What Tangled Webs They Weave

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An older farmer waits at the gates of Alexandria, a cart and two horses hitched to it are ready for the party of adventurers to the township of Derry. He smiles and tips his hat, "Well don't this beat all. A much pleasant sight to see all these fine young folk so willing to help old Derry out." He seems in a pretty good mood and waves them on over to the cart, "Nothing is enough for all you grand folk. A ride if you need it, we have a decent leg of a trip to be getting to and the more time we waste here the more Derry falls under the curse its found itself in."

He turns and hops up into the driver seat, only then does the grey image of someone cloaked in the mists move, a old blunderbuss style type gun in his grasp, and leans it over his shoulder. This one doesn't look so happy in his weather beaten hat and the first calms all of the Adventures, "Don't mind old Gunny there. He don't like strangers. You can call me Horse. Parents always knew I'd be a cart man, but they decided Carter was to common a name for such, besides every lady knows I'm hung like a..." Gunny shoulders the man, he was getting to personal and the grumpy one grunts to warn him, "Excuse me, living' on the road I suppose one doesn't require manners all that much? So, how about we get some names while we get this party movin'?" A vert talkative one tot seems and even as those riding in the wagon get on, he snaps the reigns and they are off, seems talking on the way might be the way to go about it. Several large furs are also in the wagon, seems that everyone is going to be expected to sleep in the wagon perhaps till the reach Derry on the next afternoon.

Lyrana cocks her head to the side as she listens, "I do not understand the reference, Hung like a? Are you talking about hanging from a tree or something?" the war golem asks as she looks at the guy. "Oh, I forget myself, I am Lyrana of the Temple of Daeus."

GAME: Whirlpool damaged you for -100 points. 16 remaining.

"Silmeria," a blond in a breastplate and black velvet dress answers, cheeks practically glowing at the nearly-completed comparison. "Temple of Vardama... May I ask, um... what's been happening out in Derry? Only I'd heard the rumors, but..."

Stirling follows along on his own horse scruffy black warhorse, enormous black deathray seated across the saddle in front of him. Between that and his enormous chrome gauntlets there can be little doubt what the artifice intends to do. He does offers the farmer a friendly nod and grunt but little else in the way of idle chatter.

You paged Whirlpool with 'Also does anyone in this group have any like auto detect magics of any kind?'

Korrani unloads her pack for the long ride and settles down in a small puddle of furs, sitting on the floor of the cart. She leans her back against the 'driver side' of the cart and draws one knee up to rest an arm on it. She tips her hooded head to Lyrana. "Best you not ask for the rest of that sentence. Korrani Penfast. Adventurer for hire."

You paged Whirlpool with 'Didn't want to give some info out, so they go hey why did he ask about detect magic and use something because I let the cat out of the bag.'

Indeed Horse was going to answer the woman since she asked, but it seems Korrani had gotten the idea and for the moment he lets it be, "PEople have been disappearing... Actin' strange, says their skin itches, scratchin and rippin their clothes over a day. Next mornin they are gone, some say they see em get up and wandering the streets. Tried followin them, many have, but they always dissapear before the mornin." Gunny jsut snorts and grunts in acknowledgment, seems the one calling shotgun doesn't have many words. Almost the perfect pair it seems if you wanted to put too extremes of conversationilst together.

Lyrana looks at Korrani, "Why would I not ask for the rest? I already did." she shakes her head, "Still don't fully understand organics at times." she says and shakes her head again. She nods herhead, "Alive or dead or just seem like it?"

The cart bounces along the uneven cart path towards the east, Horse very happy to tell what he knows, "They seem alright, perhaps not themselves either. Anyone tryin to talk to them only get. A hello, and out for a walk, somethin like that, but never why they are up, or where all of them have been goin. Lost around twenty folk so far, another five at least or maybe a few more by the time we get there tomorrow." Horse sighs a little and shakes his head, "Lost me own we littin also, one of the first to vanish. I hopin she is alright and you all can find her." Sadness creeps into the little old man...

"We will," Silmeria says, "do everything in our power to get them back, Master Horse, Master Gunny." Settling back in the cart, she goes about the preparations to see that she can accomplish exactly that; checking the action of her crossbow, the edge of her sword, and the fit of her armor as the cart bounces along its way toward the town.

"Mind Control? What about the itchiness and scratching themselves until they rip their clothes?" Korrani asks, unfamiliar with the workings of magic or mind control.

"Is there any rhyme or reason with who disappears? Anything in common?" Korrani asks. "What they did, where they went, what they ate...?"

Horse nods a bit and looks back, a little teary in his eyes, "Thank you. I was very happy the council decided to put up the money to hire you all." He then shakes his head to Korrani's question, "Nothin we hadn't been eatin' all the time. Our own growin' from the fields. Or from animals we have always raised. Perhaps if there is someone that is bein' cursed you will see. Very few days these last week there hasn't been one or two."

The cart keeps moving all night long and well into the next day, the sun dipping towards the horizon before the town of Derry comes into view when the wagon rolls over one of the larger hills. The countryside had gradually changed from woods to farms and fields since the mid days meal when the sun was high and Horse seems to be tired, but he also seems determined to get all of you there before another day passes. "There be Derry..." Horse says it with such pride and comfort that they are finally going to be there, the clomp of hooves on the dirt, a person passing by now and again, giving greeting those up front and then those riding behind. None seem to ill affected and most look like they are farmers and would probably not live int he town proper. Smoke begins to curl up from the houses surrounded by an eight foot wall that encircles Derry proper and all the shops, inns and other main businesses of the town, including those that are a little better off when it comes to coins in their purses. The smell of dinner is in the air, all sorts of meet like spices and the roasting of vegetables and the boiled tint of stews and soups being cooked over the hearths.

Stirling grumbles from his saddle "Bit rustic ain't it? Anyhow lets make with the standard Arvek Nar mental recalibration and get a piece of whatevers cooking. Be a shame to leave here on an empty stomach." he notes with a grin.

Aevarr says, "As cozy as this is," Aevarr pipes up, "are we certain we wish to travel to a town of strange itching and people running off into the night? It rather makes my skin crawl. Remind me of nightmare tales concerning a brothel or three... heard third-hand, of course...""

Korrani scoots a little to put some distance between her and Aevarr at this talk of brothel itch. "You should've thought of that before accepting the guild ticket on this one. Too late to go back now," Korrani grins tuskily.

"Not that we'd return even if we had the choice," Silmeria notes, looking up from her sword. "Good people need help, after all..." A small, sad smile passes over her face as they pass the walls, the blnd drawing in a slow, deep breath. "It's a lovely town, Master Horse, Master Gunny... don't you worry, we'll set things right as well as we can."

Lyrana stretches as she gets out of the cart now that they have arrived. She glances around and then nods her head a it, "Well we should get to it, so we can find and then complete the task, helping this village."

GAME: Lyrana refreshes spells.

GAME: Silmeria refreshes spells.

tirling dismounts as well, slinging the enormous firearm across his back "Right, let slap some sense into these people and get some dinner. I am famished." he says flexing his chrome gauntlets, seems he means it too.

"I'll let the council know you have arrived." Horse nods to them all, "Gunny here will show you to the house where the first time it happened. You are welcome to eat anythin' as I was told food will be waitin' for you, I don't go home myself anymore, but I'll send word with who is afflicted once I know who is. I will be quick adventurers." With that Horse runs off to the biggest house or building in the middle of town and Gunny shows you to Horses house. Even now a few of the women and men of the town are setting up the table with all sorts of different foods for different tastes and palletes.

"Yes, let's get started slapping people about. I'm sure that will make them much more talkative..." Aevarr chuckles dryly as he disembarks and happily stretches his legs. He then looks to the others. "Jests and brothels aside, does anyone have the slightest thought of what could be the cause of this?"

"I think we'll know more if we can see any afflicted," Silmeria says, sheathing her sword and running a hand through her hair. "I'm tempted to call it some sort of pestilence for the moment... but, I'm no trained healer."

Stirling shrugs "Right, we dunno what could be doing it, really hard to tell until we see folks? With any luck its some upstart wizard messing around with magics beyond him and he just needs to be put in his place."

Korrani grunts as she gets up from the cart and picks up her pack, then hops off the cart lightly. She places her hands on her lower back and stretches her spine. "That was some journey," she sighs. She glances at the setting up of food. "Don't know if I want to eat anything here until we have some idea of what could be the cause..."

Aevarr considers the food, then considers it much less. "She makes a strong point for rations, in this case." Instead, he starts looking for Horse, their handy handholder into the haggard history of happenings in this hapless hamlet.

Silmeria approaches the table despite the complaints of the others, smiling gently and offerng her thanks for sharing what they have. "I know these are hard times," she says of one of the villagers, and I know the questions are harder still... but... was there anything... anything at all, really... that the people had in common who fell to this sickness? Other than living here, of course."

Horse doesn't return, but a messenger does carrying a scroll, just a plain ordinary scroll with writing, more like a record of names, ages and dates of who has been afflicted and disappeared. Twenty three names show previous dates and the fact they are missing, two currently are noted as that day having complained of being itchy and should be watched. The Garden Lock, an inn, his wife in her thirties, another the Blacksmith himself. "If you need the council let me know I'll be waiting outside." Perhaps the records might help answer some questions, maybe not, but clearly there are two people that can be checked out as well.

Stirling nods to the comment about the food "Right, good thinking keeping to our own. Shall we be on our way then? Find out whats going on here."

Korrani walks over to look at the list. "Hmm. Perhaps we should talk to the infected first? See if we can have them restrained to prevent them from walking off?"

Stirling nods to Korrani "Sounds like a plan. Whose first on the list?"

"Probably for the best," Silmeria says, "though perhaps it might not be quite so wise to talk of restraint when we don't know if they've been, or need it just yet?"

Aevarr nods in agreement. "So long as we don't need to talk to them too closely..."

Korrani wrap her hooded scarf around her neck a few more times, then tucks it in at certain places to allow it to cover her nose and mouth as an impromptu protective mask.

Stirling shoulders into the workshop with his deathray across his shoulder. "Hilderman is it? Put the hammer down and lets have a word." the large hobgoblin does not seem to leave any room for argument.

Silmeria follows Stirling into the workshop, lips pursing at the artificer's tone. Slipping to one side by the door, she stands, silent for the moment to see how the blacksmith reacts.

The Blacksmith shakes his head, "Can't be doing that... work, it keeps the itching at bay. The heat... I don't want to itch, don't want to tear me flesh off to make it stop." Brock looks to them, his motions never faltering even as he speaks to them, "Won't go to sleep... Need to stay awake and not itch." He shakes a little, shivering as if he is resisting, even as he stops for a moment only, "Don't take away my work..." The hammer begins to swing again and again like, one thing is obvious the man was very skilled as the metal easily began to shape itself, bending and then the hiss of heated metal and another piece of metal is grabbed form the fire to be shaped into a horseshoe, the water in the barrel spills over, even as it begins to settle once more level with the top and the mass of the shoe displaced inside. How many things were inside that barrel?

Korrani walks in with the others, looking around the blacksmithy as Stirling grabs Brock's attention. "We won't take away your work. We're from Alexandria to investigate the mystery illness that's affecting Derry. Can you tell us anything about what you were doing before started showing symptoms?" she asks.

"Please," Silmeria says from her place by the door. "It's very important, Master Hilderman... If we can learn how the itching started, we might be able to learn how to stop it."

The blacksmith nods, "Woke up that way, at first it was only a tingle. like a foot that had almost gone to sleep. It kept getting worse, its almost unbearable even now. I can't concentrate, getting tired, my mind is fuzzy. Work still helps, the heat as if it sears the nerves, to soothe the itch. But its not working as well now... You are the adventurer's the council paid for? Even if I disappear like the rest, you have to find out what is doing this. No one else can go through this... Its pure hell, like I'm loosing myself ever so much, little by little."

Stirling starts to look around the shop, looking at tools and the workshop for anything out of place or anything he would like in his own workshop. "Had any healer look at you yet?"

The blacksmith seems to get frustrated, losing concentration on the work he is doing seems to agitate him more, "Healers don't know a thing... haven't figured out anything after a month. They go mad you see, and yet all becomes calm... I want the calm almost, its getting harder to fight it, to think, to even care." The messenger speaks briefly letting them know that the blacksmith has been the first to fight off not ripping his clothing off, though he is already half undressed, no shirt on as he works, only heavy work pants and a leather apron hanging down. He mentions the inn keepers wife isn't so well off and had to be restrained or she would have peeled her own flesh form her body, or it seemed like they might try to. They only let the blacksmith work because he is fighting it so well, waiting to see if he succumbs as well during the night. Indeed you may have noticed townspeople watching very closely the blacksmith and the inn a short way down the road.

"Thank you," Silmeria murmurs, loosing a quiet sigh. "Very well, Master Hilderman... We'll do whatever we can to stop this, no matter what. Perhaps we should see to the inkeeper's wife, now?" she asks of her fellows.

Korrani looks to Silmeria, then back to Hilderman. Then she nods in agreement with Silmeria. "Yes, let's go talk to her next."

As you decide to go see the innkeeper's wife, the messenger shows you in and up the stairs to their private rooms. In the bed, sedated by a healer hanging nearby, strapped down in case she awakens. The sheets she is under are tinged here and there with dark maroon stains, the healer warning you right away you might not want to look, "She tried to take her skin off with a knife. And even then she struggled and clawed at the wounds, like she couldn't get something out of her. I have no idea what is happening, I can't find anything that inside, any illness, no healing spells have been able to help anyone yet." The innkeeper looks on, worried, concerned, even as the woman seems to be sleeping very peacefully at the moment. "Powerful drugs are the only thing that has kept her laying there... Enough for a full grown horse."

"It too that much to put her at ease?" Korrani asks in surprise. "Did she say anything of significance before she was drugged?"

Stirling scratches his chin and furrows his brow "So none of the healers know whats going on? Perhaps its something around the house? Some kind of curse?" he suggests looking at the others.

"It does sound more likely to be magic," Silmeria murmurs, brow furrowing. "Master Stirling... You wouldn't happen to have any way of checking for such things, would you? Only, I'm reasonably certain an expert's eye is at need, here."

OOC> Stirling says, "Nope its a first level spell for me and I do not have it prepared."

"None, our only mage was inflicted upon the second night of the outbreak... before we had any ideas at what we were looking for. He didn't make it tot he night to disappear, he blew himself and his house up. It drove him mad and he started casting some powerful magic it seems." The healer nods, "Though we had thought of that by day four or five, why the council met to discuss payment and who we could get from the guild."

Korrani shuffles a little and looks to the others, shrugging slightly. "Sorry, I'm not much help in the magic department. But I may be able to help track where the people are going."

Stirling grimaces "I know a few things about magic though I can't think of what could cause this, lets go look at whats left of this mage's place. Perhaps he left some kind of clue, either way sounds like it started with him."

Stirling goes OOC.

Stirling has left.

You paged Whirlpool with 'because they were right there thinking the right way.'

You paged Whirlpool with 'I think I'm going to make it into some decent size ongoing plot dealing with some Driders eventually.'

Korrani has disconnected.

Whirlpool goes home.

Whirlpool has left.

EVENTS (#9): Vroole says, "Alright who is all here?

EVENTS (#9): Kroth says, "Iwas signed up originally as Radek but didnt go on the first part of this.

EVENTS (#9): Vroole says, "All good we need some bodies so its alright.

EVENTS (#9): Vroole says, "Looking to get this done throw a couple fights out but still under investigation was all. :P

GAME: Kroth rolls perception: (15)+7: 22

GAME: Kroth rolls perception: (18)+7: 25

GAME: Kroth rolls perception: (19)+7: 26

GAME: Lyrana rolls perception: (2)+4: 6

GAME: Lyrana rolls perception: (8)+4: 12

GAME: Lyrana rolls perception: (16)+4: 20

GAME: Bennet rolls perception: (6)+7: 13

GAME: Bennet rolls perception: (2)+7: 9

GAME: Bennet rolls perception: (10)+7: 17

GAME: Belladona rolls perception: (17)+10: 27

GAME: Belladona rolls perception: (20)+10: 30

GAME: Belladona rolls perception: (19)+10: 29

GAME: Belladona rolls 1d20+2: (12)+2: 14

GAME: Belladona rolls 1d20+2: (9)+2: 11

GAME: Belladona rolls 1d20+2: (7)+2: 9

GAME: Belladona rolls perception: (11)+10: 21

Having already figured out a few facts of the plague/curse or whatever it is that inflicts Derry with its itching malaise. The healer who was watching over the cutup, sedated wife of the innkeeper told you about the wizard of the town having suspected of coming down with it in the first couple days and destroyed his own house with his magic. The heroes are off to investigate the site with the help of the messenger given to them to answer questions and show them around from the City's council.

Following the messenger to the north side of town and outside the gate itself. The hut or what is left of the burnt, pulverized house lays closer to the farmlands beyond. The Wizard, Drunf Gright by the name one the parchment keeping records of those that had come down with the curse and disappeared on the second night after investigating the two children that had come under the curse the first day.

GAME: Belladona rolls heal: (2)+3: 5

GAME: Lyrana rolls heal: (17)+14: 31

GAME: Belladona refreshes spells.

GAME: Belladona casts Detect Magic. Caster Level: 4 DC: -87

You paged Belladona with 'When you cast Detect Magic, you notice what might be glowing strings around they lips like they are flowing into their mouth nose and ears. Kind fo looks like a spider web tunnel where a spider might rest down inside.'

You paged Belladona with 'You can try.'

GAME: Belladona rolls knowledge/nature: (1)+9: 10

Belladona hmms a little bit as she looks over some of the victems of the Itch and she uses a bit of magic to see if there is something magically causing this. "Well what I can see if they hav some glowing strings around their lips and it's going in and out of their ears and nose and mouth. "It sort of looks like a spider web tunnel, but no spider that I've ever heard of." She wrinkles her nose a bit.

Bennet is perhaps a little less cautious in his investigation than he might be. As a servant of The Lady, he enjoys certain protections. But should this be a Curse, and not an illness... well, the gunman isn't utterly reckless. "Whelp, I'm stumped. Don't look like no sickness I ever seen. Reckon our best bet be ta find where them kids first caught the Itch, maybe learn something more on where it came from."

You paged Belladona with 'Nope, would have taken a hurrculean roll to know for sure.'

Kroth frowns as he listens to the information, then he grunts. "Spider? Yes, I agree we should search for a source, track where the kids first caught this. Why would the mage burn his home though? Perhaps this is a creature and not a curse? A creature fire can hurt."

Lyrana has disconnected.

Lyrana has connected.

Belladona has disconnected.

Belladona has connected.

Gunny the cart driver had spoke about his daughter being one of the first two children to be affected. The food before offered for dinner as the sun heads for the horizon and shadows begin to lengthen, was the same house, it seemed vacant almost and going back Gunny still hadn't returned from seeing the Council. The other, a younger boy, the family still grieving, his mother explaining how he didn't want to leave the bathtub, almost drowning himself a few times before later that night both had disappeared.

Bennet ponders a bit. "Reckon best look around the place. Seems things get interesting at night, may as well look then and hope to find something."

Kroth nods, "Yes, we will need to look around at night, perhaps follow if someone wanders off."

It grows towards night, the sun dips down and soon the moon comes into view from the other direction and from over the hills and farmlands. Wandering the streets, there is a cry that soon goes up, investigating, one finds out the blacksmith is gone, tools he had been working, sitting there and a full barrel of horseshoes that has very little cool water left. As well, the healer in the room of the inn keepers wife had been knocked out and the woman was gone as well. The healer being awakened had fallen asleep only to find the woman up and striking the back of his head with part of the bed as a makeshift weapon.

Kroth frowns, "We must track them, quickly. If they get too far there is no telling if we can find them again."

Bennet tsks, idly double checking his rifle as he looks for some sign of where they may have wandered off to.

GAME: Bennet rolls survival: (6)+3: 9

GAME: Belladona rolls surival: (11)+surival: 11

GAME: Belladona rolls survival: (3)+7: 10

You paged Belladona with 'I'll give the first roll + seven for 18. since it should have been that. You find some tracks of the direction where both had gone, more towards the center of town and a little north more near the council;s manor direction of things on the hill.'

Belladona hmms as she finds some tracks and she kneels down, "Well I have some tracks over here. More of the head to the center of twn although some go to the north. Isn't there a council's manor over that way?"

Out and about as the call goes out, some of the more helpful and less afraid city dwellers are out looking as well.

Kroth helps look around, but really has no tracking skills, though he can see in the dark, for what thats worth.

GAME: Belladona rolls survival: (6)+7: 13

GAME: Kroth rolls perception: (7)+7: 14

GAME: Bennet rolls perception: (15)+7: 22

GAME: Belladona rolls perception: (17)+10: 27

As you all get closer to where the road would begin to rise up to the manner, Bell follows the tracks and right before they seem to vanish, though the high traffic there makes for more confusion so it could have been lost in that. All of you hear something though, like a movement, a patter of feet in damp confines coming from the sewer grate near the edge of the road. This follows with what sounds like something stumbling and grunting a little.

Kroth moves over near the grate, looking inside to see whats down there...hopefully nothing stabs him in the face while he looks.

Bennet tsks. "Sewers... always the way, ain't it?" The Absolution pulls a brass an crystal device from his belt, turning the knob so the crystal starts to glow with a faint yellow light, much like a torch, but without the heat and smoke. Unlikely to burn out, either. He does, however, keep his every burning torch away from ruining Kroth's night vision.

Belladona wrinkles her nose a bit, "Pretty much when it comes to adventuring." She says as she leads the way towards the sewers and she narrows her eyes to try to see if she can see anything.

It is plain to see the woman, the innkeeper's wife, all still bandaged up, moving once more down along the sewer, the light catches its attantion, looking back and she hisses. She doesn't stop though, picking up speed now, moving akwardly with a what appears to be a broken arm and an ankle cocked at a weird angle, bones poking out form the wound, leaving a trail of blood behind her.

Bennet focuses upon the woman, unsure if what she is now is like who she was before...

GAME: Kroth rolls strength: (11)+3: 14

Kroth grabs at the grate, starting to pull and try to rip it out of the ground.

GAME: Belladona rolls strength: (10)+4: 14

Bennet is not mighty. Lets the buff guys try, but when raw strength doesn't work, maybe a bit of celver leverage will do...

GAME: Bennet rolls strength: (8)+1: 9

Belladona goes to help Kroth out as she grips a hold of the grate and she yanks on it. "Must be rusted."

Kroth grunts, and keeps working. "Keep pulling.." He strains for a bit, pulling at the grate and working at it.

Minutes have passed while you work at the grate and finally get it loose, there is plenty of space for everyone to get through and their equipment, but the woman is well gone, only leaving the small drops of blood to show which direction she has gone. North it seems though soon enough with the twists and turns that if one hurries one might get lost, but if not one might not catch up to the woman.

Bennet follows the trail as best he can. Getting out again is a problem for later. "Possession of some sort, I reckon. Something bad. Don't worry 'bout hurting them possessed, don't reckon is much of them left."

Belladona goes to help get the grate off finally and she looks around. "It might be those spider things that are inside of her." She suggests as she starts to lightly scratch on the wall with her knife to indicate the direction back out.

Kroth grunts, "We must hurry, a simple villager is weak and can hardly resist evils such as this." He moves along, using his darkvision to see further ahead than the light would allow.

GAME: Belladona casts Barkskin. Caster Level: 4 DC: 15

Bennet isn't fond of enclosed spaces, espically ones that stink of sewage. But the Absolution carries one quietly, now and again checking his weapon to assure himsefl all is in working order. A misfire is never a good thing, and even less so in the middle of combat.

Belladona leads the way as ashe can see in the dark with Samafia by her side. She has her shield up and ready along with her claws.

Kroth takes up the rear guard, looking back now and then to make sure nothing sneaks up on them while they are down here.

As the party moves along the walkway, anyone stepping int the water won't like the smell that sticks with them for awhile after, but it isn't all that slippery. The weather has been fairly good, cold perhaps, but not too much rain lately. The soft whisper of feet and the current passes down the paths as they follow the blood. After a few turns, webbing begins to appear, in small patches, then in greater amounts the further one goes.

It starts becoming more and more evident that indeed the suspicion of spiders might be the reason fro what is happening as there is far more webbing then can be accounted for being a dark place like this and the ever increasing amount as they follow the blood trail dripping here and there. Soon it stops though, as if something might have realized the trail it was leaving, bloody webs nearby. Samafia begins to growl a little, hair rising, something doesn't seem right to the animal, something is off. (OOC Roll Perception Bell and Kroth or can you communicate with your companion Bell)

GAME: Kroth rolls perception: (16)+7: 23

GAME: Belladona rolls perception: (19)+10: 29

When Samafia growls it is looking at a certain point, Kroth and Belladonna both catching the cleverly concealed trigger to something, most likely a trap, covered in cobwebs to disguise it like other rocks along the path. Bell also notes the concentration of webs over head right where the stone is, bulging a little downward, the slight impression of something large and squarish made in it.

Kroth grunts, "This is strange, what sort of spider sets up a trap? There is something at work here, more than a spider."

"Also, how would a crazed wounded woman get past this trap, and the webbing..." Kroth adds.

Bennet shrugs. "Cross to the other side? Take the smell and walk in the muck? Reckon wouldn't hurt to just stand back and throw stones at it or something."

Lyrana has disconnected.

EVENTS (#8): Vroole says, "Just seeing who is around and who isn't at the moment.

You paged Zenia with 'Awesome.'

Lyrana has arrived.

EVENTS: What tangled webs they weave again! is scheduled to start RIGHT NOW!

Zenia has arrived.

You paged Stirling with 'Indeed it is.'

You paged Stirling with 'Hoping to get to the battle at the end here now. After a few others started figuring things out.'

Bennet has arrived.

Lyrana has reconnected.

Lyrana has partially disconnected.

Since arriving in the late afternoon, the adventurers have discovered that a malady of not a curse, but some outside force is taking over people. The signs of intense itching like something crawling around in their body was most likely some spider of some kind. The keys to this are the spectral webs around the ears, mouth and nose, almost like a funnel spiders in nature, waiting inside by the use of Detect magic. The innkeeper's wife and blacksmith have both wound up disappearing by nightfall and tracking them the wife was discovered int he sewers, clearly not herself, more like a robot being controlled, ankle and arm broken she didn't seemed phased, only hissed. By the time they got the sewer grate off she was gone. A blood trail was found from the broken ankle and it lead deeper into the sewers to the north of town with ever increasing amounts of spider webs. They were held up when the blood trail ended and a trap was discovered and there they were stopped for the moment. One at least rock depression on the ground was discovered and above a bulging web, like something heavy was being held in it and in a depression carved out of the roof of the sewer itself.

There they sit and while they were figuring what to do other adventurer notified of the sewer escape have show up in time to help them out. The sewer itself is rather large with a two brick and stone walkways on either side, easily traversed by most people, the water, stinking in between is slow and lazy as it heads out towards the waterway to the north side of town. So the trap is there and everyone waits to see what those there and newly arrived might do.

Bennet tsks mildly, holding aloft his room tempature Everyburning Torch, which does nothing particular to the webs. "...times like this sorta wish had an old-fashion flame. Got a flint and bit of tinder, but reckon is damp enough may take a while to make a spark. Iffen any of ya'll got ideas, I'm listening."

Bennet says, "*Everburning Torch"

Belladona hmms a little bit, "Well normally I prepare produce flame, but recently I had need of some mists instead so I switched it out. I do carry flint and steel with me to help start a fire when needed."

Stirling attaches a tank to his large gleaming chrome gauntlet. "If it gets thick we will burn our way through, I prepared some fuel for my flamethrower but it won't last long."

Lyrana does step back a bit, "Well if you are going to do that we should probably move back a bit."

Approaching in titan armor, Zenia looks about and whistles. "Dang." she says, "This is a HUGE infestation, how'd it get this big?" she asks, then holds up her deathray as the chamber rolls from a glowing blue to a glowing orange. "Yeah, if we need fire I've got plenty of power in the ray. Or we could try other things, anyone tried talking to these spidery things? I mean they're... PROBABLY not mindless unless we're dealing with some kind of servitor race to a greater amoral or immoral creature."

"They're evil." Which is all Bennet thinks needs said on that matter.

Stirling shrugs "Dont want to waste fuel if I dont need to, lets just press on and squish em'" he shoulders through some of the webs, pulling them down with his gauntlets if in the way.

GAME: Zenia rolls Disable Device: (2)+9: 11

GAME: Zenia rolls Reflex: (13)+6: 19

Belladona moves back to let the artificer try to disable the trap. "Well if the trap goes off maybe it will trap the spiders in there."

Clink! KA-CHUNK! Clank. It seems that Zenia is trying to remove the trap then glances back in a distracted manner momentarily as she says, "We've got no idea what they're after though, can't really stop them per se unless we have a good idea of that."

As Zenia tried to disable the trap, something clicks and the raised rock lowers, it is enough of a warning that Zenia is able to toss herself back a mere few inches less and the giant square stone block might have caught her foot or more indeed if she hadn't responded so quickly. The stone hits the ground hard, several feet across and several feet up, enough to make something very squashed or several if it hadn't been seen, but not high enough to block off the sewer either. The webbing above that held the stone is ripped, like it was design to give as a sharp blade parted it along the bottom to let the stone drop. (OOC all roll perception please. :P)

GAME: Belladona rolls perception: (19)+10: 29

GAME: Lyrana rolls perception: (2)+4: 6

GAME: Bennet rolls perception: (15)+7: 22

GAME: Stirling rolls perception: (17)+8: 25

GAME: Zenia rolls perception: (3)+5: 8

You paged (Bennet, Belladona, Stirling) with 'Some of the hanging webs look suspicious, more so because they are looped a bit at the end and looks to have been laying on top of the rock itself, suspiciously in the middle of the depression from where the rock fell.'

You paged Belladona with 'You also hear beyond an almost skitter, it was short and brief, almost not there, but you get the impression something is in wait beyond the stone now out of sight on the other side.'

Belladona mmms as she looks close at the bpouder and she points them out, "Hey look at those webs there, they look like they have been looped at the end and are lying on top of the rock itself from where it dropped down from." She goes to put her claws on her hand and she raises her shield, "Get ready there is something beyond the rock.

Bennet nods. "Don't think the trap is done being sneaky..."

Stirling eyes the webs critically "Smart buggers, might be expecting us too so lets keep an eye out." he raises his fists defensively.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ATTENTION -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Vroole has dropped a TIMESTOP!

Please +init, then cease all roleplay and actions immediately and wait for Vroole to instruct you further.

For additional in-combat commands, please type: +thelp.

-=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=-

GAME: Lyrana rolls initiative: Roll: 2 + Bonus: 2 = Total: 4

GAME: You roll initiative for Giant_Spider_1: Roll: 9 + Bonus: +3 = Total: 12

GAME: You roll initiative for Giant_Spider_2: Roll: 10 + Bonus: +3 = Total: 13

GAME: You roll initiative for Giant_Spider_3: Roll: 11 + Bonus: +3 = Total: 14

GAME: Zenia rolls initiative: Roll: 3 + Bonus: 3 = Total: 6

GAME: Belladona rolls initiative: Roll: 6 + Bonus: 3 = Total: 9

GAME: Bennet rolls initiative: Roll: 19 + Bonus: 4 = Total: 23

GAME: Vroole advances the initiative order.

Round One - Init 23.

It is now Bennet's turn! Giant Spider 3 is next!

GAME: Note Flat-footed on Bennet ended.

GAME: Vroole advances the initiative order.

Round One - Init 14.

It is now Giant Spider 3's turn! Giant Spider 2 is next!

GAME: Vroole advances the initiative order.

Round One - Init 13.

It is now Giant Spider 2's turn! Giant Spider 1 is next!

GAME: Vroole advances the initiative order.

Round One - Init 12.

It is now Giant Spider 1's turn! Belladona is next!

GAME: Vroole advances the initiative order.

Round One - Init 9.

It is now Belladona's turn! Zenia is next!

GAME: Note Flat-footed on Belladona ended.

Bennet snaps his rifle to a ready position... but doesn't fire, havning nothing to shoot at just yet. "...reckon beest not get close, but iffen one of ya'll could see fit to burn that, be much obliged."

GAME: Vroole advances the initiative order.

Round One - Init 6.

It is now Zenia's turn! Stirling is next!

GAME: Note Flat-footed on Zenia ended.

Belladona nods, "You might want to burn those wevs." She suggests as she takes some herbs from her pouch and she casts a spell rubbing the herbs on Samafa's limbs to make her stronger.

GAME: Zenia rolls Ranged: (17)+5: 22

GAME: Zenia rolls 2d6: (9): 9

GAME: Vroole advances the initiative order.

Round One - Init 6.

It is now Stirling's turn! Lyrana is next!

GAME: Note Flat-footed on Stirling ended.

Levelling the deathray at the webs, Zenia shrugs then fires as it ROASTS the spiders, who are presumably chittering obscenities in their own tongue or lack of linguistic verbalizations. "...Woah." she says, "OK, did NOT see that. Thanks for the heads-up!"

GAME: Stirling casts Shield. Caster Level: 5 DC: 14

Stirling grumbles and takes a metallic disc from a pouch and affixes it to the chest of armor with a click, it hums audibly and projects a faint glimmer in front of Stirling. "Come get me foul things!" he bellows in chalange as the furnace on his back bellows smoke and he moves forward.

GAME: Stirling rolls athletics+2: (1)+athletics+2: 3 (EPIC FAIL)

Stirling reaches to pull himself onto the block but slips on loose webbing and falls back on his bum.

GAME: Vroole rolls 1d20+16: (11)+16: 27

GAME: Vroole rolls 1d20+16: (12)+16: 28

GAME: Vroole rolls 1d20+16: (4)+16: 20

Even as Stirling tries climbing over the rock to get to the other side, slipping to fall on his bum in the sewer water in the middle, three large forms skitter forward and climb up onto the rock. The Giant spiders hiss and curse in some unitelligble way, the simple command they had been given was to keep those out that got past the traps or kill if trapped in them as well. They look ready for a fight. (OOC they control the three squares on top fo the rock as the space is only 15 ft across, looks like you have to get through them.)

GAME: Vroole advances the initiative order.

Round One - Init 4.

It is now Lyrana's turn! Bennet is next!

GAME: Note Flat-footed on Lyrana ended.

GAME: Lyrana rolls ranged: (2)+5: 7

GAME: Lyrana casts Searing Light. Caster Level: 5 DC: 17

GAME: NEW ROUND!

Vroole advances the initiative order.

Round Two - Init 23.

It is now Bennet's turn! Giant Spider 3 is next!

Lyrana looks up as spiders come into view. She raises one of her hands and light gathers in it before blasting at the spiders, she is aiming for one in particular but the searing blast misses.

GAME: Bennet rolls 1d20+10: (2)+10: 12

GAME: Vroole advances the initiative order.

Round Two - Init 14.

It is now Giant Spider 3's turn! Giant Spider 2 is next!

GAME: Vroole rolls 1d20+2: (6)+2: 8

GAME: Vroole advances the initiative order.

Round Two - Init 13.

It is now Giant Spider 2's turn! Giant Spider 1 is next!

GAME: Vroole rolls 1d20+2: (8)+2: 10

Stirling says, "My FF AC is 22."

Bennet lines up his shot, pulls the trigger... and instead of alchemic thunder, there's a sputtering hiss and a sharp crack as the fuse crystal gives out. This is rapidly followed by a few choice phrases not typically spoken by a man of the gods...

GAME: Vroole advances the initiative order.

Round Two - Init 12.

It is now Giant Spider 1's turn! Belladona is next!

GAME: Vroole rolls 1d20 + 2: (3)+2: 5

GAME: Vroole advances the initiative order.

Round Two - Init 9.

It is now Belladona's turn! Zenia is next!

Huh? (Type "help" for help.)

GAME: You invite Aevarr to join you. Offer will expire in two minutes.

Aevarr has arrived.

GAME: Aevarr rolls initiative: Roll: 2 + Bonus: 10 = Total: 12

GAME: Belladona rolls 1d20+9: (19)+9: 28

GAME: Belladona rolls 1d20+9: (16)+9: 25

GAME: Belladona rolls 2d6+8: (8)+8: 16

GAME: Belladona rolls 1d20+9: (4)+9: 13

GAME: Belladona rolls 1d20+9: (16)+9: 25

GAME: Belladona rolls 1d20+9: (1)+9: 10 (EPIC FAIL)

GAME: Belladona rolls 1d4+4: (4)+4: 8

GAME: Vroole advances the initiative order.

Round Two - Init 6.

It is now Zenia's turn! Stirling is next!

Huh? (Type "help" for help.)

"Aw, you're mad?.." Zenia asks, "Well sorry, should have thought of that before plauging these people!" she says, flicking a switch on her armor as it starts to crackle and whine, currently overclocked.

"Aw, you're mad?.." Zenia asks, "Well sorry, should have thought of that before plauging these people!" she says, flicking a switch on her armor as it starts to crackle and whine, currently overclocked. She then proceeds to fire at one of the spiders once more, with her burning deathray. Whooooo~!

GAME: Zenia rolls ranged: (8)+5: 13

Belladona lashes out with her claw as the giant spider comes closer to her. She catches it right in the eyes and her claws dig into it's goey brains. She pulls her claws out and growls, "Samafa attack!" She calls out to her armored companion and the lioness rushes into the fray and tries to bite at the second giant spider, but she misses.

GAME: Vroole rolls damage.: (4)+damage.: 4

GAME: Zenia rolls 2d6: (8): 8

GAME: Vroole rolls 1d4: (2): 2

GAME: Vroole advances the initiative order.

Round Two - Init 6.

It is now Stirling's turn! Lyrana is next!

GAME: Stirling rolls melee+2+1: (7)+7+2+1: 17

GAME: Stirling rolls 2d6+7: (7)+7: 14

GAME: Vroole advances the initiative order.

Round Two - Init 4.

It is now Lyrana's turn! Bennet is next!

Stirling grumps and reaches to grab the spiders leg to pull himself up, using the momentum to land a solid punch on its mandible "Teach you to mess with a Hobgoblin." he murmers, the smoke blasting from the mana furnace on his back collecting at the roof.

GAME: Lyrana rolls melee+1: (12)+5+1: 18

GAME: Lyrana rolls 1d8+3: (4)+3: 7

GAME: NEW ROUND!

Vroole advances the initiative order.

Round Three - Init 23.

It is now Bennet's turn! Giant Spider 3 is next!

Lyrana wasn't happy about her spell missing and grips her mace soundly as she moves up and whacks at one of the spiders, dropping it.

GAME: Bennet rolls craft/gunsmithing: (1)+11: 12 (EPIC FAIL)

GAME: Vroole advances the initiative order.

Round Three - Init 14.

It is now Giant Spider 3's turn! Giant Spider 2 is next!

GAME: Vroole advances the initiative order.

Round Three - Init 13.

It is now Giant Spider 2's turn! Giant Spider 1 is next!

GAME: Vroole rolls 1d20+2: (13)+2: 15

GAME: Vroole advances the initiative order.

Round Three - Init 12.

It is now Giant Spider 1's turn! Aevarr is next!

GAME: Vroole advances the initiative order.

Round Three - Init 12.

It is now Aevarr's turn! Belladona is next!

Bennet mutters and grumbles as he pops the broken crystal free from his rifle. Pulling a small screwdriver from his pocket, the Absolution fiddles for a bit.... only to have the tool slip form his fingers and disappear into the muck. A few phrases follow that with a bit of effort could likely be weaponized themselves. But, he does manage to shove a fresh crystal into place, and snap the hatch closed again. It's not a pretty fix, but it'll do.

GAME: Aevarr rolls ranged: (12)+6: 18

GAME: Aevarr rolls 1d8+3: (4)+3: 7

GAME: Vroole removes the timestop.

Timestop by Vroole has left.

GAME: You remove the timestop.

Aevarr does not have any spider venom handy (that is to say, venom that kills spiders). Instead, he nocks and looses an arrow into one of the AoUSes. It punctures carapace and causes all eight legs to curl up as it falls.

The remains of the burnt and smashed up, goey remains of the spiders rests before the party, the way clear now and nothing else can be heard for the moment. The block now that things are secure is easy t get over and there is only one way to go down the Sewer as it leads more towards the edge of town and the lake there.

GAME: Belladona rolls perception: (1)+10: 11 (EPIC FAIL)

Lyrana looks around a bit, "Did anyone get hurt?" she asks as she does.

GAME: Bennet rolls perception: (3)+7: 10

GAME: Lyrana rolls perception: (20)+4: 24

GAME: Stirling rolls perception: (16)+8: 24

GAME: Aevarr rolls perception: (6)+10: 16

Belladona shakes her head, "I don't think so." She moves forward into the sewer and she has to help Samafa up over the boulder. She walks along and has her shield and claws ready.

Bennet sighs, and slowly takes apart the mechanisims once more, before putting tham all carefully back into proper alignment. Not only will the weapon work, but it will keep doing so for a while... in theory. "Only hurt my pride."

Stirling tries to light his cigar in the damp, trying several times to get it started before it takes "Nothing that cant be fixed by crushing a few more critters."

The path continues to grow with the amount of webs everywhere, over walls and floor, the paths becoming more treacherous to walk on, though they aren't strong enough to,hold anyone down, they could hamper movement in combat if it were to happen. The only clear part of the sewer is the water that flows along lazily, along with other things that float in it and the ever present smell of things people might put down a toilet from above. First Lyrana and Stirling hear something, like what one might wonder what a spider speaking sounds like. (OOC both of you pose first then Aevarr can pose, back to free pose after while they are hearing that. Seems there is something else ahead now also and it sounds intelligent rather more than anything else the spiders before spit out, like ti was barking commands, Then decide order of how you will move in and give me another perception roll everyone and where you are, walking on webs or mucking through water in what order and who is in front and such)

Belladona tries to ignore the smell as best ashe can as she uses her sharp claws to cut through the waves that get in the way. She hears something ahead and it sounds very intelligent. She relays the info to the others behind her as they sneak forward.

Stirling moves along third in the group, taping the disc at his chest to make sure its still working. Looking up suddenly he raises a hand "You hear that? Sounds like trouble coming our way."

GAME: Belladona rolls stealth: (7)+0: 7

GAME: Stirling rolls stealth: (19)+4: 23

Aevarr moves long with th others, temporarily without quip in light of attempts to remain inconspicuous.

GAME: Belladona rolls 1d20+7: (18)+7: 25

GAME: Bennet rolls stealth-2: (3)+1+-2: 2

GAME: Bennet rolls perception: (3)+7: 10

GAME: Stirling rolls perception: (17)+8: 25

Bennet continues to quietly grumble, fussing over his gun. This... might not be the best time or place to be so distracted.

GAME: Aevarr rolls perception: (2)+10: 12

GAME: Vroole rolls 1d20 + 9: (8)+9: 17

GAME: Zenia rolls Stealth: (4)+1: 5

GAME: Belladona rolls perception: (14)+10: 24

GAME: Zenia rolls perception: (5)+5: 10

Aevarr has disconnected.

You paged (Belladona, Stirling) with 'The sound of strange words stops , two thumps and scuttling are heard up ahead and around the corner. But before then you both notice six circular holes in the side of the wall in the webs, and another set five feet down on the other wall. VEry supsicious looking and larger, thicker webs run down at a shallow angle and cross the all the way across waiting for someone to trip them.'

GAME: Lyrana rolls perception: (18)+4: 22

GAME: Lyrana rolls stealth-1: (8)+-4+-1: 3

You paged Lyrana with 'The sound of strange words stops , two thumps and scuttling are heard up ahead and around the corner. But before then you both notice six circular holes in the side of the wall in the webs, and another set five feet down on the other wall. Very suspicious looking and larger, thicker webs run down at a shallow angle and cross the all the way across waiting for someone to trip them.'

Stirling holds up a hand as he comes to a stop in the water. "Hold up, we got ourselves another trap of some kind. Lets burn through it."

Belladona hmms as she tries to be sneaky, but she's not as good at it as Samafa is who's naturally sneaky being a lioness. She does have pretty good sense of hearing and she nods to Stirling, "Yes it looks like there is a trap up ahead." She nods as she and Samafa hold up to let to those that can burn go ahead of them.

Lyrana is trying to be sneaky, but doesn't really succeed, after all war golem in armor and all that, she trudges through the water, splash splash, clang. She blinks, "Know we are here." she murmers.

GAME: Stirling casts Burning Hands. Caster Level: 5 DC: 14

GAME: Stirling rolls 5d4: (14): 14

Stirling attaches a small fuel tank to his gauntlets and depresses a spoon on the side of it that causes a gout of flame to spread from the the gauntlet and across the triggers.

GAME: Zenia rolls 2d6: (7): 7

GAME: Zenia rolls 2d6: (3): 3

Stirling using a quick spell triggers the traps, six spears from each side, totalling 12, hurtle across the path to stick into the other side of the sewer, they look rather nasty as well and might have hurt if someone had been caught in it. It allows the party to move forward to an opening the sounds came from on the right. Into the a large room, 40 across and 40 feet in width. A drainage basin room one might find for when the sewer overflows. The spider webs are even thicker here and along the sides several body size web cocoons are there, they aren't moving and two are partially done it seems over a large male, the blacksmith and another the wife of the inn keeper. A ten foot path rings a pit in the middle, across from them sits a human size blue humanoid figure with a face of a spider and sickle like arms. It is looking at them pointing at them as two more giant spiders work from either side of the room and one above climbing along the ceiling on the webs. Several other smaller spiders can be seen, not looking to get confrontational as they are maybe a finger nail in width and seem to be crawling over the newly acquired food in the two humans being wrapped up.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ATTENTION -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Vroole has dropped a TIMESTOP!

Please +init, then cease all roleplay and actions immediately and wait for Vroole to instruct you further.

For additional in-combat commands, please type: +thelp.

-=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=-

GAME: Zenia rolls initiative: Roll: 2 + Bonus: 3 = Total: 5

GAME: Lyrana rolls initiative: Roll: 20 + Bonus: 2 = Total: 22

GAME: You roll initiative for Stirling: Roll: 10 + Bonus: +3 = Total: 13

GAME: Vroole advances the initiative order.

Round One - Init 22.

It is now Lyrana's turn! Spiderlings is next!

GAME: Note Flat-footed on Lyrana ended.

GAME: Lyrana rolls ranged: (20)+5: 25 (THREAT)

GAME: Lyrana casts Searing Light. Caster Level: 5 DC: 17

GAME: Lyrana rolls ranged: (10)+5: 15

GAME: Lyrana rolls 4d8: (10): 10

GAME: Vroole advances the initiative order.

Round One - Init 21.

It is now Spiderlings' turn! Bennet is next!

GAME: Vroole advances the initiative order.

Round One - Init 21.

It is now Bennet's turn! Stirling is next!

GAME: Note Flat-footed on Bennet ended.

Lyrana blinks as they enter the room and she raises her hand and gestures. Light gathers in her hand and then blasts at the blue skinned spiderman thing and hits it solidly.

GAME: Bennet rolls 1d20+10+3: (13)+10+3: 26

GAME: Bennet rolls 1d12+1+5+1d6: (2)+1+5+(3): 11

GAME: Vroole advances the initiative order.

Round One - Init 18.

It is now Stirling's turn! Giant Spiders is next!

GAME: Stirling casts Enlarge Person. Caster Level: 5 DC: 14

GAME: Vroole advances the initiative order.

Round One - Init 15.

It is now Giant Spiders' turn! Belladona is next!

GAME: Vroole rolls 1d20 + 2: (4)+2: 6

Stirling takes out a syringe and jabs it in his arm as he walks up to one of the giant spiders, a gleeful look on his face "Come on big boy, lets fight!" as his grows in size.

GAME: Vroole advances the initiative order.

Round One - Init 11.

It is now Belladona's turn! Ettercap is next!

GAME: Note Flat-footed on Belladona ended.

Bennet blinks at the man-spider, and brings up his rifle. "Didn't know them things had mind-control..." He not too well versed in spidery-monsters. "Acknowledge; open Gate. Firebrand." The Thunderbelcher begins to glow with a grey light, set with streaks of red. A unearthly voice replies "Acknowledged. Gate shall remain open until target is silenced." A flash, and alchemic thunder fills the room, shaking webs, and blasting a smoldering hole in the ettercap's shoulder.

GAME: Belladona casts Bull's Strength. Caster Level: 4 DC: 15

GAME: Belladona casts Magic Fang. Caster Level: 4 DC: 14

GAME: Belladona rolls 1d20+5+2+1+2: (2)+5+2+1+2: 12

GAME: Vroole advances the initiative order.

Round One - Init 9.

It is now Ettercap's turn! Zenia is next!

GAME: Vroole rolls 1d20 + 6: (4)+6: 10

GAME: Vroole rolls 1d5: (4): 4

GAME: NEW ROUND!

Vroole advances the initiative order.

Round Two - Init 22.

It is now Lyrana's turn! Spiderlings is next!

GAME: Lyrana casts Bless. Caster Level: 5 DC: 15

GAME: Vroole advances the initiative order.

Round Two - Init 21.

It is now Spiderlings' turn! Bennet is next!

Lyrana calls on Daeus and a holy light spreads over her allies, giving them confidence and morale. She smiles, "Daeus grants us blessings, fight on."

The spiderlings, three of them about a hand width across skitters ten foot closer to the group... they aren't very fast and the ettercap is in trouble and using them now to send after them.

GAME: Vroole advances the initiative order.

Round Two - Init 21.

It is now Bennet's turn! Stirling is next!

GAME: Bennet rolls 1d20+10+3: (9)+10+3: 22

GAME: Bennet rolls 1d12+1+5+1d6: (8)+1+5+(2): 16

GAME: Vroole advances the initiative order.

Round Two - Init 18.

It is now Stirling's turn! Giant Spiders is next!

GAME: Stirling rolls melee+2+1: (20)+7+2+1: 30 (THREAT)

Bennet reloads, his fingers a blur as he chambers a fresh round. Raising the Gate to his shoulder, the Absolution centers the sight on the Ettercap, and thunder rolls though the room again. A firely ball of lead rips though the man-spider's torso, leaving a burning hole large enough to see though. A wobbely step, and the monster falls, the webbing around it starting to smolder from the flames.

GAME: Stirling rolls melee+2+1: (9)+7+2+1: 19

GAME: Stirling rolls melee+2+1: (1)+7+2+1: 11 (EPIC FAIL)

GAME: Stirling rolls 6d6+16: (23)+16: 39 (THREAT)

GAME: Vroole advances the initiative order.

Round Two - Init 15.

It is now Giant Spiders' turn! Belladona is next!

GAME: Vroole rolls 1d20+2: (10)+2: 12

GAME: Vroole rolls 1d20+2: (11)+2: 13

GAME: Vroole advances the initiative order.

Round Two - Init 11.

It is now Belladona's turn! Ettercap is next!

Lyrana has reconnected.

Lyrana has partially disconnected.

GAME: Vroole rolls 1d20 + 2: (6)+2: 8

GAME: Belladona rolls 1d20+5+2+1+2: (4)+5+2+1+2: 14

GAME: Belladona rolls 1d20+9: (16)+9: 25

Stirling swings a wide backhand, catching the spider and crushing it against the wall with such force it cracks the stone. He slowly twists his fists creating a faint crackling sound of crushes carapace as green goo leaks from under his knuckles.

GAME: Belladona rolls 1d6+2+2+1: (5)+2+2+1: 10

GAME: Belladona rolls 1d6+4: (3)+4: 7

GAME: Vroole advances the initiative order.

Round Two - Init 9.

It is now Ettercap's turn! Zenia is next!

GAME: Vroole advances the initiative order.

Round Two - Init 5.

It is now Zenia's turn! Lyrana is next!

GAME: NEW ROUND!

Vroole advances the initiative order.

Round Three - Init 22.

It is now Lyrana's turn! Spiderlings is next!

GAME: Zenia rolls ranged: (2)+5: 7

And Zenia does look at the spiders present as she powers up her deathray once more and lets it rip. Of course, it doesn't actually do all that much on account of it striking a spot next to them but she does charge it up again for another blast.

Belladona sees Bennet take down the blue spider face humanoid and Stirling takes down the other giant spider. She points to the other giant spider, "Samafa attack!" She calls out as she grips her claws and rushes down as well. Samafa dodges the clumsy attempt by the spider to bite her when she ges close. The lioness leaps up to bite down into the spider's abdomen and Belladona charges down and her claws cut deep into the spider's head to kill it. She pants softly as she moves away from the spider's corpse and Samafa moves next to her.

GAME: Vroole advances the initiative order.

Round Three - Init 21.

It is now Spiderlings' turn! Bennet is next!

GAME: Vroole rolls 1d20+8: (20)+8: 28

GAME: Vroole rolls 1d5: (3): 3

GAME: Vroole rolls 1d20+3: (6)+3: 9

The spiderling climb up onto bennet with strange quick leaps, all four of them and are climbing up and around his body.

GAME: Vroole advances the initiative order.

Round Three - Init 21.

It is now Bennet's turn! Stirling is next!

GAME: Bennet rolls CMB: (5)+6: 11

GAME: Vroole advances the initiative order.

Round Three - Init 18.

It is now Stirling's turn! Giant Spiders is next!

Bennet yipes and ineffectually grabs at the spiders crawling upon him, yamming unintelligabilly. Not the most dignified of acts, but... spiders!

GAME: Stirling rolls dexterity: (12)+3: 15

GAME: Stirling rolls 1d4+7: (4)+7: 11

GAME: Vroole advances the initiative order.

Round Three - Init 15.

It is now Giant Spiders' turn! Belladona is next!

GAME: Vroole rolls 1d20 + 2: (9)+2: 11

GAME: Vroole advances the initiative order.

Round Three - Init 11.

It is now Belladona's turn! Ettercap is next!

Stirling walks up to Bennett with a grimace and brushes him off with a very large Titanfist"Hold still now, this will take but a moment..."

GAME: Vroole advances the initiative order.

Round Three - Init 9.

It is now Ettercap's turn! Zenia is next!

GAME: Vroole advances the initiative order.

Round Three - Init 5.

It is now Zenia's turn! Lyrana is next!

GAME: Belladona rolls 1d20+7+2: (9)+7+2: 18

GAME: Belladona rolls 1d20+5+2+1+2: (1)+5+2+1+2: 11 (EPIC FAIL)

GAME: Zenia rolls ranged: (18)+5: 23

GAME: Belladona rolls 1d6+4: (1)+4: 5 (EPIC FAIL)

GAME: Zenia rolls 2d6: (9): 9

GAME: NEW ROUND!

Vroole advances the initiative order.

Round Four - Init 22.

It is now Lyrana's turn! Spiderlings is next!

Belladona charges towards the last giant spider that's left and she swipes at it with her claws. Samafa also goes to lean and bite at it but misses. Belladona claws across it's belly and ducks out of the way.

GAME: Zenia rolls 1d4: (3): 3

Looking at the -massive- spider, Zenia grins. "Now I have better test fodder..." then fires the deathray as the spider seems to be pretty much on its last legs. Hopefully. It does have a lot of them! "Biology study coming up soon... Gonna have to collect some of that ichor of yours."

GAME: Vroole advances the initiative order.

Round Four - Init 21.

It is now Spiderlings' turn! Bennet is next!

GAME: Vroole advances the initiative order.

Round Four - Init 21.

It is now Bennet's turn! Stirling is next!

GAME: Bennet rolls 1d20+10: (8)+10: 18

GAME: Bennet rolls 1d12+1: (7)+1: 8

GAME: Vroole removes the timestop.

Timestop by Vroole has left.

GAME: You remove the timestop.

Bennet shudders a little, patting himself a moment to be sure there's no live spiders left on him... and focuses again, taking aim at the remaining spider and lauching another flaming lead ball. It doesn't take much to blow the rest of the bug apart, leaving a small burning hole where it had been.

Lyrana moves around, "Does anyone need healing?" she asks and then does move to check the blacksmith and innkeeper's wife.

Belladona shakes her head, "no I'm all right." She says as she startsto go to cut out the victems as Samafa starts to pound and tear at the smaller spiders.

Stirling shrinks down to regular size and stretched his arms "Well thats a good bit of fun, wasn't it?" he says with a grin to Bennett.

Twirling a small disc on a leather strap, Zenia nods as well. "Yeah, I can do that too actually." then looks at those in the webs and pauses, before realizing that there are -people- in there. "OH CRAP!" she says, rushing over towards them and helping to tear the webs with her armor. "Hey, are you two OK?" she asked, looking somewhat panicked.

Bennet blehs, moving to check on the ones trapped. "Could have done without them crawling on me..."

Bennet ews... "So... all in favor of burning this place and every brain-eating spider in it?"

"Yep." Zenia says, "Provided it doesn't... Y'know, actually blow up the town above. Don't want that happening."

Lyrana nods her head, "Sounds good to me, or at least ordering an extermination team to come down and do it." she shakes her head a bit.

After the Ettercap was killed the spiders it had controlled were not much of a problem, not that the Ettercap was either it seems as the group had smacked it around pretty quick, which was probably a good thing. The people that had been taken are all found to be dead, most with enlarged holes at ear, mouth or nose, like something had burst outward after they were being strung up and preserved. None have survived the trauma the little control spiders had had on them, a good portion of the motor control part of the brain having been eaten out and the husks taken over like zombies almost to bring back for food for the spiders and the Ettercap to feast on. Horse's daughter is nothing but a skinned bag of bones, hollow and quite not a pretty sight after almost three weeks having been drained. As most others that fat back. The wizard not having been found would later be found and discovered to have gotten into a fight with a few other spiders and having a fear of such blew his whole house up with himself inside.

The people of Derry are happy, even if sad as well that their loved ones could not be returned to them, the drainage room being closed, bricked up after being burned with all the webs in the sewers with it. It will never be used again or allowed to be used as a lair for such foul creatures. It was best left to memory and letting it be buried away, or so most of Derry had agreed upon.