Another giant spider, but this one only woke from its gorged stupor after the Adventurers had made a lot of noise planning to lure out the cultists from one of the room deeper in the complex. How did they know that there were cultists down that tunnel? Well, they persuaded Midweek One-Eye to give them an idea of the layout of the first few chambers of this cave complex.
3. The One-Eyed Birdkeeper
An one-eyed old man wearing a wide-brimmed hat sits in the corner of
this chamber, bird droppings caking his hat, cloak and long beard. He offers
the Adventurers a genial welcome.
He struggles to remember his name. Or anything much for that matter. He
thinks his name might be MIDWEEK ONE-EYE, and he seems to think that he swapped
his eye for something magical, though, patting down his cloak, he can't seem to
find it anymore. If pushed, he seems to think that he came into this forest to
keep an eye on things, and he will tap his nose theatrically as he says
so.
His ravens (see 3a) bring him food; mice, voles and the like. He will
crunch through one of these noisily, and will offer the Adventurers a snack.
Adventurers eating a small mammal raw will recover 1 STAMINA, but it is
absolutely vile. Midweek will say that the birds also bring back other bits and
bobs, and invites the Adventurers to take a look
There are two exits from this chamber, both on the 'east' wall. The first
slopes down to the entrance chamber (2), the second slopes up into a
sunlit chamber noisy with the caws of ravens.
Midweek is actually a powerful ancestor-spirit (practically a demi-god)
of the Vynheimers. He is able to see through the eyes of his ravens, and even
to shapechange himself but is loath to intercede - it should the through the
heroism of Humanity that they are saved from evil. When he does use his powers,
he will still do his best to seem like a befuddled old man. In fact, he might
actually be that befuddled.
3a. The Ravens’ Nest
This open cave is home to innumerable ravens. They have
collected a pile of trash, but among the bits of wood, leather, bone, shiny
stones, etc. there is the off glitter of gold. In an Adventurer wishes to
search this trash pile, roll 2d6. On a roll of 8+, the Adventurers have found
1d6GP, but on the roll of a double the Adventurers have enraged the ravens who inflict 1d3
points of STAMINA damage before they calm.
Midweek actually transformed himself into a raven to explore the caves
on behalf of the Adventurers. However, after transforming back into an old man
he didn't seem to realise that he had explored the caves himself, appearing to
take his description of the layout from the (silent) raven resting on his
shoulder.
2. The Scuttling Corpse
Inside the cave entrance there are more be-webbed corpses. One appears
to sprout giant, articulated arachnid legs and scuttle towards the adventurers.
It appears as if the corpse is riding the spider, jerking like a puppet-jockey
on its back. The first 4 points of STAMINA damage involve chopping away the
corpse. Only then will the Adventurers strike the GIANT SPIDER.
GIANT SPIDER
SKILL 7 STAMINA⑧⑦⑥⑤④③②①
Weapon
|
1
|
2
|
3
|
4
|
5
|
6
|
7+
|
Bite
|
2
|
3
|
3
|
3
|
4
|
4
|
5
|
Giant Spiders can make 2 Attacks.
Armour
|
1
|
2
|
3
|
4
|
5
|
6
|
7+
|
Bristly
Hair
|
0
|
0
|
0
|
1
|
1
|
1
|
2
|
There are three exits from this chamber. To the ‘west’ a tunnel slopes
upwards, from which the Adventurers can hear the caws of birds. To the
‘northwest’ there is a roughly level tunnel that appears to wind somewhat, but
from which can be seen the flicker of what might be firelight. To the
'northeast' there is a tunnel that slopes downwards into darkness, from which
the chanting can be heard.
The Adventurers made short work of this disturbing sight, but having taken a long time loudly discussing their plan of action, any hope of a stealthy approach have evaporated.