The webs hold long enough that only the very end of the metal square is hit at all, and even then, it's not with enough acid to really
do anything. On the other side of the acid showers, Verin is able to get a closer look at the valve on that side. It is very free from rust, unlike the one on this side, and while at first that seems like a good thing, Verin quickly realizes it is not. The lack of rust is one of the signs of acid washing, and is, in fact, something they learned about in her General Research (aka Dungeon-Diving) course. Using the metal sheeting as a shield, she's able to turn the valve enough to cut off the supply of acid to the hallway, and then leap back just in time to avoid getting sprayed by the loose seal on the valve.
Everyone else should be able to come through now, as long as they don't get too close to the still spraying valve pipe.
OOC:
I went ahead and made a few rolls for Verin, just so we didn't get bogged down in the back and forth.
Beyond the acid, there's a wooden door that stands partially open, probably because a child could push it in even if it was locked, and beyond it, a large room, probably thirty or forty feet wide and almost square, but not... quite. You're not sure if it's the angles or if one way is just a
bit longer than the other. Either way, it bothers you. There are two doors here, one leading straight on and one heading off to the north. There are also five levers positioned seemingly at random around the room. We'll call them east, southeast, southwest, northwest, and north. There are no handles on these doors, so whoever designed this was clearly - at least in their mind - trying to be security-conscious. There's no indication on which hallway is the correct one.