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ADV L05 Touch of Black P10 Lair of The Spider Hag
ADV L05 Touch of Black P10 Lair of The Spider Hag
ACT 1: The Hag’s Lair care is taken. In fact they’ll have to in order to continue
on. The sides of the pit are rocky and stable with many
They will enter into the Spider Hag’s Tunnels. Down in handholds and smaller ledges. The larger spider webs are
the bowels of the Shadow Fey. Syndy has burrowed out not sticky and could be used in the place of ropes and
a network of caverns all connected by a deep central bridges. And they can always use their own ropes as well.
shaft. The players will have to explore the cavern and Some minor athletics checks could probably be made as
destroy three skull altars that the Hag uses to charge a they scurry about, but failure should be a rare event.
ward that will keep them entering into the deepest part Destroy the Webs: This is possible, but will have two
of her lair. There she is using the harp to empower adverse effects. First, it will draw out the Spider Swarms
that nest here, who otherwise will remain hidden. It will
herself. This Act and Act 2 will blend together quite a count as an encounter, but it may also make the final
bit. I have listed the important locations on the map, battle easier, since Syndy will be robbed of the spider’s
they should be easy enough to identify. help and her extra mobility in this room. Secondly, they’ll
have to make Dexterity Saving Throws to avoid damage
from the webs snapping like tight cables and whipping
around. Lastly, if they burn them they will need to make
Constitution Saving Throws to avoid being burned by fire
and choked by smoke. I recommend the poisoned
condition for an hour or exhaustion if you’re feeling a little
on the mean side. I would also fill the tunnels with smoke
limiting their vision and causing extra problems.
difference is that these are magical points that keep the has settled on the cobwebbing. What did these poor souls trade
Ward in Location 12 active. Once they have destroyed to suffer such a fate? As you ponder this question you begin to
each of these they will have brought down the ward. hear a familiar sounding harp playing from the tunnel below.
However, that will not be a simple task. Each skull has a Player Actions
unique guardian that isn’t going to just allow the players
to freely attack the skulls. Head Toward the Sound: Hearing the Harp will likely spur
them into action. Though it may not. If they linger, have
Skull One is in Location 3) The Egg Room them make an Easy Charisma Saving Throw against
Skull Two is in Location 5) Acrid Pool Charm. Those who fail, can be easily shaken out of it.
Skull Three is in Location 9) Ettercap Nest Examine the Cocoons: There are dozens of cocoons in
here, I’d even put a small dragon shaped one webbed up
against the ceiling if they start poking around. Doing so
12) Ward Chamber will distract them from some of the others and dial the
tension level up. What else is in here? Various other
You take one look into this room and immediately feel the beings and creatures that have crossed the Hag and she
sensation of powerful magic. There is a large warding circle on has fed to her pets. Oh, Marisilla and her family are here
the floor in front of the passage to the south. There are three as well, recovering from their last battle. They should be
about half restored at the moment. I would only have the
pillars surrounding it. (They are lit with the corresponding players find them if they are being very thorough.
number of skulls out there lit) The circle is flanked on each side However, the longer they stay in here the more intense the
by a stone spider statue. They do not appear to be fully Harp’s playing will become, calling for more saves. If they
animated, but as you observe the room you hear the grinding of do end up fighting the Vamp-Spiders that will aid them in
the final battle.
stone and watch their heads turn toward you.
Encounter: Marisilla
Possible Player Actions
Examine the Room: Easy and Medium checks can be made This shouldn’t be a complicated fight. In fact it may even
to tell them what they already know. That the fixtures in be the only fight that the players will have the upper hand.
this room combine to form a deadly trap. They may even The Vamp-Spiders have retreated to their Cocoons
realize that the statues shoot webs and release poison (Coffins) to regenerate after being defeated by the players
clouds. Hard Arcana checks will tell them whether it is before. This will leave them in surprised and weakened
safe to pass or not. If all the skulls have been dealt with, condition should the team actually find them. They will
then it is safe to pass. If not they could attempt to press have to awaken and crawl out of their cocoons before they
their luck with the trap and ward. can attack, which should give the Players a round before
Attacking or Disabling the Room: I would allow this but it real combat begins. However once the fighting starts the
would require a series of Very Hard Checks, using both Vamp-Spiders will waste no time employing dangerous
Physical and Magical abilities. Any failures at all set the tactics such as throwing players off ledges and letting the
mechanisms off. fall kill them if possible.
Passing Into the Next Room: If the wars are down then this
happens without issue. If they are up, then they’ll find
themselves having to deal with the traps of the room.
Hazard: Lair Ward and Stone Spiders
If the trap is set into motion several things begin to
happen. First the pillars around the ward begin spraying
webbing. One over the north exit, one over the south, and
one around the room. (Webbing has an AC of 12 and
50hp) The pillars restore 25hp each round and make the
area difficult terrain. The players may attack the webbing
over the doorways, but the easiest way to deal with it is to
destroy the pillars (AC of 14 and 20hp). Compounding the
difficulty of the room are the Spider Statues. They will
spray poison clouds that fills the room doing 2d6 Poison
Damage (Hard Constitution Save for Half), and add an
additional 2d6 every round the trap is active.
Abyss manifest into the chamber. One of them will be Likely Player Actions
Shoundra, the Shadow Demon from Sorrow Song. Navigate the Tunnel: They can climb across the walls or
Shoundra will continue playing the Harp while the attempt to find a creative way to get across. The tunnel
forces coming through the portal will run interference. has a number of hand holds and places they could get a
They’ll need to stop her then chase Syndy down the rope and grappling hook into. This should not be hard,
tunnel and into the pit. but it could be frustratingly time consuming.
Investigate the Darkness: While it feels like something akin
to the Hunger of Hadar, the darkness is only an illusionary
14) Dark Sanctum trick designed to slow down pursuit. Think of it as a
blanket that covers the lower passage. It does present
This chamber is a dome of worked stone and feels ancient. The sound, so if they are trying to cross it and someone falls
floor is one massive dark arcane circle with red glowing through, they cannot call back up for help. The ledge only
symbols carved into it. Syndy is here playing the harp. Her drops down about 30’ and can be carefully walked down.
A Hard Perception Check will reveal the illusion.
arachnid features are extremely hard to read, but the predatory
Swim: The only way out is undert the water. I would have
smile on her face is unmistakable. “You think you’ve won them make one or two Constitution Saving Trows for
because you’ve slain my minions and found me here.” She Dramatic Tension.
laughs. A wretched chittering sound. “All you’ve done is
present yourselves to pay our debts to a power you can’t ACT 4: The Last Thread
possibly comprehend. And for that I thank you!” She steps We’re about to close the doors on Syndy. Unfortunately,
away from the harp slinking toward the back of the room, but it The final battle wont be an easy one. She has fled back
keeps playing. The shadows are playing it! No… a particular to the main shaft and this will very quickly become a
shadow is playing it. Shoundra. The Shadow Demon insincerely three dimensional fight as Syndy will be up in the webs
thanks you as Syndy slips out a secret door behind her. “We and using the entire shaft to her advantage.
won’t ever be able to thank you enough for all you’ve done for Furthermore, she won’t be alone. Marisilia and her
us.” And with one discordant strum tears in reality form around family will join in fighting off the players.
the room and demons begin crawling through.
Confronting Syndy
Encounter: Shoundra and the Harp You come up from the water bellow to find yourself at the
This is a wave style encounter with demons showing up bottom of the main shaft. Syndy is clinging to a web about
every round. Shouldra will continue to play the Harp
which is keeping the portals open. Every round the Harp halfway up. She hisses is anger as she spots you. “So this is
will also force a save against Fear and Slow. It should be what we’ve come to. Let us get to it then shall we!” She begins
pretty obvious that the Harp is the Epicenter of the casting a spell. She shrieks in furious rage as she pulls her
problems and lead them to attack it. If they do not there is magic from the webs and stones around her.
a very strong possibility of a TPK. Every round brings in
low level demons and a challenging one. The CR of the Encounter: The Spider Hag
bigger demon should increase every round they fail to Syndy isn’t cornered but she has too much pride to
stop the harp. To end the fight they can either destroy the believe she can’t win this fight. The players have been
Harp or Shoundra, which the other Demons will be through several ordeals now, are surely hurt, and likely
working hard to prevent. The Demons will use all their very low on resources. And so the Hag will sit in the
ailities to keep them away from the Harp. Adjust for your middle of her webs and taunt them. She is still hurt from
team, but the Harp should be immune to non-magical the previous fight in the last chapter and may even
attacks with an AC of 12 and 100hp. Once it is stopped attempt to bargain with them, though breaking her
the portals close and what’s left will disappear. They will contracts won’t be something she’ll do easily. Now this
have to kill Shoundra. She won’t just poof away. may be a fight that the players cannot win, and as this is
the end of the campaign it will be a great place for a
Likely Player Actions glorious death. Don’t be afraid to allow them to kill Syndy
Follow Syndy: After the fight they can search for the secret and thus end her reign of terror, but still succumb to
door and chase down Sydny. It shouldn’t be too hard to Marisilla and her vamp-spider family or the environment
find the secret door. They know it is there, so the only around them. This is a Horror Campaign after all, and no
issue is how long does it take them to get it open. one really wins, not really. …
Black Taxes
A Candle In The Window
Aberrant Born
COMING SOON: The Full Campaign Guide! (Once I Compile, Update, and Re-Edit It)
ACKNOWLEDGEMENTS
To the Long History of Open Gaming that allows our adventures to be written system neutral.
The folks at WotC, Paizo, Kobold Press, and others publishing with Creative Commons and Open Licenses.
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
12 Lair of the Spider Hag, September 2023
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.
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.