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Author: Rafael Contatori 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.

Quick Info Acquiring the Quest


Recommended Average Party Level (APL): 3 The players are contacted by Lolgrad, the blacksmith.
Experience from Completion: 3,850
General Theme: Dungeon Crawl Quest Objective
Setting: Any The players must enter the bandits’ lair and drive the
Time to Finish: ~3 hours criminals out.
Goblin Explorer's Maps
Reward
The Dungeon Tales would not be possible without the
awesome maps by The Goblin Explorer. Make sure you The players will receive 350 gold pieces for their efforts.
check out their Patreon for amazing content.

Get the map at the following link - Endless Dungeon 42 - or


visit any of the Goblin Explorer's links to get the full-sized
version of it.

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.

enter the room.


There are four people near an altar, with two horse-sized


spiders beside them.

⦿ ''Perception.'' If the players search the room and succeed

in a DC 13 Perception Check, they will find a coin pouch


➤ ''Encounter!'' There are x2 Giant Spiders, a Drow, and with 75 gold pieces near one of the chests.
x3 Thugs in the room. The Drow casually talks to the Thugs
when the players reach the room. Noticing the players'
approach, the Drow orders them to attack the players along
with the spiders while he stays back and uses his crossbow.
Room 2: The Barracks
Read the following as the players enter the room:
As you enter the room, you can hear the sound of
snoring. Three Thugs are fast asleep on their beds.

You also hear a faint creaking noise coming from


the vacant bed in the far corner of the room.

⦿ ''Stealth.'' The players must succeed on a DC


10 Stealth Check to approach their foes
unnoticed. If the players come within 10 feet of the
vacant bed, they will be noticed and attacked by the
nested spiders, awakening the Thugs.

➤ ''Encounter!'' x3 Thugs and x2 Swarms of


Spiders are in the room. If the players attack the
Thugs while they are asleep, the Thugs will be
surprised for the 1st turn of combat. The swarms
of spiders can't be surprised and will prioritize the
player closest to their nest in the vacant bed.

Get a full-sized version of this map (plus gridless and


other variants) from The Goblin Explorer's Patreon.

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.

succeed in a DC 15 Investigation Check, they will find a

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.

the damage the players can dish 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

Armor Class 14 (natural armor) Armor Class 11 (leather armor)


Hit Points 26 (4d10 + 4) Hit Points 32 (5d8 + 10)
Speed 30 ft., climb 30 ft. Speed 30 ft.

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)

Skills Stealth +7 Skills Intimidation +2


Senses blindsight 10 ft., darkvision 60 ft., passive Senses passive Perception 10
Perception 10 Languages any one language (usually Common)
Languages — Challenge 1/2 (100 XP)
Challenge 1 (200 XP)
Pack Tactics. The thug has advantage on an attack roll
Spider Climb. The spider can climb difficult surfaces, against a creature if at least one of the thug's allies is
including upside down on ceilings, without needing to within 5 ft. of the creature and the ally isn't
make an ability check. incapacitated.
Web Sense. While in contact with a web, the spider
knows the exact location of any other creature in Actions
contact with the same web. Multiattack. The thug makes two melee attacks.
Web Walker. The spider ignores movement restrictions Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one
caused by webbing. creature. Hit: 5 (1d6 + 2) bludgeoning damage.
Actions Heavy Crossbow. Ranged Weapon Attack: +2 to hit,
range 100/400 ft., one target. Hit: 5 (1d10) piercing
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one damage.
creature. Hit: 7 (1d8 + 3) piercing damage, and the
target must make a DC 11 Constitution saving throw,
taking 9 (2d8) poison damage on a failed save, or half as The Drow's henchmen.
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 in this way. Get more beautiful art, tokens and
printable minis from Printable Heroes.
Web (Recharge 5-6). Ranged Weapon Attack: +5 to hit,
range 30/60 ft., one creature. Hit: The target is
restrained by webbing. As an action, the restrained target
can make a DC 12 Strength check, bursting the webbing
on a success. The webbing can also be attacked and
destroyed (AC 10; hp 5; vulnerability to fire damage;
immunity to bludgeoning, poison, and psychic damage).

Kept as pets by the criminals.

4
Drow Swarm of Spiders
Medium humanoid (elf), neutral evil Medium swarm of Tiny beasts, unaligned

Armor Class 15 (chain shirt) Armor Class 12 (natural armor)


Hit Points 13 (3d8) Hit Points 22 (5d8)
Speed 30 ft. Speed 20 ft., climb 20 ft.

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)

Skills Perception +2, Stealth +4 Damage Resistances bludgeoning, piercing, slashing


Senses darkvision 120 ft., passive Perception 12 Condition Immunities charmed, frightened, paralyzed,
Languages Elvish, Undercommon petrified, prone, restrained, stunned
Challenge 1/4 (50 XP) Senses blindsight 10 ft., passive Perception 8
Languages —
Fey Ancestry. The drow has advantage on saving throws Challenge 1/2 (100 XP)
against being charmed, and magic can't put the drow to
sleep. Swarm. The swarm can occupy another creature's space
and vice versa, and the swarm can move through any
Innate Spellcasting. The drow's spellcasting ability is opening large enough for a Tiny insect. The swarm can't
Charisma (spell save DC 11). It can innately cast the regain hit points or gain temporary hit points.
following spells, requiring no material components:


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.

Responsible for organizing the group's criminal activities.

5
Veteran Phase Spider
Medium humanoid (any race), any alignment Large monstrosity, unaligned

Armor Class 17 (splint) Armor Class 13 (natural armor)


Hit Points 58 (9d8 + 18) Hit Points 32 (5d10 + 5)
Speed 30 ft. Speed 30 ft., climb 30 ft.

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)

Skills Athletics +5, Perception +2 Skills Stealth +6


Senses passive Perception 12 Senses darkvision 60 ft., passive Perception 10
Languages any one language (usually Common) Languages —
Challenge 3 (700 XP) Challenge 3 (700 XP)

Actions Ethereal Jaunt. As a bonus action, the spider can


magically shift from the Material Plane to the Ethereal
Multiattack. The veteran makes two longsword attacks. If Plane, or vice versa.
it has a shortsword drawn, it can also make a shortsword
attack. Spider Climb. The spider can climb difficult surfaces,
including upside down on ceilings, without needing to
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., make an ability check.
one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10
+ 3) slashing damage if used with two hands. Web Walker. The spider ignores movement restrictions
caused by webbing.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 6 (1d6 + 3) piercing damage. Actions
Heavy Crossbow. Ranged Weapon Attack: +3 to hit, Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing creature. Hit: 7 (1d10 + 2) piercing damage, and the
damage. target must make a DC 11 Constitution saving throw,
taking 18 (4d8) poison damage on a failed save, or half
as much damage on a successful one. If the poison
High-ranking mercenary hired by the Drow. 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 in this way.

Spiders capable of walking between the material and etheral


plane.

6
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