```metadata title: 'ADVENTURE: A Touch of Black P9, Aberrant Born' description: '' tags: [] systems: - 5e renderer: V3 theme: 5ePHB ``` ![Map](https://i.imgur.com/dJfxQDa.jpg){position:absolute;top:0px;right:0px;width:816px;height:1057px} \page {{wide # Aberrant Born ### A Touch of Black: Chapter 9 Having a child should be one of the most beautiful moments in a parent’s life. Unless the child being born is the product of a dark magical pact. Then what was a miracle becomes a nightmare.A nightmare that parents will do anything to wake from. As desperation sets in for the parents of the endangered child, the players must weigh a potential darker deal, one that will spare them their present suffering, but potentially doom them all. }} {{toc, - ## TABLE OF CONTENTS - #### [{{ SETUP INFORMATION}}{{ 2}}](#p3) - #### [{{ ACT 1: Birth}}{{ 3}}](#p4) - #### [{{ ACT 2: Black}}{{ 6}}](#p7) - #### [{{ ACT 3: Befuddled}}{{ 7}}](#p8) - #### [{{ ACT 4: Burrow}}{{ 9}}](#p10) - #### [{{ CLOSING}}{{ 10}}](#p11) - #### [{{ OTHER CHAPTER LINKS}}{{ 11}}](#p12) - #### [{{ LORE AND MORE}}{{ 12}}](#p13) - #### [{{ MAPS}}{{ 20}}](#p21) }} : ### ADVENTURE MECHANICS - This Adventure is Part 9 of Many - Target Party: 4 Level 5 Adventures - Expected Playtime: 3+ Hours - Tone: Desperation Horror : ### 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
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[FACEBOOK](https://www.facebook.com/Amplusordogames) Yeah we know... Facebook... {{pageNumber,auto}} {{footnote Aberrant Born, June 2023}} \page ## SETUP INFORMATION
### Town of Tragedies Guidebook This adventure is part 9 of 12, and will put your players on a collision course with a Elder Being and designed to be used with the Town of Tragedies Guide, which 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) ### Trigger Warning Horror Games often deal with Triggering topics. This episode deals with a childbirth gone wrong. This topic can be particularly challenging for folks who’ve struggled to have children or lost a child in the past. The DM should be cautious with the topic. ### Story Flow It should have been a beautiful day. Persephone and Vaemond’s wedding seemed to go off without a hitch, and their wedding night as well. That is until the late hours of the evening. She had expected the Hag to attack her directly, but Cynthia did not take that bait. Instead she used Marsilia’s long broken heart against Lady Trellu. Cynthia promised to bring Marsilia’s dead son and husband back to her if she made a deal to betray Persephone. The deal was struck and during the wedding Marsilia lit the Black Candle allowing Cynthia’s curse on Persephone to blossom. Marsilia received her promised reunion, but not as a loving family. Their spirits were ripped from their bodies, which were then reanimated as horrific vampire spider creatures. The players were forced to put what remained of Marsilia down to protect Persephone.
Following on the heels of Marsilia’s tragic ending, the players are immediately confronted with another crisis. Part of Persephone’s deal with Cynthia was to have a child. The disease that had ravaged her when she was young had taken away her ability to bear children, and the Hag had promised to remedy that affliction. However, Persephone has conceived this very evening, and the child is growing rapidly within her. She will very traumatically give birth within the next few hours.
Sadly, the problems won’t be subsiding any time soon. Once nursing begins, the baby boy will latch on in an unremovable fashion and begin to unnaturally grow again. This horrific experience will age Persephone, about ten years every day the baby is attached. At this point in the story there are several places where Persephone could die. She is no longer a necessary component to the tale, but the players may try to save her. I will approach the story as if they wantto save her.
It will be about this time that Aberrant Black will make an entrance. It has possessed a guard and will offer some assistance. Cynthia, who he will inform them is the legendary Hag Syndy Spinster, has wronged him as well and he is looking to settle the score. It will not hide its own darkness from them, but make solid points about their inability to save Persephone without its help. They may at this point attack Aberrant Black and just let this whole house of cards tumble in on itself. Which is a real possibility, and if that happens you’ll have to find another way to put them onto Cynthia’s trail. However you get there, the rest of this adventure will be them hunting down the Spider Hag’s Lair, which lies in a well hidden burrow and cavern system under a large Gray Oak in Callington Park. ### 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 Aberrant Born, June 2023}} \page ## LORE AND MORE I try to include all relveant 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 Marsilia is dead. Persephone is magically pregnant and the child is rapidly growing, placing her in great peril. Worse still, Aberrant Black is about to make his presence known and felt. Persephone made a deal with the Had Syndy Spinster (Cynthia) for her firstborn, which will arrive shortly. She has very little luck left and less time if she and the baby boy are to survive her ordeal. Now, depending on how your other games have gone and whether or not the players needed help during the battle with Marsilia there may be other forces at play here as well. This won’t be an episode that will lend itself to tying up any of those ends, and may in fact unravel them further. For instance, if they were helped by the Gray Griffons but choose to deal with Aberrant Black, it could make The Griffons another enemy. There may also be potential for other foes to attempt to stop the players from reaching Cynthia in time to save Persephone.
### Tier of Play The players should be Level 5 (Tier Two), They will be facing a series of conflicts for the next few chapters without a guaranteed chance to rest. They should be able to squeeze one in during Persephone’s “pregnancy” if they sleep in shifts. They’re going to need to be fully prepared.
: ### OPENING CUT-SCENE
{{monster,frame ### Removal of Obstacles ##### The pile of gold glitters on the table between the two figures. A deal is being struck. Neither entity cares for the other. In fact hatred is a word easily applied to their relationship. Still, old grudges are easily overcome when equally shared threats arise. The enemy of my enemy is still an enemy, but they can also still be a weapon. The first figure pushes the coins toward the second. “As agreed. Half up front and half when the deputy is dead. There will be no threat to the Baroness’ rule.” The other figure nods and slides the coins into a pouch. “A deal is a deal. They will not see another sunrise.” }} {{pageNumber,auto}} {{footnote Aberrant Born, June 2023}} \page ## ACT 1: Birth Immediately at the close of the battle between Marsilia and the players Persephone will fall “ill”, this illness will in short order be recognized as a pregnancy. The conception of the child has been magically enhanced and the child is growing rapidly. This entire pregnancy should last no more than a day. Persephone faces a traumatic birth and the window for it coming to pass naturally should be narrow. If that is missed a cesarean operation will have to be performed. Both of these birthing methods pose serious and potentially fatal risks. If she survives that, a boy will be born and things will seem “normal”, until she goes to feed the child. At that point the child will latch on and begin to drain Persephone’s life. (If Persephone has died a wet nurse will be fetched from the neighbors and she will become the victim.) {{monster,frame ### Mourning Sickness ##### You wipe your brows and begin to take in the scene. Webs choke the room but no spiders nor bodies can be accounted for. There is an eerie silence broken only by the sound of your lungs attempting to catch up to the exertion and then a sudden retching from behind you. The wet splashing sounds of vomit hitting the floor draws your attention. Persephone is bent over heaving. She looks up at you and apologies. “I’m sorry, this… this is all too much. Vaemond, please help me to the room.” He takes her arm and leads her away. “Come, we can speak once I’ve laid down for a moment.” As you walk down the stairs she doubles over again grasping at her stomach. “Vaemond hurry…” He scoops her into his arms and shuffles forward as fast as he can. He lays her down on their bed and steps back gasping. Her belly is swollen but not from sickness or from weight. Persephone is pregnant. }} ##### SKILL CHALLENGE: Months in Moments
Persephone has only about half a day before her water will break. The party will have to come up with a plan and take action. Failing this challenge results in the death of Persephone. There are Servants around that have some “skill” with pregnant women and could provide assistance. #### Some Possible Checks - Send For Help (Medium DC) - Medicine Checks to Deliver the Baby (Hard DC) - Perform An Cesarean Operation (Very Hard DC) - Use Magic to “Help” the Situation (Variable DCs Depending on Spells Used) ## ACT 2: Black After the babe is born things should quiet, but as soon as nursing begins the baby begins to necrotically feed off whomever is nursing it. This will not be immediately obvious but when the child refuses to stop, panic will return. It is at this moment a housecat in the room speak up. This particular cat is possessed by Aberrant Black who will offer the only real solution to the problem. They need to kill the Hag, or at least convince her to lift the curse. He knows where her lair is, and will not tell them unless they allow him to possess the child. The players will face the choice here to save what they can or let it all burn down. There is a solid chance they will simply attack Aberrant Black and let this house of cards tumble in on itself.
{{monster,frame ### Baby Boy ##### The cries of an infant breaks into the night. Blood is everywhere. The servant helping takes the baby in her arms. “A son sir.” She says as she wraps the child in a soft cloth and passes it to his father. Vaemond, still in shock, mumbles some words about the impossibility of this evenings events, but does take the baby from her. There is something extraordinary about a parent holding their child for the first time, no matter the manner of the birth. Vaemond’s expression softens, the confusion clearing, replaced by awe. “I am no fool, this child was brought about through dark means, but still, I cannot help but put my affections toward him.” Vaemond looks at Persephone and places the child in her arms. }} ##### NOTE: Some “If” Moments Here.
- If Persephone has died then this is sort of a farewell memorial moment. Vaemond would at this point send the servant to fetch a wetnurse. He would recall the neighbors have recently had a daughter so they likely have one nextdoor. - If she has survived she will be extremely weakened by the ordeal, but will take her son and begin to nurse him all the same. - Protests by the players will be mildly accommodated, but ultimately ignored. Cynthia made deals and a child was part of the deal. This fulfillment is unexpected but so was the manner in which Persephone was healed. Examinations, both physical and magical will not offer much, if any, information. The child will seem normal. - Let some time pass. The players can go about their player business. It is unlikely they will go far. {{pageNumber,auto}} {{footnote Aberrant Born, June 2023}} \page {{monster,frame ### Attachments ##### The child eventually is put to the breast to nurse, and quiets down. For just a moment, the beauty makes it easy to forget the horrors of the night. It isn’t until some time later when the child has long continued to feed past what should be natural that worries settle in. Those in the room notice that the child is larger and fuller than when it was born. Then the screaming begins. “The woman” begins howling in pain and agony. Black veins of necrotic energy begin spidering out across her skin. Vaeomnd goes to grab the baby, to remove it from her breast. It refuses to detach, He pulls harder but with no success. Her eyes roll back into her head and she collapses unconscious, her breathing quick and ragged, she is alive, but as you watch the faintest gray streak appears in her hair with soft wrinkles around growing around her eyes. Not only that but the child continues to grow slightly. What was an infant a moment ago is clearly the size of a baby several weeks old. }} ##### EVENT: Aberrant Dealings
The Players will scramble to discern what is going on and may take drastic action. Vaemond will resist any course that hurts the baby or Persephone. He might be easier to convince if it is the nursemaid. Let them explore options and pursue some courses, however, once they get desperate Aberrant Black will speak up. The Elder Being is currently possessing one of the household cats and just “happens” to be present. He did in fact come to the estate for this very moment. Aberrant Black will attempt to converse with the party diplomatically, but they may just attack him right away.
The baby is Hagborn, therefore a magical being and perfect host for Aberrant Black. Further, the baby was promised to him by one of Syndy Spinster’s coven sisters, but Syndy, at great risk, interfered in the deal. At this point, Aberrant Black would rather not engage the party to claim what he was promised, but will instead attempt to align himself with them.
If pressed he will remind them of the ultimate nature of Hag deals and children. Either way the child will grow up to become a monstrosity in alignment with and as powerful as its mother. At least, by dealing with him, they can save Persephone or the Nurse Maid. He will not outright reveal that he wants to possess the child but if it is brought up he would even be willing to promise not to take control of the child until it’s 20th birthday, giving the boy an opportunity to have a shorter but normal life.
{{monster,frame ### Possible AB Conversation Opening ##### “You’ll need to act quickly if you are to save them. The parasite will continue to drain the host until it reaches the age of transformation and the Hag can claim it. Unfortunately, it is linked to the host by dark magic and cannot be separated without killing them. You must either kill the Hag or convince her to lift the curse. I do not see her ending the curse, so prepare yourselves to deal with her. Thankfully, when she stole this baby from me, she broke her ties with her sisters in the Night Circle, and they did not make amends today at the ceremony. Which means she remains un-covened and vulnerable for a brief time. She will be in hiding, but her weakness is temporary, there is likely another baby in the city right now growing as this one is, consuming its mother. When they come of age they will become like her and form a new coven. At that point she will make war with her former sisters and if victorious become nigh unstoppable. Therefore I am willing to help you. After all, this child was promised to me and I would see no harm come to it. What do you say?” }} ##### NOTES: More “If” Moments My first point depends somewhat on how you’ve run Vaemond and his Secrets. He will say and do anything to save his wife and child. He does have homosexual leanings and has a lover who is still secret, but has also grown to care deeply for Persephone, and thanks to his own deals with Syndy, is magically enthralled to protect this child. However, that should feel natural.
They will face the choice here to save what they can or let it all burn down. Players are normally heroic, even when playing “evil” characters, but after running this for some folks I realized that it pushes them to an edge where there is chance they will simply attack Aberrant Black and let this house of cards tumble in on itself. This could change a lot of things in the dynamic of the plot moving forward. In fact it could end the story here.
**Also Don't forget** the clock is working against them.
- If they engage Aberrant Black and win, he will ooze away through the floor and walls of the house. Should that happen, they’ll have to track down Syndy on their own, and have very little time to do it. They can do so by tracking the spider webs as mentioned above. I think this is the most likely outcome, as people hate being forced into deals with beings they do not trust. If they do not accept his help Persephone or the Nursemaid will die. {{pageNumber,auto}} {{footnote Aberrant Born, June 2023}} \page - If they side with Aberrant Black he will tell them to follow the trail of spiders that Marsilia and her family became after their defeat. They should be able to track the webs easily enough. Aberrant Black will remain here to guard the baby. He will give them a token to summon him once they engage the Hag. - If after killing Aberrant Black they choose to let this all play out and not interfere. Then the baby will consume the host and become a very rare Male Hag, that Hag will feel some indebtedness to the party and reward them, maybe even inviting them along to help as it leaves to join Syndy and launch their attack on the Night Circle. Vaemond would likely kill himself or run off in madness, if suicide is a bit much for you. This would end the story in absolute tragedy… and I kind of love that. Give each player a chance to epilogue what their character would have done afterward and then cook up a fate for the area leaving it worse off. - Oh Ol’ AB mentioned another baby in the city like this one… they may hunt it down, and well… I haven't done any work on that, so have fun if you take that route. It could be as simple as asking around, or a complete side quest. Entirely up to you. ##### POSSIBLE ENCOUNTER: Aberrant Black If they engage Aberrant Black, he will fight back viciously, and will attempt to steal the baby. He will transform into a Tentacled Feline Aberration and have the skills of both a Fighter with Combat Maneuvers and a Warlock with powers tied to Eldritch Beings. He will use both skill sets every round, using melee attacks and casting spells. He also will have legendary resistances and actions. Choosing to fight him here isn’t necessarily a mistake but it will be difficult. Should one of the Gray Griffons be present Aberrant Black will incapacitate them before dealing with the players, an imprisonment or banishment spell would do the trick. Incapacitation on player’s isn’t very fun so I’d stay away from that, but anyone who gets close enough to be in Melee range of Aberrant Black will have to deal with a Slowing Aura as he distorts reality around him. He will attempt to talk the players down during the fight, selling his “help” as their best opportunity to stopping Syndy. ## ACT 3: Befuddled The players will now have to track down The Hag Syndy Spinster (Cynthia). If they made a deal with Aberrant Black they will already be pointed in the right direction. If they choose another option, they will face some complications. They might notice spiderwebs at the estate left behind by Marsilia and her family, but if they miss that, they will likely need to turn to other allies or forces in town in order to discover Syndy’s lair deep in Callington Park. Once they set out into the park they will be faced with its Shadow Fey Touched Nature. This will manifest itself in the terrain as the park is far larger inside than outside, and the residents will not be overly excited to have the group visiting. This chapter ends with the players discovering Syndy's Burrow. ##### EVENT: Tracking Down Syndy
The easiest way to get this done is to simply take Aberrant Black up on his offer. Otherwise, they’ll have to do some skill Checks in order to track the Hag down. As mentioned previously, too many delays will seriously endanger the baby’s host.
The next best hope is to do some arcana or tracking to determine where Marsilia fled to. This should be a slower process but not overly hard.
Finally, they could go to the locals. Which will be dependent on whether or not they have allies that can help them. If they don't, dealing with locals will be complicated as people do NOT want to talk about the city’s Hag problems. ##### EVENT: Callington Park
Callington Park is part of Syndy’s Lair, and thus in many ways works for her, as the vile nature of the Hag has infected much of the area. The first thing they might notice is that the space inside the park is far larger than the outside would lead one to believe. That would quickly be followed by noticing all of the trees are twisted and gnarled in a fairly unnatural manner. Closer inspections will reveal all manner of creepy crawling creatures with a heavy dose of spiders. Their goal here will be to navigate deeper into the Park. As they do, they will come much closer to the actual Shadow Fey. Once they reach the center where the statue of Deleran Callington should be they will find a massive web covered tree… Syndy’s Lair. #### HAZARDS
- **Leeching Vines:** Syndy has put the seed pods given to her to good use. There are creeping vines here that will grasp at and if successful drain life and the Max HP from players. A Constitution Save can be made to avoid this drain. - **Webs of Warning:** Throughout the forest there will be trip lines of spider webbing. These webs will alert the Hag to the player’s proximity to her Lair. She will prepare accordingly. - **Pit Traps**: Large Wolf Spiders under her control have dug pit traps throughout the Park. Those that fall into these traps will be swarmed by spiderlings. - **Bitter Air:** There will be patches of Poisonous Air. These will be preceded by a sweet smell. Once they begin to breathe it in they’ll have to make Constitution Saves or become poisoned for the next day. Additional saves can be made every 15 minutes.. - **Poison Purple Pansies:** The Purple flowers are poisonous. Not “deadly” but doing some damage every time they get too close. Easy Constitution Saves can be made to avoid damage. Touching them should make the damage and Save DC go up a bit. {{pageNumber,auto}} {{footnote Aberrant Born, June 2023}} \page ##### SKILL CHALLENGE: Navigate the Park - This is a three success before three failure skill challenge. Each check results in them finding one of the Special Locations on the map. A success results in an "easy" to pass encounter and maybe a reward, a failure becomes more complicated as the creatures in the location will be more prone to hostilities and or causing trouble. ##### PARK LOCATIONS / ENCOUNTERS: None of these stops are mandatory nor are they "connected", although the map kind of feels that way. Use them at your DM Discretion. - #### The Fey Tree
Across an old wooden bridge is a small island with a large Gray Oak. Fey lights flit in the branches giving it a calming and mesmerizing feel. There is a Rusalka dwelling in the waters around the tree. If angered she will attempt to lure players into the water and then drown them, if she is unsuccessful she will retreat. If they approach her with caution and kindness she will attempt to barter with them, offering some fruit from her tree in exchange for trinkets or a song of their own. The Fruit Grants 3d6 Temp HP. - #### The Gazebo
The Gazebo was the site of a horrible murder many years ago. The Sanguine Star killer murdered one of the city’s most kind hearted women and marked her with the constellation of “The Whore” forever cursing the ground here. The murder attracts Redcaps who love nothing more than ambushing anyone foolish enough to walk the paths. However, if the players approach with caution or perhaps recognize the area from tales, the Ghost of the Woman, whose name has been forgotten, will appear and chase the Fey away. There is also an enchanted fountain here. Drinking from it should cause an effect similar to a beneficial Wild Magic surge. - #### The Overgrown Path
This overgrown path hides a number of secrets. The undergrowth and trees grow thick and tall here. Extra effort must be taken to see over the flora. There us a Magical Sunflower whose seeds can be eaten and act as Healing Potions. Hiding just out of site is a patch of Bait Weed, a large carnivorous creature similar to a mimic. It draws the unwary in with hallucinatory spores that show those infected something they deeply desire. Once they approach the plant will attack with adhesive vines and attempt to devour them. There is also a Power Fey Spirit in the guise of a Fox here. It sits on a stone and torments nearby animals. It relishes any opportunity to befuddle travelers and will lead them into hazards and trouble if it gets the chance. Careful players to spot these hazards ahead of time. The Fox, if approached kindly and with a bit of mischief may even help escort them to the Hag’s Lair. \column - #### The Spider Hag's Tree
Syndy Spinster makes her home here in this tree. Many have approached her here looking for boons and deals, none have returned. Syndy prefers to seek out people who are looking for deals rather than reveal her true home and spidery nature. The area is filled with Spider Guardians most of them tarantula sized and living in swarms as well as other creepy creatures that are happy to do the Hag’s bidding. Without some sort of magical aid it is almost impossible for anyone to approach the tree without alerting Syndy’s minions and thus Syndy. ## ACT 4: Burrow Syndy’s Lair is divided into two parts. The main Burrow and the Caverns beneath. We will explore the caverns in the next chapter, so for now let us focus on the Burrow, which happens to also be the home of a gargantuan Wolf Spider, Syndy’s pet and guardian. The Burrow is also one of the Hag’s Three Dark Sanctums from which she conducts her vile rituals and oversees her dealings. She is often found here and will be present when the players arrive. She will not stay to fight long but will instead use the chaos of the battle to flee into the tunnels below letting her minions to stave off hostiles. {{monster,frame ### The Entrance ##### The approach to the tree sends quakes of fear over your body. It is a massive Gray Oak like the hundreds you've seen before only this one is nearly 100' around and seems to twist and turn in an unfelt wind. It is covered in a black blood like ichor or maybe it is actually bleeding and glistens in the dim light. Massive roots burst up from the ground spreading out in all directions, their ends twitching and writhing like a spilled cup of fisherman's worms. Skulls and other bones crafted into wind chimes and ornaments adorn a large opening leading inside the tree from which a pale red light emanates. It looms like a black mouth threatening to swallow you whole, and a stench heralding death and decay waft from it. }} Hard-ish Fear and Sanity Checks should be in order once they get to this point. The Tree itself has an aura of fear. Those who fail a fear check will suffer disadvantage on their rolls. They can repeat the save every ten minutes. Those who fail their sanity checks will believe the tree is watching them. Which… it is. The tree itself is a cursed Giant Treant who succumbed to vile magics thousands of years ago. Its heart was stolen by an Arch Fey and it has stood rotting to death ever since. It now serves Syndy and can attack creatures who get too close. {{pageNumber,auto}} {{footnote Aberrant Born, June 2023}} \page {{monster,frame ### The Burrow ##### You cross over the threshold into the Spider Hag’s Dwelling. The inside of the tree is a twisted cacophony of macabre decore. Gnarled skulls, patchwork rotted hides, blood stained spiderwebs the size of bridge rope, and the stench makes the odor of death and rot seem perfumatic. Your heart races and your skin crawls. You mind reels as if in a nightmare you cannot wake from. You focus your eyes and see a 30’ hole in the damp earth leading into utter blackness. It is covered in webs like stitching threaded across a gaping wound by some mad physician and ringed with candle lit skulls. Black ichor and water dribble down into the dark below. Crude cages sit off to one side of the hollow and a ramshackle thatchwork hut on the other. Two large stones etched with cursed runes glow and softly thrum with black magic, while a bubbling iron cauldron sits on a ledge in the rear. Roots and vines grow inward here like bloated burrowing grubs working their way inward. Cast between them are odd bits and baubles as well as strips of flesh, bones, and entrails remains of creatures unfamiliar. }} {{monster,frame ### Syndy Spinster, The Spider Hag ##### You see Syndy in her true form. Bent posture, wrinkly warted skin, long scraggly gray hair. Eight appendages just from her figure, four arms and four legs. Her hands and feet each have eight digits. Four fingers where you would expect them and four more opposite her palm where a normal beings wrist would connect to the hand. Her wrists instead join at the back of her palm and unnaturally rotate as she weaves them through the air. She wears a filthy black silken gown that does not cover her sagging granny bits, and a ratty belt from which numerous stained pouches hang. Beneath her scant wardrobe one can clearly see a spider like spinneret in her lower abdomen. She has twelve eyes scattered across forehead and arachnid mandibles in place of a mouth. Her skin is a dark decomposing gray color and covered in countless pussing wounds where multiple spider colonies nest inside of her. }} {{monster,frame ##### As you make eye contact with her she begins to skitter about on all eight limbs across the chamber’s gnarled ceiling. “Welcome to my humble home!” Her voice sounds like Cynthia but has a chittering echo. “Make yourselves comfortable. I doubt you'll be leaving anytime soon.” }} ##### ENCOUNTER: Syndy Spinster This event will almost certainly end in a combat with the Spider Hag and her Wolf Spider Pet. Syndy will hide, behind cover and magically, from the party whenever possible. She will have engaged them in a conversation so she won’t get “surprise”, but will possibly have advantage on any attack rolls. Her mode of contact will be to restrain combatants and control the battlefield. Once the party moves into the lair Rolb, her Gargantuan Spider, will leap from the tunnel and attack. Rolb will also have advantage, as it will be attacking from a hidden place. Rolb will not provoke attacks of opportunity but it instead use its abilities to disengage and attempt to attack any creature that has been restrained. I have included Stat Blocks for Syndy and Rolb in the Game Notes. ## CLOSING {{monster,frame ### Aftermath ##### The massive spider lies dead at your feet. Webbing and Ichor are everywhere. The smaller spiders scatter under rocks and back behind the roots. You don't feel safe but you have earned a brief moment. }} After chasing off Syndy and defeating Rolb they will be forced to descend into the tunnels. Syndy will head toward the Harp and prepare to use it's magic to defend herself from the adventurer's that she has clearly underestimated. Let them breathe and loot the area (If they want) then draw the chapter to an uneasy close. ### REWARDS There are many items hidden inside of the Burrow. A Medium Treasure's worth of Scrolls, Potions, and Spell Components will be found in the roots and webs behind the cauldron. There should also be a Large Treasure inside of Syndy's Hut. By all means give them recovery items and consumables that will help them explore the tunnels below Syndy's Lair.
: ## The End #### The Story Will Continue in #### "Lair of the Spider Hag”
{{pageNumber,auto}} {{footnote Aberrant Born, June 2023}} \page {{wide
# THANKS FOR PLAYING : **I do want to take one last moment to sincerely thank you for playing an AOG Adventure. It means a lot to me as a creator. If you enjoyed it please leave me some comments on wherever you found this adventure. You can support more content like this by subscribing to our Patreon. [AMPLUS ORDO GAMES](https://www.patreon.com/amplusordogames)** ::::: ### DELERAN'S CROSSING CAMPAIGN GUIDE : #### [A Town of Tragedy Campaign Guide](https://www.patreon.com/posts/supplement-town-62746174) ::: ### A TOUCH OF BLACK ADVENTURE CAMPAIGM : #### [Warehouse of Woe](https://www.patreon.com/posts/63188187) : #### [Condemned](https://www.patreon.com/posts/64929203) : #### [The Haunting of House Trellu](https://www.patreon.com/posts/adventure-of-of-65802400) : #### [Black Taxes](https://www.patreon.com/posts/adventure-black-68566623) : #### [A Candle In The Window](https://www.patreon.com/posts/adventure-candle-69463504) : #### [The Shadows of Song Dell](https://www.patreon.com/posts/adventure-of-71110441) : #### [Pitiful Little Things](https://www.patreon.com/posts/adventure-little-78222065) : #### [Along Came The Spider](https://www.patreon.com/posts/adventure-along-83269878) : #### Aberrant Born : #### JULY 2023: Spinster's Lair ::::::::::::::::::::: ### ACKNOWLEDGEMENTS To the Long History of Open Gaming that allows our adventures to be written system neutral.
Original story written by Amplus Ordo Games
All Maps and Handouts were done by Designers at AOG using Inkarnate
PDF Formatting done using The Homebrewery
}} {{pageNumber,auto}} {{footnote Aberrant Born, June 2023}} \page {{wide
: # MAPS,LORE, AND MORE ## Notes, Lore, Stories, Handouts, Maps, & Statblocks : D&D is a complicated dance of information and imagination. I've often found a lot of trouble seeing someone else's vision in what they have written. Having put out dozens of adventures now, we at the AOG have figured out that what we see isn't always what you see. And while that is absolutely wonderful when it spawns creativity... it is absolutely tragic when it breeds confusion. We understand that we have a specific and sometimes unique way of presenting infgormation, and so we've included the following items to help clear up some of that confusion. You probably won't find sections like these in our "Year One" or "Quick Shot" Adventures, as those are designed to flow without a lot of extra information. But when it comes to our Bigger Releases we'll typically include quite a bit of extra information to bring some clarity to our thinking, to further expand on our vision, and hopefully add fuel to your own. I think that's about all you need to know about this section. And as always Thank You for playing with us! }}
![Background Map](https://cdn.discordapp.com/attachments/826264445461856256/934115071037177866/Background_Map.jpg) {position:absolute;top:-200px;right:-603px;width:2350px;height:1800px} {{pageNumber,auto}} {{footnote Aberrant Born, June 2023}} \page {{wide ## PLAYING AN AOG ADVENTURE: THE BASICS
#### Homebrewed World
First off, almost all my adventures are set in my Homebrew World of Taalist, particularly the Continent of Krenshad. Which the majority of has a very Gothic Art and Renaissance Period cultural feel to it. With some Greek and Middle Eastern Cultre from various time periods thrown in there for flavor. That said… Almost all of my Adventures can be easily ported into your location of choice. If you would like to play in Taalist my Campaign Guide (All 150+ Pages of it) can be accessed on our Discord.
#### The Lay Out
I divide my adventures into “Acts”. An Act doesn’t necessarily reflect an amount of time, but more of an important series of events or locations. Some Acts may take 5 minutes, some 5 hours. Why? I dunno, ask the players who over complicate simple matters and simplify the overly complex.
#### Skill Check DCs
I don’t spend a lot of time defining DCs as I play with a bit wider scale of success and failures. What does that mean? For reference the DC scale in 5E looks like this.... Very Easy DC 5, Easy DC 10, Medium DC 15, Hard DC 20, Very Hard DC 25, Nearly Impossible DC 30. When I list a DC, I will tell you it is Hard. But Hard for one party may be easy for another so I leave the actual number value up to you. I also play with a “Success but with Consequences” mentality. That means if they get close they still accomplish their goal, but there is a “but” to that success. An Example? Hard Stealth DC is 20, they roll an 18, I tell them “You sneak past the guard you see, but the guard you didn’t see heard something and is headed your way.” I think it adds more to the story that way.
#### Search Checks
I often reference Search Checks. What is a Search Check? When the players want to “search” something or for something I let them use either Investigation or Perception. I know that isn’t RAW but it just makes things so much easier. I got real tired of explaining to players who have been playing with me for years the difference between the two… just let them look for stuff!
#### Treasure Sizes
Every game is different. So I do not *usually* list out treasures. Instead I use the follwing terms to assign value not size to the treasure Petty, Small, Medium, Large, Huge. Often I will use a combination of them. You can decide how best to fulfill that for your party.
#### Identify Rules
I use a different style of Identify. Items in my world have a Knowledge DC on them (Arcana, Religion, History, and Nature). I allow the player to use an appropriate Check on an item to identify it. The Identify Spell adds a +10 to this. It can be upcast for additional +5 bonuses. Depending on the score of the Check I give them different information. Some information is extremely hard to obtain, for example Curses are well hidden behind DCs that are at least DC 30, often much higher.
#### Opening Cutscene
I like to start my games with an Opening Cutscene which is read before anything else happens. These are usually really vague bits of information that give a glimpse into something that will maybe happen later, happened before the adventure, or is story adjacent to it. I have found these to be great tools to set the mood and create a little mystery.
#### Setting, Background Info, and Hooks
These portions can be used as you see fit. Each one is a little different, so it is hard for me to say how best to use them. Some will play better if you can get them into the hands of the players before the game. Others may have better influence when read just after the Cutscene. Some are really only relevant to moments in the story. But as in all things you do what is best for your game! That is always the way to go.
#### Skill Challenges
I use the idea of Skill Challenges a lot. What is that? It is an event in the game that isn’t quite an encounter and it isn’t a simple skill check. It is a problem they solve with their whole skill set. Typically they must get three successes before three failures in order to succeed in a skill check. The thing about a Skill challenge is they’re are vague on purpose to allow players to be creative in solving a problem. An example may help here.
> - DM says “Your Boat is taking on water. What would you like to do?” > - Player 1 responds with “I use my carpentry tools to fix the hole” and they make a Tool Check. But they roll a 2 so they fail. Too much water. > - Player 2 says “ wants to row harder with the crew to get us toward shore faster” They make an Athletics Check and roll an 18. So that is a success. > - Player 3 “I use Destroy Water to get water out” OK, well it only destroys 10 gallons so it isn’t super helpful, but the momentary reprieve allows a little drywork to happen and allow player 1 to reroll. }} {{pageNumber,auto}} {{footnote Aberrant Born, June 2023}} \page # NPCs
### Lady Persephone of House Trellu of Balinovia House Trellu is a powerful Noble family in the nation of Balinovia, the city of Beurnoli specifically. They, like most nobles, maintain their wealth by owning land and collecting rent. The recent passing of a cousin who held both land and title in Deleran’s Crossing has opened some interesting doors for them. Balinovia is at war with the Blood Axe Orcs to the North and their chances of keeping the Orcs at bay are not good. Barnabus Trellu, the current head of House Trellu has sent his eldest daughter Persephone to manage the properties and put them in an order worthy of House Trellu. Persephone is a remarkable woman in many ways. As an infant she contracted the Pox, a disease that ravaged her body leaving her blind, and confined to a wheelchair. She has never let her disabilities define her. Now in her mid twenties, she has a sharp mind and a remarkable insight. She has proven herself time and again in both social situations and business. She has a no nonsense personality, that some consider cold and calculating. She is a fine looking woman of natural beauty, but does not allow Marsilia, her handmaid, to apply makeup or do anything more than a simple braid with her hair. She wears a simple scarlet blindfold to cover her eyes, as their empty pale milky color often puts people off, and not in a way that benefits negotiations.
**Potential Dark Secret:** Persephone does not have many desires. She accepted her life as a child and does not often live with wishes or regrets. She does, however, have one. She wants children herself, but her physicians have informed her that such a thing is impossible. The Pox took that from her as well. Still, the heart wants what the heart wants. Shortly, before her Aunt’s death she received a letter from her. That letter hinted that someone in Deleran’s Crossing had the power to help her conceive a child, maybe even recover fully. Shortly afterward, another letter appeared. This one from an unknown sender. It claimed that they could indeed help Persephone, but blood would have to be spilled, beginning with her Aunt. If she was willing to earn her cure then she should put a black candle in the window and burn the letter at midnight. : She hasn’t fooled herself into thinking this arrangement isn’t without danger. She knows the force behind it is likely a Fiend or a Hag. No matter, one week later a candle had been purchased, a letter burned, and Auntie Zanetta passed away unexpectedly. Persephone has come to do family business, and with any luck start one of her own.
**DM Notes:** Persephone is a main protagonist for the early adventures in A Town of Tragedy. There should be a certain amount of mystery surrounding her, enough to create suspicion but not so much that the players turn on her. I will be using her Dark Secret as the story builds, but intend for her to be more of a tragic figure as things develop. ### Marsilia Baralini When one uses the word Handmaiden it conjures pictures of young maidens in plain dresses attending much older women. In this case the picture is turned about. Marsilia has been many things to Persephone Trellu. Nursemaid, Nanny, Governess, and Handmaiden. She is a middle aged woman of proper bearing. She holds herself as a lady of class, although she has no claim to any titles herself. She has been a loyal servant to the Trellu family since she was a scullery maid in their kitchens as a child. She was married a long time ago, but the same Pox that took Persephone’s eyes and legs stole her husband and two children. She has always looked after Persephone as her own, and has never let that attachment show in an inappropriate way. She is also the young woman’s personal bodyguard, Handmaidens in Balinovia are not simply responsible for dresses and makeup. They are trained combatants responsible for protecting their charges with their very lives. : **Potential Dark Secret:** Marsilia was contacted by the Hag before Aunt Zanetta’s letter arrived. Zanetta had no intention of luring Persephone into a contract with a Hag, but the vile creature was made aware of the situation and decided to take advantage. Afterall, broken hearts are the most fertile grounds for empty promises. Marsilia was promised a second chance with her family. She has made that arrangement. Though the price for her family is steep and may be more than she can bear. Marsilia is to help the Hag lure Persephone into a soul forfeiting deal. Once done, Marsilia and her family will be restored and allowed to carry on with their lives in a demi-plane recreation of Beurnoli before the Pox came. : **DM Notes:** Marsilia is in way over her head, but so far is holding the course. There should be minimal hinting at her Dark Secret until the actual reveal. She is truly torn by this decision, and will still fight desperately to keep Persephone safe. She still thinks of her as a daughter, but she still wants her family back. So the loyalty is one part needing Persephone alive and one part actually caring. Either way Marsilia is not slotted for a happy ending. {{pageNumber,auto}} {{footnote Aberrant Born, June 2023}} \page ### Syndy Spinsister, Hag of The Night Circle Syndy and her sisters are ancient and powerful hags who settled into the Stolegard forest around Deleran’s Crossing after the Pentad War. When the Weave Drought took magic from the hands of mortals their coven infiltrated the City and began doing what Hags do best, broker deals with beings whose wants outgrow their sensibilities. The hags have divided up the aspects of the city amongst themselves. Syndy, is the Hag of the Downtrodden. She dwells in the ruined Park and forests of the city and walk through the overgrown yards, using her spider minions to keep a constant flow of information coming to her. She usually takes the form of Cynthia Duprang, a middle aged woman from the lower aristocracy. Cynthia is an average looking human woman with dishwater blond hair with small streaks of gray forming. She has dull green eyes, a welcoming smile, and the healthy, yet attractive figure of a woman who has led a full life. Cynthia is extremely disarming and pleasant to be around. : Oma’s true form is the stuff of nightmares. She, like most hags, has many features of the stereotypical folklore witch. A bent posture, wrinkly warted skin, long scraggly gray hair. But that is where the similarities end. She has four arms and four legs. Her hands and feet each have eight digits. Four fingers where you would expect them and four more opposite her palm where a normal beings wrist would connect to the hand. Her wrists instead join at the back of her palm and can unnaturally rotate. She wears a filthy black silken gown that does not cover her sagging granny bits, and a ratty belt from which numerous pouches hang. Beneath he scant wardrobe one can clearly see a spider like spinneret in her lower abdomen. She has twelve eyes scattered across forehead and arachnid mandibles in place of a mouth. She typically crawls about on all eight limbs, but is just as quick when she rears up on her legs in order to cast spells. Her skin is a dark decomposing gray color and covered in countless pussing wounds where multiple spider colonies nest inside of her. She can naturally climb walls as the spell *spider climb* and can attack anyone within 5' of her with the spiders living in her as a free action in a similar fashion to the *infestation* spell. ### Vaemond Maleris, 2nd 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. \column ### Don Galvini Trellu Persephone’s father has 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 Maffioso ad force to be rekoned with. Here in Deleran’s Crossing is is simply a wealthy father who does not care much for his future son in law. ## NPC Group
### THE NIGHT CIRCLE There are few things more unsettling or more dangerous in the world than a coven of powerful Hags. There is no doubt that there is such a coven lurking in and pulling the strings on the town of Deleran’s Crossing. They have divided the area amongst themselves and each controls a different aspect of the city. One manages the forests around Deleran’s Crossing, her reach extending far beyond the immediate woodlands, from there she twists the natural into the unnatural. Another has embedded herself into the upper class, aristocracy, and leadership of the town, loving the backstabbing and treachery people in power engage in. The last has happily chosen the downtrodden souls whose misery she revels in, and takes great pleasure in compounding. Together they form the coven the locals whisper about as the Night Circle. The people are terrified of the coven, though no real proof of its existence has ever been presented. They simply know and understand that such things lurk in their shadows. Children are warned against making wishes, and adults dare not speak dark desires out loud. Those who commit dark deeds often watch over their shoulders. But the truth is, although the coven loves to take advantage of such situations, and will happily bargain with those who desire their help, they are often far more subtle than the citizens would imagine. They play long games of influence and debt and have their claws deep into the hearts of the people, who are oftentimes completely unaware. {{pageNumber,auto}} {{footnote Aberrant Born, June 2023}} \page # LOCATIONS
### The Stolregard Barony and Deleran’s Crossing Let us begin with the Nation itself. Once a thriving part of Cetnovia, The Barony was founded long ago after land and title for the Eastern forests of Cetnovia were granted to Deleran Callington as reward for stopping the Kren Empire from using the Throne of Bones to dominate Cetnovia. It was later split off from Cetnovia after some near cataclysmic disasters. Nestled in the rocky foothills and valleys of the Stolregard mountains, the barony is a land with deep old growth forests. It was once a shining jewel in the world but centuries of struggle have dimed its light. The Gray Wood is now filled with dark creatures and foreboding mystery.
The Capital City of Stolregard, Deleran’s Crossing is nestled deep in the foothills of the Stolregard Mountains and surrounded by dark and foreboding Gray Wood forest. Even in these late years and dark times it is still a sight to behold. The city is built upon a cliffed island surrounded by a series of ridges and dells cut out of the land by the Cold Rock River. The ruling seat, Castle Skystone, sits just above the higher points of the city on a plateau along the town’s northern edge. At first glance Deleran’s Crossing appears to be something out of a storybook, upon closer inspection it more closely resembles a Shakespearean tragedy. Being a resident here is difficult, and life is pretty dismal. Despair and hopelessness are as common in town as rats and roaches. Low level violence and petty crime are a daily occurrence. The people do what they have to do to survive both physically and emotionally. \column : ### The Nation of Balinovia And The City of Beurnoli 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. Sadly, it is a land of extreme selfishness, most everyone there is looking out for themselves first and themselves second. And who could blame them? The nation is run by a former Pirate who wrangled the nobility under his thumb with the promises of riches or blood. They chose riches. It likely won’t last though. There are tens of thousands of Orcs from the Blood Axe Dominion building up on their northern borders. Balinovia has managed to keep them at bay thus far, but sooner or later the Orcs will break the lines and sweep through the land.
Buernoli is a good sized city of tens of thousands nestled on the north side of the Thundering River, and is a valuable industrial center, and produces much of the nations arms and armor. The surrounding area is hilly and rich with minerals, though most of the major mining operations are across the river in the mountains. It is covered with small farms producing grain and livestock. There are also a fair amount of vineyards here, though the land isn’t as well suited to growing grapes as the towns to the southwest are. It would be extremely picturesque if it weren’t for the pollution. Buernoli itself is filthy, the streets are filled with trash from large amount of industry that dominates the town. The waste has tainted the river and forges have filled the sky with smoke. The wealthy live well outside the city in hillside villas where they can ignore the decay happening in town. {{pageNumber,auto}} {{footnote Aberrant Born, June 2023}} \page {{monster,frame >## Syndy Spinster >*Medium fiend, Lawful evil* >___ >- **Armor Class** 15 (natural armor) >- **Hit Points** 120 (12d10 + 50) >- **Speed** 40 ft. > >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|21 (+5)|12 (+1)|14 (+2)|13 (+1)|14 (+2)|15 (+2)| >___ >- **Saving Throws** Con +5 >- **Skills** Deception +5, Perception +5 >- **Damage Resistances** cold >- **Senses** darkvision 60 ft., passive Perception 15 >- **Languages** Common, Beast, Sylvan >- **Proficiency Bonus** +5 >### Traits >**Spider Climb:** Syndy can climb difficult surfaces, including on ceilings, without needing to make an ability check. >**Web Walker:** She ignores movement restrictions caused by webbing, and can move across ropes and lines withoug penalty and ignores movement restrictions caused by webbing. >**Web and Tremorsense:** While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. This ability extends to any surface shared by her an another creature within 60'. > **Frightful Presence:** Creatures of Syndy’s choice that are within 120 feet and aware of her must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the save is successful or the effect ends for it, the creature is immune to her Frightful Presence for the next 24 hours. > **Magic Resistance:** Syndy has advantage on saving throws against spells and other magical effects. >### Actions >***Multiattack.*** Syndy makes one Bite & Two Claw attacks >***Bite.*** *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 15 (1d4 + 4) piercing damage and 7 (2d6) poison damage. >***Claw.*** *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 15 (3d6 + 4) slashing damage. >***Restraining Web.*** As a Bonus Action Syndy shoots webs out as a *Ranged Attack:* +8 to hit, reach 30 ft., one target. *Hit:* The target is grappled and restrained (escape DC 15) if it is a Large or smaller creature. >***Spellcasting.*** The hag casts one of the following spells. Charisma is her spellcasting ability (spell save DC 14): > - At will: Eldritch Blast, Detect Magic, Hex > - 3/day each: Bane, Catapult, Dissonant Whispers, Ray of Sickness > - 2/day each: Phantasmal Force, Invisibility, Cloud of Daggers > - 1/day each: Lightning Bolt, Spirit Shroud, Gaseous Form >___ > #### Lair Actions > On initiative cout 20 (losing ties), Sydny causes one of the following effects. She can't use the same effect two rounds in a row and is immune to her own lair effects. Effects last 1 round. > - Creates *Darkness* in the entire tree. > - Casts a *Web* Spell that fills the interior of the tree. > - Summons a swarm of spiderlings that do 2d4 damage to targets of her choice inside the tree. }} {{monster,frame > #### Legendary Resistance (3/Day) > If Syndy fails a Save, she can choose to succeed instead. > #### Legendary Action > Syndy can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Syndy regains spent legendary actions at the start of her turn. > - **Web Shield:** When struck by an attack roll in combat Syndy can use 1-3 charges of her Legendary Actions to calls upon her minions to spin up a shield of webbing toward the source of the attack. She gains 10 Temporary HP per use of the Legendary Action. > - **Eldritch Blast:** Syndy can use 1-3 charges of her Legendary Actions to cast the same number of Eldritch Blast beams at a target. This spell does not provoke reactionary attacks or impose disadvantage for being in Melee. > - **Restraining Web** Syndy shoots webs out as a Ranged Attack: +8 to hit, reach 30 ft., one target. On a Hit: The target is grappled and restrained (escape DC 15) if it is a Large or smaller creature. }} {{monster,frame ___ >## Rolb, Gargantuan Spider >*Huge beast, Servant of Sydny* >___ >- **Armor Class** 15 >- **Hit Points** 80 (2d8 + 2) >- **Speed** 50 ft., climb 50 ft. > >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|16 (+3)|13 (+1)|3 (-4)|12 (+1)|4 (-3)| >___ >- **Skills** Perception +3, Stealth +7 >- **Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 13 >- **Languages** Beast >- **Proficiency Bonus** +3 >___ >***Spider Climb.*** Rolb can climb difficult surfaces, including ceilings, without needing to make an ability check. >***Web Sense.*** While in contact with a web, Rolb knows the exact location of any other creature in contact with the same web. >***Web Walker.*** The spider ignores restrictions caused by webbing. >### Actions > >***Multiattack.*** Rolb makes one Bite & One Web Attack >***Bite.*** *Melee Weapon Attack:* +8 to hit, reach 5 ft., one creature. *Hit:* 15 (3d6 + 6) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 13 (4d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned. >***Restraining Web.*** Rolb shoots webs out as a *Ranged Attack:* +8 to hit, reach 30 ft., one target. *Hit:* The target is grappled and restrained (escape DC 15) if it is a Large or smaller creature. > ***Sneaky Spider*** Can bonus action Dash, Disengage, or hide }} {{pageNumber,auto}} {{footnote Aberrant Born, June 2023}} \page :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: ![Map](https://i.imgur.com/ZyddBlN.jpg) {position:absolute;top:20px;right:30px;width:750px} {{wide # The Stolregard Barony
### ##### NOTES
Once a thriving part of Cetnovia, The Barony was founded long ago after land and title for the Eastern forests of Cetnovia were granted to Deleran Callington as reward for stopping the Kren Empire from using the Throne of Bones to dominate Cetnovia. It was later split off from Cetnovia after some near cataclysmic disasters. Nestled in the rocky foothills and valleys of the Stolregard mountains, the barony is a land with deep old growth forests. It was once a shining jewel in the world but centuries of struggle have dimed its light. The Gray Wood is now filled with dark creatures and foreboding mystery.
The Capital City of Stolregard, Deleran’s Crossing is nestled deep in the foothills of the Stolregard Mountains and surrounded by dark and foreboding Gray Wood forest. Even in these late years and dark times it is still a sight to behold. The city is built upon a cliffed island surrounded by a series of ridges and dells cut out of the land by the Cold Rock River. The ruling seat, Castle Skystone, sits just above the higher points of the city on a plateau along the town’s northern edge. }} {{pageNumber,auto}} {{footnote Aberrant Born, June 2023}} \page ![Map](https://i.imgur.com/8JPLGaf.jpg) {position:absolute;top:20px;right:32px;width:750px} {{pageNumber,auto}} {{footnote Aberrant Born, June 2023}} \page ![Map](https://i.imgur.com/NgRX0VO.jpg){position:absolute;top:20px;right:32px;width:750px} {{pageNumber,auto}} {{footnote Aberrant Born, June 2023}} \page {{wide # DELERAN'S CROSSING LOCATIONS
### }} ### INSTITUTIONAL BUILDINGS
1) CASTLE SKYSTONE (HR) 2) THE CHAMBER OF VOICES (HR) 3) THE CITY WATCHTOWER (HS) 4) FORT CALLINGTON (HR) 5) THE LABOR HOUSE (HS) 6) CROSSING’S SCHOOLHOUSE (HS) 7) THE SWORDS OF STOLREGARD (HR) 8) DELERAN’S CROSSING UNIVERSITY (HR) 9) WELLSTONE SANITARIUM (HR) 10) ST MARTIN’S CATHEDRAL (HR) 11) ST REMIGIUS’ (HS) 12) THE GRAVEYARD (HS) 13) ESMAY CALLINGTON ORPHANAGE (HS) 14) THE COLD ROCK PORT (HS) 15) THE TENACIOUS STUDIO (HS) ### NEIGHBORHOODS & AREAS
16) THE BRONZE HALL (HS) 17) CROWN MEADOWS (OT) 18) DURRAND WINERY AND VINEYARDS (OT) 19) THE WAREHOUSE DISTRICT (HS) 20) MARKET SQUARE (HS) 21) THE BARREN ORCHARD (HS) 22) BEGGAR’S HIGHWAY (HS) 23) THE DOWNS (HS) 24) THE SEWERS (OT) 25) ROADSIDE (OT) 26) SWIFT MARSH (OT) 27) GALVIN’S POND (OT) ### TAVERNS & ENTERTAINMENT
28) THE COPPER CROSSING (HR) 29) DURRAND’S TAPROOM (HR) 30) FERUCHI’S GALLERY (HR) 31) HILLSIDE INN AND TAVERN (HS) 32) THE CRIMSON CURTAIN (HS) 33) THE TRAVELER’S TALE (HS) ### OTHER LOCATIONS
34) CALLINGTON PARK (HR) 35) ALGREN’S TOWER (HR) 36) THE CROWN THEATER (HR) 37) ABANDONED DOCKS (OT) 38) ABRITROM QUARRY (OT) 39) STANDING STONES (OT) 40) TOWER RUINS (OT) 41) HILLSIDE GATEHOUSES (HS) 42) THE DURRAND ESTATE (HS) 43) CALLINGTON CHATEAU (HS) 44) THE GUIVERE MANSION (HS) 45) MORELY HOUSE (HS) 46) MELANIS HALL (HS) ### HILLSIDE BUSINESSES
47) STONE-SIGHT EXPEDITIONS (HS) 48) BERNARD'S ODDS AND ENDS (HS) 49) THE CAREFUL CLEAVER (HS) 50) KARGAMON’S MAPS (HS) 51) THE BREAD BASKET (HS) 52) STICKS AND WICKS (HS) 53) THEODORE'S TEXTILES (HS) 54) LESAGE'S EMPORIUM (HS) 55) HILLSIDE GENERAL STORE (HS) 56) BOUVIER'S APOTHECARY (HS) 57) CRYSTAL CLEAR (HS) 58) BLAST-HAMMER’S (HS) 59) WINCHESTER’S WAGONS (HS) 60) PELETIER'S PELTS (HS) 61) MUMBLE’S CURIOS AND SECRETS (HS) 62) CLICKS AND GIGGLES (HR) 63) ZIPPER’S (HS) ### HIGH ROAD MERCHANTS
64) GRAY OAK WONDERS (HR) 65) SOIREE (HR) 66) SHELF INDULGENCE (HR) 67) HOMESTEAD DECOR (HR) 68) A CUT ABOVE (HS) 69) HIGH ROAD ARMS AND ARMOR (HR) 70) SIMPLY ENCHANTING (HR) 71) OPULENT ACCESSORIES (HR) 72) TOUCH OF CLASS (HR) 73) THE SEWING SISTERS (HR) ### TOUCH OF BLACK LOCATIONS A) House Trellu (HS)
B) Warehouse 13 (HS)
C) The Shadow Wreck (OT)
D) Galvini Imports (HR)
#### Notations - *HR - High Road* - *HS - Hillside* - *OT - Out of Town* {{pageNumber,auto}} {{footnote Aberrant Born, June 2023}} \page :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: ![Map](https://i.imgur.com/ptaA2dg.jpg) {position:absolute;top:20px;right:30px;width:750px} {{wide # The Nobel's Quarters
### ##### NOTES
- The map is straignt forward. Basic furniture and decore, a desk, a vanity, fireplace, books, even a tea-set. These are wealthy folk and the room reflect it. - For the game I would put a cat hiding in the room, as a possible varient for Aberrant Black's form or as a Fey Trickster who has been attracted to the chaos caused by the Hag. - The chamber is in the wing opposite the attic from the last episode. It should feel safe and removed from the rest of the house. Easy to guard and keep under control. - The hallway and room both have a window facing North overlooking the lawn. Perhaps they spot some Fey Lights in the woods behind the house? }} {{pageNumber,auto}} {{footnote Aberrant Born, June 2023}} \page ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: ![Map](https://i.imgur.com/I9PFwVB.jpg) {position:absolute;top:20px;right:30px;width:750px} {{wide # Park Locations
### ##### NOTES
- These four different locations in the park are home to various dangers. Some more hidden some more dangerous! - (UL) Here we have **The Island**, which is surrounded by a small spring fed moat. The tree on the island that is home to a hive of Fey Wisps, and a Rusulka lives in the Moat. Either of these inhabitants can be extremely dangerous. - (UR) **The Path** is more dangerous than it looks. There is a powerful Fey Spirit her trapped in the form of a cat. It loves leading people into trouble. There is also a carnivirous plant and an Alseep in the Sun Flower. Both of the flora lure people to the doom given the oppertunity. - (LL) **The Gazebo** has a grizly past. A horrid murder was comitted here and attraced a pack of Redcaps who love nothing more than killing trespassers. - (LR) **The Spider Hag's Tree**. The Hag that makes her home here in the Forest dwells in this tree. Many have approaced her here, none have returned. The area is filled with Spider Guardians and other creepy creatures. }} {{pageNumber,auto}} {{footnote Aberrant Born, June 2023}} \page :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: ![Map](https://i.imgur.com/c6jEPW9.jpg) {position:absolute;top:20px;right:30px;width:750px} {{wide # Syndy Spinster's Burrow
### ##### NOTES
- This is the entrance to the Spider Hag's Lair. The massive hollowed out tree sits in the center of the wood where, in the prime, the stature of Deleran Callington stands. - The tree itself has many defenses and Syndy will call them into play. She can move the webs to ensnare intruders or call upon the roots to bleed them. Further she can summon swarms of spiders! - There is also her pet Giant Wolf Spider who lives in the deep burrow. It nestles into the passage between the burrow and the tunnels below. Unless intentionally drawn out it will wait till Syndy flees into the underground before attacking anyone attempting to follow her. }}