The Spirit's Rise: Episode 6

### Links

***The Spirit's Rise* Episode 6** was streamed on Arcadum's Twitch channel on July 30, 2022, and premiered on Arcadum's Youtube channel on August 20, 2022.

### Summary

As a sense of urgency to move sets in, the party realizes they do not have a map and know they have to get out of the region. Effie suggests following the tracks of the Wakatanta and following them from a respectable distance as they seem to have a better idea of where to go then the party. Thanks to the Ranger (Challa), they are able to trail the Wakatanta without any Flux Storm Events. The Wakatanta seem to have found their destination. Effie is able to tell that this is a Wakatanta meeting point where items, technology and the like are traded. At this point, the group decides to break off with the plan of traveling north for a few more days before feeling safe. They also are planning to tell any settlements they come across what has happened at the Barony.

However, after Luka is able to find a Five Star resting spot, the party decides to rest. Upon the realization that there is only two days of rations left, they decide to risk fighting the Spider from the Spitirtorium to attempt to gain access to the Homestead with fingers crossed that will come with rations.

Ihra unrolls the Spiritorium and Namalos Cicade (aka Goo Guy) appears out of the scroll. Goo Guy explains how to use the Spiritorium and wishes the group luck on the fight with Labros the Spider.

The group is able to battle the spider and deplete it a sizeable amount before the session ends.

Labros' Stats are below:

Enemy Name: Laberos

Enemy Type: Spider

General Hit Points: 200

Armor Class: 16

Resistances: No

Weaknesses: No distinct vulnerabilities

* Traits:
	+ Ruthless
	+ Cunning - better intelligence for moves (uses DM’s intelligence)
	+ Ingenuity - strange can augment abilities, can change between:
		- Recovery - large healing
		- Destroyer – destroy items
		- Combo - synergises abilities

* Abilities:
	+ Artificing -
		- Transmute - Labros can choose a single status type and change all of that status type to another one that is on the field.
		- Fabricate - Add a status effect of another ammunition type to another enemy on the field, but that status must be on the field. Bonus action.
		- Salvage - removes all status effects from one target and gets 25hp for each one
	+ Artillery -
		- Steam spikes - basic melee attack. Has 3 Attacks but has to hit 3 different targets. Additional effect based on active ammunition
		- Salvo - shoots 3 veils. Additional effect based on ammunition. Veils do splash dmg → dex save. Cannot be done with enemies adjacent to it
		- Longshot - Can make a shot up to 300ft in distance but loses splash afect
		- Mine - Marks a tile on the map. On that spot is now a mine, which you shouldn’t touch or stand near it probably. has different effects based on the ammunition in it. Whenever the mine receives splash damage or is stepped on, it receives whatever damage is stored in the mine. 20ft radius.
	+ Ammunition - all deal 3d6 of damage, Dex save ac 14 if hit, changing of the veils can be affected AC 15
		- Acid shot - damages the equipment on a failed dex save. Stays for 3 rounds
		- Flame shot - Set on fire on failed dex. Takes based dmg on the start of their turn for 3 rounds
		- Freeze Shot - Reduces movement Speed to 0 for 3 rounds; magical effect so it can be dispelled
		- Ink shot - causes blindness for 3 rounds on failed dex  save
		- Tracking shot - When active, deal additional 3d6 to base damage. Additional attacks on the same target have advantage

General Info:

Charisma save: +3

Dex save: +3 +2(+5 total)

Normal attacks: +6 to hit

Fire Flask: Dex save to avoid flames <=17, 3d6 damage

Dex save even if attack misses

Freeze Shot - Melee attack, on hit d8 +4

Dex save for 0 movement (0 movement lasts for 3 rounds)