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Chapter 3: Beyond the Portal

As the lightning bolt ripped through the spider swarm Baird felt a short sigh of relief which was promptly replaced with dread as more spiders arrived to take the place of their fallen brethren. With the Poison still coursing through his veins, he decided that time was of the essence and that his last few remaining spells would not do much against the horde. Of course there still was the option of attempting to help break down the door. ~NO! You cannot use your claws, they'll think you're inhuman! What other choice do I have?! They'll all die if I can't do anything to protect them! I have to assist them in breaking down the door. Grasping his Gold Dragon Amulet for strength, Baird took a deep breath and conjured his gold dragon claws. Running at the door with a yell, he struck the door with all of his might.
 
Fortitude Save for Wren coming up.
-2 Con
-1 Dex

Hit Points: 32
Melee Strike: +4 (+8 with lightweight weapons)
Ranged Strike: +8
Initiative: +6

Armor Class: 20 +1 vs Trap Attacks
Fort Save: +3
Reflex Save: +9 +1 vs Traps
Will Save: +3
Perception: +13 (+15 to Locate Traps)
Stealth: +12
 
As soon as Baird's claws scratch the surface of the heavy door, his vision fades for just a split-second.

You're standing right in front of the doors, carefully eyeing your surrounding. You can hear the spiders far above, hidden in the shadows - not foolish enough to test your strength. The torch of your skinny, hooded companion casts its light on the elven runes to either side of the doors - it does not take long for you to understand their meaning, soon enough raising your golden claws to cast the spells described. You hear movements on the other side, and shortly after, the double doors swing open. Only darkness awaits you - but that's why you are here. Kel'Thorad asked for your support, and he can count on you - as always.

When the sorcerer returns back from his vision, his claws have done little to no damage - but a quick look certainly reveals the elven runes that you just saw, waiting for someone to reveal their mysteries.

22 Wren (-10)
22 Renna
11 Spiders!
10 Baird (-12)
-> 7 Veskassdak (-3)
3 Spiders!!
1 Spiders!!!

Dicer Dicer is up with Veskassdak.
 
Veskassdak threw himself at the door again. He was not pleased that it didn't open on his last attempt. However with the further breakage that his companions had added, he hoped that this attempt would let them escape from the spiders.

AC 17; HP 66 of 69 remaining; DR 2/-; Fort save +9, Ref save +2, Will save +4; Speed 45 ft., Melee Attack bonus +12 bite damage 1d3+8, 2 claws damage 1d4+8; rage duration remaining: 12 of 13 rounds. Whoo 25 total this time!
 
Once more, the double doors are tested by the raging berserker's strength - you can see how the material bends ever so slightly due to the furious attacks. Another breaking sound can be heard, a first small gap shows the darkness beyond - but for now, the remaining latches still keep you trapped on your side.

While the others focus on the door, the one who dutifully tries to hold the line gets overwhelmed - no matter in which direction Wren looks, there seem to be more of these eight-legged monstrosities, swarming in from all directions. The rogue takes multiple additional wounds despite her grace, a certain dizzyness starts to fill her mind; at least, her efforts manage to protect the others' backs.

Yet another threat begins to show: Further back in the midst of the hall, millions of tiny little spiders seem to climb onto each other as if instructed by a single mind. At first, it's just a mass of bodies - but as more and more of them gather, it appears as if they'd slowly begin to form a figure, roughly humanoid in size. There are few details - as to be expected - but you can certainly make out an arm-like outgrowth that points in your direction.

Sherwood Sherwood is up.

-> 22 Wren (-21)
22 Renna
11 Spiders!
10 Baird (-12)
7 Veskassdak (-3)
3 Spiders!!
1 Spiders!!!
1 Spider avatar
 
Feeling quite sick from the venom of the spiders, Wren pulls back to try and keep from getting bit again. In a breathless voice, she says, "Let me look at the runes. I might be able to read them."
Do I need to make a Perception roll?

-2 Con
-1 Dex

Hit Points: 32
Melee Strike: +4 (+8 with lightweight weapons)
Ranged Strike: +8
Initiative: +6

Armor Class: 20 +1 vs Trap Attacks
Fort Save: +3
Reflex Save: +9 +1 vs Traps
Will Save: +3
Perception: +13 (+15 to Locate Traps)
Stealth: +12
 
A quick look around shows that there is little to be learned by the rogue - instead, she decides to focus at the threats at hand, taking an even more defensive stand to hopefully avoid further damage.

Psychie Psychie is up.
 
Renna pauses a moment in her efforts to get through the door and notices that several members of the group are hurting. "Iomeade! I beseech you to aid your humble servant! Hear my call and heal my companions!"
Performing a Channel Positive Energy for a total of 3d6 healing. Everyone gets 11 hit points back.

Hit Points: 34
Lay on Hands: x4
Smite Evil: x2

Armor Class: 20 - Armor of Light Fortification
Melee Strike: +7
CMD 17
Fort Save: +9
Reflex Save: +6
Will Save: +9
Perception: -2
 
There is no doubt that Iomadae approves your act of kindness - at least, you can feel her powers flow through your veins almost immediately, soon enough radiating out to hit your companions and heal their major wounds. Just in time, as some might say - combined with the rogue's own expertise, the vitalizing effect of the magic makes sure that Wren takes little more than a scratch as she continues to hold back the flood of spiders to buy you a little more time.

(Wren takes 2 damage)

Clockwork Syringe Clockwork Syringe is up.

22 Wren (-12)
22 Renna
11 Spiders!
-> 10 Baird (-1)
7 Veskassdak
3 Spiders!!
1 Spiders!!!
1 Spider avatar
 
It does not take long for the sorcerer to read through the first few runes that catch his eyes' attention - the ones that seem the most familiar. Their meaning is actually rather simple:

Call the flame, and you may pass.

There is more to it, however - you can feel hidden magic underneath, as if cold eyes would stare at you. Your somehow educated guess is that this is a ward spell of some sort, demanding you to fulfill its requirements to set something in motion. What do you wish to do? Clockwork Syringe Clockwork Syringe
Behind you, dozens of mandibles whisper.
 
After reading through the runes and seeing the elven runes, Baird understood what he needed to do. Holding up his right hand with his thumb and middle finger touching, he snapped his fingers at the door calling forth the spark spell at the door.
 
It's a simple spell, perhaps one of the first ones a mage would actually learn - and yet, it certainly does its job. As soon as you expend what little energy the spell requires, you can feel how the door absorbs its power. There are no flames, or any other optical hints - just a creaking sound from the other side as you seemingly make progress. There are multiple other hints on the wall, apparently of similar nature; but a simple push against the door shows that it can already be opened without going through further trouble.

Dicer Dicer is up with Veskassdak.
 
Still trying to break through the door, Veskassdak was surprised by its opening with far greater ease than expected. Falling to the floor on the other side, he quickly stood and turned back to where the rest of his party were. He prepared himself to reengage the spiders so the others may pass through. Once they were through he would try to close the doors and brace it with his body until he was certain they were safer than they were now.

AC 17; HP 69 of 69 remaining; DR 2/-; Fort save +9, Ref save +2, Will save +4; Speed 45 ft., Melee Attack bonus +12 bite damage 1d3+8, 2 claws damage 1d4+8; rage duration remaining: 11 of 13 rounds.
 
As soon as the double doors open in front of you, the spiders' attacks seem to become frantic. Where they dodged your weapons before, their bodies now move forwards without any attempts to avoid steel and claws. Apparently desperate to not let you escape, their numbers alone overwhelm your defenses - neither skills nor equipment are enough to let anyone stay unharmed.

(Wren -6, Baird -4, Renna -5, Veskassdak -6 after reduction)

Even more threatening, the shape made of thousands of spiders surges forward as if it was one creature, quicker than you'd anticipate. In your minds, you can hear a voice that sounds as if hundreds of mandibles would move in unison. "You... can... not... run... away... from... us..."
For now, Veskassdak holds his position in the doorway, his eyes focussed on the eight-legged masses while the tail points into the darkness of a long, dark corridor.

Sherwood Sherwood is up.

-> 22 Wren (-18)
22 Renna (-5)
11 Spiders!
10 Baird (-5)
7 Veskassdak (-6)
3 Spiders!!
1 Spiders!!!
1 Spider avatar
 
Seeing the door suddenly pop open, Wren decides that it is time to leave in a hurry. "The door is open! Everyone, move!"
-2 Con
-1 Dex

Hit Points: 32
Melee Strike: +4 (+8 with lightweight weapons)
Ranged Strike: +8
Initiative: +6

Armor Class: 20 +1 vs Trap Attacks
Fort Save: +3
Reflex Save: +9 +1 vs Traps
Will Save: +3
Perception: +13 (+15 to Locate Traps)
Stealth: +12
 
Avoiding the last few attempts of your foes to get hold of her, the rogue is the first one to run through the door, covered by Veskassdak's stature and claws. Where Wren just stood, more spiders close in, preparing to take down those she left behind.


22 Wren (-18)
-> 22 Renna (-5)
11 Spiders!
10 Baird (-5)
7 Veskassdak (-6)
3 Spiders!!
1 Spiders!!!
1 Spider avatar

Psychie Psychie is up.
 
Renna places herself as a living wall between the spiders and the door. "I will hold these here. Get through the door, and once everyone is through, I will join you." She hefts her blade and makes a swing at the spider-avatar, hoping to do some damage to it.
I doubt I hit, but on the off chance that I do, ignore the first roll. I forgot to change the face of my first roll

Hit Points: 34
Lay on Hands: x4
Smite Evil: x2

Armor Class: 20 - Armor of Light Fortification
Melee Strike: +7
CMD 17
Fort Save: +9
Reflex Save: +6
Will Save: +9
Perception: -2
 
Moving forward towards the avatar is already difficult enough - with all the hairy bodies around you, it feels as if every step you make is more difficult than the last one. As soon as you are finally within reach, you swing your sword against the mass of creatures; but the bulk of tiny bodies moves backwards just enough for you to hit nothing but thin air. "Silly... mortal..."

At least, your move draws most of the spiders' attention upon yourself, protecting those behind you. You can feel how legs scratch over your armor, accompanied by hundredfold hisses, and a painful sting in the upper leg tells you that at least one pair of fangs found an opening.

(Renna -8)
Clockwork Syringe Clockwork Syringe is up.

22 Wren (-18)
22 Renna (-13)
11 Spiders!
-> 10 Baird (-5)
7 Veskassdak (-6)
3 Spiders!!
1 Spiders!!!
1 Spider avatar
 
The arcane projectiles slam into the mass of spiders, vaporizing dozens of the small beasts - the effect seems to be rather negligible, though, as others simply fill the gaps. "Come... fight... us..."

22 Wren (-18)
22 Renna (-13)
11 Spiders!
10 Baird (-5)
-> 7 Veskassdak (-6)
3 Spiders!!
1 Spiders!!!
1 Spider avatar (-6)

Dicer Dicer is up.
 
Once both Wren and Baird passed by him into the hallway behind him, Veskassdak realized that Renna was taking the brunt of the spiders and spider-made creature actions. "Foolisssh," he muttered and reached for Renna to pull her through the door so he would be able to slam it shut and hopefully keep the spider-creature and other spiders at bay.

AC 17; HP 63 of 69 remaining; DR 2/-; Fort save +9, Ref save +2, Will save +4; Speed 45 ft., Melee Attack bonus +12 bite damage 1d3+8, 2 claws damage 1d4+8; rage duration remaining: 10 of 13 rounds. Standard action: Touch attack to grab Renna with his claw total 17. Move action: Pulling Renna out of harm's way total 25.
 
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Not expecting to be grabbed from behind, Renna lets out a startled yelp as the intensely strong lizard man yanks on her armor and hauls her backwards into the hall. She is quick enough to realize that it is Veskassdak doing this to keep from swinging wildly with her blade, but her heartbeat is still racing. "Holy Iomedae! Give a girl some warning next time!" Nervous laughter slips out as she regains her balance.
 
"No whine," Veskassdak said. "Make heal." Then he turned his focus back to the doors and the spiders beyond. He knew he would have to close them quickly to improve their chances of survival. There were just too many spiders to squish and not enough of the right weapons to do so
 
The rather abrupt rescue by Veskassdak is enough to bring you all to the relative saftey of the lightless corridor - as you slam the doors shut, the hollow sounds of moving bodies seem to die off incredibly fast. "You... can... not... run... forever..." is the last thing you hear before things become dead silent safe for the sounds you are causing yourselves. There seems to be no effort to break through the damaged the door behind you, which is quite a relief - the remains of several gigantic door latches can be found on the floor as soon as your loun stones are close enough, and a single one is still in place to keep the gate shut.
 

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