- Tiggum
- Oct 24, 2007
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Your life and your quest end here.
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Voyage of the Moonstone posted:‘Understand that your mission must be conducted with the utmost secrecy to ensure its success,’ says Lone Wolf, fixing you with his steely gaze. You nod your head in acknowledgement and watch with growing anticipation as the Supreme Master of the Kai rises from his throne and moves silently across the polished stone floor of his magnificent vault. From a concealed safe in the granite wall he removes a seemingly plain leather satchel which he unbuckles and holds open, inviting your inspection. Nestled within lies the legendary Moonstone, surrounded by a shimmering halo of golden light.
‘The inner lining of this bag is woven from strands of fine-spun korlinium,’ says Lone Wolf, as he carefully buckles the satchel’s leather flap.
‘The mineral will hide the Moonstone’s powerful energies, especially from those who have no need to rely solely upon their eyesight to detect its power.’
He offers you the satchel and you accept it with trembling hands. Yet the moment you touch the bag you feel all your anxieties suddenly vanish and the natural air of calm confidence, for which you are noted among your Kai brothers and sisters, swiftly returns. (Record the Moonstone on your Action Chart as a Special Item. You carry it slung over your shoulder in its leather satchel.) Lone Wolf informs you that you are to journey 2,000 miles to Elzian—the principal city of the jungle realm of Dessi. There you are to seek out Lord Rimoah at the Tower of Truth. He will assist your onward passage to the Isle of Lorn. In the interests of secrecy, Rimoah is the only other person who knows about your mission. Lone Wolf has arranged for you to travel aboard a Sommlending trading ship, sailing out of Holmgard for Bisutan by way of Barrakeesh. You will be met in Barrakeesh by Lord-lieutenant Fernant, the Sommlending envoy to Vassagonia, who will join you on the voyage to Bisutan where his rank and reputation will help speed the final leg of your journey to Elzian. To allay suspicion you will travel in the guise of a Kai journeyman. At the same time, as you embark upon your long voyage south, so Lone Wolf will leave the monastery aboard the skyship Cloud-dancer and journey to distant Lencia, in the far west of Magnamund. He shall carry with him a replica of the Moonstone to draw away the attention of any who would seek to thwart your true quest.
Upon concluding your briefing, Lone Wolf orders you to go to your quarters and rest. You are to return to the vault at midnight in full readiness to begin the mission.
Dressed in the plain green tunic, breeches, and cloak of a Kai journeyman, you return to the Vault of the Sun at midnight as ordered. Lone Wolf approves of your appearance and commends you for your determination to succeed. He is confident he has chosen the right Grand Master to fulfil this vital mission. He opens a concealed portal in the wall of the chamber and he motions you to follow him as he steps through into a torchlit tunnel. This secret passage passes under the walls of the monastery and emerges at a clearing in the surrounding Fryelund Forest. Here awaits a party of men and horses—élite troopers from King Ulnar’s Court Cavalry Regiment. Lone Wolf bids you good luck and godspeed as you climb into the saddle of a chestnut mare and, with a proud salute, you bid farewell to your leader before galloping away with the horsemen along a moonlit forest track.
Your bodyguard of King’s troopers have orders to ensure that you reach Holmgard harbour swiftly and safely; they know nothing about your mission. You ride all night and enter the capital shortly after dawn, whereupon you are escorted through the awakening streets to the harbour where The Pride of Sommerlund, an armed caravel, is moored alongside the stone quay. From its mainmast flies a red flag emblazoned with a golden galleon and a five-pointed crown. It is the Holmgard ensign, the flag of this city’s trading fleet. As you rein your mare to a halt, you cast your eyes along the ship’s deck and note that it is equipped with several light swivel cannon mounted upon the gunwales. It is uncommon for traders to be armed, even those that venture regularly into the Kuri Sea which is notorious for its brigands and pirate raiders. Your voyage is destined to traverse these perilous waters and so the unexpected sight of the ship’s guns comes as a welcome surprise.
A bristle-bearded First Mate called Paoll is on dawn watch and he beckons you to come aboard. Your cavalry escort, having delivered you safely to the quay, now bid you a safe voyage and depart from the harbour with your horse in tow. Paoll welcomes you and offers to show you to your cabin. He says that the ship’s master, Captain Raker, is still ashore after having spent last night celebrating at the Good Cheer Inn. He says he was due back at dawn, yet he does not appear to be particularly concerned by his absence. It is not uncommon for Captain Raker to be late back from shore leave, especially when he and his crew are to embark on a long voyage. Paoll tells you not to worry and says that Raker should be back within the hour.
You leave the ship and walk across the quayside to the Good Cheer Inn. It is an old timber-framed tavern which looks deserted at this early hour. A bell tinkles as you push open its heavy door, attracting the attention of a doe-eyed innkeeper who is mopping last night’s spilt ale from the floor. You ask if he has seen Captain Raker.
‘You must be the journeyman who’s sailing south.’ The answer comes from the top of a staircase, Moments later a broad-shouldered man with a golden beard and sharp blue eyes comes striding down the stairs. ‘I’m Raker,’ he says, as he struggles to pull on his leather jerkin and fix the belt of his heavy-bladed cutlass. ‘Hey, Squin. Go rustle me up some grub. I’m so hungry m’stomach thinks m’throat’s been cut.’
As the innkeeper goes away to fetch breakfast for the captain, he asks if you want some food as well. After having ridden all night without once stopping, you answer: ‘I’ll have whatever the captain’s having.’
‘Good!’ booms Raker. ‘I ain’t fond of eating alone. Here, let’s sit ourselves down and fill our bellies before we set sail.’
Captain Raker eagerly devours a hearty breakfast which consists of black bread, cold chicken, and spiced mead. Between mouthfuls he tells you that his orders are to take you to Bisutan after docking at Barrakeesh to pick up Lord-lieutenant Fernant. He believes that you are carrying state documents for Fernant’s eyes only. He has transported Kai journeymen and messengers before and you are satisfied that he does not suspect the true purpose of your journey.
Raker is looking forward to completing the voyage. In addition to the fee he has pocketed for your passage, he is also carrying a cargo of wheat and timber destined for delivery to a rich Vassagonian merchant in Bisutan. For him this voyage promises to be very profitable indeed. Unfortunately the captain is notoriously tight-fisted when it comes to spending his money. He even expects you to pay for the meal! Before you leave the tavern and return with him to the ship, you must pay the innkeeper for both breakfasts (erase 2 Gold Crowns from your Action Chart).
You accompany the captain back to The Pride of Sommerlund where you are welcomed aboard by two men—First Mate Paoll, and a fair-haired young man whose blue surcoat is emblazoned with the scarlet anchor of the Kirlundin Isles.
‘My name’s Dryan—Sergeant Dryan of the 1st Kirlundin Marines,’ says the proud young man. ‘I’ve a dozen marines in my charge and we’ve been assigned a tour of duty aboard this ship for the duration of its voyage south.’
Paoll is eager to show you to your cabin which is situated at the stern, next to the captain’s quarters, but you decline his offer. Instead you speak further with Sergeant Dryan and learn that he and his marines have been ordered aboard the ship by King Ulnar. Dryan’s instructions are to protect the ship’s cargo from the threat of pirate attack. At first you are suspicious; in his briefing Lone Wolf said nothing about an escort of marines. To determine whether Dryan is telling the truth, you probe the sergeant’s mind using your psychic Kai skills and discover at once that he is genuine. He does not know or suspect the true purpose of your journey.
‘Well I’m glad to be sharing this voyage with you and your men,’ you say. ‘It makes me feel much safer knowing we have marines on board.’
You salute the sergeant and he goes off to attend to his men. Then Captain Raker turns to his First Mate and bellows: ‘Alright, Paoll. Set the crew to work. I want us to catch the ebb tide within the hour.’
The deck of The Pride of Sommerlund becomes a hive of activity as the crew sets about getting the ship ready to sail. When the last spread of canvas has been unfurled and the cables are cast off from the quayside, you feel the deck rock gently as Paoll steers the cargo-heavy vessel towards the entrance to Holmgard harbour. At first she responds sluggishly and the First Mate curses her as he struggles with the ship’s wheel. Yet, once you pass beyond the harbour’s protective walls, a sea wind fills the sails and the ship is swiftly transformed. Within minutes of leaving harbour, The Pride of Sommerlund is speeding swiftly eastwards through the foam-flecked waters of the Holmgulf.
For six uneventful days you sail across the Gulf of Durenor, the passage made easy by fair weather and a strong following wind. After a night’s anchorage at Port Bax, the voyage continues along the Rymerift and into the warm, turquoise waters of the Kuri Sea. Shortly after dawn of the thirteenth day, an island looms into view on the horizon. Its white sandy beaches and rich vegetation appear innocuous, but Captain Raker informs you that it is one of the notorious Lakuri Isles. For centuries the bays and hidden coves of the Lakuris have provided a safe haven for pirates, the most infamous of whom was Captain Khadro. Six years ago this murderous buccaneer was slain by your master, Lone Wolf, yet despite his demise the Lakuri Islands still harbour renegades and pirates who have set up camp here during the past year. Captain Raker scours the horizon with his telescope, seeking a tell-tale glimpse of sail among the inlets and coves which pepper the shoreline. During his last voyage he came close to losing his ship in these waters and he is understandably wary.
Our path diverges from the original run here.
You scan the distant island, using your Grand Huntmastery to enhance your innate visual skills. The shoreline appears deserted, but when you cast your gaze towards the east you notice several dots on the horizon. You alert Captain Raker and he brings his telescope to bear. After a few moments’ observation he shouts an order to Paoll: ‘South by southwest, if you please, First Mate. Looks like we’ve got comp’ny!’
The timbers creak as the ship turns about and forges a passage through deep water. Following the change of bearing the wind is now no longer in your favour and Paoll is forced to tack against it to make progress. The distant ships are now visible and it is clear to all aboard that they are pirate raiders. Soon another two islands rise into view and the captain orders his First Mate to steer a course towards a narrow channel which separates them.
‘That’s the Bukimi Channel,’ says Raker. ‘If we can pass through afore those sea dogs, we’ll pick up southerly winds on the far side. Then they’ll never catch us!’
We roll: 5
Through a combination of skilful helmsmanship and crewmanship, The Pride of Sommerlund enters the Bukimi Channel and picks up a prevailing wind that propels you away from the pirate raiders. Soon they have disappeared beyond the distant horizon and, when Raker is sure that they have abandoned their pursuit, he warmly praises his First Mate and crew for their seamanship.
As the ship navigates the narrow strait dividing these two Lakuri islands, you pass by the fire-blackened ruins of a beach settlement which nestles in a bay overshadowed by cliffs. This is Kita Cove, formerly a secret base from where Captain Khadro launched his pirate fleet. As you stare at the charred remnants of the pirate settlement, you try to imagine what it must have looked like before the encampment was consumed by the tremendous fireball that sealed its doom. Suddenly your daydreaming is interrupted when, to your shocked surprise, you see something moving among the ruins.
Carefully you intone the words of the Brotherhood Spell Sense Evil. The moment you utter the final spell-word you suddenly realize that the shadowy creatures, whom you glimpsed lurking among the ruins of Kita Cove, are wholly evil. They possess a malicious power which could be directed against the ship. Immediately you inform Captain Raker of your discovery and urge him to steer the ship away from Kita Cove as swiftly as he can. The captain heeds your warning and commands his crew to unfurl every square inch of canvas to catch the prevailing winds which will carry you away from this sinister place.
Upon emerging from the Bukimi Channel, The Pride of Sommerlund is caught by a strong northeasterly wind which propels her swiftly towards the Vassagonian coast. For two days and nights she rides the scudding waves, her speedy passage more than making up for any time lost in the Lakuri Isles. Then, late on the third day, the lookout catches his first glimpse of Barrakeesh. Excitedly the crew gather on deck to stare at the golden domes and towers of the city which glimmer like orbs of burnished gold in the glow of the setting sun. In fading light, Paoll brings the ship silently into the great curve of Barrakeesh harbour and moors her at the end of a vacant quay. Few eyes notice another trade ship, but one pair takes a special interest. They belong to Lord-lieutenant Fernant, the Sommlending envoy to this rich, desert realm. When finally the ship is docked and the gangplank is lowered to the quayside, he is waiting there to greet your arrival.
We're back on the original path here.
Fernant is a tall man in his mid-forties, clean-shaven, and of slim and athletic build. His face has characteristics which are unmistakably Sommlending, yet his skin is richly tanned from the many years he has spent in this sun-drenched land. After a brief talk with Captain Raker to confirm that the ship will be ready to sail tomorrow at noon, he offers you the hospitality of his house in the city. After nearly a month at sea, you gladly welcome the chance to bathe in a proper bath and sleep in a proper bed.
Fernant’s house is only a short distance from the harbour. It is a large, two-storey dwelling with a flat roof and a walled garden that smells sweetly of picanda and larnuma fruit. After a luxurious bath and a feast fit for a king, Fernant tells you something about the changes which have occurred in Vassagonia since the demise of its hated ruler—Zakhan Kimah—who, during the Darklands War, allied himself and his reluctant nation to the Darklords of Helgedad.
‘Shoualli is the new Zakhan now,’ says Fernant, as he peels the skin from a ripe larnuma and slices it neatly in two with a pearl-handled dagger. ‘He is an honourable and intelligent man. He has brought peace back to this land through trade. Its enemies, who once swore to destroy Vassagonia, now come and barter their wares in the rich markets of Barrakeesh and Bisutan.’ Later during the evening, talk turns to the details of your mission. Fernant is unaware of its true purpose; all he knows is that he is to offer you every assistance to ensure your swift and safe passage to Elzian. When you tell him that you are not at liberty to discuss your mission fully, he nods sympathetically and vows he will refrain from ever mentioning the subject again.
Shortly before midnight there is a knock at the front door of Fernant’s house. He signals to one of his servants to go and answer it and you comment that it is an uncommonly late hour for someone to be paying him a visit. ‘Quite so,’ he says, ‘but this is a visitor I’ve been expecting. It’s someone I’d especially like you to meet.’
Fernant’s servant returns to the room with a beautiful young woman by his side. She is dressed in the simple brown robes of a peasant girl, yet her long black tresses and smooth olive complexion indicate that she is of high-born ancestry. For a moment she holds you with her deep brown eyes and you sense at once that she is as intelligent as she is beautiful.
‘This is Oriah,’ says Fernant, rising from his seat. ‘Welcome, my dear. You are among friends here.’ The young woman offers him her elegant hand and he kisses it lightly before turning to face you. ‘I have promised her safe passage to Bisutan aboard The Pride of Sommerlund. I trust you do not object?’ he says.
At first you are wary of permitting a stranger to join the ship. She is a very attractive young woman, and her company would certainly be appreciated during the long voyage south, but the agents of Naar have been known to adopt many guises to further their evil aims. Fernant, sensing your reticence, attempts to persuade you by explaining the predicament in which Oriah has been placed through no fault of her own.
You learn that Oriah is the daughter of Khazullo—the Funtal of Fio Fadali—a rich, powerful, and very ruthless man. He has pledged his daughter’s hand in marriage to Sesketera, the ruler of the city-state of Ghol-Tabras in northern Shadaki. Sesketera is a cruel and brutal suitor, and Oriah will be sure to spend the rest of her life as little more than his slave if the marriage takes place as her father has planned. Her father is deaf to her wishes; his only concern is for the political union of the two cities. His daughter’s happiness means nothing to him when compared to the riches and power he will gain from a marriage to the House of Sesketera.
Oriah has run away from her father’s palace in Fio Fadali and she has sought refuge in Barrakeesh. But agents in the employ of her father and Sesketera have traced her to the capital and now she must flee once more. Fernant, moved by the plight of this brave young woman, has pledged to help her reach Bisutan where trusted friends will smuggle her to safety in neighbouring Kakush.
Having heard her story and satisfied yourself that she poses no threat to your mission, you agree to allow her to travel with you to Bisutan aboard The Pride of Sommerlund. Oriah and Fernant thank you for your compassion, and the Lord-lieutenant suggests that perhaps it is time to retire for the night. He has his servant take Oriah to an adjoining chamber, and he offers you the use of a room upstairs. It is a very warm and humid night and you decide that perhaps it would be more comfortable if you were to sleep outside on the roof. Fernant has his servant bring you a mattress upon which you settle down to sleep under the desert stars.
You are awoken shortly after dawn by the sound of a plaintive voice echoing across the rooftops of the city. It is the cry of a Vassa Elder and he is calling the faithful of Barrakeesh to early morning prayer. You gather together your equipment and Fernant’s servant brings you a bowl and a pitcher of water so that you may refresh yourself before sharing breakfast with Oriah and the Lord-lieutenant.
After breakfast, Fernant oversees the loading of bags and other personal items aboard his mule-drawn carriage. Then an hour before noon the three of you leave for the quay and go aboard The Pride of Sommerlund. At first Captain Raker is unhappy about transporting Oriah, arguing that the presence of a beautiful young woman aboard his ship will distract his crew from their duties. However his objections quickly evaporate when Fernant offers to pay him 20 Gold Crowns for her passage to Bisutan.
The ship leaves Barrakeesh on the noon tide and makes swift progress ahead of a favourable southerly wind. But by dusk the wind has dropped, and Raker decides to spend the first night at anchor in a protected cove a few miles to the east of Chula. The night passes peacefully and you wake at dawn to a spectacular sight.
You are aware that something unusual is happening the moment you open your eyes, for you can hear the excited chattering of crewmen and marines who are pacing about the deck directly above your cabin. Quickly you rise from your bunk and go aloft to investigate the commotion and, to your surprise, you discover that the waters around the ship are stained blood red. The transformation has been caused by millions of tiny fish, a vast shoal of scarlet Trarta who, like The Pride of Sommerlund, have sought shelter here overnight in this secluded cove.
Captain Raker permits his men to spend an hour or two fishing for Trarta. They are a delicacy, and they will serve to supplement the crew’s basic provisions of salted meat and biscuits. By noon the Trarta shoal have left in search of deeper reaches and clarity returns to the turquoise waters of the cove, revealing a new and interesting discovery. Resting on the sandy floor of the cove, twenty feet below the ship’s keel, lie the remains of a Bautarian galleon. Oriah is fascinated by the wreck and she asks Captain Raker if she may be permitted to dive down and search its shattered hold. The captain has no objections, so long as she is back on board within the hour. Oriah is clearly excited by the prospect of what she may discover aboard the wreck and, as she gets ready for her dive, she asks if you would like to accompany her.
After having stripped to your undergarments and locked your tunic and equipment safely away in your cabin, you join Oriah at the bow of the ship where you prepare to enter the sea together. Fernant and Raker watch from the forward deck as the two of you leap into the warm waters of the cove and make your first dive upon the wreck. Oriah is a strong swimmer, and you can tell by the effortless way she descends through the water that she is a skilled diver.
The galleon is broken at its centre and lies with its fore and aft sections separated by an expanse of debris-strewn sand. As you view the halves of the wreck, two areas of particular interest catch your eye: a gaping hole in the hull of the forward section, and a cabin located on the rear poop deck.
There is no door to the cabin and you are able to swim through the opening with ease. Inside you discover very little that has survived since this galleon fell prey to a violent storm a year ago. With the tip of your weapon you sift through the mire of decomposing wood, rust, and rotten fabric that lies like a thick muddy blanket on the floor of this cabin. It is a laborious process and in return for your efforts you discover 9 Gold Crowns and a Dagger. (If you wish to keep these items, adjust your Action Chart accordingly.)
Through the hole in the roof of the cabin you glimpse Oriah ascending to the surface for air. Satisfied that there is nothing else of value aboard this wreck, you leave the cabin and return to The Pride of Sommerlund.
Once you are both aboard, Captain Raker gives the order to weigh anchor and soon The Pride of Sommerlund is forging a course once more through open seas. With all sails unfurled, the ship cuts a swift course through the foam-flecked ocean. During the afternoon your southerly passage is joined by a school of dolphins who entertain you by leaping and plunging into the azure waves. The wind is strong and the voyage continues without incident until, early the following morning, the isles off Cape Kabar appear in a line upon the southern horizon.
You meet with Fernant and Oriah on the rear deck and share a breakfast of bread and grilled Trarta. As you eat, you talk about yesterday’s dive and the items that you found in the sunken wreck. You are enjoying the company of your travelling companions when suddenly the relaxed and easy mood is shattered by the lookout’s frantic shout: ‘Pirate raider off the starboard bow!’
From the cover of the distant isles there emerges a fearsome warship. You magnify your vision and focus upon the oncoming vessel to see that it is rigged with a scarlet mainsail emblazoned with a strange design—a serpent entwined about the blade of a silver curved sword. You relay these details to Fernant, and Oriah gasps with fright.
‘It’s the symbol of Ghol-Tabras,’ Fernant says, ‘the city-state ruled by Sesketera.’ The merest mention of her evil suitor’s name is enough to make Oriah faint with shock. You catch her as she falls, and then Fernant lifts her into his arms and carries her below to her cabin. Once they have left the deck, you turn your full attention to the oncoming vessel for now it is clear by its course that it intends to ram The Pride of Sommerlund.
Captain Raker sounds the battle alarm and his crew attempts desperately to bring the ship out of the enemy’s path. Sergeant Dryan’s marines hastily load their cannons and get ready to fire upon his command. The enemy vessel alters course to maintain its attacking line and, as it closes to within two hundred yards, you see that it is a formidable fighting craft. Plates of iron protect its prow and lines of warriors, clad in scarlet and silver armour, man its decks and forecastle. Then you notice a dark shape perched upon the ship’s ram which protrudes from below its bowsprit. You focus upon this strange shape, but before you can determine its nature your senses are assailed by a wave of powerful psychic energy.
You are knocked backwards by the searing pain of this unexpected psychic attack. Your innate mental defences knit together to protect the fabric of your mind, but before this protective shell is fully erected, you experience the chilling effects of psychic shock: lose 4 ENDURANCE points.
As the pain in your head recedes, you open your eyes and see a sinister new threat loom into view.
Endurance: 29/33.
The enemy ship is less than a hundred yards off the port beam when you see the dark shape at its prow begin to twitch and shudder. At first it resembles the body of some grotesque gigantic tick; then eight rubbery legs spring from its black underbelly and suddenly the shape takes on a far more sinister aspect.
A gasp of terror arises from the crew when this spider-like monstrosity opens its scarlet maw and emits a high-pitched chittering shriek. As the enemy vessel speeds nearer you watch with mounting dread as this hideous spider-creature raises its forelegs, as if in readiness to pounce. Furiously it rubs its forelimbs together and a mass of blue-white sparks appear at their tips. Then suddenly there is a deafening crackle of electrical power. A bolt of blazing energy shoots from the creature’s maw and snakes across the water towards the crew and marines aboard your ship. The creature’s attack hits its mark and the effect is swift and devastating. The crackling bolt ignites timber and sail, and leaves a dozen men sprawled dead or unconscious across the decks. Through the smoke of the burning sailcloth you see the enemy vessel bearing down to ram The Pride of Sommerlund. Impact is but seconds away.
Quickly you unshoulder your Bow and snatch an Arrow from your Quiver. Bracing yourself against the ship’s rail, you draw back your bowstring and scan the decks of the attacking ship for a suitable target. Two immediately loom into view. The first is the ghastly maw of the giant spider; the second is the head of a warrior who is standing inside the forecastle. From the way he is shouting at those around him, you suspect that he must be the commander of the enemy vessel.
You take aim at the warrior’s head and release your bowstring, sending your Arrow arcing across the water towards its target.
We roll: 8.
Your Arrow hits the warrior but it is deflected by the steel nose-guard that is fixed to the front of his helmet. You are about to reload your Bow and fire again when suddenly there is a tremendous crash. The Pride of Sommerlund lurches violently and you are thrown backwards across the deck.
You scramble to your feet and pause to unsheathe a hand weapon before you struggle across the heaving deck and regain your position at the ship’s rail. The enemy vessel has rammed The Pride of Sommerlund and now a host of screaming warriors is swarming aboard your stricken ship. A shadow passes overhead and when you look up you see the giant spider scurrying towards the crow’s nest. The Sommlending lookout shrieks hysterically and, in blind panic, throws himself into the sea to avoid being consumed by this hideous monster. Through the smoke which shrouds the deck below you can see Sergeant Dryan and his men fighting bravely to repel the raiders. Those of Raker’s crew who have survived the collision hurriedly arm themselves and rush to support the outnumbered marines, but they are not trained fighters and they are clearly no match for this ruthless enemy.
Skilfully you ascend the rigging and approach the giant spider from behind and below. It is busily tearing at the mast and topsail with its fanged maw, and at first it fails to notice you. When you pause for a few moments to ready your weapon, suddenly the creature swivels its head and fixes you with a pair of ghastly green eyes. Chittering excitedly, it rubs its forelegs together and sparks appear, warning you that it is preparing to launch a bolt of energy. Quickly you cut free a trailing rope and swing away from the rigging just in time to avoid being burnt to a cinder when it launches its burst of crackling blue fire. Your swift reflexes save you, but as the momentum of your swing carries you back towards the rigging, you see that the creature is preparing a new form of attack.
It waits until you come to rest upon the criss-cross of ropes and then it ejects a stream of sickly grey fluid from a sac located below its gaping maw. This fluid hardens as it passes through the air, and is transformed into several long and sticky strands which threaten to engulf you.
You swing aside in a desperate attempt to avoid being drenched by the deluge of sticky web-fluid. Your swift action saves you from sustaining a direct hit, but some of the gluey strands splash your legs and hold you fast. As you fight to cut yourself free, the giant spider shuffles about upon its perch and then descends towards you.
Otokh: COMBAT SKILL 40 ENDURANCE 40
This creature is immune to all forms of psychic attack except Kai-surge. Due to your restricted movement, reduce your COMBAT SKILL by 3 for the duration of this fight.
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