```metadata title: 'ADVENTURE: A Touch of Black P9, Aberrant Born' description: '' tags: [] systems: - 5e renderer: V3 theme: 5ePHB ``` {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 [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 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.