Here the corridor
opens into a large
chamber, at least 60 feet x 60 feet, with a ceiling 60 feet above the floor. There is an exit on the far side of the chamber and a slight breeze definately moves toward <Wind Speed = x> it. The ceiling is swarming with bats, and they can be seen leaving and entering the tunnel on the far side of the chamber. Unfortunately a large pit separates the main floor of the chamber from the tunnel into the labyrinth. The pit is 25 feet across and appears bottomless, but the sound of distant running water can be <Flowing Water, DSG> heard rising from the depths. |
The pit is 170 feet
deep and ends, not in
running
water, but on a rock ledge. A short
side passage leads
to a place where an
underground stream
touches air at
the only
point along its entire
length. There is no
escape here.
On hidden ledges,
40 feet above the pit,
3 cave
fishers lie in WAIT. Each fisher’s filament
is already strung
from its hiding place
to a point on the
western edge of the pit,
hoping to catch a
stray bat. (If a wizard
casts a jump
spell to leap the pit, he or she
has a 50% chance
of colliding with and
sticking to one of
the trap lines.) If a party
finds a means to
cross the pit, or somebody
starts climbing
the walls to pass around it,
the cave fishers
silently reel in their lines and
start shooting at
whatever targets are
offered. Once one
cave fisher snags a target,
the others ignore
it, leaving that victim to
their fellow. The
fishers cannot shoot at any
targets on the east
side of the pit, but they
can shoot up to 10
feet west of the west edge
of the pit.
The tunnel on the
west edae of the chamber
twists and turns
for 520 feet to an exit in
the side of the cliff.
Freedom!
Cave
fishers (3): AC 4; MV 0 feet; HD 3; hp
15, 12, 12; #AT 2;
D 2-8/2-8; SA adhesive
trap filament, shot
as if by 6 HD monster
THACO 13 (filament)
THACO 16 (melee)
XP 85 3 130, 121
>>Suderham
in Flames!