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Six From Gate Pass - Chapter 3: Shelter From The Storm
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<blockquote data-quote="Gregor" data-source="post: 5698055" data-attributes="member: 11751"><p><strong>Into the lair...</strong></p><p></p><p>********</p><p><strong>Caves (Spider Lair)</strong></p><p></p><p>Hrimr, you push the heavy stone door open slowly. You need to throw your sturdy dwarven weight into the push as if feels as if something is binding the door or tethering it somehow. However, with a final audible rip and tearing sound, the door grinds open.</p><p></p><p>As the party moves into the room, the air that rushes to fill your nostrils is redolent of mold and a sharp acrid chemical stench that irritates you. Before you spans a massive room that is more of a cavern than a worked chamber. At one point it was probably a grand burial tomb, but due to earthquake, sinkholes or some other age-old calamity, most of the room has collapsed away down a vast shaft into the earth. The ceiling has crumbled, walls have peeled away and most of the floor is missing. You stand upon a bridge of stone that was once part of the floor. Directly ahead is another portion of the floor that stands alone like an island in a black sea. Upon its surface sits a giant golden sarcophagus in the same snakeman style seen elsewhere. To the East is yet another bridge of stone that leads to another entranceway that heads deeper into the complex. </p><p></p><p>What is most startling about this deplorable place are the uncountable sheets, strands and knots of thick white webbing that completely coats the walls and ceiling. The only exception is a large tunnel in the Western side of the cavern and a few patches of stone that are covered in clusters of a purplish-blue mold that sheds an eerie phosphorescence that bathes the area in faint shadowy light. </p><p></p><p>Incredibly, the webbing even hangs suspended over the dark chasm that looms below you, like some vast snowy carpet, thickly woven, opaque and plush. Sitting on the webbing-floor are a number of glistening pulsating whitish sacs. Hanging from the walls and ceiling are desiccated humanoid forms bound and wrapped in webbing, the occasional skeletal limb hanging outwards like the roots of some evil tree on the surface.</p><p></p><p>Shaking you from the strange sight of this room is the sudden movement of three large creatures in the gloom. The spine tingling sound of chitin rattling and scraping against stone fills your ears and you now see that you are in the lair of some rather large spiders. Two of the vermin sit below you on the suspended web floor, and measure no smaller than a draft horse. The third is larger than a grizzly bear and is directly before you, perched upon the sarcophagus, and its eyes shed a weird orange light. Thick red hairs cover its otherwise pitch black body and it turns its attention from what looks like a dehydrated and very dead human towards you. </p><p></p><p>********</p><p><strong>Initiative</strong></p><p></p><p>1 - Arnir (swarms 1 and 2)</p><p>2 - DM #1 (H)</p><p>3 - Hrimr</p><p>4 - Bannock</p><p>5 - Alric</p><p>6 - DM #2 (L)</p><p>7 - Kirio</p><p></p><p>********</p><p></p><p><a href="http://gregthedm.files.wordpress.com/2011/10/spider-lair-round-1-updated1.jpg" target="_blank">Spider Lair - Round 1</a></p><p></p><p>[GM]There is some environmental information for this encounter. First, all of the black space on the map is considered to be covered in extremely thick white webbing (so thick that you can’t even see below it) and this web-floor sits 10 feet below you. Second, this means that if you want to move onto the stone island in the middle, or the other bridge (or anywhere else marked by grey stone tiles), you will need to jump. Third, there is webbing all over the stone as well, so running or double moving is risky. Fourth, the sides of stone areas that you’re standing on are very rough unworked stone with hand and footholds and can therefore be climbed. Fifth, the weird fungus that sheds light in the room grants only enough for there to be very dim illumination. This means that the spiders have concealment (25% miss chance). You do not have concealment and the spiders do not have concealment from Hrimr (darkvision). However, if anything is within 20 feet of Arnir or Alric (who have the equivalent of torches active) then the concealment is obviously cancelled out.[/GM]</p></blockquote><p></p>
[QUOTE="Gregor, post: 5698055, member: 11751"] [b]Into the lair...[/b] ******** [B]Caves (Spider Lair)[/B] Hrimr, you push the heavy stone door open slowly. You need to throw your sturdy dwarven weight into the push as if feels as if something is binding the door or tethering it somehow. However, with a final audible rip and tearing sound, the door grinds open. As the party moves into the room, the air that rushes to fill your nostrils is redolent of mold and a sharp acrid chemical stench that irritates you. Before you spans a massive room that is more of a cavern than a worked chamber. At one point it was probably a grand burial tomb, but due to earthquake, sinkholes or some other age-old calamity, most of the room has collapsed away down a vast shaft into the earth. The ceiling has crumbled, walls have peeled away and most of the floor is missing. You stand upon a bridge of stone that was once part of the floor. Directly ahead is another portion of the floor that stands alone like an island in a black sea. Upon its surface sits a giant golden sarcophagus in the same snakeman style seen elsewhere. To the East is yet another bridge of stone that leads to another entranceway that heads deeper into the complex. What is most startling about this deplorable place are the uncountable sheets, strands and knots of thick white webbing that completely coats the walls and ceiling. The only exception is a large tunnel in the Western side of the cavern and a few patches of stone that are covered in clusters of a purplish-blue mold that sheds an eerie phosphorescence that bathes the area in faint shadowy light. Incredibly, the webbing even hangs suspended over the dark chasm that looms below you, like some vast snowy carpet, thickly woven, opaque and plush. Sitting on the webbing-floor are a number of glistening pulsating whitish sacs. Hanging from the walls and ceiling are desiccated humanoid forms bound and wrapped in webbing, the occasional skeletal limb hanging outwards like the roots of some evil tree on the surface. Shaking you from the strange sight of this room is the sudden movement of three large creatures in the gloom. The spine tingling sound of chitin rattling and scraping against stone fills your ears and you now see that you are in the lair of some rather large spiders. Two of the vermin sit below you on the suspended web floor, and measure no smaller than a draft horse. The third is larger than a grizzly bear and is directly before you, perched upon the sarcophagus, and its eyes shed a weird orange light. Thick red hairs cover its otherwise pitch black body and it turns its attention from what looks like a dehydrated and very dead human towards you. ******** [B]Initiative[/B] 1 - Arnir (swarms 1 and 2) 2 - DM #1 (H) 3 - Hrimr 4 - Bannock 5 - Alric 6 - DM #2 (L) 7 - Kirio ******** [URL="http://gregthedm.files.wordpress.com/2011/10/spider-lair-round-1-updated1.jpg"]Spider Lair - Round 1[/URL] [GM]There is some environmental information for this encounter. First, all of the black space on the map is considered to be covered in extremely thick white webbing (so thick that you can’t even see below it) and this web-floor sits 10 feet below you. Second, this means that if you want to move onto the stone island in the middle, or the other bridge (or anywhere else marked by grey stone tiles), you will need to jump. Third, there is webbing all over the stone as well, so running or double moving is risky. Fourth, the sides of stone areas that you’re standing on are very rough unworked stone with hand and footholds and can therefore be climbed. Fifth, the weird fungus that sheds light in the room grants only enough for there to be very dim illumination. This means that the spiders have concealment (25% miss chance). You do not have concealment and the spiders do not have concealment from Hrimr (darkvision). However, if anything is within 20 feet of Arnir or Alric (who have the equivalent of torches active) then the concealment is obviously cancelled out.[/GM] [/QUOTE]
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Six From Gate Pass - Chapter 3: Shelter From The Storm
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