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The hole is webbed off at the top, but seems clear inside. Boy does it drop a long distance into the darkness.
The chute is easily climbable as it is only 4’ wide and the surface is quite rocky (DC 15 athletics). It is too irregular for anything but a tiny creature to fly down. There are lots of rocks around the top to tie a rope to. The chute goes down 50’ and spills out along the back wall of a cave (A). When the first person starts climbing read the following:
As you descend you notice that there are small caves along the sides, some of them are completely webbed up and others are filled with little piles of bones.
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Lair of the Fire Spider
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The air smells sulphurous here, broken webs cling to the falls and floor. The occasional scorch mark on the wall spells trouble for any who dare spend too long in this terrible pit.
The party climbs out at A and the big spider gets to try and detect the party. If they had a conversation in the chute, then the spider will be hiding and alert. Otherwise she is just hiding. She has babies with her, they will attack if the party moves beyond a burst 1 area centered on the chute opening. If they can’t subdue the party in three rounds the mother will come out of hiding. She could be spotted beforehand, so use her passive stealth (DC 16). 1 Fire Spider Mother (M), 1d4 each round (maximum 8 at any given time)Spiderlings will come from (S) (these stop coming when the mother is dead), and 2 Fire Spider Swarms (SW).
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Back at the Village
If you return to Hilda with proof you have killed the beast (either its head or the rescued Halflings as witnesses) then she will reward you with a pair of wavestrider boots (PHB 246) and 130gp. She will also give each party member a medallion that proves they are friends of the Halflings, all Halflings will recognize these medallions and give you a +5 reaction bonus. These can be worn without taking up an equipment slot.
After another fine meal Hilda will happily tell the champions about another adventure – the Blue Hill.
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