Sunday, November 16, 2014

No Quarter Session 2 - The Road to Ashby

PCs:        Sir Durhum Lentilles (250 point Paladin of Saturn)
NPCs:     Mirko (unknown)

We picked up today with Sir Durhum setting out on the road to Ashby. It was a nice day for a walk, and the scenery was bucolic initially and transitioned into peaceful scrublands. It progressed like that for a couple hours when he heard the din of combat. Upon cresting the next hill, he saw a boy fighting a pony-sized spider and generally getting driven back despite his agility. Being the courageous and selfless paladin he is, Sir Durhum joined the melee.

He approached the spider from behind and shouted for the boy to get behind him. As the boy made his way around the spider, it continued to try to intercept him. This somehow kept Sir Durhum behind the spider, despite the runaround attempt, which was fine. Durhum got one good stab to the gonads – first random hit location roll of the day, and it gives us gutter humor – which certainly got the spider's attention. It turned on him and barreled into him. Of course, this isn't particularly good for the person holding the Reach 2 polearm, so Sir Durhum was in trouble. The spider slashed him up good with its pedipalps, but eventually, the paladin managed to disengage and get enough distance to bring his mighty weapon to bare in a successful parry that lopped off one of the spider's pedipalps. The thing retreated a little in fear and surprise, so Durhum gave it a good thrust to the vitals and it fled to lick its wounds (do spiders have tongues?).

He then bandaged up his wounds and tended to the kid, who turned out to actually be a really short 15 yr old named Mirko. He had run away from a homestead he was helping at because nature was getting a little too close and unfriendly, and Durhum being the responsible adult he is, insisted on taking Mirko to Ashby with him. That way, the boy would at least be safe, even if Mirko was headed to Roberston to find a better life out east.

The rest of the day passed uneventfully, as did the night. The next day, they continued their trek to Ashby, when they came on a jaundiced man shambling about the road with something growing from his neck. Durhum decided to detour wide around the man and approach Ashby with caution. He is pretty sure everyone in the town is dead, but he wants to be careful. He is injured and not in much shape for another serious fight.

Nest week: Ashby.

Bonus Creature: Monstrous Wolf Spider

Wolf spiders are robust and agile hunters with excellent eyesight.  They live mostly solitary lives and hunt alone.  Some are opportunistic hunters; while, others will chase prey or even ambush prey from burrows.  Despite being only mildly toxic, wolf spiders are the thing of nightmares, because they carry hordes of young on their backs.

Venom:  Wolf spider venom is not particularly lethal, although in large doses, it is quite painful.  Someone bitten by a wolf spider must roll against HT-5.  Failure results in pain dependent on his margin of failure:  1 or 2, Moderate Pain; 3 or 4, Severe Pain; 5 or more, Terrible Pain (see Incapacitating Conditions, p. B428).  Each level of pain lasts for a number of minutes equal to the victim's margin of failure, after which the degree of pain lessens by one step – from Terrible to Severe and then Severe to Moderate.  Each step lasts as long as the previous.

ST: 18                            HP: 18                                               Speed: 6.00
DX: 13                           Will: 10                                              Ground Move: 6
IQ: 1                               Per: 12                                               Climbing Move: 3
HT: 11                           FP: 11                                                SM: 0

Dodge: 9                        Parry: N/A                                        DR: 6

Fangs (15): 2d impaling + follow-up Venom (see above). Reach C.
Pedipalps (15): 2d cutting. Reach C.
Baby Spider Horde: This is a 3-yard-diameter horde of baby wolf spiders.  They take a Move maneuver to disembark their mother, and have Move 1.  They disperse after taking 100 HP of damage and will then regroup on their mother's back.  The horde inflicts 1d cutting damage per turn with Venom (see above) as a follow-up, but resisted at HT rather than HT-5.

Traits: Acute Hearing 2; Acute Sense (Vibration Sense) 2; Ambidexterity; Climbing Line; Clinging; Cutting Striker (Pedipalps; Cannot Parry; Limited Arc Front); Discriminatory Smell; Extra Legs (Eight Legs); Horizontal; Impaling Striker (Fangs; Cannot Parry; Limited Arc, Front); Injury Tolerance (No Neck); No Fine Manipulators; Payload 1; Peripheral Vision (No Depth Perception); Sensitive Touch; Silence 1; Ultravision; Vibration Sense (Air). 
Skills: Brawling-15; Climbing-13; Running-11; Stealth-15; Wrestling-15. 
Class: Giant Animal. 
Notes: Venom glands containing enough venom for 2d doses ($10 each).

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