```metadata title: 'ADVENTURE: A Touch of Black P10, Lair of the Spider Hag' description: '' tags: [] systems: [] renderer: V3 theme: 5ePHB ``` {position:absolute;top:0px;right:0px;width:816px;height:1057px} \page {{wide # Lair of the Spider Hag ### A Touch of Black: Chapter 10 The gargantuan spider lay dead, oozing black blood from many wounds. Its mistress, Oma Syndy Spinster, has fled into the web choked tunnels below, surely hiding in the darkness waiting in ambush. Wisdom would demand that you leave well enough alone. That you turn back. That you forsake your duty. Adventurers, even if they have it in abundance, are not known for applying wisdom to problems. So the only real option is to plunge headlong into the Lair of the Spider Hag. }} {{toc, - ## TABLE OF CONTENTS - #### [{{ SETUP INFORMATION}}{{ 2}}](#p3) - #### [{{ ACT 1: The Hag's Lair}}{{ 4}}](#p5) - #### [{{ ACT 2: The Web Ward}}{{ 8}}](#p9) - #### [{{ ACT 3: Harp Concert}}{{ 9}}](#p10) - #### [{{ ACT 4: The Last Thread}}{{ 9}}](#p10) - #### [{{ CLOSING}}{{ 11}}](#p12) - #### [{{ OTHER CHAPTER LINKS}}{{ 12}}](#p13) - #### [{{ LORE AND MORE}}{{ 14}}](#p15) - #### [{{ MAPS}}{{ 19}}](#p20) }} : ### ADVENTURE MECHANICS - This Adventure is Part 10 of 10 - Target Party: 4 Level 5 Adventures - Expected Playtime: 3+ Hours - Tone: Dark Dungeon Crawl : ### STYLE "SHORT SHOT" A Short Shot is designed to give the GM a solid concept of what is going on inside of the adventure not just ideas. The Story will be well flushed out, including both Area and NPC descriptions, but will be more conceptual regarding things like encounters, rewards, and hazards. The Short Shot gives everything most GMs requires to lead a fantastic game. : ### PLAYING A.O.G. ADVENTURES AOG adventures are written and designed to be system neutral to avoid Copyright and IP conflicts or issues. They will lean toward a d20 system, particularly 5e D&D, but language referencing specific creature types, treasures, and environments may be more generic or cast in my Homebrew World. All of which should be easily imported into any system of your choosing. I also write and do a lot of things in my own style. There is a simple breakdown of these things at the end, and this link leads to an [Appendices](https://homebrewery.naturalcrit.com/share/mycj8rDJGKXG) of notes and my thoughts on mechanics to help GMs and Players understand what I may mean by certain phrases and ideas, as well as helpful links to our own source materials. ### ABOUT HORROR GAMES An effective Horror game can be a trick to run and takes different skills than the average DM employs from game to game. It is my favorite style of game to run, and has been for forty years, so I have some suggestions for you, which you can find in the [Appendices](https://homebrewery.naturalcrit.com/share/mycj8rDJGKXG). ## What is The AOG? It started 40ish years ago. I still remember the day my cousin brought out this thin blue book with a white sketched dragon on its cover and a pile of strange dice. He told eight year old me that we were going to play a game where I could be anything I wanted (as long as it was an elf, dwarf, human, or halfling). I immediately developed that love of bringing people along on journey after journey, and through all the moments and four decades of playing, the trip has never lost its wonder.
Now, my son and I run Amplus Ordo Games as armchair content creators who donate our work to the hobby at large. We host a Patreon which runs like a D&D Magazine, posting mostly Maps and Full Adventures. We do dabble into other areas like stories, and thoughts on the game. My son helps write our “Year One” series which are adventures designed for entry level DMs and players, and we use that content to run the after school Jr High Group. Any donations are used to fund an afterschool TTRPG Club, our own hobbies, and of course pizza. If you would like to make some requests or support the work you can check us out at [AOG](https://www.patreon.com/amplusordogames). The site has over 2 year's worth of work and there are no paywalls. 50+ Adventures, Hundreds of maps, and a lot of support content. On the purely Social Media side. We're active on Reddit Subs and our Discord, where we host games, fulfil requests for our supporters, and a smidge of commission work. I coach many of our subscribers regularly on DMing and fantasy cartography. : ### Contact us : [PATREON](https://www.patreon.com/amplusordogames) Amplus Ordo Games [DISCORD](https://discord.gg/GDp7a3CFtA) Join the Network [REDDIT](https://www.reddit.com/r/amplusordogames/) Our Sub in Reddit (Not super active) [FACEBOOK](https://www.facebook.com/Amplusordogames) Yeah we know... Facebook... {{pageNumber,auto}} {{footnote Lair of the Spider Hag, September 2023}} \page ## SETUP INFORMATION ### Town of Tragedies Guidebook These adventures have been written and designed to be used with the Town of Tragedies Guide. It isn’t necessary, but the content is referenced often. [A TOWN OF TRAGEDIES GUIDE](https://www.patreon.com/posts/62746174) ### Previous Chapters Here is a link to the [Previous Chapters](https://www.patreon.com/posts/campaign-touch-83285402) ### Story Flow The Player’s employer, Lady Persephone Trellu, came to Deleran’s Crossing to do three things. Restore her family’s holdings, cure her disease stricken paralyzed body, and start a family of her own. To accomplish this she entered into a dark pact with a Hag by the name of Oma Syndy Spinster. Syndy demanded three tasks to be accomplished before she would help. Gather Dark Root seeds, retrieve a Mythical Harp, and rescue her sister’s Child from a cosmic entity known as Aberrant Black. All three tasks were accomplished and Syndy fulfilled her bargains as well. But not in a desirable way. Persephone was cured, married, and was with child, but the baby grew rapidly and the child has begun to consume its mother’s life essence. In order to save them the players must confront Syndy, and force her to lift the curse. The group has by now followed their leads deep into the woods. (Perhaps even with the help of Aberrant Black) There they found Oma Syndy Spinster’s lair, a massive rotting Treant corpse that has been hollowed out for the Hag’s use. There they confronted the Hag, demanding that she lift the curse on their employer Persephone Trellu, but knew going into this endeavor that the likelihood of those demands being met were minimal at best. Syndy like all hags likely made counter offers, but those were nothing more than shallow attempts to once again gain the upper hand. No, this problem would have to be resolved by steel and spell. During the conflict Syndy fled into the tunnels below, leaving the players to fight her pet gargantuan spider, Rolb. They’ll now have to hunt her down and end her once and for all, but that will be no simple task. The Spider Hag’s Lair is a network of twisting caverns formed into the sides quarter mile deep pit. She will have headed deep into her sanctum to summon infernal reinforcements. If they are to catch up to her and defeat her once and for all they’ll need to disable her wards and shut down the ritual she has begun. \column ### Game Opening and Hooks As mentioned, this Adventure is part of a Series/Campaign. However, some people may just want to use the nuts and bolts of the Module for their own purposes, so I have provided some alternative ideas. - **Campaign:** Persephone and her soon to be newborn are under a Hag’s Curse and in grave danger. The Players must find a way to save her. - **One Shot:** The Group is hired by a local to end a Hag’s Curse on their daughter. - **One Shot Alternative:** The Group comes across some locals in distress. His wife is about to give birth, but she wasn’t pregnant yesterday! ### Mood Things hidden away. Moments covered in darkness. The unknowable. Secrets. Mysteries. Echoes of the past long thought forgotten. These are the bedrock of Deleran’s Crossing. Beyond every door. Behind the curtains. Under every stone. Locked in the backroom. Chained in the cellar. Politely veiled evils covered by swollen sad eyes and wryly smiling lips. There are few, if any, places in the city that have corners empty of shadow or closets sans skeletons. Now in most cases these private wickednesses remain buried but not forgotten. In most cases… Those that live here, know there are those rare and wretched moments where what was thought long lost has gently come rapping, so faintly it comes tapping, tapping at the chamber door. It shall be hidden nevermore. ### Madness, Sanity. and Trauma Madness, Sanity. and Trauma These adventures often deal with Madness and Insanity in the NPCs. For the PCs I have introduced Madness issues and a Sanity Mechanic to the campaign in this episode. Coming face to face with inexplicable horror does things to the mind, and that should not be lost on your players. It is 100% optional, and if it in any way makes you or your players uncomfortable you should not use it. You can check out the mechanic I use in the [Appendices](https://homebrewery.naturalcrit.com/share/mycj8rDJGKXG) {{pageNumber,auto}} {{footnote Lair of the Spider Hag, September 2023}} \page ## LORE AND MORE I try to include all relevant information in brief upfront and more thought out at the end of the Module. This section will usually include deeper info on NPCs, Locations, Maps. It may also include Stat Blocks, Stories, Historical tidbits, as well as any Handouts. ### Important Locations #### Balinovia and the City of Beurnoli The Stolregard Barony carved out of the heart of an dark old growth forest known as the Graywood. Deleran’s Crossing is the ruling seat of the Barony. It is a poverty stricken, dying city, rotting from the inside out. #### The Barony and Deleran’s Crossing This is Persephone’s home, and worth mentioning as a backdrop to her life. Balinovia has an Italian feel to it, particularly when it comes to social and familial culture. ### NPCs #### Lady Persephone Trellu The player’s Adventuring Patron. She is a noblewoman new to town looking to extend her family’s power. #### Marsilia Baralini Persephone’s Handmaiden and personal bodyguard. Syndy has transformed her into Vampiric-Spider Creature. #### Oma Sindy Spinsister (Cynthia) #### Hag of the Night Circle Oma and her sisters are ancient and powerful hags who settled into the Stolegard forest around Deleran’s Crossing and have staked a major claim on the land. Sindy moves about the city in the form of Cynthia Duprang, a kindly middle aged woman. #### Vaemond Maleris, Second Son of the Maleris Family of Coldrock Vaemond is a pleasant young man with dashing features, deep brown eyes, a finely trimmed black mustache, and dark swept back hair. He is a dutiful son to both family and business, and has been courting Persephone for some time now and will have proposed marriage the night before the adventure begins. #### The Maleris Family of Coldrock An influential Nobel Family From the city of Cold Rock just to the north of Deleran's Crossing. Vaemond's Uncle in the Magistrate of Deleran's Crossing. #### Don Galvini and The Trellu Family Persephone’s father and Family have come to town. He is a thicker human man in his mid fifties. And while not physically intimidating he casts a long shadow and has an imposing presence. Back in Balinovia he is infamous a Mafioso ad force to be reckoned with. Here in Deleran’s Crossing is simply a wealthy father who does not care much for his future son in law. \column ## PRE-GAME ### Story Arcs It is down to the Players and the Hag. They have fought their way to the doorstep of Oma Syndy Spinster’s Lair, and it’s time to head inside and confront the fiend. This episode picks up right at the end of the previous one. There should be little to no pre-game work to do if you’re running the campaign. If you’re using the bones here to run a one shot, the adventure becomes a Spider themed Dungeon Crawl. #### HELP! There is a very real chance that your players will feel overwhelmed and not up to the challenge ahead. There is a very real chance that this feeling is accurate. If you don’t think they’ll be able to handle the fights ahead on their own, feel free to have some NPCs join them at the beginning. Perhaps One of the other Sisters, who are undoubtedly furious with Syndy, have sent their own agents. Maybe some of the people they’ve met, like the Gray Griffon, have come to their aid. Perhaps they can find someone inside that Syndy was holding captive. Do not be afraid to help them. This is going to be a tough adventure, and they’ve earned some aid. And if all else fails… they can call Aberrant Black. Because that surely won’t end poorly for them. ### Tier of Play The players should be Level 5 (Tier Two), They will be exploring a dangerous dungeon with no real chance to rest. This is going to take the difficulty of this chapter into Deadly territory. : ### Final Notes As we begin the last chapter in our series, I want to make you the DM aware that if you’re thinking things aren’t looking good for our players… you’re right. This is, and always has been, a Gothic Horror Campaign. Which means the chances of the Heroes coming out on top were, from the beginning, slim to none. Of course there is Hope, but only a fools hope. Give them what they need to get to the final battle. Even give them what they need to beat Syndy. But the climax is written in a way that will likely leave at least some of them dead. {{pageNumber,auto}} {{footnote Lair of the Spider Hag, September 2023}} \page ## OPENING CUT-SCENE {{monster,frame ### Making Myself Known ##### She watches from behind them. She stands in front of them. Alongside them. With them. They never notice. It is horrific to be ignored. Miserable to be forgotten. Maddening to be unseen. Her father walks past her for the hundredth time this week. He doesn’t speak. No words. Not a glance. She is invisible. Her anger boils over. Like it has dozens of times before. But what will she do? Lash out? Speak harshly? Scream? They would not hear. Her eyes fall on the wood splitting axe. To them she does not exist. She did once. But no longer. She is dead to them. But not undead. No… she is no ghost. No Spirit. Not a specter. She is simply hated and ignore because she chose to do the one thing her father refused her. She chose to marry for love. But they took that from her too, and now the entire house ignores her. Her hand grasps the axe, she wasn’t sure she meant to. She feels its weight. The consequence. The definity of it. They won’t ignore her for much longer. }} ## ACT 1: The Hag's Lair They will enter into the Spider Hag’s Tunnels. Down in the bowels of the Shadow Fey. Syndy has burrowed out a network of caverns all connected by a deep central shaft. The players will have to explore the cavern and destroy three skull altars that the Hag uses to charge a ward that will keep them entering into the deepest part of her lair. There she is using the harp to empower herself. This Act and Act 2 will blend together quite a bit. I have listed the important locations on the map, they should be easy enough to identify. \column ## Locations {{descriptive ### 1) The Entrance **You pass through the claustrophobic tunnel into a chamber. The damp earth has turned to rocky walls. Webs crisscross the tunnel and skulls with red glowing candles surround the entrance, their eye sockets seemingly fixed on you.** #### Likely Player Actions - Destroy the Skulls: The skulls are basically there just to creep them out, however, this is an opportunity to alert them to the dangerous environment they just walked into. Perhaps have the skulls cast a “Bestow Curse” style of spell upon them that lasts for a while when they’re attacked. Something that they can remedy with a little magic but also something to let them know Syndy doesn’t mess around. }} : {{descriptive ### 2) The Web Shaft **You stand on the ledge of a pit choked with webs so thickly you can barely see water reflecting at the bottom, more than 200’ below you. There are also three other ledges you notice encircling the pit. Opposite you and some 40’ down. Off to the East about 80’ down, and another to the West about 150’ mark.** #### Likely Player Actions - **Navigate the Shaft:** Traversing the shaft isn't hard if a little care is taken. In fact they’ll have to in order to continue on. The sides of the pit are rocky and stable with many handholds and smaller ledges. The larger spider webs are not sticky and could be used in the place of ropes and bridges. And they can always use their own ropes as well. Some minor athletics checks could probably be made as they scurry about, but failure should be a rare event. - **Destroy the Webs:** This is possible, but will have two adverse effects. First, it will draw out the Spider Swarms that nest here, who otherwise will remain hidden. It will count as an encounter, but it may also make the final battle easier, since Syndy will be robbed of the spider’s help and her extra mobility in this room. Secondly, they’ll have to make Dexterity Saving Throws to avoid damage from the webs snapping like tight cables and whipping around. Lastly, if they burn them they will need to make Constitution Saving Throws to avoid being burned by fire and choked by smoke. I recommend the poisoned condition for an hour or exhaustion if you’re feeling a little on the mean side. I would also fill the tunnels with smoke limiting their vision and causing extra problems. }}  {position:absolute;top:720px;right:445px;width:290px} {{pageNumber,auto}} {{footnote Lair of the Spider Hag, September 2023}} \page {{descriptive ### 3) The Egg Room **A dozen or so clusters of web woven oval objects are placed around this room. Egg sacks. They are webbed to the floor, walls, and ceilings. Creatures with the lower half of spiders and the upper body of elves skitter about tending to the sacks. Their heads are wrapped in webbing and seem to pay you no attention. Off to the south is a bone covered pedestal in a cavern niche. The pedestal displays a large skull with a burning black candle atop it.** #### Likely Player Actions - Destroy the Eggs: The Driders in the room have been taken over by Spider Parasites and turned into Mindless Drones. They aren’t interested in the players until they take action against the eggs or the skull. At that point they will attack until destroyed. If the sacks are destroyed they will release a noxious gas that inflicts the poisoned condition a hard Constitution Saving Throw can be made to avoid the effects. - The Skull: The skulls only need to have the magical candle extinguished, however, destroying it is a more likely player action. In either case the moment the players approach the skull the Driders will attack. If they destroy the skull it will fight back attacking them with “Eldritch Blast” type attack. It should have reasonable AC and Hitpoints. Simply extinguishing the candle should be a Medium Arcana Check or it will relight itself. #### Encounter: Drider Drones - These Drides have their heads wrapped in webs and dozens of Parasitic Spiders swarming over them controlling their actions. They typically operate by the commands of Syndy, or if left to their own devices with the instinctual intellect of the spiders. They do have a Puppet Master’s Fortitude ability. If they are dropped to 0 or less HP they can make a Constitution Saving Throw, the DC of which the total Damage +5. If they succeed they are not killed, but instead the spiders web them back together enough to keep them at 1 HP. Otherwise this is a brute force combat. }} {{descriptive ### 4) Dark Root Chamber **Massive piles of twitching Dark Roots cover the walls and much of the floor and ceilings. Several corpses can be seen entangled among the roots. The air here is humid and thick with the smell of rot.** #### Possible Player Actions - **Destroy the Roots:** This room can be simply passed through. However, they may decide to destroy the Roots, which will start an encounter, but not necessarily a combat as they may find a creative way to eliminate them. Taking out the roots will remove them as an option for Sydny’s Lair Actions. #### Hazzard - **Dark Roots:** As they already know these roots are dangerous and can lash out with an attack similar to the spell *Vampiric Touch*. Appropriate checks and rolls apply. }} {{descriptive ### 5) Acrid Pool **There is a large pool of viscus green liquid in the center of this room releasing an odor into the air that burns your nostrils. Periodic bubbles rise and pop slowly in the thick liquid. Otherwise the room is fairly quiet. Down in the corner is a bone covered pedestal displaying a large skull with a burning black candle atop it.** #### Possible Player Actions - **Search the Pool:** They will examine the pool. They may even attack it. If at all possible the pool should be described as a caustic liquid with the consistency of flowing mud. It eats organic material, wood, and most metals. Touching it will cause damage and being too close to a bubble will expose them to toxic gasses. The pit the liquid sits in has some small side tunnels in it where the Gelatinous Stalker hides. There should be something in these tunnels that is recoverable. - **The Skull:** The skulls only need to have the magical candle extinguished, however, destroying it is a more likely player action. This one is a trap. The Gelatinous Stalker is using it to distract intruders, hopefully giving it an edge if it attacks. The real Skull is acting as the central nervous system for the Stalker. They’ll have to face it to be able to turn the skull off. #### Encounter: Gelatinous Stalker - The Gelatinous Stalker is an Ooze in the Gelatinous Cube family. Unlike the Cube a Stalker is intelligent, although saying that is a bit generous. A Stalker can be trained and commanded if it is well fed. Syndy keeps this particular pet content and it is well trained. It rests in it’s pool until something attempts to tamper with the skull in the room. It then rises silently out of the acid and attacks. It will attempt to pull attackers inside of itself and throw targets into the acid pool. The real skull protects the brain of this Stalker and can only be destroyed once the creature is dead. }} {{descriptive ### 6) Brain Weed **There is an odd looking plant in the corner of this chamber. Vines grow out like tentacles and a large pulsing fruit in the center looks more like a brain than anything plant related.** #### Hazard: Brain Weed - Brain weed is an infectious plant that survives by attaching parasitic burs to living creatures. These burs drain the memories of those infected until their mind is an empty shell and dies. Once dead the Brain Weed then fully absorbs the mind of the creature into its own consciousness. Brain weeds can live for hundreds, maybe thousands, of years, and can contain the memories of whole civilizations, if they are well fed. Creatures that get too close to the Weed must make Medium Intelligence Saving Throws or consider the Weed in need of their protection and begin having their memories Drained. If the Weed is destroyed nearby victims will regain their memories, and perhaps additional ones as well. }} {{pageNumber,auto}} {{footnote Lair of the Spider Hag, September 2023}} \page {{descriptive ### 7) Haunted Ledge **There is an uncomfortable feeling in this area. The air is cold and you could swear you hear whispers in the shadows. Things move in the corners of your vision, but when you focus on them there is nothing there to be seen.** #### Possible Player Actions - **Investigate:** There are plenty of ways that the players can interact with the “ghosts” haunting this room. Leave that up to their imagination. Many folk have perished at Syndy’s hands and tuning into lost and trapped spirits, and both beneficial and malevolent spirits haunt this place, so depending on how they engage this room could benefit or hinder the players. Do they get a restful boon, or do they have to fight angered ghosts? Use this area as a great opportunity to manage their resources. #### Encounter: Lost Spirits - If you do engage them in a combat encounter be sure to use the spirits ability to become ethereal and move through objects. Half of what makes Ghosts scary is that they can move through solid things. I usually give “ghosts” a disengage as a bonus action when shifting into ethereal forms or passing through objects. Makes them more ghosty. }} {{descriptive ### 8) Bone Pit **This room is filled with bones. The floor is completely covered. So much so that you have no idea how deep the pile goes. Rotting flesh clings to many of the remains and swarms of larvae crawl over the rancid meat.** #### Possible Player Actions - **Search the Pit:** The players will be expecting something horrible to come up out of the pit. I suggest only hinting at something horrible. Bones move a little not far from them, but nothing aggressive or supernatural happens. The wind picks up. It gets colder. Whispers. Things that make them uncomfortable. If they examine the actual bones, many will have carvings on them, mostly dark runes, but some will have names on them, and the details of the deals they made with Syndy that got them here. - **Destroy the Bones** If they want to go to the trouble of destroying the bones they canbe rewarded for the work. They’re tied to some of Syndy’s power and weakening them will weaken her. If they choose to do this though, don’t let them off without a fight. Bring some spidery minions from other areas after them while they work. Some Phase Spiders work nicely, since they can come basically out of nowhere. #### Encounter: Phase Spiders - This should not be an overly complicated encounter. Make the bones difficult terrain and have the phase spiders teleport in and out of combat. I would also suggest having them web off the exit. The players will get out easily after the fight but the feeling of being trapped doesn't leave one's consciousness so easily. }} {{descriptive ### 9) Ettercap Nest **Webs choke this portion of the cavern. They’re not overly thick strands but they are layered very densely making it difficult to see even a few feet beyond. There does seem to be some funneling tunnels woven into the webs, perhaps for the arachnids that dwell here to travel through. You also note the large number of severed body parts hanging in the strands. Arms, legs, and even a separated torso or two can be clearly seen. The parts are dry and cracking, almost mummified.** #### Hazard: Ettercap Webbing - These webs are extremely thick up top and in most cases interaction with them alerts the Ettercaps within. Cutting them certainly does, and burning them is a bad idea. They do burn slowly with a little effort. Unfortunately this releases a toxic gas that will require constant Hard Constitution Saving Throw. Failing the save will cause the players to become poisoned for ten minutes. A Medium Perception Check will reveal that the webs could be crawled under with limited interaction if care is taken. #### Possible Player Actions - **Burn the Webs:** Players do this a lot, and we as DMs usually let them get away with it. However if they do that here, they will quickly find that these webs do not burn well, and what does burn releases a toxic fume. - **Cut through the Webs:** This is a more sensible approach, and one without obvious consequences. The Webs cut easily, though do stick to weapons and armor, but not as a major hindrance. This does alert the Ettercaps though, and the spider creatures will be waiting in ambush. - **The Skull:** The skulls only need to have the magical candle extinguished, however, destroying it is a more likely player action. The Skull here is acting as a lure bringing the players ever closer to the Ettercap Ambush. Once they are close the Ettercaps will lasso the skull with a web shot and yank it up into the webbing above beginning the Encounter phase of this room. #### Encounter: Ettercap Ambush - The Ettercaps will hide in their burrows and use the thick webs to their advantage. They are not hindered by them in the slightest. They will camouflage themselves up above the Skull and wait for the players to arrive. Once the party approaches the Skull they will shoot out Webs and yank it away, while simultaneously attacking the PCs. They will pass the Skull around to one another as a Lair Action. This begins a game of Keep Away which the Ettercaps should be quite good at. If the players are not quick enough, or if the fight turns against the creatures, the Ettercaps will dash out into the Lair and attempt to hide the skull away. }} {{pageNumber,auto}} {{footnote Lair of the Spider Hag, September 2023}} \page {{descriptive ### 10) Treasure Room **You find yourself in a small web draped but nearly empty nook off to the side of the main tunnels. It seems to be some kind of storage room. There is a large rusty cauldron, a few piles of rope, some stacked firewood, and other mundane items and tools scattered about. The most interesting thing about this chamber is that it is somewhat secluded. It may make a “safe” place to take a short rest.** #### Possible Player Actions - **Take that Short Rest:** Depending on the state they’ve left the dungeon in I typically would allow them to take a short rest in here. However, if they’ve caused a lot of chaos and are being hunted by creatures then I probably would have them get attacked. - **Examine the Room:** They may want to take a closer look at this room. If so see the info in the “Puzzle” section below. #### Cauldron Puzzle - While there doesn’t seem to be much going on in this room, the truth is the Cauldron is a “Holding” magical item. While it appears to be empty, it certainly is not. Syndy keeps the majority of her treasures in it. I included the idea of taking a short rest in the description intentionally to throw them off of taking too close a look at the items in the room. A closer inspection of the room will reveal a burn spot on the floor in the center, and a large hook hanging above it. The solution to the puzzle is to suspend the cauldron and light a fire below it. Once that is done the players will be able to see Syndy’s hidden treasures inside of it. This should result in a Large Level Appropriate Reward. }} {{descriptive ### 11) Syndy's Chamber **This room feels straight out of a nightmare. Your eyes first land on the small fire burning in the center of the oblong chamber. Thick red tinted smoke curls up from it, choking the air with a potent acrid smell, and feeding into a thick cloud that covers the web draped ceiling. There is a broken arcane circle on the floor near the entrance. Magical runes that you can’t decipher but cause your skin to crawl just looking at them have been inscribed in what appears to be blood all around its edges. There is a jumble of broken and web covered furniture in the north end of the room including a filth stained bed and some broken shelves that are held together by spider’s workings, their contents scattered about lying broken on the floor. In the south is what looks like a large egg sac, it’s top peeled open like the shell of a hard boiled egg.** #### Likely Player Actions - **Search The Room:** The players will certainly want to get a close inspection of this room. Hopefully they’ve checked for traps, because there are several in here. I’ll describe them below in the Hazards section. }} {{descriptive - Most of the items in here are nothing more than macabre trophies that Syndy has taken from those she has ensnared. There are some that are from still active clients and could be used to help free those under her obligations. Some of that strictly depends on what you’ve done on the side in town, and perhaps what you’d like to do. Searching around the room will reveal that Syndy likely sleeps in the egg sac and that “guests” sleep in the nasty bed. There is a book next to the bed with guests’ names in it. This too could help identify clients and lead to some follow up adventures. With some Medium Checks the Players should find a few things of note, I’d put potions and scrolls in here that have a darker tone to them. Maybe even some troublesome temporary side effects. Things like a healing potion that also causes mild paranoia. A scroll of Web that causes more eyes to form on the players forehead. Things like that. - **Destroy the Room:** Also always a possibility. I’d let them go nuts and destroy it all. Although I’d make some checks along the way to see how much attention this gains. If they’re too loud, send some guards, just enough to harass them. Destroying the implements in the room should weaken Syndy for the final confrontation. #### Hazard: Syndy's Traps In General, Syndy is a rather paranoid creature and so she has laid a number of traps in this room to protect her belongings. - **Webs:** The Webs throughout the Lair do function as an alert system. The ones in here more so. Any significant contact should result in swarms of spiders coming out of every nook and craney to attack the players. - **The Broken Seal:** This ward works just fine, and only looks broken. It will cast Phantasmal Force on everyone in the room. If thye fail their saves they will believe they are being attacked by Syndy herself. - **Cursed Belongings:** Syndy has put a Hex on her belongings in this chamber. anyone carrying items out of here will suffer disadvantage on Attacks, Saving Throws, and Skill Checks. }} {{pageNumber,auto}} {{footnote Lair of the Spider Hag, September 2023}} \page ## ACT 2: The Web Ward Act 1 and 2 blend together quite a bit. Act 2 Really begins once they destroy all the skulls they find while Exploring the lair. Each of the three is located in a different environment, with different guardians, and different circumstances. Each with a black candle emitting eerie red light. They will look similar to the ones they’ve already found near the entrance. The major difference is that these are magical points that keep the Ward in *Location 12* active. Once they have destroyed each of these they will have brought down the ward. However, that will not be a simple task. Each skull has a unique guardian that isn’t going to just allow the players to freely attack the skulls. - Skull One is in *Location 3) The Egg Room* - Skull Two is in *Location 5) Acrid Pool* - Skull Three is in *Location 9) Ettercap Nest* {{descriptive ### 12) Ward Chamber **You take one look into this room and immediately feel the sensation of powerful magic. There is a large warding circle on the floor in front of the passage to the south. There are three pillars surrounding it. (They are lit with the corresponding number of skulls out there lit) The circle is flanked on each side by a stone spider statue. They do not appear to be fully animated, but as you observe the room you hear the grinding of stone and watch their heads turn toward you.** #### Possible Player Actions - **Examine the Room:** Easy and Medium checks can be made to tell them what they already know. That the fixtures in this room combine to form a deadly trap. They may even realize that the statues shoot webs and release poison clouds. Hard Arcana checks will tell them whether it is safe to pass or not. If all the skulls have been dealt with, then it is safe to pass. If not they could attempt to press their luck with the trap and ward. - **Attacking or Disabling the Room:** I would allow this but it would require a series of Very Hard Checks, using both Physical and Magical abilities. Any failures at all set the mechanisms off. - **Passing Into the Next Room:** If the wars are down then this happens without issue. If they are up, then they’ll find themselves having to deal with the traps of the room. #### Hazard: Lair Ward and Stone Spiders - If the trap is set into motion several things begin to happen. First the pillars around the ward begin spraying webbing. One over the north exit, one over the south, and one around the room. (Webbing has an AC of 12 and 50hp) The pillars restore 25hp each round and make the area difficult terrain. The players may attack the webbing over the doorways, but the easiest way to deal with it is to destroy the pillars (AC of 14 and 20hp). Compounding the difficulty of the room are the Spider Statues. They will spray poison clouds that fills the room doing 2d6 Poison Damage (Hard Constitution Save for Half), and add an additional 2d6 every round the trap is active. }} {{descriptive ### 13) Vamp-Spider Lair **Beyond the Ward is a large cavern with a series of downward cliffs, dropping about 80’ before exiting out a tunnel below. Thick heavy webs cross-cross this room. Cocooned bodies of both folk and beasts hang in the webbing. Most of the cocoons look to have been here for some time as a thick layer of dust has settled on the cobwebbing. What did these poor souls trade to suffer such a fate? As you ponder this question you begin to hear a familiar sounding harp playing from the tunnel below.** #### Player Actions - **Head Toward the Sound:** Hearing the Harp will likely spur them into action. Though it may not. If they linger, have them make an Easy Charisma Saving Throw against Charm. Those who fail, can be easily shaken out of it. - **Examine the Cocoons:** There are dozens of cocoons in here, I’d even put a small dragon shaped one webbed up against the ceiling if they start poking around. Doing so will distract them from some of the others and dial the tension level up. What else is in here? Various other beings and creatures that have crossed the Hag and she has fed to her pets. Oh, Marisilla and her family are here as well, recovering from their last battle. They should be about half restored at the moment. I would only have the players find them if they are being very thorough. However, the longer they stay in here the more intense the Harp’s playing will become, calling for more saves. If they do end up fighting the Vamp-Spiders that will aid them in the final battle. #### Encounter: Marisilla - This shouldn’t be a complicated fight. In fact it may even be the only fight that the players will have the upper hand. The Vamp-Spiders have retreated to their Cocoons (Coffins) to regenerate after being defeated by the players before. This will leave them in surprised and weakened condition should the team actually find them. They will have to awaken and crawl out of their cocoons before they can attack, which should give the Players a round before real combat begins. However once the fighting starts the Vamp-Spiders will waste no time employing dangerous tactics such as throwing players off ledges and letting the fall kill them if possible. }} {{pageNumber,auto}} {{footnote Lair of the Spider Hag, September 2023}} \page ## ACT 3: Harp Concert Once they drop the wards and move past the Cocoons they’ll be able to progress into the final chamber, a Ritual Room where Syndy is playing the Harp. She is using it to open a rift into the Hells, which is never good for players. They will begin their confrontation here, but it won’t stay here. Once the players enter the room she will flee out the back door while creatures from The Abyss manifest into the chamber. One of them will be Shoundra, the Shadow Demon from Sorrow Song. Shoundra will continue playing the Harp while the forces coming through the portal will run interference. They’ll need to stop her then chase Syndy down the tunnel and into the pit. {{descriptive ### 14) Dark Sanctum **This chamber is a dome of worked stone and feels ancient. The floor is one massive dark arcane circle with red glowing symbols carved into it. Syndy is here playing the harp. Her arachnid features are extremely hard to read, but the predatory smile on her face is unmistakable. “You think you’ve won because you’ve slain my minions and found me here.” She laughs. A wretched chittering sound. “All you’ve done is present yourselves to pay our debts to a power you can’t possibly comprehend. And for that I thank you!” She steps away from the harp slinking toward the back of the room, but it keeps playing. The shadows are playing it! No… a particular shadow is playing it. Shoundra. The Shadow Demon insincerely thanks you as Syndy slips out a secret door behind her. “We won’t ever be able to thank you enough for all you’ve done for us.” And with one discordant strum tears in reality form around the room and demons begin crawling through.** #### Encounter: Shoundra and the Harp - This is a wave style encounter with demons showing up every round. Shouldra will continue to play the Harp which is keeping the portals open. Every round the Harp will also force a save against Fear and Slow. It should be pretty obvious that the Harp is the Epicenter of the problems and lead them to attack it. If they do not there is a very strong possibility of a TPK. Every round brings in low level demons and a challenging one. The CR of the bigger demon should increase every round they fail to stop the harp. To end the fight they can either destroy the Harp or Shoundra, which the other Demons will be working hard to prevent. The Demons will use all their ailities to keep them away from the Harp. Adjust for your team, but the Harp should be immune to non-magical attacks with an AC of 12 and 100hp. Once it is stopped the portals close and what’s left will disappear. They will have to kill Shoundra. She won't just poof away. #### Likely Player Actions - **Follow Syndy:** After the fight they can search for the secret door and chase down Sydny. It shouldn’t be too hard to find the secret door. They know it is there, so the only issue is how long does it take them to get it open. }} {{descriptive ### 15) Escape Tunnel **You enter a web filled tunnel and are standing on a ledge that slopes downward and disappears into darkness below. From somewhere in the darkness you can hear slurping sounds and soft whispers, it moves on its own and shadowy tentacles writhe in your direction.** #### Likely Player Actions - **Navigate the Tunnel:** They can climb across the walls or attempt to find a creative way to get across. The tunnel has a number of hand holds and places they could get a rope and grappling hook into. This should not be hard, but it could be frustratingly time consuming. - **Investigate the Darkness:** While it feels like something akin to the Hunger of Hadar, the darkness is only an illusionary trick designed to slow down pursuit. Think of it as a blanket that covers the lower passage. It does present sound, so if they are trying to cross it and someone falls through, they cannot call back up for help. The ledge only drops down about 30’ and can be carefully walked down. A Hard Perception Check will reveal the illusion. - **Swim:** The only way out is undert the water. I would have them make one or two Constitution Saving Trows for Dramatic Tension. }} ## ACT 4: The Last Thread We're about to close the doors on Syndy. Unfortunately, The final battle wont be an easy one. She has fled back to the main shaft and this will very quickly become a three dimensional fight as Syndy will be up in the webs and using the entire shaft to her advantage. Furthermore, she won’t be alone. Marisilia and her family will join in fighting off the players. {{descriptive ### Confronting Syndy **You come up from the water bellow to find yourself at the bottom of the main shaft. Syndy is clinging to a web about halfway up. She hisses is anger as she spots you. "So this is what we've come to. Let us get to it then shall we!" She begins casting a spell. She shrieks in furious rage as she pulls her magic from the webs and stones around her.** #### Encounter: The Spider Hag - Syndy isn’t cornered but she has too much pride to believe she can’t win this fight. The players have been through several ordeals now, are surely hurt, and likely very low on resources. And so the Hag will sit in the middle of her webs and taunt them. She is still hurt from the previous fight in the last chapter and may even attempt to bargain with them, though breaking her contracts won’t be something she’ll do easily. Now this may be a fight that the players cannot win, and as this is the end of the campaign it will be a great place for a glorious death. Don’t be afraid to allow them to kill Syndy and thus end her reign of terror, but still succumb to Marisilla and her vamp-spider family or the environment around them. This is a Horror Campaign after all, and no one really wins, not really. ... }} {{pageNumber,auto}} {{footnote Lair of the Spider Hag, September 2023}} \page {{descriptive #### Encounter: The Spider Hag (cont) - Tactics wise Syndy will use her spells, the terrain, and her lair actions keep the players at a distance as best she can. She will also attempt to restrain and knock the players from whatever they are standing on, forcing them to make Dex and Str types of saves and checks pretty regularly. Once they do begin to close in on her or start relying on ranged attacks she will summon her Vamp-Spider thralls to defend her. - The fastest but most deadly way to end this is the self sacrifice play and them burning the webs. Now, it has already been mentioned that this is a bad idea for the players, at least as far as their survivability. But they may have forsaken that at this point. If they light the webs up, Syndy should react in a mad panic, and be consumed by the flames. If you want to let them get killing blows in on her, have her plummet down to them. However, they should not be able to simply escape the burning lair. Near Impossible Checks should be made, not only to avoid fire damage but to be able to continue to breathe as the entire cavern fills with smoke. And since they are likely at the near bottom of the lair… they cannot get out. #### Syndy's Enhanced Lair Actions *These actions Replace Syndy's Stat Block Lair Actions.* 1) *Entangling Webs:* Syndy shoots lines of heavy webbing in multiple directions. She can target up to eight creatures or objects. A Medium Dexterity Save must be made in order to avoid becoming grappled. If they are hit twice they become restrained. A Strength Save can be made to escape. These webs Can anchor from wall to wall as well. 2) *Hypnotice Pattern:* Sydny Spins a glittering web in the air. Those in line of sight must make an Intelligence Saving Trow or become Hypnotized as the spell *Hypnotic Pattern* 3) *Swarming Spiders:* Spiderlings swarm down any Web Strands or Walls Available and attack any creatures Syndy dirrects them to. A Medium Constitution Saving Throw must be made or the targets take 2d4 Poison Damage and are poisoned. They can attempt to save again at the end of their turns. This Lair action can be disabled if the players already fought the Spiderlings in the Shaft. 4) *Curse of Darkness:* Darkness only moderately obscures the area causing Disadvantage on attack rolls for the round. This Lair action can be disabled if the Players have settled the Spirits in Syndy’s Lair. 5) *Grasping Dark Roots:* Syndy can call upon the Dark Roots if the Players did not destroy them. Anyone within 15' of the walls must make a Medium Constitution Saving Throw or have their Max Hp drained by 2d4. Syndy is Healed for half the amount drained. }} \column {{descriptive ### SKILL CHALLENGE: Escape Once the Hag is dead the lair will begin collapsing in on itself. Whomever is still alive will surely want to fight their way to the exit if possible. This will initiate a multiple roll Skill Challenge that should have increasingly difficult DCs. If the cavern is on fire things should be even worse, and almost certainly should force enough saves and damage to kill some of the players along the way. 1) The Main Shaft begins collapsing! Dexterity Saving Throw as Rocks Fall (Bludgeoning Damage) 2) Allow them to use Skills and Abilities to begin their escape 3) The Main Shaft and Tunnels continue collapsing! Webs are snapping as boulders plummet and break them. Increasing risk of falling and lashing around the room like whips. Saving Throws as Rocks Fall (Bludgeoning Damage). Saving Throws as webs lash out (Slashing Damage). 4) Allow them to use Skills and Abilities to continue their Escape. 5) The sides of the tunnels begin to cave in. Debris is falling everywhere. All areas becomes Difficult Terrain. Saving Throws as Rocks Fall (Bludgeoning Damage). Saving Throws tumbling stones and rock slides threaten to knock them off their feet and bury them (Bludgeoning Damage). 6) Allow them to use Skills and Abilities to continue their Escape. 7) The Entrance Tunnel (Location 1) completely collapses. They can make a Very Hard Athletics or Acrobatics Check to dive through it if they’re quick. Saving Throws as Rocks Fall (Bludgeoning Damage). 8) The collapse subsides. Any fire has spread to the Tree above. The Lair has completely caved in. Allow them to use Skills and Abilities to possibly rescue those who “almost” made it. If the tree is on fire they must make appropriate saves and take fire damage. 9) Allow them to use Skills and Abilities to reach the exit. If they survived they can flee the tree back out into the park. }} {{pageNumber,auto}} {{footnote Lair of the Spider Hag, September 2023}} \page ## CLOSING It is likely that some, if not all of the Players have died either in the fight or during the escape attempt. If you do have survivors the first thing they’ll notice is the Shadow Fey area that overlaps the park is beginning to dissipate and daylight is shining through. Now there are two ideal ways to end this for the survivors. They either make it back safely earning their promised rewards, and that is a wonderful way to close out the story. Or, in classic horror movie style, they escape with their lives only to have something else tragic happen. If you are allowing them to leave rather than ending their stories here, they can stumble back out into the Park and then into the city. From there they will make their way back to Persephone and the Baby. No signs of the Shadow Fey will be left in the Park, which you need to make sure they realize it is a big win for the city. Even if they’re dead they’re heroes. We will close the adventure with a cut-scene. If you are choosing to continue playing, still give them the cut-scene and then move on however you see fit. Make sure to adjust it if Persephone has died already. I would suggest a “happy” adventure or two. They’ve earned it. But I do really like the idea of one or two of them crawling out of the burning tree back into the Shadow Fey, and having their happy ending snatched from them. It is classic Gothic Horror storytelling. Terribly burned, completely exhausted, and on Death’s very doorstep… but alive. There is an initial feeling of relief. A feeling that is quickly yanked away. But what happens then? Are they captured by Dark Fey? The curse has been lifted, but as the Shadow Fey dissolves around them does it take them with it? Are there vengeful demons left from the ritual that drag them into the Abyss? Do Syndy’s sisters come for them? Maybe an agent of Aberrant Black or some other NPC they’ve crossed shows up to deal with them? Lots of possibilities. They should still get the ending Cutscene, particularly in this case. It’ll help them still feel like they won, even if they’re dead. However you end it. I hope it is something you and your players love. ## REWARDS As this is the “end” of the campaign, Rewards can feel a bit empty. But I have a few recommendations. You can always give their new characters some “Legacy” items. Rewards for the new run! They do not need to be connected to this story, but something for the players to feel that sense of accomplishment. If you’re continuing on, then reward them in a way that makes sense for where you’re headed next. Whatever the case, I highly recommend doing a brief epilogue describing how each of your players changed the city for the good. This is again a great place to highlight the restoration of Callington Park. Remind them that they broke up a slave trafficking ring, freed some trapped spirits, ended the shadow curse of Song Dell, and even rescued some civil servants from the Sewers. They accomplished a lot. Tragedy has a way of clouding over achievements. Remind them of those high point moments. ## Ending Cut-scene {{monster,frame ##### A beam of sunlight breaks through into the bedroom window. It has a natural, pure feel to it. The screams of pain and terror that filled the night slow to whimpers, then murmurs, and then nothing but soft breathing. A clean breath of air takes over the room and Persephone’s eyes flutter open, filling with tears. She is older, aged unnaturally. Her youth is gone, but her ailments remain vanquished and she is alive. The baby, now nearly two years past newborn, unlatches from her breast and begins to giggle and coo. Vaemond races to their side. He gather’s Persephone’s head to his chest and allows the babe to grasp his finger. Her champions did it. Against all odds, they lifted the curse. The “young” family weeps in relief together in their private chambers. And for just a brief moment. A fleeting moment. A moment that feels like a treasured island of happiness drifting through the dark sea that is Deleran’s Crossing. They have peace. Soon after, her father enters the room and cheers with joy to see his girl alive and awake. Servants come and begin attending to their needs. They help her up and begin to change the sheets and help the new mother into less bedraggled clothing. One moves to the window and throws it and the curtains open. Sunlight, fresh wholesome sunlight, pours in. As she turns back into the room a large black cat jumps onto the window sill. It begins to lick its paws and bathe itself, purring loudly. It watches and begins waiting. It made a deal and now must wait. And waiting is of no real consequence. It leaps to the bed and rubs its head against mother and child, purring all the louder. Afterall, what is a handful of years in comparison to the eons to come? }} ::::