Arell takes up a defensive position, not even sure what it will do, but out of instinct.
Nomerendel spins, and runs as fast as his little gnomish legs can get, pulling the smelling salts from his belt pouch as he goes, and stopping near where Francis lay, he waved it under his nose.
Fidget runs to the closest door and jerks it open looking inside, this is obviously the Camp Foremans quarters. A Bed, a lantern on a table with some notes spread out on the table. A chest at the foot of the bed. The table has 5 chairs around it.
Sarah reached down and pinched his inner thigh near the spider bite hard.
Dorak ran forward knowing he had to be within 25 feet of his target area to create the water into and waited for the swarms advance.
Francis awoke with a start and jumped up, pulling his pants up and ran forward as fast as he could, not getting remotely close enough to do anything.
The Mastiff barked and trotted and stopped near Dorak and turned barking loudly. Then as the swarm got closer, with a whimper he ran back to where Arell was standing.
Dorak causes a couple of gallons of water to apppear in the air above the large swarm of thousands of spiders. the two gallons fell the 20 feet
06:39, Today: DM Dread rolled 2 using 1d6. damage to the swarm., barely having any effect as the water didnt have the force against the larger swarm as it had on a single spider.
then the swarm was upon him and moving over him biting incessantly
06:43, Today: DM Dread rolled 5 using 1d6. damage to dorak. The little spiders were crawling in places under his armor they had no place to be...hundreds of bites appeared on his body. though their venom didnt seem to bother him.
06:46, Today: DM Dread rolled 22 using 1d20+7. vs poison for Dorak DC 11.
Map:
https://1drv.ms/u/s!Aptb6Vt5lI7mvR9pWjTuMSgpb2Dg
Nauseated: Creatures with the nauseated condition experience stomach distress. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move action per turn.
Combat Summary
Arell AC:16(T-11/FF-15)CMD:16 HP:10/
8 FO:+2 RE:+1 WL:+1
1st Paladin Human Male
Nomerendal AC:16(T-14/FF-13) CMD:+11 HP:10/10 FO:+2 RE:+5 WL:+1
1st Bard Gnome Male Defensive Training: +4 dodge vs monsters (giant subtype)
Illusion Resistance: +2 save bonus vs illusion spells & effects.
Fidget AC:12(T-12/FF-11)CMD:+10 HP:9/9 FO:+3 RE:+3 WL:+2
1st Sorcerer Fey Bloodline Gnome Female
Frances AC:12 (T-12/FF-10) CMD:13 HP:7/7 FO:+1 RE:+4 WL:+2
1st Gearhead Half-Elf Male Defenses: Steam Bleed- Partial and Total concealment
Dorak
-1 Str AC:18(T-10/FF-18)CMD:11 HP:10/
5 FO:+5 RE:+1 WL:+6
1st Cleric Dwarf Male defenses: +2 vs poison,spells, and spell-like abilities,+2 to remove negative levels, +4 CMD vs bull rush or trip attempt while standing on the ground,
+4 dodge bonus to AC vs giant subtype, Channel Energy 1d6 4x/day.
xx
Sara AC:16(T:12/FF:14)CMD:16 HP:15/15 FO:+5 RE:+2 WL:-1
1st Barbarian Human Female defenses:+4 strength and dex, +2 AC (from dex) +2 will while raging (7 rounds per day)
Guard Dog AC:13(T-12/FF-11) CMD:15(19 vs Trip) HP:17/
13 FO:+5 RE:+5 WL:+1
Medium Animal (mastiff) Tenacious- +4 vs Will saves if tracking for magics utilized vs it.
Wand of Cure Light- 22 charges remain
vs
Spider Swarm AC:17(T-17/FF-14) CMD:- HP:13/
11 FO:+3 RE:+3 WL:+0
Vermin swarm Diminutive. Distraction- can nauseate any creatures that it damages. Any living creature that takes damage from a creature with the distraction ability is nauseated for 1 round; a Fortitude save DC 11.
Swarm Traits: A swarm composed of Fine or Diminutive creatures is immune to all weapon damage. Reducing a swarm to 0 hit points or less causes it to break up, though damage taken until that point does not degrade its ability to attack or resist attack. Swarms are never staggered or reduced to a dying state by damage. Also, they cannot be tripped, grappled, or bull rushed, and they cannot grapple an opponent.
A swarm is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms) if the swarm has an Intelligence score and a hive mind. A swarm takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and many evocation spells.
Swarms made up of Diminutive or Fine creatures are susceptible to high winds, such as those created by a gust of wind spell. For purposes of determining the effects of wind on a swarm, treat the swarm as a creature of the same size as its constituent creatures. A swarm rendered unconscious by means of nonlethal damage becomes disorganized and dispersed, and does not reform until its hit points exceed its nonlethal damage.