, shielding him from the aberration's hawser-like tentacles, but Leland and Zephyranthes aren't so lucky and are slapped hard enough that Leland can feel his head spin. The two men run out of luck before the monster runs out of tentacles and find themselves coiled round and subject to a constricting attack. Shortly thereafter, Leland finds himself on foot, straddling the body of his horse, and Johten feels a sense of cold weakness wash through his limbs after little kiss from the monster's toothy maw.

Round Five
Two of the webbed slitherwebs struggle to get free; both burst free from their bonds, but their reactions can't be more different. The one that's been getting chewed by Leland's bat swarm takes off after the other previously-swarmed monstrosity, dripping ichor the whole way.

The second scuttles and slithers closer to one of Gazini's celestial spiders, probably intent on a smaller-scale rendition of the mayhem just enacted by its larger sibling.

OOC
Squares with a small brown dot contain a normal tree. A creature standing in the same square as a tree gains a +2 bonus to Armor Class and a +1 bonus on Reflex saves (these bonuses don’t stack with cover bonuses from other sources). The presence of a tree doesn’t otherwise affect a creature’s fighting space, because it’s assumed that the creature is using the tree to its advantage when it can. The trunk of a typical tree has AC 4. A DC 15 Climb check is sufficient to climb a tree.

Massive trees are denoted by squares that are entirely filled by a brown dot. These take up an entire square and provide cover to anyone behind them, allowing the use of the Hide skill. They have AC 3, and like their smaller counterparts, it takes a DC 15 Climb check to climb them.

The trees in this section of swamp are dense enough to form a canopy that extends up to 10 feet from any square containing a tree. Creatures on branches in a forest canopy are considered to have both cover and concealment (20% miss chance) when fighting creatures on the ground. It is possible to hide in forest canopy.

Yellow areas contain light undergrowth. A space covered with light undergrowth costs 2 squares of movement to move into, and it provides concealment (20% miss chance). Undergrowth increases the DC of Tumble and Move Silently checks by 2 because the leaves and branches get in the way. It is possible to hide in light undergrowth. Running and charging are impossible.

Orange areas contain heavy undergrowth. Heavy undergrowth costs 4 squares of movement to move into, and it provides concealment with a 30% miss chance. It increases the DC of Tumble and Move Silently checks by 5. Heavy undergrowth is easy to hide in, granting a +5 circumstance bonus on Hide checks. Running and charging are impossible.

Blue indicates bogs/water. If a square is part of a shallow bog, it has deep mud or standing water of about 1 foot in depth. It costs 2 squares of movement to move into a square with a shallow bog, and the DC of Tumble checks in such a square increases by 2. A square that is part of a deep bog has roughly 4 feet of standing water. It costs Medium or larger creatures 4 squares of movement to move into a square with a deep bog, or characters can swim if they wish. Small or smaller creatures must swim to move through a deep bog. Tumbling is impossible in a deep bog. The water in a deep bog provides cover for Medium or larger creatures. Smaller creatures gain improved cover (+8 bonus to AC, +4 bonus on Reflex saves). Medium or larger creatures can crouch as a move action to gain this improved cover. Creatures with this improved cover take a -10 penalty on attacks against creatures that aren’t underwater. Improved cover and standard cover from a deep bog allow the use of the Hide skill. Both shallow and deep bogs increase the DC of Move Silently checks by 2.

Initiative
24 - Slitherweb 4
23a - Slitherweb 1
23c - Vandersrike (Black 7)
19b - Slitherweb 3
16 - Celestial Spiders (Yellow 1-4)
13a - Leland (Black 2; Zephyranthes in blue)
13b - Raksha (Blue 7)
13c - Horace the Mule (Blue 6)
12a - Johten (Black 8)
12b - Henrik (Black 6)
11a - Kaarys (Black 5; Serry in blue)
11b - Swarbrick (Black 1; mount in blue)
11c - Gazini (Black 3; mount in blue)
10 - Slitherweb 2
07 - Kisasi (Black 4; mount in blue)
05 - Large Slitherweb

It's currently Vandersrike's turn.

Kisasi has taken 6 points of damage.
Swarbrick has taken 6 points of damage.
Leland has taken 21 points of damage. He is grappled.
Johten has taken 20 points of damage and 3 points of Str damage. He is grappled.
Kisasi's horse has taken 3 points of damage.
Swarbrick's horse has taken 6 points of damage.
Zephyranthes has taken 38 points of damage. He's dead.

Swarbrick is sickened by the Large Slitherweb's stench. He will remain affected for 9 more rounds.
Swarbrick's horse is sickened by the Large Slitherweb's stench. It will remain affected for 9 more rounds.
Kisasi's horse is sickened by the Large Slitherweb's stench. It will remain affected for 9 more rounds. It is entangled.
Gazini's horse is sickened by the Large Slitherweb's stench. It will remain affected for 9 more rounds.
Johten is sickened by the Large Slitherweb's stench. He will remain affected for 9 more rounds.
Kaarys is sickened by the Large Slitherweb's stench. He will remain affected for 9 more rounds.
Celestial Spider #2 is sickened by the Large Slitherweb's stench. It will remain affected for 9 more rounds.
Celestial Spider #3 is sickened by the Large Slitherweb's stench. It will remain affected for 9 more rounds.
The swarm of bats is sickened by the Large Slitherweb's stench. It will remain affected for 9 more rounds.

Leland's summon swarm has one round remaining. The swarm has taken 7 points of damage.
Leland's flame blade has 29 rounds remaining.

Slitherwebs 1, 2, 3 and 4 have cover and concealment relative to creatures on the ground.

Slitherwebs 1, 2 and 4 are entangled.

Slitherweb 1 has taken 10 points of damage. It's bleeding.
Slitherweb 3 has taken 13 points of damage. It's bleeding.
The Large Slitherweb has taken 5 points of damage.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Talanall
Talanall's picture

Vandersrike continues to wait, understandably less than enthused about rushing into melee against the largest slitherweb or climbing up to take the fight to the smaller ones.

Off to the east, one of the bleeders scuttles rapidly down from the trees, slithers into the waters of a boggy area. It's still visible, but obviously is seeking to hide and lick its (probably fatal) wounds.

Meanwhile, Gazini's spider allies are getting serious about the threat of the slitherweb in the trees west of your party. The one nearest that abomination backs off, but just enough to flip webbing over it, entangling it once more. Afterward, two others move in, biting at its glabrous flesh with their fangs even as a fourth works its way closer.

OOC
Squares with a small brown dot contain a normal tree. A creature standing in the same square as a tree gains a +2 bonus to Armor Class and a +1 bonus on Reflex saves (these bonuses don’t stack with cover bonuses from other sources). The presence of a tree doesn’t otherwise affect a creature’s fighting space, because it’s assumed that the creature is using the tree to its advantage when it can. The trunk of a typical tree has AC 4. A DC 15 Climb check is sufficient to climb a tree.

Massive trees are denoted by squares that are entirely filled by a brown dot. These take up an entire square and provide cover to anyone behind them, allowing the use of the Hide skill. They have AC 3, and like their smaller counterparts, it takes a DC 15 Climb check to climb them.

The trees in this section of swamp are dense enough to form a canopy that extends up to 10 feet from any square containing a tree. Creatures on branches in a forest canopy are considered to have both cover and concealment (20% miss chance) when fighting creatures on the ground. It is possible to hide in forest canopy.

Yellow areas contain light undergrowth. A space covered with light undergrowth costs 2 squares of movement to move into, and it provides concealment (20% miss chance). Undergrowth increases the DC of Tumble and Move Silently checks by 2 because the leaves and branches get in the way. It is possible to hide in light undergrowth. Running and charging are impossible.

Orange areas contain heavy undergrowth. Heavy undergrowth costs 4 squares of movement to move into, and it provides concealment with a 30% miss chance. It increases the DC of Tumble and Move Silently checks by 5. Heavy undergrowth is easy to hide in, granting a +5 circumstance bonus on Hide checks. Running and charging are impossible.

Blue indicates bogs/water. If a square is part of a shallow bog, it has deep mud or standing water of about 1 foot in depth. It costs 2 squares of movement to move into a square with a shallow bog, and the DC of Tumble checks in such a square increases by 2. A square that is part of a deep bog has roughly 4 feet of standing water. It costs Medium or larger creatures 4 squares of movement to move into a square with a deep bog, or characters can swim if they wish. Small or smaller creatures must swim to move through a deep bog. Tumbling is impossible in a deep bog. The water in a deep bog provides cover for Medium or larger creatures. Smaller creatures gain improved cover (+8 bonus to AC, +4 bonus on Reflex saves). Medium or larger creatures can crouch as a move action to gain this improved cover. Creatures with this improved cover take a -10 penalty on attacks against creatures that aren’t underwater. Improved cover and standard cover from a deep bog allow the use of the Hide skill. Both shallow and deep bogs increase the DC of Move Silently checks by 2.

Initiative
24 - Slitherweb 4
23a - Slitherweb 1
23c - Vandersrike (Black 7)
19b - Slitherweb 3
16 - Celestial Spiders (Yellow 1-4)
13a - Leland (Black 2; Zephyranthes in blue)
13b - Raksha (Blue 7)
13c - Horace the Mule (Blue 6)
12a - Johten (Black 8)
12b - Henrik (Black 6)
11a - Kaarys (Black 5; Serry in blue)
11b - Swarbrick (Black 1; mount in blue)
11c - Gazini (Black 3; mount in blue)
10 - Slitherweb 2
07 - Kisasi (Black 4; mount in blue)
05 - Large Slitherweb

It's currently Leland's turn.

Kisasi has taken 6 points of damage.
Swarbrick has taken 6 points of damage.
Leland has taken 21 points of damage. He is grappled.
Johten has taken 20 points of damage and 3 points of Str damage. He is grappled.
Kisasi's horse has taken 3 points of damage.
Swarbrick's horse has taken 6 points of damage.
Zephyranthes has taken 38 points of damage. He's dead.

Swarbrick is sickened by the Large Slitherweb's stench. He will remain affected for 9 more rounds.
Swarbrick's horse is sickened by the Large Slitherweb's stench. It will remain affected for 9 more rounds.
Kisasi's horse is sickened by the Large Slitherweb's stench. It will remain affected for 9 more rounds. It is entangled.
Gazini's horse is sickened by the Large Slitherweb's stench. It will remain affected for 9 more rounds.
Johten is sickened by the Large Slitherweb's stench. He will remain affected for 9 more rounds.
Kaarys is sickened by the Large Slitherweb's stench. He will remain affected for 9 more rounds.
Celestial Spider #1 is sickened by the Large Slitherweb's stench. It will remain affected for 10 more rounds.
Celestial Spider #2 is sickened by the Large Slitherweb's stench. It will remain affected for 9 more rounds.
Celestial Spider #3 is sickened by the Large Slitherweb's stench. It will remain affected for 9 more rounds.
Celestial Spider #4 is sickened by the Large Slitherweb's stench. It will remain affected for 10 more rounds.
The swarm of bats is sickened by the Large Slitherweb's stench. It will remain affected for 9 more rounds.

Leland's summon swarm has one round remaining. The swarm has taken 7 points of damage.
Leland's flame blade has 29 rounds remaining.

Slitherwebs 1, 2, 3 and 4 have cover and concealment relative to creatures on the ground.

Slitherwebs 2 and 4 are entangled.

Slitherweb 1 has taken 11 points of damage. It's bleeding.
Slitherweb 3 has taken 14 points of damage. It's bleeding.
Slitherweb 4 has taken 2 points of damage. It must succeed on two Fort saves vs. poison (DC 10) in 10 rounds or take 1d3 Str damage per failure.
The Large Slitherweb has taken 5 points of damage.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Talanall
Talanall's picture

The slitherweb that just broke free of its entangling webs and tried to make a run for it wasn't able to run far enough, fast enough; the summoned swarm that Leland had previously conjured to do battle on his behalf catches up to it and savages it once more before it winks out of existence. In the aftermath, the slitherweb falls from its perch in the canopy, landing with an unpleasant squelching sound. If it isn't dead, it will be soon.

Leland, meanwhile, gives a convulsive heave and wrests himself free of the large slitherweb's tentacles. Gasping from the stench and exertion, the druid staggers back a few paces and fumbles out a wand of some kind.

OOC
Squares with a small brown dot contain a normal tree. A creature standing in the same square as a tree gains a +2 bonus to Armor Class and a +1 bonus on Reflex saves (these bonuses don’t stack with cover bonuses from other sources). The presence of a tree doesn’t otherwise affect a creature’s fighting space, because it’s assumed that the creature is using the tree to its advantage when it can. The trunk of a typical tree has AC 4. A DC 15 Climb check is sufficient to climb a tree.

Massive trees are denoted by squares that are entirely filled by a brown dot. These take up an entire square and provide cover to anyone behind them, allowing the use of the Hide skill. They have AC 3, and like their smaller counterparts, it takes a DC 15 Climb check to climb them.

The trees in this section of swamp are dense enough to form a canopy that extends up to 10 feet from any square containing a tree. Creatures on branches in a forest canopy are considered to have both cover and concealment (20% miss chance) when fighting creatures on the ground. It is possible to hide in forest canopy.

Yellow areas contain light undergrowth. A space covered with light undergrowth costs 2 squares of movement to move into, and it provides concealment (20% miss chance). Undergrowth increases the DC of Tumble and Move Silently checks by 2 because the leaves and branches get in the way. It is possible to hide in light undergrowth. Running and charging are impossible.

Orange areas contain heavy undergrowth. Heavy undergrowth costs 4 squares of movement to move into, and it provides concealment with a 30% miss chance. It increases the DC of Tumble and Move Silently checks by 5. Heavy undergrowth is easy to hide in, granting a +5 circumstance bonus on Hide checks. Running and charging are impossible.

Blue indicates bogs/water. If a square is part of a shallow bog, it has deep mud or standing water of about 1 foot in depth. It costs 2 squares of movement to move into a square with a shallow bog, and the DC of Tumble checks in such a square increases by 2. A square that is part of a deep bog has roughly 4 feet of standing water. It costs Medium or larger creatures 4 squares of movement to move into a square with a deep bog, or characters can swim if they wish. Small or smaller creatures must swim to move through a deep bog. Tumbling is impossible in a deep bog. The water in a deep bog provides cover for Medium or larger creatures. Smaller creatures gain improved cover (+8 bonus to AC, +4 bonus on Reflex saves). Medium or larger creatures can crouch as a move action to gain this improved cover. Creatures with this improved cover take a -10 penalty on attacks against creatures that aren’t underwater. Improved cover and standard cover from a deep bog allow the use of the Hide skill. Both shallow and deep bogs increase the DC of Move Silently checks by 2.

Initiative
24 - Slitherweb 4
23a - Slitherweb 1
23c - Vandersrike (Black 7)
19b - Slitherweb 3
16 - Celestial Spiders (Yellow 1-4)
13a - Leland (Black 2; Zephyranthes in blue)
13b - Raksha (Blue 7)
13c - Horace the Mule (Blue 6)
12a - Johten (Black 8)
12b - Henrik (Black 6)
11a - Kaarys (Black 5; Serry in blue)
11b - Swarbrick (Black 1; mount in blue)
11c - Gazini (Black 3; mount in blue)
10 - Slitherweb 2
07 - Kisasi (Black 4; mount in blue)
05 - Large Slitherweb

It's currently Johten's turn.

Kisasi has taken 6 points of damage.
Swarbrick has taken 6 points of damage.
Leland has taken 21 points of damage.
Johten has taken 20 points of damage and 3 points of Str damage. He is grappled.
Kisasi's horse has taken 3 points of damage.
Swarbrick's horse has taken 6 points of damage.
Zephyranthes has taken 38 points of damage. He's dead.

Swarbrick is sickened by the Large Slitherweb's stench. He will remain affected for 9 more rounds.
Swarbrick's horse is sickened by the Large Slitherweb's stench. It will remain affected for 9 more rounds.
Kisasi's horse is sickened by the Large Slitherweb's stench. It will remain affected for 9 more rounds. It is entangled.
Gazini's horse is sickened by the Large Slitherweb's stench. It will remain affected for 9 more rounds.
Johten is sickened by the Large Slitherweb's stench. He will remain affected for 9 more rounds.
Kaarys is sickened by the Large Slitherweb's stench. He will remain affected for 9 more rounds.
Celestial Spider #1 is sickened by the Large Slitherweb's stench. It will remain affected for 10 more rounds.
Celestial Spider #2 is sickened by the Large Slitherweb's stench. It will remain affected for 9 more rounds.
Celestial Spider #3 is sickened by the Large Slitherweb's stench. It will remain affected for 9 more rounds.
Celestial Spider #4 is sickened by the Large Slitherweb's stench. It will remain affected for 10 more rounds.
The swarm of bats is sickened by the Large Slitherweb's stench. It will remain affected for 9 more rounds.

Leland's flame blade has 29 rounds remaining.

Slitherwebs 1, 2, 3 and 4 have cover and concealment relative to creatures on the ground.

Slitherwebs 2 and 4 are entangled.

Slitherweb 1 has taken 21 points of damage. It's unconscious and bleeding.
Slitherweb 3 has taken 14 points of damage. It's bleeding.
Slitherweb 4 has taken 2 points of damage. It must succeed on two Fort saves vs. poison (DC 10) in 10 rounds or take 1d3 Str damage per failure.
The Large Slitherweb has taken 5 points of damage.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Talanall
Talanall's picture

Johten decides that being the only guy standing next to a monster with ten tentacles, a poisonous vagina dentata for a mouth, and a bad attitude isn't a recipe for a long and happy life. He decides that slinking backward into the undergrowth is a better deal. Unfortunately, it doesn't work out. His boot catches on something—a root, a length of creeper, a branch, it doesn't matter and we'll probably never know for sure. But in that whiplash instant of hesitation, the slitherweb snaps out a tentacle toward the big man, and catches him round his neck. The impact alone is sufficient to knock him unconscious, and this is a mercy. Big Joe Ward doesn't have to listen to the soft, wet popping noises as his cervical vertebrae dislocate when the slitherweb's tentacle draws tight like a hangman's noose.

The rest of you may remember the sound for the rest of your lives.

OOC
Squares with a small brown dot contain a normal tree. A creature standing in the same square as a tree gains a +2 bonus to Armor Class and a +1 bonus on Reflex saves (these bonuses don’t stack with cover bonuses from other sources). The presence of a tree doesn’t otherwise affect a creature’s fighting space, because it’s assumed that the creature is using the tree to its advantage when it can. The trunk of a typical tree has AC 4. A DC 15 Climb check is sufficient to climb a tree.

Massive trees are denoted by squares that are entirely filled by a brown dot. These take up an entire square and provide cover to anyone behind them, allowing the use of the Hide skill. They have AC 3, and like their smaller counterparts, it takes a DC 15 Climb check to climb them.

The trees in this section of swamp are dense enough to form a canopy that extends up to 10 feet from any square containing a tree. Creatures on branches in a forest canopy are considered to have both cover and concealment (20% miss chance) when fighting creatures on the ground. It is possible to hide in forest canopy.

Yellow areas contain light undergrowth. A space covered with light undergrowth costs 2 squares of movement to move into, and it provides concealment (20% miss chance). Undergrowth increases the DC of Tumble and Move Silently checks by 2 because the leaves and branches get in the way. It is possible to hide in light undergrowth. Running and charging are impossible.

Orange areas contain heavy undergrowth. Heavy undergrowth costs 4 squares of movement to move into, and it provides concealment with a 30% miss chance. It increases the DC of Tumble and Move Silently checks by 5. Heavy undergrowth is easy to hide in, granting a +5 circumstance bonus on Hide checks. Running and charging are impossible.

Blue indicates bogs/water. If a square is part of a shallow bog, it has deep mud or standing water of about 1 foot in depth. It costs 2 squares of movement to move into a square with a shallow bog, and the DC of Tumble checks in such a square increases by 2. A square that is part of a deep bog has roughly 4 feet of standing water. It costs Medium or larger creatures 4 squares of movement to move into a square with a deep bog, or characters can swim if they wish. Small or smaller creatures must swim to move through a deep bog. Tumbling is impossible in a deep bog. The water in a deep bog provides cover for Medium or larger creatures. Smaller creatures gain improved cover (+8 bonus to AC, +4 bonus on Reflex saves). Medium or larger creatures can crouch as a move action to gain this improved cover. Creatures with this improved cover take a -10 penalty on attacks against creatures that aren’t underwater. Improved cover and standard cover from a deep bog allow the use of the Hide skill. Both shallow and deep bogs increase the DC of Move Silently checks by 2.

Initiative
24 - Slitherweb 4
23a - Slitherweb 1
23c - Vandersrike (Black 7)
19b - Slitherweb 3
16 - Celestial Spiders (Yellow 1-4)
13a - Leland (Black 2; Zephyranthes in blue)
13b - Raksha (Blue 7)
13c - Horace the Mule (Blue 6)
12a - Johten (Black 8)
12b - Henrik (Black 6)
11a - Kaarys (Black 5; Serry in blue)
11b - Swarbrick (Black 1; mount in blue)
11c - Gazini (Black 3; mount in blue)
10 - Slitherweb 2
07 - Kisasi (Black 4; mount in blue)
05 - Large Slitherweb

It's currently Henrik's turn.

Kisasi has taken 6 points of damage.
Swarbrick has taken 6 points of damage.
Leland has taken 21 points of damage.
Johten has taken 37 points of damage. He's dead.
Kisasi's horse has taken 3 points of damage.
Swarbrick's horse has taken 6 points of damage.
Zephyranthes has taken 38 points of damage. He's dead.

Swarbrick is sickened by the Large Slitherweb's stench. He will remain affected for 9 more rounds.
Swarbrick's horse is sickened by the Large Slitherweb's stench. It will remain affected for 9 more rounds.
Kisasi's horse is sickened by the Large Slitherweb's stench. It will remain affected for 9 more rounds. It is entangled.
Gazini's horse is sickened by the Large Slitherweb's stench. It will remain affected for 9 more rounds.
Kaarys is sickened by the Large Slitherweb's stench. He will remain affected for 9 more rounds.
Celestial Spider #1 is sickened by the Large Slitherweb's stench. It will remain affected for 10 more rounds.
Celestial Spider #2 is sickened by the Large Slitherweb's stench. It will remain affected for 9 more rounds.
Celestial Spider #3 is sickened by the Large Slitherweb's stench. It will remain affected for 9 more rounds.
Celestial Spider #4 is sickened by the Large Slitherweb's stench. It will remain affected for 10 more rounds.
The swarm of bats is sickened by the Large Slitherweb's stench. It will remain affected for 9 more rounds.

Leland's flame blade has 29 rounds remaining.

Slitherwebs 1, 2, 3 and 4 have cover and concealment relative to creatures on the ground.

Slitherwebs 2 and 4 are entangled.

Slitherweb 1 has taken 21 points of damage. It's unconscious and bleeding.
Slitherweb 3 has taken 14 points of damage. It's bleeding.
Slitherweb 4 has taken 2 points of damage. It must succeed on two Fort saves vs. poison (DC 10) in 10 rounds or take 1d3 Str damage per failure.
The Large Slitherweb has taken 5 points of damage.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Talanall
Talanall's picture

"Tribesman Leland, fall back!" cries out Vandersrike. The kobold follows his warning by moving as stealthily as he can towards the north-northeast. After only a few steps, though, he's close enough to the slitherwebs that their stench begins to bother him. He gags as quietly as he can.

Meanwhile, Henrik steps back into the space he occupied a moment before, his bearded face inches away from the creature's mouth. "Ach, that's a bad business. If you live long enough, you'll see everyone you care about die. Nothing for it but to revenge yourself on their killers." Henrik does exactly that as he swings his magical axe toward the beast, his shield held firmly between them. The blade thuds solidly into the aberration.

OOC
Squares with a small brown dot contain a normal tree. A creature standing in the same square as a tree gains a +2 bonus to Armor Class and a +1 bonus on Reflex saves (these bonuses don’t stack with cover bonuses from other sources). The presence of a tree doesn’t otherwise affect a creature’s fighting space, because it’s assumed that the creature is using the tree to its advantage when it can. The trunk of a typical tree has AC 4. A DC 15 Climb check is sufficient to climb a tree.

Massive trees are denoted by squares that are entirely filled by a brown dot. These take up an entire square and provide cover to anyone behind them, allowing the use of the Hide skill. They have AC 3, and like their smaller counterparts, it takes a DC 15 Climb check to climb them.

The trees in this section of swamp are dense enough to form a canopy that extends up to 10 feet from any square containing a tree. Creatures on branches in a forest canopy are considered to have both cover and concealment (20% miss chance) when fighting creatures on the ground. It is possible to hide in forest canopy.

Yellow areas contain light undergrowth. A space covered with light undergrowth costs 2 squares of movement to move into, and it provides concealment (20% miss chance). Undergrowth increases the DC of Tumble and Move Silently checks by 2 because the leaves and branches get in the way. It is possible to hide in light undergrowth. Running and charging are impossible.

Orange areas contain heavy undergrowth. Heavy undergrowth costs 4 squares of movement to move into, and it provides concealment with a 30% miss chance. It increases the DC of Tumble and Move Silently checks by 5. Heavy undergrowth is easy to hide in, granting a +5 circumstance bonus on Hide checks. Running and charging are impossible.

Blue indicates bogs/water. If a square is part of a shallow bog, it has deep mud or standing water of about 1 foot in depth. It costs 2 squares of movement to move into a square with a shallow bog, and the DC of Tumble checks in such a square increases by 2. A square that is part of a deep bog has roughly 4 feet of standing water. It costs Medium or larger creatures 4 squares of movement to move into a square with a deep bog, or characters can swim if they wish. Small or smaller creatures must swim to move through a deep bog. Tumbling is impossible in a deep bog. The water in a deep bog provides cover for Medium or larger creatures. Smaller creatures gain improved cover (+8 bonus to AC, +4 bonus on Reflex saves). Medium or larger creatures can crouch as a move action to gain this improved cover. Creatures with this improved cover take a -10 penalty on attacks against creatures that aren’t underwater. Improved cover and standard cover from a deep bog allow the use of the Hide skill. Both shallow and deep bogs increase the DC of Move Silently checks by 2.

Initiative
24 - Slitherweb 4
23a - Slitherweb 1
19b - Slitherweb 3
16 - Celestial Spiders (Yellow 1-4)
13a - Leland (Black 2)
13b - Raksha (Blue 7)
13c - Horace the Mule (Blue 6)
12a - Vandersrike (Black 7)
12b - Henrik (Black 6)
11a - Kaarys (Black 5; Serry in blue)
11b - Swarbrick (Black 1; mount in blue)
11c - Gazini (Black 3; mount in blue)
10 - Slitherweb 2
07 - Kisasi (Black 4; mount in blue)
05 - Large Slitherweb

It's currently Kaarys's turn.

Kisasi has taken 6 points of damage.
Swarbrick has taken 6 points of damage.
Leland has taken 21 points of damage.
Johten has taken 37 points of damage. He's dead.
Kisasi's horse has taken 3 points of damage.
Swarbrick's horse has taken 6 points of damage.
Zephyranthes has taken 38 points of damage. He's dead.

Swarbrick is sickened by the Large Slitherweb's stench. He will remain affected for 9 more rounds.
Vandersrike is sickened by the Large Slitherweb's stench. He will remain affected for 10 more rounds.
Swarbrick's horse is sickened by the Large Slitherweb's stench. It will remain affected for 9 more rounds.
Kisasi's horse is sickened by the Large Slitherweb's stench. It will remain affected for 9 more rounds. It is entangled.
Gazini's horse is sickened by the Large Slitherweb's stench. It will remain affected for 9 more rounds.
Kaarys is sickened by the Large Slitherweb's stench. He will remain affected for 9 more rounds.
Celestial Spider #1 is sickened by the Large Slitherweb's stench. It will remain affected for 10 more rounds.
Celestial Spider #2 is sickened by the Large Slitherweb's stench. It will remain affected for 9 more rounds.
Celestial Spider #3 is sickened by the Large Slitherweb's stench. It will remain affected for 9 more rounds.
Celestial Spider #4 is sickened by the Large Slitherweb's stench. It will remain affected for 10 more rounds.
The swarm of bats is sickened by the Large Slitherweb's stench. It will remain affected for 9 more rounds.

Leland's flame blade has 29 rounds remaining.

Slitherwebs 1, 2, 3 and 4 have cover and concealment relative to creatures on the ground.

Slitherwebs 2 and 4 are entangled.

Slitherweb 1 has taken 21 points of damage. It's unconscious and bleeding.
Slitherweb 3 has taken 14 points of damage. It's bleeding.
Slitherweb 4 has taken 2 points of damage. It must succeed on two Fort saves vs. poison (DC 10) in 10 rounds or take 1d3 Str damage per failure.
The Large Slitherweb has taken 12 points of damage.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Talanall
Talanall's picture

Kaarys yells out, "I need one of you to set up a flank on this bitch! Fix your positioning!" The elf waits, not patiently, for someone to oblige him.

OOC
Squares with a small brown dot contain a normal tree. A creature standing in the same square as a tree gains a +2 bonus to Armor Class and a +1 bonus on Reflex saves (these bonuses don’t stack with cover bonuses from other sources). The presence of a tree doesn’t otherwise affect a creature’s fighting space, because it’s assumed that the creature is using the tree to its advantage when it can. The trunk of a typical tree has AC 4. A DC 15 Climb check is sufficient to climb a tree.

Massive trees are denoted by squares that are entirely filled by a brown dot. These take up an entire square and provide cover to anyone behind them, allowing the use of the Hide skill. They have AC 3, and like their smaller counterparts, it takes a DC 15 Climb check to climb them.

The trees in this section of swamp are dense enough to form a canopy that extends up to 10 feet from any square containing a tree. Creatures on branches in a forest canopy are considered to have both cover and concealment (20% miss chance) when fighting creatures on the ground. It is possible to hide in forest canopy.

Yellow areas contain light undergrowth. A space covered with light undergrowth costs 2 squares of movement to move into, and it provides concealment (20% miss chance). Undergrowth increases the DC of Tumble and Move Silently checks by 2 because the leaves and branches get in the way. It is possible to hide in light undergrowth. Running and charging are impossible.

Orange areas contain heavy undergrowth. Heavy undergrowth costs 4 squares of movement to move into, and it provides concealment with a 30% miss chance. It increases the DC of Tumble and Move Silently checks by 5. Heavy undergrowth is easy to hide in, granting a +5 circumstance bonus on Hide checks. Running and charging are impossible.

Blue indicates bogs/water. If a square is part of a shallow bog, it has deep mud or standing water of about 1 foot in depth. It costs 2 squares of movement to move into a square with a shallow bog, and the DC of Tumble checks in such a square increases by 2. A square that is part of a deep bog has roughly 4 feet of standing water. It costs Medium or larger creatures 4 squares of movement to move into a square with a deep bog, or characters can swim if they wish. Small or smaller creatures must swim to move through a deep bog. Tumbling is impossible in a deep bog. The water in a deep bog provides cover for Medium or larger creatures. Smaller creatures gain improved cover (+8 bonus to AC, +4 bonus on Reflex saves). Medium or larger creatures can crouch as a move action to gain this improved cover. Creatures with this improved cover take a -10 penalty on attacks against creatures that aren’t underwater. Improved cover and standard cover from a deep bog allow the use of the Hide skill. Both shallow and deep bogs increase the DC of Move Silently checks by 2.

Initiative
24 - Slitherweb 4
23a - Slitherweb 1
19b - Slitherweb 3
16 - Celestial Spiders (Yellow 1-4)
13a - Leland (Black 2)
13b - Raksha (Blue 7)
13c - Horace the Mule (Blue 6)
12a - Vandersrike (Black 7)
12b - Henrik (Black 6)
11a - Kaarys (Black 5; Serry in blue)
11b - Swarbrick (Black 1; mount in blue)
11c - Gazini (Black 3; mount in blue)
10 - Slitherweb 2
07 - Kisasi (Black 4; mount in blue)
05 - Large Slitherweb

It's currently Swarbrick's turn.

Kisasi has taken 6 points of damage.
Swarbrick has taken 6 points of damage.
Leland has taken 21 points of damage.
Johten has taken 37 points of damage. He's dead.
Kisasi's horse has taken 3 points of damage.
Swarbrick's horse has taken 6 points of damage.
Zephyranthes has taken 38 points of damage. He's dead.

Swarbrick is sickened by the Large Slitherweb's stench. He will remain affected for 9 more rounds.
Vandersrike is sickened by the Large Slitherweb's stench. He will remain affected for 10 more rounds.
Swarbrick's horse is sickened by the Large Slitherweb's stench. It will remain affected for 9 more rounds.
Kisasi's horse is sickened by the Large Slitherweb's stench. It will remain affected for 9 more rounds. It is entangled.
Gazini's horse is sickened by the Large Slitherweb's stench. It will remain affected for 9 more rounds.
Kaarys is sickened by the Large Slitherweb's stench. He will remain affected for 9 more rounds.
Celestial Spider #1 is sickened by the Large Slitherweb's stench. It will remain affected for 10 more rounds.
Celestial Spider #2 is sickened by the Large Slitherweb's stench. It will remain affected for 9 more rounds.
Celestial Spider #3 is sickened by the Large Slitherweb's stench. It will remain affected for 9 more rounds.
Celestial Spider #4 is sickened by the Large Slitherweb's stench. It will remain affected for 10 more rounds.
The swarm of bats is sickened by the Large Slitherweb's stench. It will remain affected for 9 more rounds.

Leland's flame blade has 29 rounds remaining.

Slitherwebs 1, 2, 3 and 4 have cover and concealment relative to creatures on the ground.

Slitherwebs 2 and 4 are entangled.

Slitherweb 1 has taken 21 points of damage. It's unconscious and bleeding.
Slitherweb 3 has taken 14 points of damage. It's bleeding.
Slitherweb 4 has taken 2 points of damage. It must succeed on two Fort saves vs. poison (DC 10) in 10 rounds or take 1d3 Str damage per failure.
The Large Slitherweb has taken 12 points of damage.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Talanall
Talanall's picture

Swarbrick isn't quite ready to go and stand next to a slitherweb of this size on Kaarys's say-so. Instead, the monster hunter guides his horse over to a position behind Leland and prepares himself to strike at it, if it comes after the druid.

OOC
Squares with a small brown dot contain a normal tree. A creature standing in the same square as a tree gains a +2 bonus to Armor Class and a +1 bonus on Reflex saves (these bonuses don’t stack with cover bonuses from other sources). The presence of a tree doesn’t otherwise affect a creature’s fighting space, because it’s assumed that the creature is using the tree to its advantage when it can. The trunk of a typical tree has AC 4. A DC 15 Climb check is sufficient to climb a tree.

Massive trees are denoted by squares that are entirely filled by a brown dot. These take up an entire square and provide cover to anyone behind them, allowing the use of the Hide skill. They have AC 3, and like their smaller counterparts, it takes a DC 15 Climb check to climb them.

The trees in this section of swamp are dense enough to form a canopy that extends up to 10 feet from any square containing a tree. Creatures on branches in a forest canopy are considered to have both cover and concealment (20% miss chance) when fighting creatures on the ground. It is possible to hide in forest canopy.

Yellow areas contain light undergrowth. A space covered with light undergrowth costs 2 squares of movement to move into, and it provides concealment (20% miss chance). Undergrowth increases the DC of Tumble and Move Silently checks by 2 because the leaves and branches get in the way. It is possible to hide in light undergrowth. Running and charging are impossible.

Orange areas contain heavy undergrowth. Heavy undergrowth costs 4 squares of movement to move into, and it provides concealment with a 30% miss chance. It increases the DC of Tumble and Move Silently checks by 5. Heavy undergrowth is easy to hide in, granting a +5 circumstance bonus on Hide checks. Running and charging are impossible.

Blue indicates bogs/water. If a square is part of a shallow bog, it has deep mud or standing water of about 1 foot in depth. It costs 2 squares of movement to move into a square with a shallow bog, and the DC of Tumble checks in such a square increases by 2. A square that is part of a deep bog has roughly 4 feet of standing water. It costs Medium or larger creatures 4 squares of movement to move into a square with a deep bog, or characters can swim if they wish. Small or smaller creatures must swim to move through a deep bog. Tumbling is impossible in a deep bog. The water in a deep bog provides cover for Medium or larger creatures. Smaller creatures gain improved cover (+8 bonus to AC, +4 bonus on Reflex saves). Medium or larger creatures can crouch as a move action to gain this improved cover. Creatures with this improved cover take a -10 penalty on attacks against creatures that aren’t underwater. Improved cover and standard cover from a deep bog allow the use of the Hide skill. Both shallow and deep bogs increase the DC of Move Silently checks by 2.

Initiative
24 - Slitherweb 4
23a - Slitherweb 1
19b - Slitherweb 3
16 - Celestial Spiders (Yellow 1-4)
13a - Leland (Black 2)
13b - Raksha (Blue 7)
13c - Horace the Mule (Blue 6)
12a - Vandersrike (Black 7)
12b - Henrik (Black 6)
11a - Kaarys (Black 5; Serry in blue)
11b - Swarbrick (Black 1; mount in blue)
11c - Gazini (Black 3; mount in blue)
10 - Slitherweb 2
07 - Kisasi (Black 4; mount in blue)
05 - Large Slitherweb

It's currently Gazini's turn.

Kisasi has taken 6 points of damage.
Swarbrick has taken 6 points of damage.
Leland has taken 21 points of damage.
Johten has taken 37 points of damage. He's dead.
Kisasi's horse has taken 3 points of damage.
Swarbrick's horse has taken 6 points of damage.
Zephyranthes has taken 38 points of damage. He's dead.

Swarbrick is sickened by the Large Slitherweb's stench. He will remain affected for 9 more rounds.
Vandersrike is sickened by the Large Slitherweb's stench. He will remain affected for 10 more rounds.
Swarbrick's horse is sickened by the Large Slitherweb's stench. It will remain affected for 9 more rounds.
Kisasi's horse is sickened by the Large Slitherweb's stench. It will remain affected for 9 more rounds. It is entangled.
Gazini's horse is sickened by the Large Slitherweb's stench. It will remain affected for 9 more rounds.
Kaarys is sickened by the Large Slitherweb's stench. He will remain affected for 9 more rounds.
Celestial Spider #1 is sickened by the Large Slitherweb's stench. It will remain affected for 10 more rounds.
Celestial Spider #2 is sickened by the Large Slitherweb's stench. It will remain affected for 9 more rounds.
Celestial Spider #3 is sickened by the Large Slitherweb's stench. It will remain affected for 9 more rounds.
Celestial Spider #4 is sickened by the Large Slitherweb's stench. It will remain affected for 10 more rounds.
The swarm of bats is sickened by the Large Slitherweb's stench. It will remain affected for 9 more rounds.

Leland's flame blade has 29 rounds remaining.

Slitherwebs 1, 2, 3 and 4 have cover and concealment relative to creatures on the ground.

Slitherwebs 2 and 4 are entangled.

Slitherweb 1 has taken 21 points of damage. It's unconscious and bleeding.
Slitherweb 3 has taken 14 points of damage. It's bleeding.
Slitherweb 4 has taken 2 points of damage. It must succeed on two Fort saves vs. poison (DC 10) in 10 rounds or take 1d3 Str damage per failure.
The Large Slitherweb has taken 12 points of damage.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Talanall
Talanall's picture

Gazini's willingness to use javelins and spirit allies notwithstanding, at heart the embi is a brawler, and Johten's death brings that out of him. The hobgoblin flies into a berserk rage and stabs at the tentacled monstrosity with his lance. The blow tells, plunging deeply into the creature's rubbery flesh.

Off to the north, the only slitherweb that's not fighting or fleeing struggles to get loose from its entanglement. It fails, but manages to limp a little further away from the fighting.

Meanwhile, Kisasi finishes cutting free his horse from the webbing that entangled it. Spurring his mount into battle, he signals frantically for it to join the combat, and succeeds in getting through its not-terribly-bright equine brain. The warhorse paws at the slitherweb with its front hooves and tries to bite the monstrosity with its teeth, but doesn't inflict any injury.

Perhaps angry, or scared, or even hungry, the monster snaps at Kisasi with its maw, then lashes at his mount with its tentacles before lurching south to attack the highest concentration of its tormentors. Leland manages to stave off the first whip of its tentacles, but the next gets him squarely around the chest, and he feels at least one of his ribs give way as it squeezes. He passes out, but going limp may have saved the druid's life.

The creature drops Leland as it turns on Gazini and subjects the hobgoblin to similar treatment with a pair of its other tentacles. The hob is nearly taken off his horse as the first tentacle twines about his chest and springs one of his ribs. The second takes him higher up, around his neck, and everything goes black. He can just feel the slitherweb's tentacle release him and his horse bucking and snorting under him as he passes out.

The monster goes on to lash at the horse in a fury, injuring it badly before turning on Henrik and mauling him. The dwarf manages to pull himself loose from its last remaining tentacle before it can crush him out the way it did with Gazini. He stands, pained and with labored breathing, but still capable of holding axe and shield.

Kaarys rushes over to join the scrum, rapier in hand. The elf comes to stand over Leland's bleeding form and executes a really gorgeous lunge, sinking his needle-sharp blade into the slitherweb's abdomen and then twisting it free in a gout of foul ichor. The abomination is clearly weakening from its injuries at this point, but the elf feels certain that his attack ought to have crippled or killed the monster.

Round Six
The slitherweb just above Vandersrike's position goes through Gazini's spirit allies like a thresher through wheat despite its handicaps of webbing and poisoning. Three of the iridescent golden spiders fall to the forest floor, none of them stirring. Meanwhile, the slitherweb that had made it into the water goes sculling away to the east, headed for the center of the pond and (presumably) the sheltering depths that await there.

The sole remaining celestial spider gives off a cry of rage and snaps its jaws at the slitherweb, narrowly missing one of its tentacles, then scuttles backward somewhat.

OOC
Squares with a small brown dot contain a normal tree. A creature standing in the same square as a tree gains a +2 bonus to Armor Class and a +1 bonus on Reflex saves (these bonuses don’t stack with cover bonuses from other sources). The presence of a tree doesn’t otherwise affect a creature’s fighting space, because it’s assumed that the creature is using the tree to its advantage when it can. The trunk of a typical tree has AC 4. A DC 15 Climb check is sufficient to climb a tree.

Massive trees are denoted by squares that are entirely filled by a brown dot. These take up an entire square and provide cover to anyone behind them, allowing the use of the Hide skill. They have AC 3, and like their smaller counterparts, it takes a DC 15 Climb check to climb them.

The trees in this section of swamp are dense enough to form a canopy that extends up to 10 feet from any square containing a tree. Creatures on branches in a forest canopy are considered to have both cover and concealment (20% miss chance) when fighting creatures on the ground. It is possible to hide in forest canopy.

Yellow areas contain light undergrowth. A space covered with light undergrowth costs 2 squares of movement to move into, and it provides concealment (20% miss chance). Undergrowth increases the DC of Tumble and Move Silently checks by 2 because the leaves and branches get in the way. It is possible to hide in light undergrowth. Running and charging are impossible.

Orange areas contain heavy undergrowth. Heavy undergrowth costs 4 squares of movement to move into, and it provides concealment with a 30% miss chance. It increases the DC of Tumble and Move Silently checks by 5. Heavy undergrowth is easy to hide in, granting a +5 circumstance bonus on Hide checks. Running and charging are impossible.

Blue indicates bogs/water. If a square is part of a shallow bog, it has deep mud or standing water of about 1 foot in depth. It costs 2 squares of movement to move into a square with a shallow bog, and the DC of Tumble checks in such a square increases by 2. A square that is part of a deep bog has roughly 4 feet of standing water. It costs Medium or larger creatures 4 squares of movement to move into a square with a deep bog, or characters can swim if they wish. Small or smaller creatures must swim to move through a deep bog. Tumbling is impossible in a deep bog. The water in a deep bog provides cover for Medium or larger creatures. Smaller creatures gain improved cover (+8 bonus to AC, +4 bonus on Reflex saves). Medium or larger creatures can crouch as a move action to gain this improved cover. Creatures with this improved cover take a -10 penalty on attacks against creatures that aren’t underwater. Improved cover and standard cover from a deep bog allow the use of the Hide skill. Both shallow and deep bogs increase the DC of Move Silently checks by 2.

Initiative
24 - Slitherweb 4
23a - Slitherweb 1
19b - Slitherweb 3
16 - Celestial Spiders (Yellow 1-4)
13a - Leland (Black 2)
13b - Raksha (Blue 7)
13c - Horace the Mule (Blue 6)
12a - Vandersrike (Black 7)
12b - Henrik (Black 6)
11b - Swarbrick (Black 1; mount in blue)
11c - Gazini (Black 3; mount in blue)
10 - Slitherweb 2
07 - Kisasi (Black 4; mount in blue)
05a - Large Slitherweb
05b - Kaarys (Black 5; Serry in blue)

It's currently Vandersrike's turn.

Kisasi has taken 6 points of damage.
Swarbrick has taken 6 points of damage.
Henrik has taken 19 points of damage.
Leland has taken 36 points of damage. He's unconscious and bleeding at -8 out of 28 hit points.
Gazini has taken 27 points of damage. Gazini is raging, which grants him +4 to Strength and Constitution, a +2 morale bonus to Will saves, and a -2 penalty to AC. He has 8 rounds of rage remaining. He's unconscious and bleeding at -3 out of 24 hit points, but he remains in the saddle for now.
Johten has taken 37 points of damage. He's dead.
Zephyranthes has taken 38 points of damage. He's dead.

Swarbrick is sickened by the Large Slitherweb's stench. He will remain affected for 8 more rounds.
Vandersrike is sickened by the Large Slitherweb's stench. He will remain affected for 9 more rounds.
Swarbrick's horse is sickened by the Large Slitherweb's stench. It will remain affected for 8 more rounds. It has taken 6 points of damage.
Kisasi's horse is sickened by the Large Slitherweb's stench. It will remain affected for 8 more rounds. It has taken 18 points of damage.
Gazini's horse is sickened by the Large Slitherweb's stench. It will remain affected for 8 more rounds. It has taken 17 points of damage.
Kaarys is sickened by the Large Slitherweb's stench. He will remain affected for 8 more rounds.
Celestial Spider #1 is dead.
Celestial Spider #2 is sickened by the Large Slitherweb's stench. It will remain affected for 8 more rounds.
Celestial Spider #3 is dead.
Celestial Spider #4 is dead.

Leland's flame blade has 28 rounds remaining.

Slitherwebs 1, 2, 3 and 4 have cover and concealment relative to creatures on the ground.

Slitherwebs 2 and 4 are entangled.

Slitherweb 1 has taken 21 points of damage. It's unconscious and bleeding.
Slitherweb 3 has taken 14 points of damage. It's bleeding.
Slitherweb 4 has taken 2 points of damage. It must succeed on two Fort saves vs. poison (DC 10) in 9 rounds or take 1d3 Str damage per failure.
The Large Slitherweb has taken 28 points of damage.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

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