The heroes stand in the lair of a huge and terrible spider. The enormous arachnid, the mass of two or three shire horses, is set to attack. But the heroes have the initiative, and the battlefield is laid out before them:
The zones of the battlefield:
A) The Feeding Place, where four bodies swing in the slight breeze, bound up in thick webs – one of them is moving more than the others, but weakly. The spider is currently standing here too, ready to fight. It moves with a swift and eery silence except when it hisses and dribbles. Many knives, swords and broken off spears stick out of the thick hide of its abdomen.
B) The Egg Patch, where dozens of milky white eggs, the size of human heads, lie clustered together in little groups
C) The Main Bowl of the clearing, scattered with bones, desiccated webs and broken branches
D) The Entrance Way into and out of this lair of horrors – the heroes are stood here
The target is 13
The goal is to save the driver
The timer is at 2
All the heroes start in the Entrance Way – any hero can move to one of the four Zones above as a free action, but the floor is covered in webs and the spider can sense movement. If a hero moves to another zone they must attempt a DEX save when doing so to step carefully over the webs – failure can draw unwanted attention!
[I’m not really worrying about the difference between Near and Close ranges. If you’re in the same zone as someone else they’re Near and you can melee them, touch them etc. If you’re in a different zone as someone else they’re Far.]
[Remember getting info is a free action now – no roll needed]
[Try to put your whole turn in one post if you can; 1) Saves from attacks, 2) Movement to zone (and DEX save if you do move), 3) any Info you look for, 4) Main Action (intent, action, check and effort)]
[As this is combat - whoever posts first acts first, I’ll take actions as happening in that order]