||During Combat Two acolytes attack intruders with burning hands, while the other two dose their spider-leg sickles with shiver before charging PCs. Morale The acolytes fight to the death.
Combat Gear: scrolls of cure light wounds (2), scroll of delay poison, leather armor, sickle, darts (4)
Scarlet spider familiar +1 shift to climb actions 2 HP 1d3 MP 55% to hit
Scarlet spider vemon
Onset time: 1 turn.
Duration: 4 turns
Conditions: If not resisted, the victim takes 1 point loss to STR per turn
1st—bless, burning hands,
Range 20 ft.
Effect cloud spreads in 20-ft. radius from you, 20 ft. high
Duration 1 min./I
Saving Throw none
A misty vapour arises around you. It is stationary. The vapour obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away counts as poor visibility (attacks are hard). Creatures farther away have count as partial darkness (formidable).
A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell’s area. A wall of fire burns away the fog in the area into which it deals damage. This spell does not function underwater.
guidance Touch; WIL; 1 scene, until discharged; imbues the subject with a touch of divine guidance. The creature gets a +5 bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies.
touch of fatigue (touch; END; Target gains 1 fatigue level)
Price 15 sp
Application: Ingest or Injection, requires only a small cut
Resistance: Endurance(if END roll fails a hard END roll (not fails opposed roll) addiction occurs
Onset time: 1 turn.
Duration: 1d4 hours or minutes
Conditions: If not resisted, the victim takes 1d2 point loss to CON and 50% chance of sleep for 1d4 hours or gain immunity to fear for 1d4 minutes.
Special: shiver’s effects are augmented in the area of the Bridgefront dreamscape.
This wickedly curved sickle is cast in the form of a segmented spider’s leg. It has the same statistics as a normal sickle but deals impale rather than Bleed. The leatherwrapped handle contains a hollow recess that can hold a single dose of poison. Filling the reservoir is a round action and keeps the blade saturated and
viable for up to 2 hours. The first successful attack made with the spider-leg sickle during this time administers and expends the dose of poison. Mog-Lathar’s deacons carry masterwork versions of these weapons. The cult uses blue whinnis poison, and within the radius of the dreamstone’s effects the unconsciousness effect may trigger lucid dreaming.