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

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Talanall
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Vandersrike moves into range to claw at the big slitherweb and prepares to make his attacks coincide with Kisasi's. Meanwhile, looking back and forth between the monster and Gazini's bleeding, semi-conscious form, Henrik tries to calculate what he'll do next--try to end the fight, or save a comrade? He decides to stay on his guard and see if Kisasi's next attack can earn him a respite in which to act more freely.

Swarbrick cuts off the debate for the dwarf, however. Urging his warhorse into the thickets next to where Johten died, the court magus's hireling strikes down with his longsword and splits the slitherweb's skull for it. The tentacle monster drops like a marionette that has had all its strings cut.

Gazini, in the meantime, is swaying unsteadily in his saddle and making some unhealthy noises as he fights for breath. For the moment, he retains his seat on his horse.

To the north, one of the two smaller slitherwebs that remains is busy struggling to get loose from the webbing that ensnares it. Failing to extricate itself, the creature limps yet further away.

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)
11a - Swarbrick (Black 1; mount in blue)
11b - Gazini (Black 3; mount in blue)
10 - Slitherweb 2
07a - Kisasi (Black 4; mount in blue)
07b - Vandersrike (Black 7)
07c - Henrik (Black 6)
05a - Large Slitherweb
05b - Kaarys (Black 5; Serry in blue)

It's currently Kisasi'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 28 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 -4 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 45 points of damage. It's dead.

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

Talanall
Talanall's picture

Almost before the slitherweb is fully on the ground, Kisasi is riding over its remains. The hobgoblin swings down from his saddle next to Leland, and stoops to press his knuckles against the side of the druid's neck. A pulse of healing energy transfers into the human's body. Leland doesn't wake, but his breathing comes easier.

Next to the big tree, Henrik similarly applies healing to Gazini, casting a spell that patches the worst of the hobgoblin's injuries. Gazini suddenly rockets back to alertness, feeling like warmed-over death but able to breathe and function normally under the combined influence of the healing and his berserker-like frenzy.

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)
11a - Swarbrick (Black 1; mount in blue)
11b - Gazini (Black 3; mount in blue)
10 - Slitherweb 2
07a - Kisasi (Black 4; mount in blue)
07b - Henrik (Black 6)
07c - Vandersrike (Black 7)
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 but stable at -4 out of 28 hit points.
Gazini has taken 23 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 7 rounds of rage remaining. He's conscious at 1 out of 24 hit points. At the end of his rage, he will fall to -3 out of 20 hit points because of a lowered Constitution.
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 45 points of damage. It's dead.

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

Talanall
Talanall's picture

Vandersrike was all set to get his claws into the large slitherweb, so its sudden death leaves him a bit wrong-footed and at a loss as to what to do next.

Kaarys drops his rapier, since there's nothing left to fight next to him, and quickly unlimbers his bow. The elf takes a potshot at the nearest remaining slitherweb, and pinks it with a broadhead after the arrow bounces off of a limb in the canopy overhead. The projectile is thus robbed of much of its force, but a trickle of ichor nevertheless results, and the creature hisses in annoyance.

Round Seven
The slitherweb just shot by Kaarys backs off as best it can given its entanglement, wrenching itself about in a failed attempt to win free of the celestial spider's webbing.
One of its broodmates lies bleeding on the forest floor, a suitable prize for you to bring home to the court magus if you survive this battle . . . but possibly not as desirable as the huge specimen that Swarbrick has just downed. Perhaps you could even find a way to get both of them.

Off to the northeast, the other bleeder sinks out of view in the chill, tea-colored waters of the pond. It's unlikely that you'll see it again anytime soon, and probably it will die there as it continues to lose blood.

Closer to you, the remaining celestial spider says something in the language of angels. It sounds beautiful, but Gazini and Henrik both understand the creature actually to be saying that it's not really eager to chase these monsters if they look like they're retreating. Given the casualty rate your party just suffered and the fatalities among Gazini's spirit helpers, that's hardly an unreasonable attitude or it to take.

Vandersrike collects himself, but soon realizes that he can't actually reach any of the foes that still live. He decides to hold himself in readiness to deal with circumstances should they develop.

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)
12 - Vandersrike (Black 7)
11a - Swarbrick (Black 1; mount in blue)
11b - Gazini (Black 3; mount in blue)
10 - Slitherweb 2
07a - Kisasi (Black 4; mount in blue)
07b - Henrik (Black 6)
05a - Large Slitherweb
05b - Kaarys (Black 5; Serry in blue)

It's currently Swarbrick'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 but stable at -4 out of 28 hit points.
Gazini has taken 23 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 7 rounds of rage remaining. He's conscious at 1 out of 24 hit points. At the end of his rage, he will fall to -3 out of 20 hit points because of a lowered Constitution.
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 7 more rounds.
Vandersrike is sickened by the Large Slitherweb's stench. He will remain affected for 8 more rounds.
Swarbrick's horse is sickened by the Large Slitherweb's stench. It will remain affected for 7 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 7 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 7 more rounds. It has taken 17 points of damage.
Kaarys is sickened by the Large Slitherweb's stench. He will remain affected for 7 more rounds.
Celestial Spider #1 is dead.
Celestial Spider #2 is sickened by the Large Slitherweb's stench. It will remain affected for 7 more rounds.
Celestial Spider #3 is dead.
Celestial Spider #4 is dead.

Leland's flame blade has 28 rounds remaining.

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

Slitherwebs 2 and 4 are entangled.

Slitherweb 1 has taken 22 points of damage. It's unconscious and bleeding.
Slitherweb 3 has taken 15 points of damage. It's bleeding.
Slitherweb 4 has taken 3 points of damage. It must succeed on two Fort saves vs. poison (DC 10) in 8 rounds or take 1d3 Str damage per failure.
The Large Slitherweb has taken 45 points of damage. It's dead.

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

Talanall
Talanall's picture

Swarbrick guides his horse over to the west, setting his sights on the same slitherweb that Kaarys shot a moment ago. The monster hunter sheathes his longsword as he goes, and draws another dagger, clearly bent upon throwing the weapon as soon as he gets the opportunity to do so.

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)
12 - Vandersrike (Black 7)
11a - Swarbrick (Black 1; mount in blue)
11b - Gazini (Black 3; mount in blue)
10 - Slitherweb 2
07a - Kisasi (Black 4; mount in blue)
07b - Henrik (Black 6)
05a - Large Slitherweb
05b - Kaarys (Black 5; Serry in blue)

It's currently Gazini'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 but stable at -4 out of 28 hit points.
Gazini has taken 23 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 7 rounds of rage remaining. He's conscious at 1 out of 24 hit points. At the end of his rage, he will fall to -3 out of 20 hit points because of a lowered Constitution.
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 7 more rounds.
Vandersrike is sickened by the Large Slitherweb's stench. He will remain affected for 8 more rounds.
Swarbrick's horse is sickened by the Large Slitherweb's stench. It will remain affected for 7 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 7 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 7 more rounds. It has taken 17 points of damage.
Kaarys is sickened by the Large Slitherweb's stench. He will remain affected for 7 more rounds.
Celestial Spider #1 is dead.
Celestial Spider #2 is sickened by the Large Slitherweb's stench. It will remain affected for 7 more rounds.
Celestial Spider #3 is dead.
Celestial Spider #4 is dead.

Leland's flame blade has 28 rounds remaining.

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

Slitherwebs 2 and 4 are entangled.

Slitherweb 1 has taken 22 points of damage. It's unconscious and bleeding.
Slitherweb 3 has taken 15 points of damage. It's bleeding.
Slitherweb 4 has taken 3 points of damage. It must succeed on two Fort saves vs. poison (DC 10) in 8 rounds or take 1d3 Str damage per failure.
The Large Slitherweb has taken 45 points of damage. It's dead.

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

Talanall
Talanall's picture

Gazini's blood is up, despite his injuries, and the barely-recovered hobgoblin warrior doesn't seem to be in a mood to baby himself. He spurs his horse after the slitherweb to the west, jabbing at it with his lance in hopes of skewering it out of the tree. His efforts are in vain, however.

Meanwhile, the other remaining slitherweb finally breaks itself loose from the webbing that binds it, and begins a hasty retreat towards the pond off to the northwest. Maybe it plans to seek the refuge of the waters there.

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)
12 - Vandersrike (Black 7)
11a - Swarbrick (Black 1; mount in blue)
11b - Gazini (Black 3; mount in blue)
10 - Slitherweb 2
07a - Kisasi (Black 4; mount in blue)
07b - Henrik (Black 6)
05a - Large Slitherweb
05b - Kaarys (Black 5; Serry in blue)

It's currently Kisasi'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 but stable at -4 out of 28 hit points.
Gazini has taken 23 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 6 rounds of rage remaining. He's conscious at 1 out of 24 hit points. At the end of his rage, he will fall to -3 out of 20 hit points because of a lowered Constitution.
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 7 more rounds.
Vandersrike is sickened by the Large Slitherweb's stench. He will remain affected for 8 more rounds.
Swarbrick's horse is sickened by the Large Slitherweb's stench. It will remain affected for 7 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 7 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 7 more rounds. It has taken 17 points of damage.
Kaarys is sickened by the Large Slitherweb's stench. He will remain affected for 7 more rounds.
Celestial Spider #1 is dead.
Celestial Spider #2 is sickened by the Large Slitherweb's stench. It will remain affected for 7 more rounds.
Celestial Spider #3 is dead.
Celestial Spider #4 is dead.

Leland's flame blade has 28 rounds remaining.

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

Slitherweb 4 is entangled.

Slitherweb 1 has taken 22 points of damage. It's unconscious and bleeding.
Slitherweb 3 has taken 15 points of damage. It's bleeding.
Slitherweb 4 has taken 3 points of damage. It must succeed on two Fort saves vs. poison (DC 10) in 8 rounds or take 1d3 Str damage per failure.
The Large Slitherweb has taken 45 points of damage. It's dead.

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

Talanall
Talanall's picture

Kisasi puts up his sword and shield, casting an eye towards the remaining slitherwebs. While the hobgoblin is contemplating whether to try and finish as many of the monsters as he can, Henrik trundles over to the inert form of Leland. "Get up you lazy git," he begins as he incants a simple healing prayer, "cause I'm not hauling that thing and you out of here, and I don't want to see it walk."

Kaarys takes a dogleg to the southwest to get a clear shot at the same slitherweb that Gazini just attacked, but his arrow flies wide of the mark.

Round Eight
The slitherweb being menaced by Gazini struggles to get free of the webs, fails, and limps a little way from the hobgoblin, just managing to jink aside when he makes a parting jab at it.

Elsewhere, the downed slitherweb bleeds its last into the mud of the swampy forest floor, and the other bleeder, somewhere below the water, continues its eventually-fatal hemorrhage.

The last of Gazini's spiderbros watches the slitherweb that killed its brethren, looking as baleful as an otherworldly arthopod can look.

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)
12 - Vandersrike (Black 7)
11a - Swarbrick (Black 1; mount in blue)
11b - Gazini (Black 3; mount in blue)
10 - Slitherweb 2
07a - Kisasi (Black 4; mount in blue)
07b - Henrik (Black 6)
05a - Large Slitherweb
05b - Kaarys (Black 5; Serry in blue)

It's currently Leland'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 23 points of damage. He's conscious but prone with 5 out of 28 hit points.
Gazini has taken 23 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 6 rounds of rage remaining. He's conscious at 1 out of 24 hit points. At the end of his rage, he will fall to -3 out of 20 hit points because of a lowered Constitution.
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 6 more rounds.
Vandersrike is sickened by the Large Slitherweb's stench. He will remain affected for 7 more rounds.
Swarbrick's horse is sickened by the Large Slitherweb's stench. It will remain affected for 6 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 6 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 6 more rounds. It has taken 17 points of damage.
Kaarys is sickened by the Large Slitherweb's stench. He will remain affected for 6 more rounds.
Celestial Spider #1 is dead.
Celestial Spider #2 is sickened by the Large Slitherweb's stench. It will remain affected for 6 more rounds.
Celestial Spider #3 is dead.
Celestial Spider #4 is dead.

Leland's flame blade has 27 rounds remaining.

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

Slitherweb 4 is entangled.

Slitherweb 1 has taken 23 points of damage. It's dead.
Slitherweb 3 has taken 16 points of damage. It's bleeding.
Slitherweb 4 has taken 3 points of damage. It must succeed on two Fort saves vs. poison (DC 10) in 8 rounds or take 1d3 Str damage per failure.
The Large Slitherweb has taken 45 points of damage. It's dead.

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

Talanall
Talanall's picture

Leland staggers to his feet muttering foul things about tentacle beasts and waves his wand at himself for one good healing jolt. "Who else is hurt?" he queries.

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)
12 - Vandersrike (Black 7)
11a - Swarbrick (Black 1; mount in blue)
11b - Gazini (Black 3; mount in blue)
10 - Slitherweb 2
07a - Kisasi (Black 4; mount in blue)
07b - Henrik (Black 6)
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 14 points of damage.
Gazini has taken 23 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 6 rounds of rage remaining. He's conscious at 1 out of 24 hit points. At the end of his rage, he will fall to -3 out of 20 hit points because of a lowered Constitution.
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 6 more rounds.
Vandersrike is sickened by the Large Slitherweb's stench. He will remain affected for 7 more rounds.
Swarbrick's horse is sickened by the Large Slitherweb's stench. It will remain affected for 6 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 6 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 6 more rounds. It has taken 17 points of damage.
Kaarys is sickened by the Large Slitherweb's stench. He will remain affected for 6 more rounds.
Celestial Spider #1 is dead.
Celestial Spider #2 is sickened by the Large Slitherweb's stench. It will remain affected for 6 more rounds.
Celestial Spider #3 is dead.
Celestial Spider #4 is dead.

Leland's flame blade has 27 rounds remaining.

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

Slitherweb 4 is entangled.

Slitherweb 1 has taken 23 points of damage. It's dead.
Slitherweb 3 has taken 16 points of damage. It's bleeding.
Slitherweb 4 has taken 3 points of damage. It must succeed on two Fort saves vs. poison (DC 10) in 8 rounds or take 1d3 Str damage per failure.
The Large Slitherweb has taken 45 points of damage. It's dead.

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

Talanall
Talanall's picture

Vandersrike points at Gazini and tells Leland, "Restore this one!" He readies himself to turn his claws against anything that threatens one of his allies.

Swarbrick is a proponent of the "throw stuff at it until it attacks, dies or goes away" school of wildlife management, and so he hucks a dagger at the slitherweb. Sadly, the forest canopy stymies his efforts: the dagger bounces off of a thick branch that the creature is using as a perch.

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)
12 - Vandersrike (Black 7)
11a - Swarbrick (Black 1; mount in blue)
11b - Gazini (Black 3; mount in blue)
10 - Slitherweb 2
07a - Kisasi (Black 4; mount in blue)
07b - Henrik (Black 6)
05a - Large Slitherweb
05b - Kaarys (Black 5; Serry in blue)

It's currently Gazini'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 14 points of damage.
Gazini has taken 23 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 5 rounds of rage remaining. He's conscious at 1 out of 24 hit points. At the end of his rage, he will fall to -3 out of 20 hit points because of a lowered Constitution.
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 6 more rounds.
Vandersrike is sickened by the Large Slitherweb's stench. He will remain affected for 7 more rounds.
Swarbrick's horse is sickened by the Large Slitherweb's stench. It will remain affected for 6 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 6 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 6 more rounds. It has taken 17 points of damage.
Kaarys is sickened by the Large Slitherweb's stench. He will remain affected for 6 more rounds.
Celestial Spider #1 is dead.
Celestial Spider #2 is sickened by the Large Slitherweb's stench. It will remain affected for 6 more rounds.
Celestial Spider #3 is dead.
Celestial Spider #4 is dead.

Leland's flame blade has 27 rounds remaining.

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

Slitherweb 4 is entangled.

Slitherweb 1 has taken 23 points of damage. It's dead.
Slitherweb 3 has taken 16 points of damage. It's bleeding.
Slitherweb 4 has taken 3 points of damage. It must succeed on two Fort saves vs. poison (DC 10) in 8 rounds or take 1d3 Str damage per failure.
The Large Slitherweb has taken 45 points of damage. It's dead.

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

Talanall
Talanall's picture

Overhearing the chatter between Vandersrike and Leland, Gazini manages to restrain himself a little despite his rage. While he waits, the most distant slitherweb widens the gap between itself and your group, swinging rapidly from branch to branch as it heads for the water.

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

It's currently Kisasi'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 14 points of damage.
Gazini has taken 23 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 5 rounds of rage remaining. He's conscious at 1 out of 24 hit points. At the end of his rage, he will fall to -3 out of 20 hit points because of a lowered Constitution.
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 6 more rounds.
Vandersrike is sickened by the Large Slitherweb's stench. He will remain affected for 7 more rounds.
Swarbrick's horse is sickened by the Large Slitherweb's stench. It will remain affected for 6 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 6 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 6 more rounds. It has taken 17 points of damage.
Kaarys is sickened by the Large Slitherweb's stench. He will remain affected for 6 more rounds.
Celestial Spider #1 is dead.
Celestial Spider #2 is sickened by the Large Slitherweb's stench. It will remain affected for 6 more rounds.
Celestial Spider #3 is dead.
Celestial Spider #4 is dead.

Leland's flame blade has 27 rounds remaining.

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

Slitherweb 4 is entangled.

Slitherweb 1 has taken 23 points of damage. It's dead.
Slitherweb 3 has taken 16 points of damage. It's bleeding.
Slitherweb 4 has taken 3 points of damage. It must succeed on two Fort saves vs. poison (DC 10) in 8 rounds or take 1d3 Str damage per failure.
The Large Slitherweb has taken 45 points of damage. It's dead.

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

Talanall
Talanall's picture

Kisasi unlimbers his bow as he takes a quick jog to the northwest. He fires an arrow at the slitherweb that his brother still has engaged, but misses badly.

Henrik, in the meantime, trundles over to Gazini and casts a spell to heal the worst of the hobgoblin's injuries. Afterward, the berserker looks and feels much, much better—he's probably safe from falling unconscious when the rage and adrenaline of battle finally wear off of 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
19b - Slitherweb 3
16 - Celestial Spiders (Yellow 1-4)
13a - Leland (Black 2)
13b - Raksha (Blue 7)
13c - Horace the Mule (Blue 6)
12 - Vandersrike (Black 7)
11a - Swarbrick (Black 1; mount in blue)
10 - Slitherweb 2
07a - Kisasi (Black 4; mount in blue)
07b - Henrik (Black 6)
06 - Gazini (Black 3; mount in blue)
05b - Kaarys (Black 5; Serry in blue)

It's currently Gazini'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 14 points of damage.
Gazini has taken 14 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 5 rounds of rage remaining. He's conscious at 10 out of 24 hit points. At the end of his rage, he will fall to 6 out of 20 hit points because of a lowered Constitution.
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 6 more rounds.
Vandersrike is sickened by the Large Slitherweb's stench. He will remain affected for 7 more rounds.
Swarbrick's horse is sickened by the Large Slitherweb's stench. It will remain affected for 6 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 6 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 6 more rounds. It has taken 17 points of damage.
Kaarys is sickened by the Large Slitherweb's stench. He will remain affected for 6 more rounds.
Celestial Spider #1 is dead.
Celestial Spider #2 is sickened by the Large Slitherweb's stench. It will remain affected for 6 more rounds.
Celestial Spider #3 is dead.
Celestial Spider #4 is dead.

Leland's flame blade has 27 rounds remaining.

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

Slitherweb 4 is entangled.

Slitherweb 1 has taken 23 points of damage. It's dead.
Slitherweb 3 has taken 16 points of damage. It's bleeding.
Slitherweb 4 has taken 3 points of damage. It must succeed on two Fort saves vs. poison (DC 10) in 8 rounds or take 1d3 Str damage per failure.
The Large Slitherweb has taken 45 points of damage. It's dead.

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

Talanall
Talanall's picture

Gazini's face full of rage turned to a sneer as Henrik's healing powers washed over him. He hadn't comprehended the damage he took, nor did he care.

Kaarys, still gagging intermittently from the stench of the monsters, takes another potshot at the slitherweb that's still entangled, but misses badly despite the impediment to his target's ability to dodge his attacks.

Round Nine
The aforesaid slitherweb retreats, jerking spasmodically in its efforts to tear free of the webbing that entangles it. For now, its efforts are in vain. Somewhere in the water to the east, another slitherweb continues bleeding to death in the murk.

"Running away," observes the remaining celestial spider, speaking slowly in the language of angels.

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

It's currently Leland'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 14 points of damage.
Gazini has taken 14 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 5 rounds of rage remaining. He's conscious at 10 out of 24 hit points. At the end of his rage, he will fall to 6 out of 20 hit points because of a lowered Constitution.
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 6 more rounds.
Vandersrike is sickened by the Large Slitherweb's stench. He will remain affected for 7 more rounds.
Swarbrick's horse is sickened by the Large Slitherweb's stench. It will remain affected for 6 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 6 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 6 more rounds. It has taken 17 points of damage.
Kaarys is sickened by the Large Slitherweb's stench. He will remain affected for 6 more rounds.
Celestial Spider #1 is dead.
Celestial Spider #2 is sickened by the Large Slitherweb's stench. It will remain affected for 6 more rounds.
Celestial Spider #3 is dead.
Celestial Spider #4 is dead.

Leland's flame blade has 27 rounds remaining.

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

Slitherweb 4 is entangled.

Slitherweb 1 has taken 23 points of damage. It's dead.
Slitherweb 3 has taken 17 points of damage. It's bleeding.
Slitherweb 4 has taken 3 points of damage. It must succeed on two Fort saves vs. poison (DC 10) in 8 rounds or take 1d3 Str damage per failure.
The Large Slitherweb has taken 45 points of damage. It's dead.

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

Talanall
Talanall's picture

Leland zots Gazini with another charge of his wand and says wearily, "Usually I'm reluctant to eradicate the local fauna, but these past few days are making me reconsider." Judging from the way more of the hob's wounds close up, it must be some kind of curative spell.

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
19b - Slitherweb 3
16 - Celestial Spiders (Yellow 1-4)
13a - Leland (Black 2)
13b - Raksha (Blue 7)
13c - Horace the Mule (Blue 6)
12 - Vandersrike (Black 7)
11a - Swarbrick (Black 1; mount in blue)
10 - Slitherweb 2
07a - Kisasi (Black 4; mount in blue)
07b - Henrik (Black 6)
06 - Gazini (Black 3; mount in blue)
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 14 points of damage.
Gazini has taken 7 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 5 rounds of rage remaining. He's conscious at 17 out of 24 hit points. At the end of his rage, he will fall to 13 out of 20 hit points because of a lowered Constitution.
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 6 more rounds.
Vandersrike is sickened by the Large Slitherweb's stench. He will remain affected for 7 more rounds.
Swarbrick's horse is sickened by the Large Slitherweb's stench. It will remain affected for 6 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 6 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 6 more rounds. It has taken 17 points of damage.
Kaarys is sickened by the Large Slitherweb's stench. He will remain affected for 6 more rounds.
Celestial Spider #1 is dead.
Celestial Spider #2 is sickened by the Large Slitherweb's stench. It will remain affected for 6 more rounds.
Celestial Spider #3 is dead.
Celestial Spider #4 is dead.

Leland's flame blade has 27 rounds remaining.

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

Slitherweb 4 is entangled.

Slitherweb 1 has taken 23 points of damage. It's dead.
Slitherweb 3 has taken 17 points of damage. It's bleeding.
Slitherweb 4 has taken 3 points of damage. It must succeed on two Fort saves vs. poison (DC 10) in 8 rounds or take 1d3 Str damage per failure.
The Large Slitherweb has taken 45 points of damage. It's dead.

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

Talanall
Talanall's picture

Vandersrike decides that if the slitherwebs are retreating, the fight may actually be over. But paranoia is one of the prime virtues of his people, and so he doesn't quite let down his guard yet. He waits to see what happens next.

Swarbrick is cluing into the same possibility—and his supply of daggers isn't infinite. The monster-hunter keeps one ready to throw in case the creatures renew their onslaught, but if they want to call it a day he's not going to go out of his way to prolong this battle.

And at least in the case of the slitherweb that was already unentangled, their wait-and-see approach pays off. The creature retreats further, shimmies down a tree, and splashes into the waters of the pond to your northwest. By the time the ripples settle, there's no sign of it—clearly, the monster is seeking the shelter of the depths.

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

It's currently Kisasi'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 14 points of damage.
Gazini has taken 7 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 5 rounds of rage remaining. He's conscious at 17 out of 24 hit points. At the end of his rage, he will fall to 13 out of 20 hit points because of a lowered Constitution.
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 6 more rounds.
Vandersrike is sickened by the Large Slitherweb's stench. He will remain affected for 7 more rounds.
Swarbrick's horse is sickened by the Large Slitherweb's stench. It will remain affected for 6 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 6 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 6 more rounds. It has taken 17 points of damage.
Kaarys is sickened by the Large Slitherweb's stench. He will remain affected for 6 more rounds.
Celestial Spider #1 is dead.
Celestial Spider #2 is sickened by the Large Slitherweb's stench. It will remain affected for 6 more rounds.
Celestial Spider #3 is dead.
Celestial Spider #4 is dead.

Leland's flame blade has 27 rounds remaining.

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

Slitherweb 4 is entangled.

Slitherweb 1 has taken 23 points of damage. It's dead.
Slitherweb 3 has taken 17 points of damage. It's bleeding.
Slitherweb 4 has taken 3 points of damage. It must succeed on two Fort saves vs. poison (DC 10) in 8 rounds or take 1d3 Str damage per failure.
The Large Slitherweb has taken 45 points of damage. It's dead.

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

Talanall
Talanall's picture

Kisasi seems to think the fight's over. He puts up his bow, steps back over to Applejack, and mounts up.

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

It's currently Henrik'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 14 points of damage.
Gazini has taken 7 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 5 rounds of rage remaining. He's conscious at 17 out of 24 hit points. At the end of his rage, he will fall to 13 out of 20 hit points because of a lowered Constitution.
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 6 more rounds.
Vandersrike is sickened by the Large Slitherweb's stench. He will remain affected for 7 more rounds.
Swarbrick's horse is sickened by the Large Slitherweb's stench. It will remain affected for 6 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 6 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 6 more rounds. It has taken 17 points of damage.
Kaarys is sickened by the Large Slitherweb's stench. He will remain affected for 6 more rounds.
Celestial Spider #1 is dead.
Celestial Spider #2 is sickened by the Large Slitherweb's stench. It will remain affected for 6 more rounds.
Celestial Spider #3 is dead.
Celestial Spider #4 is dead.

Leland's flame blade has 27 rounds remaining.

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

Slitherweb 4 is entangled.

Slitherweb 1 has taken 23 points of damage. It's dead.
Slitherweb 3 has taken 17 points of damage. It's bleeding.
Slitherweb 4 has taken 3 points of damage. It must succeed on two Fort saves vs. poison (DC 10) in 7 rounds or take 1d3 Str damage per failure.
The Large Slitherweb has taken 45 points of damage. It's dead.

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

Talanall
Talanall's picture

Henrik continues the "wait and see" approach that is becoming a trend with your expedition's membership.

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

It's currently Gazini'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 14 points of damage.
Gazini has taken 7 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 4 rounds of rage remaining. He's conscious at 17 out of 24 hit points. At the end of his rage, he will fall to 13 out of 20 hit points because of a lowered Constitution.
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 6 more rounds.
Vandersrike is sickened by the Large Slitherweb's stench. He will remain affected for 7 more rounds.
Swarbrick's horse is sickened by the Large Slitherweb's stench. It will remain affected for 6 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 6 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 6 more rounds. It has taken 17 points of damage.
Kaarys is sickened by the Large Slitherweb's stench. He will remain affected for 6 more rounds.
Celestial Spider #1 is dead.
Celestial Spider #2 is sickened by the Large Slitherweb's stench. It will remain affected for 6 more rounds.
Celestial Spider #3 is dead.
Celestial Spider #4 is dead.

Leland's flame blade has 27 rounds remaining.

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

Slitherweb 4 is entangled.

Slitherweb 1 has taken 23 points of damage. It's dead.
Slitherweb 3 has taken 17 points of damage. It's bleeding.
Slitherweb 4 has taken 3 points of damage. It must succeed on two Fort saves vs. poison (DC 10) in 7 rounds or take 1d3 Str damage per failure.
The Large Slitherweb has taken 45 points of damage. It's dead.

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

Talanall
Talanall's picture

Gazini joins the waiting game as well, followed by Kaarys, who seems tired of shooting arrows away for the moment. The elf mutters, "That little bastard is really pissing me off . . ." and retrieves his rapier from the ground to stow it instead.

Round 10
The remaining slitherweb makes its way unsteadily westward, ripping and flailing fruitlessly at the webbing that still swaddles it. But at this point it's clear that it's fleeing, even hindered as it is.

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

It's currently Gazini'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 14 points of damage.
Gazini has taken 7 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 4 rounds of rage remaining. He's conscious at 17 out of 24 hit points. At the end of his rage, he will fall to 13 out of 20 hit points because of a lowered Constitution.
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 6 more rounds.
Vandersrike is sickened by the Large Slitherweb's stench. He will remain affected for 7 more rounds.
Swarbrick's horse is sickened by the Large Slitherweb's stench. It will remain affected for 6 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 6 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 6 more rounds. It has taken 17 points of damage.
Kaarys is sickened by the Large Slitherweb's stench. He will remain affected for 6 more rounds.
Celestial Spider #1 is dead.
Celestial Spider #2 is sickened by the Large Slitherweb's stench. It will remain affected for 6 more rounds.
Celestial Spider #3 is dead.
Celestial Spider #4 is dead.

Leland's flame blade has 27 rounds remaining.

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

Slitherweb 4 is entangled.

Slitherweb 1 has taken 23 points of damage. It's dead.
Slitherweb 3 has taken 18 points of damage. It's bleeding.
Slitherweb 4 has taken 3 points of damage. It must succeed on two Fort saves vs. poison (DC 10) in 7 rounds or take 1d3 Str damage per failure.
The Large Slitherweb has taken 45 points of damage. It's dead.

Victory is yours.

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

Cronono
Cronono's picture

Vandersrike walks over to the body of the fallen Joe. His clawed hands close the corpses eyes and arrange the body in a state of repose.

"Let us gather our things and go."

Vandersrike puts one hand on the fallen horse. He turns to Leland.

"My condolences."

Darker

Swarbrick holds up a hand to halt the little creature, "Well now, hold on. I'm not sure how much of our compensation package that you are privy to, but the gnome's pay is pretty much room and board. It barely covers a little drink, and I'm a thirsty man." His voice goes a bit hoars and he pauses to take a swig from his flask.

"Most of the perks come from the spoils and loot left behind by the targets of our hunts. I'm sure this thing," he points to the big slitherweb with his flask," has taken down a few travelers. I'm betting very nearby there's likely a nice little hidey-hole or web with the remains and belongings of its past few meals."

Cronono
Cronono's picture

Vandersrike looks up at the dandy.

"Our things, Swarbrick. Gather them. Then, we go."

Obsidian_Spoon
Obsidian_Spoon's picture

Kaarys calls his horse over to him and starts unloading the materials needed to construct a rig able to drag back a slitherweb. "The big one will probably please Dilmer the most. Which of our horses is doing the dragging?"

MinusInnocence
MinusInnocence's picture

"If we can stow Big Joe up behind you on your horse, my brother and I can drag the prey we bagged behind ours."

deadDMwalking
deadDMwalking's picture

"I'm going to spend a little time looking for things worth finding. After a little looking around, it would be handy to do a little magical detection as well, but I unfortunately didn't prepare for that. I could tomorrow, though. There might even be a magical item that can restore to life the fallen. That is, if they still feel they have unfinished business in this world. It's a long shot, but it's a shot. It'd be a dereliction of duty not to see what providence has sent to us."

MinusInnocence
MinusInnocence's picture

"We already know what Providence sent us," the paladin states bluntly, swinging back out of his saddle and setting foot on the ground. He gestures to Joe. "His death." With that, he begins helping Kaarys with the tarp and poles to assemble the litter.

Darker

"Well said," Swarbrick says as he passes his flask to Henrik and claps him on the back, "I'm sure a bit of look around wouldn't hurt. I'm sure that big one didn't come that far, so there may be something right nearby." As he looks to pick the tracks up from where the larger slitherweb came, he pops the cork on a vial and drinks the liquid down.

"Besides, we should be going this way to complete the loop and stay away from tangling with those forest spirits. I heard that sort of thing will turn your nether bits to wood, and not the good kind."

deadDMwalking
deadDMwalking's picture

"It's agreed. Swarbrick and I will nose around while the rest of you build the litter and load up Joe and the trophy kill." Henrik stomps off in the direction the first Slitherweb came from, careful to avoid the pools and still holding his axe.

Dafyd
Dafyd's picture

Leland allows his flame blade to expire and nods graciously to Vandersrike. "That's kind of you." Perhaps it's the absurdity of the situation, but the druid then remarks candidly, "Usually horses are butchered and eaten when they die." Sniffing the air, he observes, "I'm sure it's spoiled, though." The druid puts his things away and sets about building the litter. Near Joe, he observes, "You deserved better, friend. Rest well."

Cronono
Cronono's picture

Vandersrike keeps his clawed hand on the fallen horse.

"My people have a similar tradition for fallen horses. Would you like me to begin?"

Vandersrike is not capable of stopping himself from licking the edge of his beak.

Darker

Swarbrick sighs, "Well, looks like this is where the slithery bastards keep their larder." He turns to Henrik, "I'm not too keen on wading out, so unless you fancy a swim, this is where our short treasure hunt meets its end."

"Unless you have an idea that doesn't have the same possibility of drowning and tentacles."

deadDMwalking
deadDMwalking's picture

"Tie a rope to me and a horse. If one of then isn't cowed I'll be the worm that hooks it. It won't though, because I want it to try too much."

Talanall
Talanall's picture

Leland mulls over Vandersrike's request even as Henrik and Swarbrick contemplate getting their faces hugged by gods know what. "I...suppose we have time. I'd start with the good bits, whatever those are, and if you'd save some meat for Raksha..." He whistles her and Horace over. Mostly the druid looks exhausted. He probably still has a few cracked bones from his experience with the slitherweb.

OOC: Posted at Dafyd's request due to a tech issue that should resolve itself within the next few days.

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

Cronono
Cronono's picture

Vadersrike nods. He disrobes and places his clothing inside his backpack before turning back to his work. As with all flesh, he separates the carcass into its constituent parts. Bones are individually placed against a tree, offal placed in a large mound next to the water's edge, and meat is cut into ribbons and placed over tree branches.

Vandersrike saves the neck muscle and neck fat for last. When the gory work is largely complete, he begins slicing ribbons from the neck in very, very thin strips using his claws. It appears evident that he is trying to slice the meat and fat thin enough that it appears somewhat translucent. When he has harvested as much as he can, he arranges the strips in alternating layers of fat and meat, which he places in a row on the pickaxe-cum-plate that he carries with him.

"Would you care to preserve the hide, Tribesman?"

Talanall
Talanall's picture

Leland nods at the industrious little kobold. "Waste not, want not," he says with a certain amount of resignation.

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

deadDMwalking
deadDMwalking's picture

Ignoring the grisly work, Henrik tests the rope. Letting Swarbrick play out the slack he begins exploring the water, using a stick to probe the depths in front of him and feel for anything interesting.

Talanall
Talanall's picture

The good news is that nothing erupts from the murky depths to seize Henrik and try to drag him to a watery death. The bad news is that his stick isn't cutting the mustard as a probe to differentiate corpses from potential valuables. He's going to have to feel around in the chill bog. It's going to be an unpleasant and time-consuming errand.

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

Obsidian_Spoon
Obsidian_Spoon's picture

Kaarys stands near Ser'ciltharon, watching with some varying mix of horror, awe, and fascination at the dissection of the horse. He mutters to his horse, "Don't worry girl, that's not going to happen to you," while he pats her neck, then fishes out her flask and takes a long sip.

"Is this the general practice with corpses among you lot? Is he next?," nodding to Joe.

Cronono
Cronono's picture

Vandersrike responds neutrally for a gore splattered butcher.

"I am afraid I do not know his people's burial practices." He wipes his brow with the back of his scaled arm. It further smudges the viscera on his face, but does transfer some of the globs to his arm. "We do this when appropriate."

Vandersrike can't help himself from licking his beak.

deadDMwalking
deadDMwalking's picture

Henrik commits to searching by hand as the butchering continues.

Darker

Swarbrick keeps a careful eye on both Henrik and the shoreline to ensure nothing sneaks back into the pool while it's being searched. His vigilance shows the utmost concern for his companion... and the loot he may bring back.

Talanall
Talanall's picture

After Henrik's first circuit of the pond, sticking to its shallowest parts, there's a small pile of . . . actually, most of it looks like junk, but maybe it'll clean up into something nice. Next the dwarf doffs his armor and puts aside his shield, and begins wading in the deeper waters. He's armpit-deep when he puts his foot into some kind of gelatinous mass. Fortunately, it doesn't really impede his movement; rather, the stuff pops softly underfoot as if he's stepping on bubbles. An unpleasant aroma, not dissimilar to the slitherwebs' stench, assaults his nostrils. It isn't enough to make him ill, but he will have to resign himself to smelling like he has been rubbed with spoiled meat and unwashed prostitutes until such time as he can have one or more hot, soapy baths.

A quick dive turns up more information, in the form of an accretion of sticky spherical blobs, each about the size of a crab apple, containing swirls of white fluid. Each one contains a smaller blob, half brown and half blue. A sniff confirms that these are probably what he stepped in.

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

Cronono
Cronono's picture

"Bring those. The gnome is going to love the smell."

Vandersrike breaks the tendons holding a joint together and places the bones in the correct pile before continuing.

Darker

Swarbrick scratches his head looking out at the dwarf puzzling over the smelly blobs, "No, I'll wager those are going to be worth a bit more. Might be some sort of eggs, though I didn't think that these nightmarish creations reproduced."

deadDMwalking
deadDMwalking's picture

"Eggs maybe." Henrik brings them to shore in a separate pile. "You're welcome to try one, Vandersrike, if you want."

Cronono
Cronono's picture

Covered in viscera, Vandersrike nods.

"Do we have any salt?"

Dafyd
Dafyd's picture

The druid visibly pales at any notion of harvesting the eggs and transporting them. "I would strongly recommend destroying them." In an attempt to be conciliatory, he offers, "In your noble stomach, my lord, if you are confident they won't hatch and burrow out of you."

Darker

"You are in the wrong business if you want to destroy these horrors. Being in the employment of the Marchioness or the gnome is likely going to be a disappointment if you think most of it is going to be hero's work." He turns back to watch Henrik bob for treasures, "But it is work and pays better than what the rest of the sad sots usually bring home."

deadDMwalking
deadDMwalking's picture

Surfacing, Henrik joins in the conversation. "I'm not opposed to heroing, and I'm not planning on hitching my wagon to the marchioness for long. I'm just not sure what's next. This will do to kill time."

Dafyd
Dafyd's picture

Leland grimaces. "This isn't about playing hero." He gestures at the abominations. "This is about not letting these /things/ take over everything like a plague of tentacled locusts." His distaste is visible. "Haven't you noticed we've had three run-ins with them recently? If they hatch, there will be more."

Darker

Swarbrick shrugs, "The wilderness around here will kill you with or without the help of those spider squids. I'm a bit surprised all that butchering hasn't brought waves of creatures with the scent of blood and fresh meat." Swarbrick finishes stowing Henrik's savaged treasures and shoving the odd eggs into a waterskin, fitting it back to his saddlebags. He mounts up, keeping the rope taut between his horse and the diving dwarf.

Talanall
Talanall's picture

As this little discussion is going on, Vandersrike spots a flicker of movement to the south. It's there and gone, so quickly that he almost thinks he imagined it.

A moment or two later, Leland hears a very faint rustle in the underbrush in that same direction.

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

Cronono
Cronono's picture

Vandersrike points in the direction of the flicker.

"Movement. Circle up."

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