<div class="floatright">(http://i1300.photobucket.com/albums/ag94/Autocad-E/Kingmaker_004c_zps64d50a24.png)</div><strong>Mite Lair, Grand Hall!</strong><br/><br/>When the party moved on through the next tunnel, they would eventually come to what was apparently the grand hall of the mite lair - not that it was lavishly decorated or anything, just that it had enough vertical clearance for the humans and human-sized people to stand straight without bumping their heads against the rocky ceiling above, which to the short filthy mites must have appeared to be an unreachable height. It also had a large chasm running down the middle of the chamber cutting it in half, crisscrossed with tree roots, the exact kind of thing an evil chieftain would have for the purpose of throwing failed minions and unwanted guests into.<br/><br/>A welcoming party was there to greet them, four more blue-skinned and lily-livered mites drafted to the defense of their lair, armed with small knives.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Mites (4)</div><div class="spoiler_body">AC 12, touch 12<br/>hp 3<br/></div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Environment and Combat</div><div class="spoiler_body">Light: There is still no light underground. If a character fights in a lightless area, he/she is effectively fighting blind! All the standard rules regarding light and darkness (e.g. concealment) apply.<br/>Vertical clearance: There is sufficient vertical clearance for characters to stand straight, and they no longer take penalties to their attack rolls as a result. <br/>Turn Order: It is the PCs' turn to act.<br/>Mikmek: Mikmek acts after the PCs. He can be ordered to fight in melee, fight at range, or withdraw from combat entirely.<br/>BGM:<br/>https://www.youtube.com/watch?v=QYeqmwIRF9w<br/></div></div><br/><br/><strong>R3:</strong><br/><br/>The near half of the grand hall. The characters enter through square A2 (consider their starting position as the square to the left of A2).<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Perception DC 15</div><div class="spoiler_body">Loose dirt is tumbling down from the wall at square G2.<br/></div></div><br/><br/><strong>R4:</strong><br/><br/>The chasm. Upon closer inspection, it is only about 20 feet deep and lined with roots that make it easy to climb back up should a character fall down within. There are two ways to cross - either by leaping across it entirely (Acrobatics DC 10 long jump with a 10-feet running start, or DC 20 with a standing start), or by traversing the roots that stretch between the two ends like narrow bridges (Acrobatics DC 10 to move at half speed, or DC 15 to move at full speed).<br/><br/><strong>R5:</strong><br/><br/>The far half of the grand hall.