
GM Waterhammer |

As you withdraw to discuss options the dark bearded dwarf says: "We'll be at The Meeting Post tomorrow, an hour after sunrise. If you want to join us for this job, be there."
It's still mid-morning. You can continue to explore, or head back to prepare for the heist. Or do anything else you might want to try.

Zorin Blitz |

Zorin will nod his head in understanding before motioning for the rest of the party to head towards the other hallway in the well room. "Right is always right after all."

GM Waterhammer |

The worked stone passage continues for 70' then opens into a large gallery. The ceiling vaults to 15 above this level. The corridor ends, but a 5 wide ledge extends around the chamber surrounding a 10, deep lower gallery area. The vaulted ceiling is filled with web, while old rotted ropes criss-cross the lower gallery area. Tattered cloth strips hang from the ropes, making the lower space a dark and shadowy maze. The ropes are attached to rings set just below the floor level of the ledge, so the clothes obscure only the lower level of the chamber. Across from you is a landing and stairs down to the lower level. The stairs run parallel to the back wall one set goes down to the right, one down to the left.
On the same level as the ledge and passage you are currently in are two 10' wide passages leaving the room. One on the left, one on the right.

GM Waterhammer |

You could cut some of the ropes if you had a reach weapon capable of doing slashing damage. You would have to move out on the ledge to cut them with a sword or axe, and actually crouch down to cut them with a dagger. There are 56 anchor points all around the ledge, on average there are 3 ropes tied to each point. The cloths hanging down into the lower level would have no effect on movement, but do provide cover in the lower level. Everyone should make perception checks, probably.

GM Waterhammer |

Stealth: 1d20 + 17 ⇒ (17) + 17 = 34
Stealth: 1d20 + 7 ⇒ (3) + 7 = 10
Stealth: 1d20 + 13 ⇒ (1) + 13 = 14

Elijah Moore |

Elijah, looks towards the ceiling, only to have his attention drawn from the eerie webs to the area below. He has to blink twice...is that one of those ugly blue things...riding...a...spider?
Guys, we have company from below. It appears to be one of the fugly blue things riding a angry spider. Get ready for a fight!

GM Waterhammer |

Round 1
Jared: 1d20 ⇒ 2
Elijah: 1d20 + 6 ⇒ (19) + 6 = 25
Ebonfeather: 1d20 + 3 ⇒ (13) + 3 = 16
SS: 1d20 + 5 ⇒ (7) + 5 = 12
SG: 1d20 + 3 ⇒ (11) + 3 = 14
M: 1d20 + 1 ⇒ (16) + 1 = 17
Elijah has a shot at the spider or wee blue man, does he take it?
Don't forget to roll the miss chance for concealment if you hit. d% 1-20= miss, 21-100 = Hit.

Elijah Moore |

Do we know if this blue thing can communicate?
In common, Elijah will try to speak with the blue creature.
Stop if you can understand me. We don't have to fight
He lowers his crossbow, aiming down towards the blue creature. If it doesn't heed his warning, he fires upon the enemy than moves back from the opening.
crossbow: 1d20 + 2 ⇒ (17) + 2 = 19
miss chance: 1d100 ⇒ 2
damage: 1d8 ⇒ 3

GM Waterhammer |

Zorin: The darker area on the map in the mid-section of this room; the area of darker tan, is 10' lower than the corridor. To get to where your piece is, you need either an acrobatics roll (DC 15), or a climb check (DC 10) Or you can run along the ledge to the stairs at the back. You can reposition your piece if you decide not to try acrobatics or climbing stunts. (I guess you could also just jump off and take damage if you like.)
The little blue fellow screeches in annoyance at being discovered. His elaborate plan for ambush was obviously ruined. Emboldened by his powerful mount the ugly fellow heads up the wall by the stairs, and along the ledge. As it scuttles along the ledge, the spider turns and spits a gob of webbing at Ebonfeather. The gooey gob of web strikes above and far to the right of the tengu, however.
Web: 1d20 - 3 ⇒ (6) - 3 = 3
Jared is slow to react, but when he does the blue man slumps over, dazed.
Save vs Daze: 1d20 + 3 ⇒ (7) + 3 = 10
Ebonfeather: Are you able to access the maps? I noticed before you didn't move your character's token. You need to move adjacent to make melee attacks.

GM Waterhammer |

Again, the darker tan area is 10' lower than the lighter tan areas. You can climb down (DC 10) or you can use acrobatics to jump down (DC 15) or you can fall, taking 1d6 hp of damage. There are stairs down at the back, where shown on the map. You can roll the dice or reposition your token, Ebonfeather.
Round 2
Players can go. Concealment was from the hanging cloth in the lower area, it is not in effect on the ledge level.

GM Waterhammer |

Will: 1d20 + 3 ⇒ (15) + 3 = 18
The extremely ugly, bug eyed blue man shakes off the effects of Jared's magic. Looking towards the webbing above, he shrilly calls out a command in his strange language.
Meanwhile, his spider steed continues it's scuttling progress around the ledge.
It hawks a gob of web at Zorin.
Web: 1d20 + 5 ⇒ (13) + 5 = 18
The web catches the tiefling full-on. DC 12 escape artist, or strength check to clear the web as a standard action.
climb: 1d20 + 13 ⇒ (16) + 13 = 29
On command a second, much smaller, brilliant red spider scuttles out of the webbing above, down the wall, and attacks Ebonfeather.
Spider bite: 1d20 + 7 ⇒ (13) + 7 = 20
The mandibles find a gap in Ebonfeather's studded leather, piercing feather and flesh]
1 point non-lethal damage and make a DC 10 fort save or 1 point of Str damage.