PrP: Spider Pass
<OOC> Zahara says, "This is a standard PRP. A contrivance exists in the design of the plot that means that the players are not really eligible to die. However, they are eligible for humiliation and owing favors to NPCs and the like, ideally. Is that cool to everyone?"
<OOC> Astraea says, "Fine by me. :)"
"The drums of war have been beating throughout the city, with forces from Alexandros supporting the defenders of Rune against the Dran invasion. Will you, brave adventurers, answer the call and take up tasks in the vicinity in support of the regular forces? The Skyguild Auxiliary Corps hopes that you will answer the call!"
The old man, apparently a veteran crier, interrupts his hooting on the street corner only to give information to the occasionally interested passer-by.
"Yes, young man," he says, to another. "The Skyguild Auxiliary Corps is indeed privately funded, and bears no formal affiliation to the Skyguild or the Skyguard. It is a private association of...oh poppycock! Coward!" he calls after him. It seems that he is doing a poor job of recruiting - or at least, of getting anyone to take him seriously. Seems like a rather amateur operation, for sure.
You show up at a places like Alexandros with a griffon and people just Assume things. In this case, it's another recruiter wondering why Astraea and her companion aren't already off and away Doing Their Job. The half-sil is growing more frustrated by the moment before she just turns to storm away. The griffon with her snaps its wings just-so to cause the recruiter to stumble a bit. They get barely far at all before they come across the next recruiter and the woman just exhales in a sort of defeated type of sigh. This time, it seems, she's at least listening. Thistle? Snaps his beak a bit and stares in the old man's direction.
"Now let me be clear - this support is courtesy of the generosity of the Skyguild Auxiliary Corps!" The old huckster takes a few wheezing breaths. With the Skyguild supporting the efforts of the Alexandrian forces, there is regular airship transit to and from Dran. We've been arranging for specific tasks that we catch wind of. This one here is what we've been contracted to find talent for. Ah, there are reports that a scout entered Lockjaw Pass and did not return. This is one of the passes through which civilians are to be evacuated from Rune. There'll be a return voyage from the other side of the pass you'll be able to take, so it's sort of a one way trip, in and out," he says. "Find that scout, and make sure that pass is open for civilians to evacuate."
The griffon's neck bobs a little as he enjoys an apple given him by Astraea. He happily munches away. Astraea is watching the old man, squinting in mild suspicion. "Well." And that's all she has to say to that, really. There's a pat to Thistle's shoulder and the griffon's attention comes back to focus. For the moment, she's making her way towards Slip 14... looking a good deal uncertain, really. Airships. Time to get ready and go.
The Vanquish, a sturdy airship docked at Slip 14, is in the midst of being loaded up with supplies of food and artillery ammunition to support the defenses of the city. A severe looking young woman with short dark hair wearing a chainmail hauberk and helping to direct the loading is most obviously this Lieutenant Lexa, and she greets those arriving with a curt nod.
"You're the other specialist arranged by the Auxiliary Corps," she says, rolling her eyes, "Well, anyway. Lockjaw Pass is one of the routes away from Rune that we anticipate to be evacuating civilians from. A scout sent there disappeared. An armed force will be crossing through there in a day, but we want to make sure if we can that it's cleared out, and that they, who'll be going back and forth, won't suffer casualties that'll slow them down. If you run into trouble, they'll be coming through eventually as backup, but they're paying you to make sure that it's smooth sailing for them, all right?" she asks.
"We've got space for your animals and for your gear as well, and we'll be making a stop on the way nearby to drop supplies at the guard post there. That's where you'll disembark, then it's up through the pass to the south, for you." She gives a taut smile. "Any other questions?" she asks, the loading of the transport ship going on apparently quite smoothly behind her. She jerks a thumb back over towards the prim war golem sitting under the shade of a parasol nearby. "That's Aria by the way. She's the other associate hired for this task."
Aria had been sitting quietly until now, apparently having heard the plans for this operation already. She closes her parasol when she's introduced, though, letting it hang from its lanyard around her wrist as she stands to greet Astraea. "It's good to meet you, even if the circumstances aren't ideal. You should know going in that the situation in Rune is dire. I was there not long ago helping with another evacuation. It's no place for civilians." She looks at the lieutenant briefly before glancing back at Astraea. "My only advice is to stay on your toes and expect the unexpected. With any battle this large, it's hard to predict what will happen next, even if we're not on the front lines."
The half-sil and her griffon are largely heading for the animal berthings, but she does look across to Aria. There's a few blinks as she takes in the golem. "So I have heard," she notes, quietly, in regards to the situation at hand. Her accent comes across such that Tradespeak may not have been her first language.
The Vanquish travels over the mountain range that separates Rune from the lands nearer Alexandria, one of the passes through which you'll be ensuring are open for the planned evacuation. The pad, relatively high elevation, high enough for the ground to be not exactly snowy, but covered in hard, dead brown grass, green only for a month in the center of a year, and rather chilly. It'll be colder up the pass. There's a small stone keep guarded by a few unlucky soldiers, who are there to receive supplies and give you your last hurrahs before you ensure the pass is open. The first civilians, and wounded soldiers guarding them, will be arriving in a day.
"All right," says Lieutenant Lexa. "This is where your relationship with the Skyguild ends," she says. "This is the last you'll be seeing of me on this job, but who knows. We might be working together again, soon," she says, before directing your attention to the pass leading very obviously up through the mountains. "Fort Zenarii is another day's travel after you make it through the pass. From there you can catch transport back to Alexandria. Now, I've got to get these supplies unloaded for the guard post. Good luck, everyone. And please don't embarrass the SkyGuild or even its...hangers-on by getting yourself rescued by the force you're supposed to be clearing the pass for."
The half-sil? Spends the whole trip inside. Sure, she travels with a griffon and one might presume flies. But that's still different from an air ship. If anyone came to check on her, she looked perhaps just a little queasy. Once they reach ground, she and Thistle both move a bit of a ways away from the others. Mostly because, well, twenty-five foot wingspan. The griffon stretches, moves around in a few circles, and largely just enjoys being his own transportation once again. Astraea, for her part, goes over checking both her own equipment and that on the griffon himself. Presumably ready to move out once the rest are.
Aria takes a step out into the cold. Golems aren't entirely immune to the cold, but Aria doesn't seem to be showing any discomfort yet. And the most dangerous part of trips like these--altitude sickness--is not an issue for her. She doesn't breathe, so that particular adjustment isn't one she has to make.
"What's your affiliation with the Skyguard?" she asks the half-sil, seeming more curious than anything else. She opens her parasol once more, but this time, she seems to be checking the switches and fine copper tubes running along the length of the main shaft. Presumably, this device does more than fashionably shield her from the sun. "They'd probably love to have you, given how friendly you seem with . . . " Her glowing blue eyes trace toward the griffon accompanying Astraea. "What should I call him or her?"
DC 15 for generic GM help DC 15 for tracking of scout and light hints associated with that
GAME: Aria rolls knowledge/nature: (14)+6: 20 GAME: Aria rolls survival: (17)+0: 17 GAME: Astraea rolls Knowledge/Nature+2: (10)+7+2: 19 GAME: Astraea rolls Survival+2: (7)+9+2: 18
Pulling her cloak tighter around herself, Astraea looks over to Aria. "None," she answers finally, reaching out to place her hand against the griffon's shoulder. His wings flutter a bit. No winter coat yet. Chilly! "Him," she answers, moving to swing herself astride him, adjusting bow and quiver as she does. "Thistle." A tilt of head as she considers their initial meeting and the ride out. Did she give her name? The woman can't remember, so she adds: "I'm Astraea."
Both Aria and Astraea are able to comfortably tell that there's a surprisingly low number of traces of medium sized mammal activity, such as goats, that ordinarily would inhabit such an area, which although likely covered in snow into the early summer is covered in prematurely brown grass thanks to one of the early cold snaps. That would indicate that there's likely predatorial activity, and recent and not usually appropriate to the area. Further, they'd be able to discern the remnants of a recent track up the mountains, likely that of the aforementioned not-reporting scout.
Aria kneels down. "It's good to meet you, Astraea. I'm Aria." The golem's name has already been mentioned, but apparently she feels the need to introduce herself. "Might I ask what type of skillset you have? I'm an artificer myself. I do work for both the Engineer's Enclave and the Skyguild." Her eyes are apparently on the tracks. "What do you make of this?"
As the tracks apparently lead up and around a bend from heading southwest to the south, and therefore around a visible corner, there's little to make of them other than that they go into the mountains along a path that's been blasted through, about 55 to 60 feet wide for most of its length.
"I serve the Green Word. As a druid and a ranger. Though I... left my home earlier than most." She does, for a half-elf, look just barely into maturity. Visually may as well be just past being a teenager. Astraea looks out over the pass as they approach it, slowing up as they find those tracks. She's astride Thistle and leans against the griffon's feathered neck. "I'd say that's our scout." She looks up, then, tracing their path. "And likely leading to whatever needs cleared."
"Animal stocks seem seasonally low too, judging by the density of tracks. Predatory activity? It's possible that the war has been displacing animal populations from lower elevations. Either that, or the intense magic being used in the conflict has warped some of the animals up here. I'm afraid that might explain what happened to our wayward scout. Be on your guard," Aria says quietly. She stands. "I know a little bit about the natural world, though that's primarily because of my alchemical training."
She secures her pack. "How are you feeling? If the cold is getting to you, I can help."
"I would hope that the magics have not warped the local animal population too much." Frown! Astraea checks her quiver and bow. Assuring herself that both are ready. The woman looks over to Aria at the question, blinking just once. "I... am fine at the moment." A pause as she urges Thistle to begin moving on ahead and then, as an after thought: "Thank you."
Aria stops there. "Hold a moment. If it's only the three of us, we should be prepared for anything. One advantage of a smaller party is fewer people requiring protective artifice." She reaches over with her right hand, popping open a compartment on her left. She withdraws a small copper sphere with glass windows, depressing the single red button on its surface. Within, gears start to whirr as pale blue light surges. A few moments later, a wave of force ripples over her. With that done, she spends a few minutes more assembling three other, identical-looking devices. She uses another one to coat Astraea with a similar layer of force. Of the remaining two, as-of-yet uncast contraptions, she hands one to the half-sil.
"This is a protective barrier. Functionally, it's like a Shield spell. I've imbued it with just enough of my power that you just need to push the button to trigger it. Use it at the very beginning of any battle that might start. It should help ward off enemy attacks."
<OOC> Aria says, "I'm precasting magic vestment on myself and Astraea. So we both have a +1 enhancement bonus to armor. That's 1 hour per level, so it will last 4 hours. And I'm retaining one imbued Shield device, with one handed off to Astraea."
<OOC> Aria says, "Artificers can prepare unused spell slots on the fly, though it takes a little bit of time."
The half-sil blinks a few times as the force extends over her. "Huh." She looks down to one hand, turning it this way and that. "Interesting." Astraea does accept the sphere, turning it over in her hands to study it. She finally tucks it away, carefully, murmuring a thanks to the golem. "We cannot fly together yet," spoken of the griffon. They do both look young, after all. "So we will remain here," on the ground, "with you."
As the two of you round the bend and head into the southern part of the pass, it is clear that there's a bundle that's being worked on by a pair of rather unappealing looking critters: ice spiders. But these are enormous ones - each of them perhaps the size of Thistle, or even bigger, both busy at work together on putting the finishing touches on wrapping what appears to be a bundle - a bundle that the tracks lead straight towards. The two spiders, chittering softly, get up from their grisly work and present their vicious barbed petaphalps to the both of you from about sixty feet away.
======================> Combat Map for Plot Room: One <=======================
A B C D E F G H I J K L M N O P Q R S T . . . . . . . . . . . . . . . . . . . . . Map Key 20 MMMMMMMMMM. . . . As. . Ar. . . . MMMMMM. 20 | Ar : Aria (M) 19 MMMMMMMMMM. . . . . . . . . . . . MMMMMM. 19 | As : Astraea (M) 18 MMMMMMMMMM. . . . . . . . . . . . MMMMMM. 18 | I1 : Ice Spider 1 (LL) 17 MMMMMMMMMM. . . . . . . . . . . . MMMMMM. 17 | I2 : Ice Spider 2 (LL) 16 MMMMMMMMMM. . . . . . . . . . . . MMMMMM. 16 15 MMMMMMMMMM. . . . . . . . . . . . MMMMMM. 15 14 MMMMMM. . . . . . . . . . . . . . MMMMMM. 14 13 MMMMMM. . . . . . . . . . . . . . MMMMMM. 13 12 MMMMMM. . . . . . . . . . . . . . MMMMMM. 12 11 MMMMMMMMMMMM. . . . . . . . . . . MMMMMM. 11 10 MMMMMMMMMMMM. . . . . . . . . . . MMMMMM. 10 9 MMMMMMMMMMMM. . . . . . . . . . . MMMMMM. 9 8 MMMMMMMMMMMM. . . . . . . . . . . MMMMMM. 8 7 MMMMMMMMMMMM. . . . . . . . . . . . MMMM. 7 6 MMMMMMMMMMMM. . . . . . . . . . . . MMMM. 6 5 MMMMMMMMMMMM. . . . . . I2I2. . . . MMMM. 5 4 MMMMMMMMMMMM. . . . I1I1I2I2. . . . MMMM. 4 3 MMMMMMMMMMMM. . . . I1I1. . . . . . MMMM. 3 2 MMMMMMMMMMMM. . . . . . . . . . . . MMMM. 2 1 MMMMMMMMMMMM. . . . . . . . . . . . MMMM. 1 A B C D E F G H I J K L M N O P Q R S T ---------------------------- Map Key (continued) -----------------------------
MM : Mountains
GMNote: Ice Spiders are reskins of Giant Black Widow Spider (AC 15 HP 37 +6 1d8+6 + poison Fort 17 1d3 con and staggered)
===================== Current Initiative Order - Round 1 ===================== ---Init--Name------------AOO-Notes-------------------------------------------- 18 Astraea 1 Flat-footed (0 rnds active) ------------------------------------------------------------------------------ 16 Ice Spider 2 ------------------------------------------------------------------------------ 15 Ice Spider 1 ------------------------------------------------------------------------------ 11 Aria 1 Flat-footed (0 rnds active) ------------------------------------------------------------------------------ ==============================================================================
<OOC> Astraea says, "Ok, will be popping device and drawing bow."
The pair of spiders move up side by side from their grisly wrapped victim and stop, a little over thirty feet away. There, they disgustingly squirt wads of web at the both of you, cannoning from their spinnerets at quite a significant distance.
<OOC> Zahara says, "Alphabetical"
GAME: Zahara rolls 1d20+4: (11)+4: 15
GAME: Zahara rolls 1d20+4: (18)+4: 22
<OOC> Zahara says, "Those are ranged touch attacks. I assume they both hit. DC 19 reflex checks. These webs have 5HP"
<OOC> Zahara says, "Astraea is enwebbed. Aria is enwebbed. You can attack the webs I guess."
<OOC> Zahara says, "You are considered grappled."
<OOC> Aria confused.
<OOC> Aria says, "So what can I do?"
ooc But can break free by making a combat maneuver check or escape artist check by DC 19
<OOC> Zahara says, "But can break free by making a combat maneuver check or escape artist check by DC 19"
ooc You get -4 to Dex and cannot move. In addition, you take -2 on attack rolls and combat maneuver checks, except those made to escape a grapple
<OOC> Zahara says, "You get -4 to Dex and cannot move. In addition, you take -2 on attack rolls and combat maneuver checks, except those made to escape a grapple"
<OOC> Zahara says, "That's assuming a spider's web works like the spell web"
GAME: Aria activates her Titan Armor, gaining: +4 Dex
GAME: Aria rolls 10+dex-4-2: (19)+10+dex+-4+-2: 23
<OOC> Aria says, "Oh, forgot my bab."
<OOC> Zahara says, "So that should have been str, with no penalty, but it still works :)"
<OOC> Aria says, "Ok, I'm broken free."
<OOC> Zahara says, "Okay, Astraea readying"
The sticky web doesn't prevent Astraea's blade from sliding free of its scabbard. Hindered though she is, she presents a steady wall along with Aria, who bursts free from her own entangling webs.
Aria does her best to tear herself free, managing to escape with a fair bit of exertion.
The vicious spiders each move forward, and then, gaining speed, charge into range - each one attempting to take a vicious chunk out of each of you!
<OOC> Zahara says, "Oh, and the spider is at -2 AC from charging."
GAME: Astraea rolls weapon2: (2)+3: 5
GAME: Zahara rolls 1d20+8: (12)+8: 20
GAME: Zahara rolls 1d20+8: (16)+8: 24
<OOC> Zahara says, "vs Astraea then Aria, as in init count"
GAME: Zahara rolls 1d8+6: (6)+6: 12
<OOC> Zahara says, "I guess that's 12 points of damage to Aria."
<OOC> Astraea iiiiis not hit.
<OOC> Astraea says, "yay!"
One of the charging spiders does not successfully gore Astraea, though it dodges her stroke, mounted atop Thistle, with its mandibles, while the other one manages to rend what is likely a nasty dent into the upper shoulder of Aria.
<OOC> Aria says, "I'll take a 5' step back and cast Shield."
<OOC> Aria says, "So my AC is 23 now."
Aria steps away from the combat, withdrawing the sphere she had prepared earlier and depressing the button on its surface. A shield of concentrated force materializes in front of her, moving at her whim, now situated between herself and the spider.
GAME: Astraea rolls weapon2: (18)+3: 21
<OOC> Aria says, "I guess that's a hit. You can order Thistle to do something too. Though I'm not sure what its stats look like."
GAME: Astraea rolls 1d8: (2): 2
<OOC> Zahara says, "Attacking. Vs Astraea then Aria."
GAME: Zahara rolls 1d20+6: (8)+6: 14 GAME: Zahara rolls 1d20+6: (20)+6: 26
<OOC> Aria says, "I guess that's a threatened critical."
GAME: Zahara rolls 1d20+6: (12)+6: 18 <OOC> Zahara says, "Failed? :>" <OOC> Aria says, "Still a regular hit."
GAME: Zahara rolls 1d8+6: (1)+6: 7
GAME: Astraea rolls +2: (3)++2: 5
<OOC> Zahara says, "2HP done to Ice Spider 1 attacking Astraea." <OOC> Astraea says, "Yeah Thistle doesn't break free."
GAME: Aria rolls ranged+1-4: (10)+8+1+-4: 15
GAME: Aria rolls 2d6+5+1: (8)+5+1: 14
GAME: Zahara rolls 1d10+7: (1)+7: 8
<OOC> Astraea will attack. As will Thistle. With bite, which will be... +2, per my +sheet/comp GAME: Astraea rolls weapon2: (1)+3: 4 <OOC> Astraea grunts. GAME: Astraea rolls 2: (18)+2: 20 <OOC> Astraea says, "Well, at least Thistle manages." GAME: Astraea rolls 1d6+2: (4)+2: 6
<OOC> Aria says, "So 23. It's down to 14 HP." <OOC> Aria says, "Onward?" <OOC> Astraea says, "aye!"
One of the spiders seems to be leaking ichor from a number of wounds, but their mindless ferocity carries them to continue to assault. However, both of them fail to land the strikes of their sword-like fangs!
GAME: Aria rolls ranged+1-4: (18)+8+1+-4: 23
GAME: Aria rolls 2d6+5+1: (10)+5+1: 16
Aria takes a step away from the spider that has pierced both her copper and arcane armor twice now, lifting her parasol and pointing it toward Astraea's enemy. She seems to be of the mind to focus fire on one of the spiders first. She pulls back a small tab on the Parasol's arm and twists the handle sharply, seemingly to prime it for action. The parasol's canopy unfurls, and its canopy begins to spin, the rubs starting to glow a bright blue. It spins faster and faster as an audible arcane hum fills the air, and then a ray of bitingly cold frost energy envelops the spider. This second blast is seemingly fatal, encasing the creature in a block of ice as its movements come to a deathly halt.
GAME: Astraea rolls weapon2+4: (19)+3+4: 26 <OOC> Aria says, "Crit threat." <OOC> Zahara says, "Yup, roll the same again to confirm crit" <OOC> Astraea crosses fingers... GAME: Astraea rolls weapon2+4: (20)+3+4: 27 <OOC> Astraea ! <OOC> Zahara says, "Crit confirmed" <OOC> Aria says, "2d8+2?"
GAME: Astraea rolls 2d8+2: (14)+2: 16 GAME: Astraea rolls 1d20+4: (13)+4: 17 GAME: Astraea rolls 1d6+2: (6)+2: 8
Though Thistle has been struggling with the webbing, Astrea was able to tumble free. She's managed to avoid being hit -- thankfully -- and instead been swinging her sword at the ice spiders. Aria fells one and as the other goes for the golem... the half-sil and her griffon give pursuit. The ranger is light on her feet and despite her slight size... gives a broad swing of the sword- right into the carapace of the disturbingly large creature. The griffon is not far behind, but hindered by the webbing. Even so, he manages to take a bite at one of the spider's legs.
<OOC> Zahara says, "It attacks Astraea in response." GAME: Zahara rolls 1d20+6: (12)+6: 18 <OOC> Zahara says, "And misses."
The spider rears in pain and attempts to slash Astraea in response, but fails, leaving its unprotected rear towards Aria and her death ray, forgotten for a moment. Besides, that copper hasn't been as tasty as hoped for so far.
GAME: Aria rolls ranged+1-4: (6)+8+1+-4: 11 GAME: Aria rolls 2d6+5+1: (6)+5+1: 12
Aria doesn't miss this opportunity. If it wants to turn its back on her, she's going to put that to good use. Point blank now, just a few feet away, she levels her parasol now as the magic hum is now a high-pitched whine. Ice starts to further encase the limbs of the spider as it slowly succumbs to the combination of the biting cold and its own injuries.
GAME: Astraea rolls weapon2: (1)+3: 4 GAME: Astraea rolls 1d20+2: (17)+2: 19 GAME: Astraea rolls 1d6+2: (1)+2: 3
It's in dodging the spider that rears up on her that Astraea opens up for Thistle to get the final, crushing blow. The half-sil stumbles backwards, using her sword in a more defensive than offensive action. The griffon, however, snaps in with that large, sharp beak to take a good chunk out of the large spider's underside.
As soon as the second spider falls, however - there's a bit of a rumble. Apparently these were just the brood.
An elephant sized, grotesquely humanoid spider approaches, the earth tremoring lightly with each of its steps. Saliva and horrible looking poison blood drip-drip from its mandibles. This thing seems hungry.
<OOC> Zahara says, "It's approaching but not like...on the map yet, hehe, sorry if that was unclear."
<OOC> Zahara says, "You have chance to retreat, etc. Figure out some kind of trap. It's not supposed to be the same encounter."
<OOC> Zahara says, "No, he's clearly deed and been bundled as a food prize for big mama."
Aria pulls Astraea and Thistle back, just out of sight, so the two can confer for a while.
Assuming the two of you are keeping tabs on the giant ice spider, it seems to be approaching slowly, heavy slams issuing from its footsteps.
It stops, apparently wary, likely alert from pheremones from the two dead other spiders. It then stops to snuffle and investigate the wrapped up body of the scout. It seems curious.
GAME: Aria rolls knowledge/engineering: (14)+12: 26
<OOC> Aria says, "Can I spot a place to blast it to trigger a controlled rock slide?" <OOC> Zahara says, "You spot 3. One would make a generalized flow of rubble that would make this whole area kinda difficult ground. Another 2 could be suitable spots to trigger more dangerous slide, one more on the north side and one more on the south side. You reason that using the freeze ray to cause moisture to freeze and expand would probably the be most effective way of triggering a slide."
<OOC> Zahara says, "1 shot for each spot. So 1 spot will trigger making the whole map difficult ground, and then 2 spot will do a Big Dam to the north half of the map, and then 3 spot will do a Big Dam to the south half of the map. What's Big Dam? Let's say 2d20?"
GAME: Astraea casts Cure Light Wounds. Caster Level: 1 DC: 14 <OOC> Aria says, "Roll it." <OOC> Aria says, "1d8+your level" GAME: Aria rolls 1d8+4: (4)+4: 8 <OOC> Aria says, "So I heal myself for 8." <OOC> Aria says, "And whatever Astraea offers." <OOC> Astraea says, "total level or just the Druid level?" <OOC> Aria says, "Druid level." GAME: Astraea rolls 1d8+1: (4)+1: 5 <OOC> Zahara says, "Aria at 22 now right?"
"How complex of a plan can you communicate to your companion?" Aria asks. She looks at Thistle. "Does he understand Trade?"
She withdraws a Goblin Army Knife from her pack, using it to draw a rough diagram of the pass in the dirt. "Here's what I was thinking. We can't really withstand that thing's attacks in a straight fight. But the pass is narrow, and we can use its incredible size to our advantage. You have a light spell. Not particularly useful, but that might be enough to get its attention. You cast it on Thistle, and with it, he takes the long way around to this point on the ledge of the east side of the pass. The hungry spider will likely try to climb up to him, and at that point, he will push those three large rocks forward." She draws three X's on the map. "If I'm right, that will trigger a rockslide."
"I have enough mana left for two charges of invisibility. Before Thistle stages his diversion, we'll use it to take the long way around and safely reach the west side of the pass, opposite where he will be. Once Thistle triggers the first rock slide, we open fire at range from our position to get the spider's attention. Thistle will glide across the pass to our position to retreat. If the spider again gets close, we trigger a rock slide on our side. The combination of all of that should be enough to kill it."
"Alright. Lets go. And don't worry. With the direction the wind is blowing, Thistle will have an easy time getting to us when the time comes, even gliding. And that direction also means the spider will smell him and not us, meaning he hopefully won't attack the wrong side. Just don't speak above a whisper and wait for my signal to attack. It won't be able to see us, but it will be able to hear us, and the spell will end if we take hostile action."
With all of that done, the team heals Aria up as best as possible, and then she constructs two Invisibility devices, cloaking herself and Astraea before they head on their way.
The spider slowly moves to advance, walking slowly as it now seems interested in investigating the two bodies of its brood.
GAME: Astraea casts Light. Caster Level: 1 DC: 13
The trailing light of a bespelled Thistle indeed catches the attention of the eight eyes of the surprisingly humanoid-faced beastie, who lets out a disgusting slobbery snarl and starts moving to chase Thistle, skittering to begin its climb while the two adventurers slip past invisibly behind it.
Aria and Astraea ready their weapons and wait for the moment when Thistle triggers the landslide.
The light spell is cast quietly and Astraea gives a fond pat to Thistle's flank as the griffon takes off and glides his way to his point. Readied, behind those rocks. The half-sil does cast a worried glance after her companion, but otherwise tucks her head down and scurries after Aria to their chosen place.
GAME: Zahara rolls 2d20: (20): 20
The rock that Thistle pushes rolls into a heavy jagged piece of the edge of the rock wall, bringing down a heavily brutish shatter of rock splinters onto the beastly spider. It rears and seems enormously enraged, a heartbeat of indecision before it focuses on Thistle and charges to try to attack, clambering up the side of the wall, its greatsword-sized fangs capping its mandibles snapping for the poor griffon.
GAME: Astraea rolls weapon1+1: (2)+6+1: 9
<OOC> Aria says, "Ok. I'll trigger the rockslide on this side with a standard action."
<OOC> Zahara says, "OK"
GAME: Zahara rolls 2d20: (10): 10
<OOC> Zahara says, "Ah! :) You can't charge on difficult ground anyway, so if you moved now, yes, it actually cannot charge it just skitters a lot closer and will be ready to attack the following round, it seems, after checking difficult ground."
<OOC> Zahara says, "Okay. Astraea, at this point, you could do either. Shooting a single bow shot then moving would keep you with Aria though. However you could also move with Aria and ready a sword attack, for example, though your turn would probably come before it would get in range. But you could put yourself as a guaranteed blocker, and trust she'd bring you in alive, I suppose."
<OOC> Zahara says, "According to Aria, you two are up there fiddling around in difficult ground, to make it harder for the spider to actually get to you."
<OOC> Astraea will fire bow and move to Aria.
GAME: Astraea rolls weapon1: (12)+6: 18
<OOC> Zahara says, "Since you're still higher up than it...yeah that's a hit"
GAME: Astraea rolls 1d8: (7): 7
The spider has suffered the blows of many stones and arrows now, as one well placed bowshot by Astraea sticks into its carapace, but still it advances, staggering its way up to the completely broken, rocky 'surface' that the roadway has been blasted through. It's mostly the steep edged angle of mountains on either side, snow covered most of the year and about to get this year's dusting.
The spider moves closer. Much, much closer.
GAME: Aria rolls ranged+1: (15)+8+1: 24
GAME: Aria rolls 2d6+5+1: (11)+5+1: 17
Thanks to Astraea's hit with the longbow's arrow, there's a chink in the armor of the spider that allows the death ray to pierce a freezing cone directly towards the brutish spider's central nervous system. The thing collapses in a huge heap of previously deadly engine of destruction before the combined efforts of the war golem and the gal and her griffon.
A brief glance past the south of the narrow area the three huge spiders had been found suggests that the way is clear. But what could have brought the attention of such beasts? Why this desolate pass? Surely, this might bear investigation - but later, once those this pass was cleared for are through and saved.
With Thistle free and clear, Astraea begins moving down the side of the hill. She's aiming to keep up with Aria, but slowed a bit by drawing and firing arrows. The first goes wide as the half-sil stumbles a bit. The next, however, does hit home. A solid sort of //thunk// into the carapace. The ray does lead to the ranger falling back a step as the creature crumbles, breathing heavily. "Guess we should head up and report in."
Aria starts flipping switches on her parasol. With an audible hiss, the excess magical energy building up in her Death Ray is released, a cloud of cold harmlessly dissipating into the air.
She meets up with Astraea a moment later. "As much as I'm not looking forward to it, we do need to clear some of these rocks to the side of the road. Keeping the road clear was our mission, after all." And so she starts pushing.
When the work is finally done, though, she heads with the half-sil and her griffon down toward the exfil point.