6. Store Room (Craig “Ferret” Stone)
Door : The northern wood door is locked (Open Lock DC 20; Strength DC 18; Hardness 5; Hit points 15)
Once you step through the creaking door, you realise how badly the room smells of rotten meats and decaying vegetables. The room it lined with barrels and crates filled with tainted food stuffs. Before you can look round properly, you are attacked by the remnants of an ettercap.
Traps : None
Features : Wooden crates and barrels.
Encounter : The party is faced by an ettercap (4 squares down from the door), and a Large spider in the top left corner and a spider swarm that crawl out form in side the ettercap to the top right corner.
Zombie ettercap Medium Aberration CR 3; HD 10d12+3; HP 69 ; Init +2; Speed 30 ft. (6 squares), climb 30 ft.; AC 15 (+2 Dex, +3 natural), touch 13, flat-footed 13; Base Attack +5; Grapple +8; Attack Bite +8 melee (1d8+3); Full Attack N/A; Space/Reach 5 ft./5 ft. SA -- SQ Single Actions Only; Saves Fort +3, Ref +5, Will +5; Abilities Str 16, Dex 15, Con --, Int --, Wis 10, Cha 1
Skills and Feats: Toughness
Single Actions Only (Ex): Zombies have poor reflexes and can perform only a single move action or attack action each round. A zombie can move up to its speed and attack in the same round, but only if it attempts a charge.
Monstrous Web-spinner Spider, large Large Vermin CR 2; HD 4d8+4; HP 22; Init +3; Speed 30 ft. (6 squares), climb 20 ft.; AC 14 (–1 size, +3 Dex, +2 natural), touch 12, flat-footed 11; Base attack +3; Grapple +9; Attack Bite +4 melee (1d8+3 plus poison); Full Attack Bite +4 melee (1d8+3 plus poison); Space/Reach 10 ft./5 ft.; SA Poison, Web; SQ Darkvision 60 ft., tremorsense 60 ft., vermin traits; Saves Fort +5, Ref +4, Will +1; Str 15, Dex 17, Con 12, Int —, Wis 10, Cha 2
Skills and Feats: Climb +11, Hide +11, Move Silently +11, Jump +2, Spot +4
Poison (Ex): A monstrous spider has a poisonous bite, at DC13 and initial and secondary damage (1d6 Str)
Web (Ex): The spider can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the spider.
An entangled creature can escape with a successful Escape Artist check (dc 13) or burst it with a Strength check 17
The spider can create sheets of sticky webbing from 5 to 60 feet square. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has 12 hit points, and sheet webs have damage reduction 5/—.
A monstrous spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web
Tremorsense (Ex): A monstrous spider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider’s webs.
Skills: Monstrous spiders have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A monstrous spider can always choose to take 10 on Climb checks, even if rushed or threatened. Monstrous spiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher.
*This has a +8 racial bonus on Hide and Move Silently checks when using their webs.
Spider Swarm Diminutive Vermin (Swarm); CR1; Hit Dice 2d8; HP 9; Initiative +; Speed 20 ft. (4 squares), climb 20 ft.; Armor Class 17 (+4 size, +3 Dex), touch 17, flat-footed 14; Base Attack +1; Grapple —; Attack Swarm (1d6 plus poison); Full Attack Swarm (1d6 plus poison); Space/Reach: 10 ft./0 ft.; SA Distraction, poison SQ Darkvision 60 ft., swarm traits, Tremorsense 30 ft., vermin traits; Saves Fort +3, Ref +3, Will +0; Abilities Str 1, Dex 17, Con 10, Int —, Wis 10, Cha 2;
Skills and feats Climb +11, Listen +4, Spot +4, weapon finesse
Distraction (Ex): Any living creature that begins its turn with a spider swarm in its space must succeed on a DC 11 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.
[/b]Poison (Ex):[/b] Injury, Fortitude DC 11, initial and secondary damage 1d3 Str. The save DC is Constitution-based.
[/b]Skills:[/b] A spider swarm has a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. It uses its Dexterity modifier instead of its Strength modifier for Climb checks. It can always choose to take 10 on a Climb check, even if rushed or threatened.
Other Features: None
Notes: The spider swarm in the room originates partially inside the zombie ettercap, even on a surprise round they can move to the specified square. If the Party is desperate enough to attempt to eat the food and water in the room they contract Blinding sickness.
Should be final version.
Any problems?