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Quest Information
Quest Information
Quest Information
Editing: Constantine "Kelfecil" Christakis The village of Clonshel has been sustaining itself through
Map Art: The Goblin Explorer mining for decades. The nearby cave system provides enough
NPC Art: Printable Heroes minerals, mostly copper and iron, to maintain commercial
agreements with neighboring cities.
Art Credits The village was a really peaceful place. People would often
web: patchattack .............................................................................. 1 move there, seeking a comfortable life, contributing to the
Adapted and licensed under CC BY-SA 2.0. small town's growth and prosperity in recent years. That was
before the bandits that terrorized the city moved in.
Introduction - Dungeon Tales Now the town is under constant pressure from the bandits,
who request money every two weeks and people to feed their
Kelfecil's Tales is all about stories and adventures inspired creatures. After the mayor proved incapable of solving the
by art. Each Dungeon Tale is meant to be used in whatever situation, many residents moved out into nearby towns.
way you want in your games. They can be used as: After their last raid, the bandits decided to take the mayor
A straightforward Dungeon Crawl experience. with them, leaving the town without a leader. Lolgrad, a local
An extra quest or mission in your own campaign. elder and blacksmith, decided to take the lead and drive the
Inspiration to start your own adventure. criminals off.
Drop-in content to fill in the gaps in various locations. To do so, Lolgrad sought the help of adventurers from
Drop-in encounters for any situation. nearby cities.
1
The Dungeon Room 3: The Storage Room
The dungeon has some characteristics which are shared Read the following as the players enter the room:
between all rooms: This room appears to be used for storage. Countless boxes
The walls are made of well-carved stone. and barrels are stacked near the wall.
The rooms are lit by braziers.
The ceilings are 30 feet high.
The players enter the area from the arrow on the map. ⦿ ''Investigation.'' The players find an open box if they
investigate the room and succeed in a DC 14 Investigation
Room 1: The Main Hall
Check. Inside the box, the players find 1 vial of Drow Poison.
Read the following as the players enter the room: Room 4: The Sleeping Quarters
Read the following as the players enter the room:
As you go through the doors, you see a large hall. A giant
spider is painted on the floor with red ink. You also notice a
statue of a humanoid spider standing on the opposite side of You see various empty beds with chests by their feet as you
the room.
2
Room 5: The Ritualistic Room Room 8: The Study Hall
Read the following as the players enter the room: Read the following as the players enter the room:
You see two people standing next to an altar as you walk into In the room, you see a large table surrounded by countless
the room. One of them is kneeling beside it, praying.
bookshelves.
As they notice you entering the room, they draw their The bookshelves are mostly empty, but many books are
weapons. spread around the table.
➤ ''Encounter!'' There is a Veteran and a Drow in the ⦿ ''Investigation.'' If the players search the room and
room. The Veteran engages the players in melee combat as succeed in a DC 13 Investigation Check, they will find a
the Drow uses its crossbow to poison the players from afar. Goblin Coin on the bottom-right corner of one of the
bookshelves.
Room 6: The Main Bedroom
Read the following as the players enter the room: Room 9: The Nest
Read the following as the players approach the room:
In the room, you see a large bed covered in high-quality
sheets. As you near the door to the room, you can see the ground
and walls around it covered in webs.
As you open the door, you immediately notice the egg sacks
⦿ ''Investigation.'' If the players search the room and and human-sized web cocoons that cover the room's floor.
diamond worth 300 gold pieces inside a wardrobe in the ASuddenly, two giant blue spiders materialize in front of you.
room.
Room 7: Drow Bedroom ➤ ''Encounter!'' x2 Phase Spiders leave the ethereal plane
Read the following as the players enter the room: to attack the players. The room is covered in a web, which is
considered difficult terrain. Whenever possible, the Spiders
As you enter the room, you notice that it's dimly lit, the will use their Ethereal Jaunt after attacking to avoid most of
brazier almost petering out.
Inside the room, you can see a large bed and some shelves.
The Nested Spiderlings
The egg sacks in the room start to shake and move around as
⦿ Perception.'' As the players enter the room, they must the combat occurs, indicating they are almost bursting.
make a DC 12 Perception Check notice the enemies hidden
there. They hear a hissing sound coming from the ceiling and Each round on Initiative Count 20, one of the egg sacks in
see the Giant Spiders on a success. If they fail the save, they the room releases a Swarm of Spiders. The swarms will
don't notice the hidden enemies and start the combat continually advance toward the nearest player before
surprised. attacking them. After both Phase Spiders are defeated, no
more swarms will appear, and any swarms attacking the
➤ ''Encounter!'' x2 Giant Spiders drop from the ceiling as player will die at the end of the round.
a Drow comes from behind the bed, ambushing the players.
The Giant Spiders will try to Web the closest enemy before Quest Completed
attacking them until they are downed.
The quest is completed once the players have eliminated all
the bandits and spiders that reside in the dungeon.
Rewards
Upon returning to Clonshel and talking to Lolgrad, the player
will receive 350 gold pieces for their efforts.
3
Giant Spider Thug
Large beast, unaligned Medium humanoid (any race), any non-good alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 12 (+1) 2 (-4) 11 (+0) 4 (-3) 15 (+2) 11 (+0) 14 (+2) 10 (+0) 10 (+0) 11 (+0)
4
Drow Swarm of Spiders
Medium humanoid (elf), neutral evil Medium swarm of Tiny beasts, unaligned
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 10 (+0) 11 (+0) 11 (+0) 12 (+1) 3 (-4) 13 (+1) 10 (+0) 1 (-5) 7 (-2) 1 (-5)
Spider Climb. The swarm can climb difficult surfaces,
At will: dancing lights
including upside down on ceilings, without needing to
1/day each: darkness, faerie fire make an ability check.
Sunlight Sensitivity. While in sunlight, the drow has Web Sense. While in contact with a web, the swarm
disadvantage on attack rolls, as well as on Wisdom knows the exact location of any other creature in
(Perception) checks that rely on sight. contact with the same web.
Web Walker. The swarm ignores movement restrictions
Actions caused by webbing.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 5 (1d6 + 2) piercing damage. Actions
Hand Crossbow. Ranged Weapon Attack: +4 to hit, range Bites. Melee Weapon Attack: +3 to hit, reach 0 ft., one
30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage, target in the swarm's space. Hit: 10 (4d4) piercing
and the target must succeed on a DC 13 Constitution damage, or 5 (2d4) piercing damage if the swarm has
saving throw or be poisoned for 1 hour. If the saving half of its hit points or fewer.trait.
throw fails by 5 or more, the target is also unconscious
while poisoned in this way. The target wakes up if it
takes damage or if another creature takes an action to Swarm of countless tiny spiders.
shake it awake.
5
Veteran Phase Spider
Medium humanoid (any race), any alignment Large monstrosity, unaligned
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0) 15 (+2) 15 (+2) 12 (+1) 6 (-2) 10 (+0) 6 (-2)
6
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