The Westraven Witch
Graham, Spiderblessed Drider (D)
5 Ambush Spiders (S) (MM3 pg 182)
Moving through the crack in the wall beyond the chasm, you find yourself in a large crypt of some sort that stretches away from you. Dusty cobwebs abound and the ceiling is a mere 15’ high, but the area is fairly well lit by the torches burning in wall sconces amidst the many pillars. Straight ahead, just 15 feet away, is a small altar. Atop the altar rests a mummified human corpse, but its wrappings are peculiar: they look more like strands of silk rope than linen.
Graham would prefer to engage the group in the middle of the room, amongst the broad pillars. This allows the Ambush Spiders plenty of opportunity to make hit-and-run attacks, using Move actions to retreat to cover and make stealth checks, followed by Standard actions to charge back out from hiding. Their Spider Climb ability makes pathing in and out easier, and even makes attacking from above possible.
If the group looks as though they intend to enter the area and explore, Graham and his underlings will lie in wait until they are amongst the pillars to strike. If the group seems hesitant about moving past the altar, or linger to meddle with the corpse, he will open with Darkfire and Poison Web of Lolth. Placing the Poison Web at the entrance, he will hope to force them in closer.
Reminder: if this avatar of Graham is killed, the character dealing the final blow will receive a Boon.
Features of the Area
Small altar with corpse: The corpse is that of Graham, the tailor, well-wrapped in spider silk by his current Drider incarnation. The silk is still sticky, so until he can be cut out of the wrappings, picking him up or laying him down is treated as a Standard, rather than Minor action. Also, he’s currently stuck to the altar, so pulling him off it will require an Athletics check, DC 20 (this is part of the same action to pick him up). Removing him, and lifting/carrying him, requires two hands.
When the wrappings are cut away, the Well-Dressed Corpse is revealed.
Spiderwebs: (Per DMG pg 69) These two 15′ × 15′ areas are difficult terrain. A creature that enters a spiderweb must make an Athletics or Acrobatics check (DC15) or become immobilized. Trapped creatures can use the escape action to free themselves from the web. A spiderweb square is lightly obscured.
The North Fountain: The north fountain contains a strange vermilion liquid. It acts as a Potion of Vigor (AV pg 189) for anyone drinking from it (if they desire), but the liquid immediately turns to clear water and loses its magical properties when removed from the font.
The South Fountain: The south fountain appears to contain clear, drinkable water. If observed very carefully under bright light (Perception DC 25), it can be seen to have a very slight bluish tint, and tiny specs of a bluish powder suspended in it. It is, in fact, tainted with Ground Thassil Root (DMG pg 51), and will affect anyone drinking it.
Burial Nooks: If the party takes the time to search all the burial nooks (about 25 man-minutes), they will find a set of Gauntlets of Ogre Power (PHB pg 247).