September 15, 2007

Temple of the Spider Goblins

Posted in Adventures by Epic Level Grognard

A d20 adventure by LoreWeaver.
A d20 adventure by LoreWeaver.

Temple of the Spider Goblin Map

Background

Near a drow city are two large cavern complexes. The eastern one holds a still-living human, an escaped slave of the drow. Unfortunately, he is currently held by some drow pets—a herd of spider horses. (see below) The caverns are carved out of dark green limestone. Long ago, ancient streams flowed down from the mountains, dripped through cracks in the roof, and accumulated in a large pool near the statue (Area 7). Two hundred years ago the drow drained the pool and transformed it into a shrine to their goddess, bringing the spider horses here to serve as guardians. The following key describes the areas to be found inside the temple and caverns.

1. Entrance Chamber

A thin black thread streches accross the bottommost step of the staircase from the entrance. Unless a party member successfully finds and disarms this trap, the first character to step on this spot breaks the thread, sounding a gong that hangs in area 1.

An intricately carved stone door opens revealing moss covered steps leading down for 20 feet into a darkness. At the bottom of the staircase a chamber opens to the left. It is silent and there is no breeze. A gong stands on the north wall and to the east an archway opens to a dark and very long hallway.

2. Long Murderous Hallway

This long, straight, stone corridor narrows at each end into an archway. About 20′ into the room at each end, an open pit spans the entire width of the floor. The portion of the chamber between the two pits is a wonderous sight - its wall, floor, and ceiling are perfectly smooth and polished mirror-bright. The south wall has narrow slits cut into it every 5 feet or so.

This 100-foot-long, 30-foot-wide corridor is the handiwork of the original dwarf inhabitants. The two pit 10-foot-by30-foot open pits are each 10 feet deep and studded with rusted, razorlike spikes. Anyone unfortunate enough to land in one of them suffers 1d6 points of damage from the fall, plus 1d6 additional points from the spikes. [The victim must then make a successful BODY saving roll or contract a particularly virulent form of tetanus, which proves fatal 3d6 days after the infection unless a Cure spell is applied within that time]

3. Goblin Arena

The goblins like to gather here for a rousing bit of sport occasionally. The rules of their game are pretty simple; slide around the floor and stay out of the pit. A head, spun round with webbing, is used as a ball and ’scoring’ occurs when a team gets a member with the head over the pit and onto one of the ends of the chamber where it narrows and is not slippery. To make the game more challenging the ‘audience’ is encouraged to holler, throw things, shoot darts, and generally disrupt the players. If the party should find themselves the ‘opposing team’, this is a formidable encounter indeed, as the goblins play to win. Winning usually means the other team ends up at the bottom of the pits; bloody, and full of arrows.

4. Goblin Grandstand

This area, sealed off from the arena by two secret doors, is where the ‘spectators’ watch the pit games. It is also where they throw things and shoot at the party from behind the holes placed every 5 ft. or so along the north wall of the room. The holes provide 9/10ths cover to anyone shooting from behind the wall. Goblins from area 5 will rush into this area when the gong alarm in area 1 is sounded, or someone falls into one of the pits.

5. Tribal Chamber

This large chamber is filled with rough-hewn bunks, tables, and chairs and the floor is strewn with filthy pelts, blankets, tack and harnesses. At a glance it appears that perhaps a dozen or so humanoids might live here.

Once the pricipal bunkroom for the dwarf guards posted in the temple, this chamber has been appropriated by Ho-gorgrah’s goblins. A total of 15 of the tribe live here but at the moment a band of them (9) are out raiding the countryside in search of fresh horses for Rezzzk to transform. Arrk was on guard duty, B’saagah and 4 others remain in the here killing time until their next bit of sport.

Creatures (EL 5): Once the characters make their presence known, the goblins attack! The goblins rush into the the grandstand (area 4) and open fire. B’saagah will hang back in the shadows of the eastern alcove and, if things are going poorly for the goblins, go for help in area 6. B’saagah carries a key to the door in area 4 with which the party might be able to bypass areas 6 and 7.
B’saagah: hp 18, key to door in area 4.
Goblins(4): hp 4, 4, 6, 8.
Treasure: The goblins on patrol chose to take most of their wealth with them, but a loose stone on the east wall conceals a sack of 500 sp, 50 gp, and a potion of cure light wounds. In addition there are several pouches of the mild poison the goblins use on their arrowheads and darts (10 doses). This poison causes 1d4 Str damage (DC 14) and is worth about 500 gp. The goblins are immune to it.

6. Goblin Commons

Barrels, crates, and sacks of foodstuffs line the walls of this chamber. Around a table sit four bestial humanoids with feral eyes, cleaning their gear; they spring to their feet and roar in challenge.

The stores and plunder filling this room consist of high-bulk, low-value material such as foodstuffs, ale, blankets, tools, tack, and similar goods. The goblins raid small settlements and merchant wagons on the nearby road, carring off anything they can get their hands on.

Creatures (EL 2): Unless these goblins were summoned by B’saagah to join the fight in area 3, they are engaged in various mundane tasks when the characters appear.
Goblins (4): hp 5, 6, 6, 7; flail (1d8), javelin (1d6), masterwork bone-dagger (1d6+1), 1d10 sp, 1d6 gp.

Tactics: These goblins fight dirty. They team up into two pairs; one goblin in the pair attempts to trip the character the pair is fighting (a melee touch attack), while the other goblin holds its action until after the trip attack so that he can jab at a character who may have been knocked down.

Development: If the characters raid the complex and depart, two of these goblins will be posted at area 1 to guard the entrance to the complex against future attacks.

Treasure: The goblins have 200 gp stashed in an old iron cauldron hidden in a corner of the room and one of them carries an intricately carved bone-dagger (masterwork +1). A successful legend/lore check will reveal this to be of Drow origin - the first clue to the goblins involvement with the drow.

7. Ho-gorgrah’s Quarters

This chamber is significantly better appointed than others in this complex. There is a rough hewn bed, covered in wolf pelts, in the north-east corner. A black bear-skin rug covers the floor. On a trunk next to the bed sits a brazier containing a glowing, amber-colored, orb. A gleaming horseshoe hangs in the middle of the western wall.

This is the tribal chieftan Ho-gorgrah’s private quarters. There is a 50/50 chance that Ho-gorgrah is in his chamber sleeping. He is a very sound sleeper and won’t wake to the sounds of melee in area 6.

Creatures (EL 5): Ho-gorgrah: hp 41,darts (1d6+1, poison), scimitar (1d6+1).

Ho-gorgrah is armed with 10 masterwork darts (1d6+1) that are coated in spider poison (1d4 Str damage, DC 14), and carries a masterwork scimitar (1d6+1). He wears a breastplate.

Treasure: The trunk contains Ho-gorgrah’s personal stash of 1500 sp, 500 gp, gems worth 250 gp, and in the pocket of a ceremonial vest, an invitation to a meeting to be held in 2-weeks time at [insert named location in Drowville]. The horseshoe on the west wall is a “Horseshoe of the Phantom Steed” and the brazier contains a large “Sunstone” (see New Treasures).

8. The Stable

This large T-shaped chamber is filled with cobwebs, filthy pelts, blankets, tack and hay. The air is thick with a musky, acrid odor. At a glance it appears that this is some kind of stable. In the south portion of the “T” stand two of the strangest creatures you have ever seen. They appear to be a horrific mutation of a horse and a spider. On the west wall is a large iron bound door.

This is the spider horse stable. There are currently two spider horses here. They are feeding and will ignore the party unless disturbed in which case they will kick first then bite.

Creatures (EL 3): Spider Horses (2): hp 20, 22.

Iron Bound Door: 1 in. thick; hardness 6; hp 25; AC 5; break DC 25.

If the characters try the door and fail to open it on the first go, Rezzzk and Wowar will be alerted to their presence and Wowar will go to alert the spider goblins in area 15.

9. The Laboratory

This is where Rezzzk and Wowar weave their strange tranmutational magicks. They transform ordinary horses into spider horses for the drow army. These spider horses are incubated in area 18, and when hatched, brought to maturity in area 10 before being taken to Drowville along the tunnel leading from area 16.

Creatures (EL 5): Once the characters make their presence known, Rezzzk and Wowar turn their attention from their work to the party. Rezzzk will grab his staff and cast Daze on the party and then with his next action use Mage Hand to hurl the spider he is preparing at the nearest character. Wowar will hide behind the horse and attempt to put the party to Sleep, then she will slip out the secret door and alert the spider goblins in area 15 then warn B’Gorrrl in area 18 where she will remain.
Rezzzk: hp 32, Staff of Rezzzk (1d6, see New Treasures).
Wowar: hp 4.
Monstrous Spider, large: hp 22.
Horse: hp 22.
Incubating Spider Horses (3): hp 2.

Treasure: There is a set of masterwork surgical tools (500 gp) here and Rezzzk’s Staff and not much else of value. The incubating spider horses might fetch 500 gp each, if the party can find a suitable “underground” buyer in Drowville.

10. Pool Chamber

This is the largest chamber within these caverns. Long ago, it was a large pool, but the drow carved a large pit here, deep enough to connect with an underground stream, which drained the water from the chamber. The drow built a square dais in this area, on which a shrine to Jiathuli rests. The shrine is a statue of Jiathuli, an immense spider with a large emerald on its forehead. If the player characters check, the statue radiates a powerful magic.

Creatures (EL 4): The shrine is guarded by four spider horses that live in webbing above the statue. In the pool lives a large water snake waiting for a meal.
Spider Horses (4): hp 20, 24, 26, 28.
Large Water Snake: hp 25.
Treasure: The gem on the spider’s forehead is a gem of seeing. However, there is a 25% chance that the user experiences a hallucination (instead of the usual 5% chance).

 

Combat and Water
This fight, and several encounters within the caverns, is waged partly on land, and partly in the water. For convenience, the most relevant rules are presented here.

Attacks from Land: Characters swimming, floating, or treading water on the surface, or wading in water at least chest deep, have improved cover (+8 bonus to AC, +4 bonus on Reflex saves) from opponents on land. Landbound opponents who have freedom of movement effects ignore this cover when making melee attacks against targets in the water. A completely submerged creature has total cover against opponents on land unless those opponents have freedom of movement effects. Magical effects are unaffected except for those that require attack rolls (which are treated like any other effects) and fire effects.

Fire: Nonmagical fire (including alchemist’s fire) does not burn underwater. Spells or spell-like effects with the fire descriptor are ineffective underwater unless the caster makes a Spellcraft check (DC 20 + spell level). If the check succeeds, the spell creates a bubble of steam instead of its usual fiery effect, but otherwise the spell works as described. A supernatural fire effect is ineffective underwater unless its description states otherwise. The surface of a body of water blocks line of effect for any fire spell. If the caster has made a Spellcraft check to make the fire spell usable underwater, the surface still blocks the spell’s line of effect.

11. Shrine Chamber

Four statues stand in this large round chamber, they are dwarven perhaps, it is hard to tell underneath all the cobwebs that cover them from head to toe. There are heavy wooden doors on the north and south walls. On the west wall a 10-foot high stone door, intricately carved with a scene depicting dwarven miners, stands solidly between two of the statues. The whole room is thick with webs but gives off an eerie sense of ‘holiness’

Creatures (EL 5): 3 monstrous spiders are lurking in the webs above the statues
Monstrous Spiders, large: hp 18, 20, 22.
Strong Wooden Door: 2 in. thick; hardness 5; hp 20; AC 5; break DC 25.
Stone Door: 4 in. thick; hardness 8; hp 60; AC 5; break DC

12. Throne Room

The door grinds open revealing cold stone walls angling of to the northwest and southwest. In front of you rests a massive throne of marble and limestone. A horrific creature, half-spider, half-goblin sits in the throne gazing at you like an enraged goddess. “What fools dare enter B’gorrl’s chamber and disturb her rest!? Kneel before me and beg mercy or suffer the wrath of my anger!” Her spindly legs begin twitching and she begins a long drawn-out scream ending in a low hisssss. “Bring them to me….”

This is the lair of B’gorrrl, a goblin-drider, queen of the Spidereye tribe that inhabits the caverns adjoining the temple complex. She is guarded by two spider goblin attendants. She will accept no less than complete surrender and domination to her will. There is only one bargain she is willing to make with the party; she will spare their lives if they bring her the head of her arch rival of the horse trading syndicate in Drowville. (See Linking the Adventure) .

Creatures (EL 8): B’gorrrl: hp 50. Spider Goblins (2): hp 20 each. Glaives of Shocking (1d10/1d6 + electrical, reach), bracers of defense (+2 AC)

Tactics: If the party immediately kneels before her in prostration, B’gorrrl will cast charm person on who she perceives to be the leader of the party, and attempt to bargain with them, otherwise she sets her guards on the party. She uses her potent magic casting darkness, levitate, and mage armor. She will then attempt to ensnare and bite weaker members of the party and spellcasters. If things are not going well she will attempt to retreat through area 11 and summon the aid of the nearest goblin, spider goblin, or spider horse. Behind the throne there is another stone door that leads to the treasure chamber in area 13.

Treasure: The only things of real value in areas 11 and 12 are the four ancient dwarf statues and the marble throne. These items, if transported, might fetch 2000 gp total. The weapons that the guards possess are Glaives of Shocking and they wear Bracers of Defence. Glaives of Shocking:(1d10 + 1d6,electrical damage) Bracers of Defense: +1 to AC.

13. Treasure Chamber

This chamber emits an eerie amber glow. Through the doorway can be seen a writhing mass of monstrous spiders the largest of which is heading towards you with clicking, venomous fangs. Underneath the spiders appears to be a large pile of treasure.

The treasure of the tribe is here - lots of silver, gold, and gems! (1500 gp value) The spiders are an illusion and the room is lit by two torch-equivelent Sunstones.

14. Rezzzk’s Quarters

This room is the private chamber of Rezzzk and his adept Wowar. They are in the laboratory (area 9) cooking up some more ponies.

Treasure: There are several useful items in here. Clerical holy symbol
Potion of Cure Moderate Wounds (2)
Tome of Alchemical Processes (150 gp value)

15. Spider Goblin Caverns

The webbing here contains the long-dead, decayed body of a spider horse and 1d6+2 Spider Goblins.

Spider goblins - Ftr1: CR 1; Size S (3 ft., 6 in. tall); HD 2d8+4 + 1d10+2; hp 15; Init +3; Spd 30 ft.; AC 16; Attack +6 melee, or +7 ranged; SV Fort +6, Ref +3, Will +2; AL NE; Str 15, Dex 16, Con 14, Int 8, Wis 14, Cha 3.

16. Dark Passage

There are stalactites on the roof. There are also six darkmantles here, just waiting for someone (usually spider goblins) to come beneath them. The spider goblins have learned to avoid this area, so the darkmantles are very hungry.

Creatures (EL 2): Darkmantle (6): hp 5, 5, 6, 6, 7, 7.

17. Prisoner’s Web

There is a large mass of webbing here. Tied up in the webbing is a prisoner, a human named Jillian. He is a descendent of human slaves who were taken from a human raiding party following the Cataclysm. Jillian was allowed to run away from the drow community several weeks ago, with the intent of using him as prey for the drow’s pet (the spider dragon, Thirmaxis). The spider dragon, on the instructions of Jiathuli, allowed him to escape. Jillian journeyed north, where he became ensnared by the spider horses.

Jillian is in a coma; a slow poison, neutralize poison, or remove paralysis spell will revive him. Jillian is extremely grateful to be rescued. He has much to tell the player characters: “I cannot believe that…you are here. I have lived in the darkness all my days. From the time I could crawl, I was allowed to live only because Shuzirra wished it so. Shuzirra and the one she serves.

“They are all there you know. Except for the sly one, the one who likes to go to the outer world and trick people. But you won’t know him, unless you have met him, and even then you may not know him.

“The drow. My parents told me, in the shadows, in whispers, that life was not always as cruel as the drow made it. They told me to always seek to escape. Told me that the sun was beautiful beyond compare, and that I should always seek to go upward, to the surface, to see it. Blue skies. Clouds. Rain. Wind. The miracles of the gods. They whispered many things. I always had sharp ears.

“When the time came, I…I ran upward, and came to the heights. Never had I known such exhaustion. The light blinded me, and I was afraid, afraid of the light and the drow I left behind…yet I could not stop running. I don’t know why. It was as though I had gone mad.

“The stars. You know that when the sun first set, I thought that the drow had destroyed the sun. I despaired. Nearly killed myself. But that is not useful to you, I suppose.

“The drow are not native to Testoria. They crashed long ago in a huge ship that came from beyond the stars. They were fleeing a war, or looking for a place to establish a place of power, perhaps both, I have heard both stories. “The drow serve someone. They never name her; she has command of spiders, and the drow priestesses obey her without question. No, not the Dark Queen, I was told that their mistress was punished long ago for disobeying the Dark Queen, and that she was imprisoned. The drow seek her release above all things. All things that Shuzirra does these days are to further that purpose—to release her mistress and aid in her vengeance against the Dark Queen.

“There are about 30 drow, but they have many slaves. Some human, some not. Goblins and worse. Much worse. There are dark-skinned giants with six arms, who serve the Spider Mistress. Dragons with eight legs and the eyes of spiders. So much evil. At the heart of the mountains. At the heart of the valley. They call it the Underdark, and the name is apt.

“I have heard them scheme. They are open with us; they do not believe that we have any self-will. They intend to enslave the Wild Elves, to corrupt them. They will send them out into the wide world, to search for the object that will free the Spider Mistress. “One final thing—their mistress has an ancient stone that influences the Silvaní. Manipulates them. Makes them feel things that they shouldn’t feel. I have heard Shuzirra boast of how willing they shall be to become slaves. As willing as me, she said.”

If Jillian is brought before the elves of Silvanus or the newcomers, they won’t believe a word of what he says.

Jillian will not reenter the Underdark under any circumstances. Neither threats nor promises nor reason can convince him to return. He will return if he is charmed, but even under magical influence he will act reluctantly. He will give accurate directions (as far as he knows them) on how to get to the Underdark. He can also supply a complete layout of the drow estates, the locations of their servants, the names, powers, known magic of the individual drow, and who to talk with to get help in the Underdark.

18. Spider Incubators

Creatures: ( EL 8 )
B’gorrrl: hp 50.
Spider goblins (2): hp 15, 20, javelins (1d6)
Incubating Spider Horses (12): hp 2.

NPC’s

Arrk, male goblin Ftr3: CR 3; Size S (3 ft., 3 in. tall); HD 3d10+9; hp 30; Init +4; Spd 30 ft.; AC 11; Attack +4 melee, or +4 ranged; SV Fort +6, Ref +3, Will +1; AL NE; Str 11, Dex 11, Con 16, Int 8, Wis 11, Cha 8.

B’gorrrl, female goblin drider Nob5/Sor3: CR 7; Size S (3 ft., 1 in. tall); HD 2d8 + 5d8 + 3d4; hp 50; Init +2; Spd 30 ft.; AC 15; Attack +7/+2 melee, or +9/+4 ranged; SV Fort +6, Ref +4, Will +9; AL NE; Str 14, Dex 16, Con 16, Int 14, Wis 20, Cha 16.
Skills and feats: Balance +6, Climb +9, Craft +2, Escape artist +5, Hide +12, Intimidate +3, Jump +5, Listen +6, Move silently +10, Perform +10, Profession +6, Search +3, Sense motive +6, Spellcraft +3, Spot +8; Dodge +4, Enlarge spell, Improved unarmed strike, Skill focus (alchemy). Darkvision 60′
Sorcerer Spells Known (6/6): 0th — Arcane Mark, Dancing Lights, Light, Ray of Frost, Read Magic. 1st — Change Self, Mage Armor, Charm Person.
Poison (Ex): Bite, Fortitude save (DC 16), initial and secondary damage 1d4 Strength.
Spell-like abilities: 1/day — dancing lights, darkness, detect chaos, detect evil, detect good, detect law, detect magic, faerie fire, and levitate. These abilities are as the spells cast by a 1st-level sorcerer (save DC 10 + spell level).

B’saagah, male goblin Nob3: CR 2; Size S (3 ft., 7 in. tall); HD 3d8+3; hp 18; Init +2; Spd 30 ft.; AC 13; Attack +2 melee, or +5 ranged; SV Fort +2, Ref +3, Will +6; AL NE; Str 9, Dex 15, Con 13, Int 15, Wis 17, Cha 11.

G’frarg, female hag, green Nob1: CR 5; Size L (6 ft., 9 in. tall); HD 9d8 + 1d8; hp 55; Init +1; Spd 30 ft.; AC 21; Attack +4 melee, or +0 ranged; SV Fort +5, Ref +7, Will +9; AL NE; Str 21, Dex 13, Con 11, Int 14, Wis 13, Cha 15.
Skills and feats: Appraise +8, Concentration +12, Diplomacy +6, Gather information +4, Hide +7, Intimidate +6, Knowledge +6, Knowledge (arcana) +4, Knowledge (religion) +4, Listen +11, Move silently +1, Read lips +6, Spot +11, Wilderness lore +3; [Alertness], [Blind-fight], [Combat casting], [Great fortitude], Skill focus (appraise).

Jillian, female human Com1: CR 1; Size M (5 ft., 10 in. tall); HD 1d4-1; hp 3; Init +1; Spd 30 ft.; AC 11; Attack +3 melee, or +1 ranged; SV Fort -1, Ref +1, Will +1; AL NG; Str 16, Dex 12, Con 9, Int 12, Wis 12, Cha 9.
Rezzzk, male goblin Clr5/Wiz2: CR 7; Size S (3 ft., 5 in. tall); HD 5d8 + 2d4; hp 32; Init +0; Spd 30 ft.; AC 11; Attack +5 melee, or +5 ranged; SV Fort +4, Ref +1, Will +8; AL CN; Str 11, Dex 11, Con 10, Int 16, Wis 12, Cha 8.
Skills and feats: Alchemy +8, Bluff +0, Climb +4, Disguise -0.5, Escape artist +3.5, Gather information +1, Hide +4, Intuit direction +3, Jump +2, Knowledge (nature) +8, Listen +1, Move silently +6.5, Sense motive +5.5, Spellcraft +10, Spot +3.5, Wilderness lore +3; Brew potion, Empower spell, [Scribe scroll], Skill focus (sense motive).
Cleric Domains: Earth, Death. Cleric Spells Per Day: 5/4+1/2+1.
Wizard Spells Known (4/3): 0th — Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance. 1st — Comprehend Languages, Detect Secret Doors, Feather Fall, Magic Missile, Shield, Shocking Grasp, Silent Image.

Wowar, female goblin Adp1: CR 1; Size S (3 ft., 4 in. tall); HD 1d6-2; hp 4; Init +0; Spd 30 ft.; AC 11; Attack +0 melee, or +1 ranged; SV Fort -2, Ref +0, Will +5; AL NE; Str 8, Dex 11, Con 7, Int 16, Wis 16, Cha 9.
Skills and feats: Alchemy +7, Disguise +1, Escape artist +1, Hide +4, Intimidate +1, Intuit direction +5, Listen +3, Move silently +4, Search +4, Spot +3; Spell penetration.
Adept Spells Per Day: 3/2.
Adept Spells Known: 0th — Create Water, Cure Minor Wounds, Mending. 1st — Burning Hands, Sleep.

MONSTERS

Goblins Ftr1: CR 1; Size S (3 ft., 4 in. tall); HD 1d10+3; hp 13; Init +2; Spd 30 ft.; AC 13; Attack +2 melee, or +4 ranged; SV Fort +5, Ref +2, Will +0; AL CN; Str 12, Dex 14, Con 16, Int 10, Wis 11, Cha 4.

Spider goblins - Ftr1: CR 1; Size S (3 ft., 6 in. tall); HD 2d8+4 + 1d10+2; hp 15; Init +3; Spd 30 ft., climb 15 ft.; AC 16; Attack +6 melee, or +7 ranged; SV Fort +6, Ref +3, Will +2; AL NE; Str 15, Dex 16, Con 14, Int 8, Wis 14, Cha 3.
Poison (Ex): Bite, Fortitude save (DC 16), initial and secondary damage 1d4 Strength.

GOBLIN DRIDER

Medium-size Aberration
Hit Dice: 4d8+12 (34 hp)
Initiative: +2
Speed: 30 ft., climb 15 ft.
AC: 16 (touch 12, flat-footed 14) [+2 Dex, +4 natural]
Attacks: Morningstar +4 melee and bite -1 melee, or javelin +5 ranged
Damage: Morningstar 1d8+1, bite 1d3 and poison, javelin 1d6+1
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Poison, spell-like abilities
Special Qualities: Darkvision 60 ft., SR 15
Saves: Fort +7, Ref +3, Will +4
Abilities: Str 12, Dex 15, Con 19, Int 10, Wis 13, Cha 10
Skills: Climb +9, Hide +12, Listen +5, Move Silently +10, Spot +5
Feats: Alertness, Dodge
Climate/Terrain: Underground
Organization: Solitary
CR: 3
Treasure: Double standard
Alignment: Always chaotic evil
Advancement: By character class

Combat

Poison (Ex): Bite, Fortitude save (DC 16), initial and secondary damage 1d4 Strength.

Spell-like abilities: 1/day — dancing lights, darkness, detect chaos, detect evil, detect good, detect law, detect magic, faerie fire, and levitate. These abilities are as the spells cast by a 1st-level sorcerer (save DC 10 + spell level).

SPIDER HORSE

Large Aberration
Hit Dice: 6d8+12 (40 hp)
Initiative: +1
Speed: 60 ft., climb 15 ft.
AC: 16 (-1 size, +1 Dex, +6 natural)
Attacks: 2 hooves +4 melee and bite -1 melee
Damage: Hoof 1d4+1, bite 1d4 and poison (1d6 Str)
Face/Reach: 5 ft. by 10 ft./5 ft.
Special Attacks: Poison, spell-like abilities
Special Qualities: Darkvision 60 ft., SR 15, Scent
Saves: Fort +5, Ref +4, Will +2
Abilities: Str 16, Dex 17, Con 26, Int 10, Wis 15, Cha 12
Skills: Climb +9, Hide +12, Listen +5, Move Silently +10, Spot +5
Feats: Alertness, Dodge
Climate/Terrain: Underground
Organization: Solitary
CR: 3
Treasure: Double standard
Alignment: Always chaotic evil
The spider horse is prized as a steed by the drow of the Underdark. Bred long ago by the priestesses of Jiathuli, Princess of the Abyss, the spider horse is a bizarre hybrid of horse and spider. It has a horse’s head and body, four horse legs, four spider legs, spider’s eyes, and fangs instead of teeth in its muzzle. It is a versatile steed, capable of riding on the ground like a horse and climbing webs like a spider. It is faithful to its master until death.

Combat: The spider horse attacks with its hooves and its venomous fangs. Anyone who is struck by its fangs must roll a successful saving throw vs. poison or be paralyzed for 2d4 hours. Those who successfully roll this saving throw are only slowed (as if affected by a slow spell) for 1d4 turns.

If a spider horse’s master knows that an enemy is approaching, the spider horse may be used to ambush the opponents. In this case, the spider horse will lurk above the entrance, hanging on a web strand and fall on the foes, surprising them on a 1-5 on 1d6.

Habitat/Society: The spider horse dwells in the subterranean world of the Underdark of the drow, the demi-plane where Jiathuli, Queen of the drow, was exiled. Within the caverns of the Underdark are large web pastures, where the webs of spiders have accumulated over centuries. It is on these webs that the spider horses roam.

Spider horses roam in herds; their social organization is identical to that of horses. An expert animal trainer can teach them to serve as mounts.

Ecology: The spider horse is a predator that roams the Underdark. Its normal victims are small herbivores that live in the cavernous underworld; in times of famine it devours its own weak and young.

NEW TREASURES

Horseshoe of the Phantom Steed

This horseshoe is made of mithril and is inscribed with ancient elven runes that spell “windsmoke” to anyone who can read them or casts read magic. When the horseshoe is placed on the ground and the word “windsmoke” spoken, a phantom steed appears. Once summoned the steed remains for twelve hours, until it takes appropriate damage, or until dismissed by the user. Once the steed vanishes, the horseshoe cannot be reactivated for twelve hours.

Staff of Rezzzk

This item enables its user to cast clerical or wizard spells as if he or she were actually one level higher. The staff also adds 1 die per level of the user to all offensive spells such as fireball and ice storm.

Sunstones

These are amber, light-emitting crystals found in the Eagle and Silver Hills. They can be cut and polished like gems and are used through out Testoria as light fixtures. A sunstone will emit light for many years before fading. A small sunstone, which emits light equal to a candle, is worth 50-100 gp, while larger ones cost more. A torch-equivalent sunstone is worth 200 gp and a large sunstone capable of lighting a large room is worth 400 gp or more.

Phantom Monkey

Posted in Bestiary by Epic Level Grognard

September 13, 2007

How to be a better GM in Thirty Minutes or Less

Posted in Behind The Curtain by Epic Level Grognard