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In the Lair of the Spider Goddess

A mini campaign in three scenarios


to play with Raging Heroes’ “Heroes Infinite” miniatures.

Learn more about them here:


https://www.ragingheroes.com/pages/heroes-infinite

WARNING !!!

If you intend to play this adventure as a player character,


please don’t read further or you will ruin your fun!
Synopsis 4

We need your feedback! 5

An Introduction for the Game Master: 6

Part 1 - Just a few dead cows... 7

The adventure begins 7


Searching the forest for what killed the cows 8
The cattle are found emptied of all substance, only the skin remains 8
The trail of cattle remains seems to lead to the forest 8
Goblin encounter 8
Return to the village 8
Meeting with Bartholus Zoschingen 9
An altercation between Carwyn and Brorrealyn 9
Fight against the Chwidenchas 10
Discovery of gigantic cobwebs in the forest 10
Adding more challenge 10
A big Celebration 10

Part 2 - Into the Underworld 11


Bad, Bad Dreams... 11
Some villagers have disappeared! 12
New encounter in the forest 12
The Entrance of the Mine 12
Mine tunnel 12
In the Drow's temple 13
Trap 14
Escape 14
Return to the village 15
Defense of the village 15

Part 3 - Loth awaken 17


Last preparations 17
Attack of the Village 18
Dam destruction 20

A last one for the road? 21


The return of Shiveryah 21

Conclusion 22

Characters stats 23

Adamsalemouth board members 23


Bartholus Zoschingen, Architect / Alchemist Magician 23

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Brorrealyn Ironrock, Blacksmith Priestess 23
Carwyn Peryglus, Council Spokesperson / Warrior 23
Urameä the old Herbalist Nun: 24
Etoh Graräv, Ranger 24

Ennemies 24
Goblin: 24
Giant Spider: 24
Shiveryah: 25
Aerilith: 26
Faliriah and Yelzikith: 26
Faliriah: 27
Yelzikith: 29
Bebilith: 31
Chwidencha: 33
Horroraax: 35
The Spider Goddess: 37

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Synopsis
The adventurers arrive in what seems like a peaceful lakeside village when they get
approached by local farmers asking them to come to their rescue: their cows are found dead
in the strangest and creepiest way. Investigating the strange phenomenon, they will discover
that something much larger and darker is amiss around the village. They will have to help
the villagers to face the danger, uncover the village’s past and find a clever way to defeat
what feels like an invincible enemy.

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We need your feedback!
Dear Patron,
Thank you for supporting Heroes Infinite and Raging Heroes.
This scenario is a gift to thank you for your patronage.

It is also a test. It is still a bit rough around the edges and many things could be done better
or differently, whether it is the layout, the writing or even the story.
Yet we think it is a fun and rich story and if you put a little bit of yourself in it, you should have
a good time :)

But to move forward, we would like to know if you are interested in this type of content:

● Do you like having scenarios like this to go with your printed miniatures?
● Do you like this format?
● Would you like more developed but shorter stories or do you like the idea of a mini
campaign that is a bit less detailed but gives you more options?
● What type of level do you prefer: 1 to 5, 4 to 9, 10 to 13, higher?
● Would you be interested in paying a little extra to have a rich and detailed module
every month?
● Do you have any extra comments or suggestions?

Please let us know by answering in the comments of the Patreon post where you got the link
to this module.
Thanks and have fun :)

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An Introduction for the Game Master:
This mini campaign contains 3 scenarios. The adventure is designed so you can adapt it to
your players, mostly whatever their level is between something like level 4 to 10.

A large settlement of Dark Elves is working on summoning the Spider Goddess. The only
way to stop this from happening is to closely work with the villagers to gather enough
information to understand that the spider temple can be flooded by destroying an old dam.
This will level the fight and your group will then stand a chance to defeat the Dark Elves.

Vanquishing the Goddess:


One of the key components of the adventure is that the Spider Goddess who will appear at
the end of the campaign is way too powerful and your gamers should probably not try to face
her directly.
This is why the key to take her down is to destroy the Spider temple by rupturing the lake’s
water dam to flood the mines where the temple is located. There are a lot of small implants
at the beginning of the scenario to suggest the idea of the dam to your players. But you're
the only one who can gauge their ability in picking up the clues or not.
You don’t want them to get it before the final battle and there are 3 scenarios before getting
there. That’s why talking about it at the very beginning of the story and then not mentioning it
again might be a good way to deal with that.

The two sisters’ rivalry:


Shiveryah and Aerilith are two Dark Elves sisters who have a strong rivalry. You can use that
to help or hinder your players. We’ve kept this subplot minimal but it would be a very good
idea to build on it. Basically, there are two opposite dark elves clans: the Driders led by
Aerilith and the Drows led by Shiveryah. They can fight, betray each other, get back
together, give clues or special items to your players and so on.

Building up the village background and subplots:


There are also a lot of things you can create around the village and its main characters. For
example, you can add more depth to the treason of Carwyn and stage his demise in an even
more extreme and dramatic way. In our version, the village NPCs are a big help to the
players, but you might want to let your group be more independent.
You can also decide to stage the preparation and training of the villagers even before the
attack. Think of the movie “The Magnificent Seven” in which a band of cowboys train a whole
village to fight for its survival. There are plenty of role play options here.

You will need your regular assortment of gaming books to play this adventure :)

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Part 1 - Just a few dead cows...

The adventure begins


Going down into the valley, the adventurers have a breathtaking view of a magnificent lake
and the village of Adamsalemouth in which the adventurers have planned to make a
well-deserved stop. The grazing light of the morning sun gives an almost magical aura to the
reflection of the lake.

The village looks prosperous. Children run after each other in the streets, play to make dams
with stones on the edge of the river. Old men chat sitting in the sun, exchanging the last
gossip of the village and talking about the good old days when the mines were still exploited.
Adamsalemouth is definitely a good place to live, with its river flowing peacefully from the
dam upstream to the West.
But as the adventurers are settling in at the village inn, a delegation of village farmers come
to meet them. This small group of 6 people is led by Carwyn Peryglus, spokesperson for the
village council. Their cattle have been found dead in disturbing circumstances. They need
help to investigate this mystery and find a solution to their problem. If this continues, the
village may have great difficulty in passing the winter which promises to be particularly
vigorous this year.

(Note to the Game Master: The aim of this introduction is to set the scene. Allusions to the
lake, its dam and the mines must be used discreetly so as not to give away one of the key
elements of the story resolution at the start of the adventure But it is important that they are
there to discreetly implant this idea in their brain ...)

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Searching the forest for what killed the cows

The cattle are found emptied of all substance, only the skin remains
Carwyn having returned to the town hall to manage administrative affairs, the adventurers
are brought by the farmers to the last farm to have had losses, in the south-west of the
village. On a pasture land, the adventurers find corpses of cows emptied of all substance,
like deflated balloons. Their owner explains to the adventurers, between two sobs, that he
has left them like this since he discovered them this morning. He has not found yet the
strength to deal with.

The trail of cattle remains seems to lead to the forest


By digging around the farm, the adventurers find a trail that goes south-west, towards the
Forest of the Dark Lake. Villagers warn them that the forest is cursed, that they must remain
on their guard, if they enter it. Access is normally prohibited, but since they are there to fix
the problem, farmers assume that there may be an exception.

Goblin encounter
They have barely sunk into the forest when 20 Goblins accompanied by 3 Boss Goblins with
bloodshot eyes rush at them screaming: “AALZ !!! AALZ !!! AALZ !!! ”.
A bloody fight begins.
When the fight is over, if the adventurers search the goblins' bodies, they realize that they
are covered in pimples and that their eyes are unusually red.
(Note to the Game Master: you can replace the monsters with those of your choice if it
seems more relevant, or according to the difficulty you want to give to this fight.)

Then, following a rustling in the trees, a sort of dense, highly irritating cloud blinds the
adventurers. They are forced to return to the village to heal and equip themselves against
this kind of attack.

Return to the village


The villagers take them to their herbalist Urameïa who treats them with an extremely bad
smelling fumigation. She realizes that this reaction was caused by tiny stinging hairs.
At this very moment, an old man with a crazy gaze enters the house of the herbalist,
shouting “AALZ !!! AALZ !!! AALZ !!! ”. Urameia calms him down with great delicacy and
kindness, apologizing to the adventurers, while he keeps repeating the same word tirelessly,
until it becomes no more than a murmur coming from his thin lips shrouded in a shaggy
beard.
Once this incident is over, Urameia tells the adventurers where to find the workshop of the
scholar Bartholus Zoschingen. He will surely find something to equip them against this kind
of problem.

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Meeting with Bartholus Zoschingen
Bartholus warmly welcomes them into his studio as he is in the midst of a strange
experience with flasks filled with boiling liquids. The fluids bubble up in a huge translucent
container before being brutally released into multiple glass pipes, creating many colorful
spirals as they flow. Bartholus wears thick leather gloves and apron. He tells to the
adventurers that it would be better to whisper in the presence of the vials he is working on,
apparently they are very “sensitive” and cannot stand people raising their voices.
He continues his experience while listening to the adventurers. He even goes so far as to
ask them to pass him utensils and hold vials (without making the slightest gesture). Still
continuing his work, he will give each of the adventurers a facial device that is reminiscent of
a gas mask, as well as a very fine jumpsuit protecting the smallest part of the body against
stinging hairs. (If the adventurers ask him why he has all this equipment, he replies that in
his tender youth he had to enter a nest of giant caterpillars with his friends to save the
prince's cousin from a distant kingdom.) (If you prefer, you can also give them ointments
instead of some equipment).
The adventurers having found what they needed, Bartholus rushes them towards the exit, he
has a lot of work.

An altercation between Carwyn and Brorrealyn


Leaving Bartholus' studio, Carwyn is there waiting for the group.
He rants:
"I learned that you did not respect the rules of the village ... You were warned that the access
to the cursed forest is denied !!! It was a mistake to call on you !!! Leave my village !!! ”
These loud voices attract some villagers and, among them, an elderly dwarf (even for a
dwarf). In turn, she takes the floor:
"Carwyn, stop bothering our friends. You asked them to complete a task, that's what they do,
nothing more. ”
“Yes, but not in the cursed forest !!! Don't get involved, Brorrealyn !!! ”
"It is not more cursed than any other, Carwyn. It just went back to the wild since it is no
longer tended, that's all. ”
"We don't need them anyway !!!"
“We do, Carwyn. You know very well that we can no longer do this kind of work. The weight
of the years burdens too much on our shoulders, my friend. ”
She’s addressing the adventurers:
“Do not listen to this old grumpy man, he is just envious of your youth. Do what you are there
for. We really need your help. ”

Carwyn then grumbles towards the town hall. Brorrealyn wishes good luck to the group and
leaves.

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Fight against the Chwidenchas

Discovery of gigantic cobwebs in the forest


Back in the forest, the adventurers are once again the victims of this stinging cloud of hair.
But their new equipment works perfectly and they suffer no harm. They may even see
shadows sinking deeper into the forest in the trees. By following them, the adventurers come
across gigantic cobwebs. And that’s when Chwidenchas choose to swoop down on the
adventurers.

Once the Chwidenchas are defeated, adventurers can find no other creatures nearby. It is
clear that they found the cause of the mysterious deaths. The mission is over, they can
return victoriously to the village.

Adding more challenge


If you want, you can enrich this part of the scenario by adding additional plot twists. For
example, you could make the Adventurers believe that the Cwidenchas were in fact raised
by the goblins. This way, you are misleading them away from the real danger: the mine and
the dark elves.
In that case, the Adventurers can raid the goblin camp to make sure no giant spiders will
roam the woods again. Maybe the goblins even had managed to capture a few of the spider
creatures and this will make the Adventurers think that the goblins really were the key of the
problem
In the camp, they will also find a little bit of loot that contains a suspiciously high percentage
of dark elven stuff.

A big Celebration
The adventurers return to the village victorious. A big party is organized in their honor. A
10-12 year old boy, Owen, drinks up the words of the adventurers throughout the evening
and asks them a lot of questions about their exploits. He has made is mind: he will be an
adventurer when he is grown up!

A banquet, games and dances are organized. Everyone laughs, everyone eats, everyone
drinks. Alcohol is particularly strong tonight and everyone is drunk after a great evening
(even those who haven't had anything to drink ...).

Now’s the time for adventurers to take it to the next level. Take advantage of the party
atmosphere for your players to have fun by improving the performance of their
characters.

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Part 2 - Into the Underworld

Bad, Bad Dreams...

This night, the adventurers have a restless sleep and bad dreams: a sinister laugh resounds
in the distance and an enormous winged silhouette cleaves the sky. The old madman yells
“AALZ !!! AALZ !!! AALZ !!! ”, taking his head in his hands and rolling on the ground in a fetal
position.

This is in fact not a dream, but they have been drugged and this has really happened during
their sleep and here's why:

Shiveryah, the Dark Elves leader is about to summon her Goddess. But to do so, she needs
a worthy sacrifice; some young, strong and powerful souls and the Adventurers just felt into
her lap!

For the sacrifice to work, they need to come to the temple by their own will.

So Shiveryah has given Carwyn - who has been her pawn for so time - a powerful sleeping
drug, which he has sprinkled all over food and drink. She promised him that his reward
would soon be given to him.

She has then come during the night and kidnapped a few villagers to serve as bait for the
Adventurers to go and rescue them from the underground temple in the mines.

(Note to the Game Master: the Part 1 goal was to get the players into gear. Somehow, they
have become the heroes of the village and got acquainted with everybody. But now the real
problems are about to happen and you should make them feel responsible for the well being
of this little community.)

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Some villagers have disappeared!
The day after the party, a dozen villagers, including Owen's parents, have disappeared.
Nobody heard anything. However, a track clearly indicates that they were taken to the heart
of the forest.
At the edge of the forest, the old madman catches the group and tosses them an old piece of
scribbled paper before running away screaming. It is a route to go to the old iron mines in
the heart of the forest.

New encounter in the forest


(Note to the Game Master: If you want to challenge the adventurers a little more, you can
once again make them cross chwindenchas in the forest near the mine.)
The adventurers have learned a few things from their first encounter (weak spots, how to
fight), so there may be more monsters.
(Note to the Game Master: you can replace the monsters with those of your choice if it
seems more relevant or depending on the difficulty you want to give to this fight.)

Whatever you choose, the adventurers arrive at the entrance to the mine.

The Entrance of the Mine


The entrance to the outside of the mine is blocked by Kerilith, a bebilith summoned by
Shiveryah to guard their lair, and a few giant spiders.
The adventurers will easily scare them into the mines and the group will most like want
to.pursue them. It’s a set up to lure the adventurers to the Lolth temple. So even if the
adventurers are not strong enough, Kerilith flees.
(Note to the Game Master: you can replace the monsters with those of your choice if it
seems more relevant or depending on the difficulty you want to give to this fight.)

Mine tunnel
Kerilith is fleeing at such a speed that the adventurers have no chance of catching him.
They’ll have to explore the mine to find it. And they’ll soon come across other creatures.

Subtle clues, traces on the ground or on the walls, racing sounds, small landslides give the
adventurers a clear path to follow.
The area around the entrance of the mine looks like all the abandoned mines in the world.
Remains of carts and barrels are scattered everywhere. On the other hand, the more the
adventurers sink into the darkness, the more the atmosphere changes. The walls begin to be
covered with magnificent sculptures made directly from the rock. The stalactites of natural

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cavities are adorned with magnificent sculpted spirals. It seems obvious that the old mines
are no longer there now. You can also add living fungi, photo luminescent mosses, etc.

Adventurers don't have the time to realize that they are in a den of Driders, that a Drider (or
2, depending on the difficulty you want to give to this fight) rush(es) on them to start a fight.
The Driders are completely unaware of Shiveryah’s plan exceptfor the fact that she palns to
call Loth, they will fight to the death to protect their lair.
Just before dying, the Drider yells "You will not prevent her advent !!! The sacrifice is about
to take place !!! Glory to Lolth !!! ”

In the Drow's temple


In fact, the more the adventurers advance in the tunnels, the louder they can hear the
litanies of the ceremony. Guided by the sound, they are forced to go through narrow
passages, sneaking and crawling when necessary, but the more they advance, the more the
echoes of the ceremony are clear and distinct. They are on the right track.

And indeed, they finally find a huge cave which apparently serves as a temple for the driders
and drows present here. They then realize that since their departure from the village this
morning, Owen, the little boy, has followed them without being seen as he wants to save his
parents. Definitely, this little one has the soul of an adventurer. But that makes one more
person to get out of this mess!

Shiveryah is in the center of the temple with Kerilith by her side. The prisoners are kneeling
before her, in a pitiful state. Driders serve as their guards. Shiveryah then embarks on a
speech aimed at galvanizing the drows and driders present in the temple.

Their journey through the rock was not wasted. The adventurers ended up on a ledge out of
the sight of their enemies. But unfortunately for them, drows and driders are clearly in
excess. And the prisoner villagers are right in the middle of the room.
Fortunately for the adventurers, they learn from listening to Shiveryah’s speech that to be
sacrificed, prisoners must first be washed and dressed in ceremonial clothes. It takes place
in another room, out of sight. It is an unexpected opportunity for adventurers to sneak in and
deliver the villagers. But they're going to have to be extremely discreet if they want to make it
out alive.
By crawling on the ledge on which they hid, they can access the room without much
problem. In addition, the Drider guards are forced to stay outside, so the villagers are only
with 4 unarmed Drows who prepare them for the sacrifice. The prisoners are completely
resigned, they no longer even think of running away.
But as soon as the adventurers appear, the villagers help them put the Drows out of harm's
way as discreetly as possible. They have found hope.
At the sight of Owen, his parents are divided between feelings of joy and anger. Why did
these damn adventurers embark their children on this suicide mission?

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Trap
When the prisoners and the adventurers try to flee by the same way they went in Shiveryah,
aware of their presence since the beginning speaks again and announces that she has a
much better sacrifice to offer to her goddess. She explains that she couldn't say anything,
not even to her sister Aerilith, the Drider Sorceress. Otherwise, it would have jeopardized her
plan.

Aerilith is Shiveryah’s little sister, she has always lived in the shadow of her big sister. She
hit rock bottom when she and her sister took the Lolth test together, with Shiveryah
successfully passing it and Aerilith failing. One became Lolth High Priestess while the other
was transformed into a Drider. Since then, Shiveryah has never missed an opportunity to
belittle her little sister.

The adventurers realize that the villagers were only bait. Shiveryah had planned everything.
It was much easier to kidnap defenseless peasants than experienced adventurers. And she
was right, they came themselves and jumped in the mouth of the wolf.
Aerilith, the Drider Sorceress, no more aware of the subterfuge than the adventurers,
fumbles of always being put aside. She orders her Diders to capture the group, before
setting off in pursuit. She want to outperform her sister and sacrifice the group herself.
Shiveryah also hurries to send her Drows in pursuit of the adventurers.

Escape
A chase begins across the dark tunnels. The adventurers have the advantage of getting
ahead of their pursuers. And obviously, driders and drows are competing for their capture.
And they don't hesitate to get dirty with each other.
It is only thanks to this that the fugitives somehow arrive near the exit of the mine.
(Note to the Game Master: you can really have fun here, creating a race with death and put
your group in extreme danger, just to be saved at the very last minute by the rivalry between
the dark elves.)

But just before going out, Aerilith finally catches them.


She is about to capture them when Kerilith jumps on her and pushes her to the ground while
Shiveryah yells: “These are my prey, you mongrel !!! Go back to your mire !!! ”.

In a blind rage, Aerelith casts a chain lightning spell boosted by her fury. The spell projects
Kerilith to the ceiling and impal it on a group of stalactites. Shiveryah is pushed back in the
tunnels as villagers and adventurers are expelled from the mine by the shockwave of the
spell.

They barely have time to recover to see the mine entrance collapse in a huge crash.

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(Note to the Game Master: this encounter in the temple will make the players realise that
what is happening has very little to do with just a bunch of cows. There is a massive evil
presence building in these caves and the scope of what they have to fight is nothing like
what they might have anticipated.

This temple encounter is laid out in a very straightforward way, but you can be much more
devious, create a more horror like feel making the elves super scary and twisted and have
the PCs delivering the dark elves slaves who have build the temple and still live in the caves,
set up a pursuit on the collapsing railway of the mine, Indiana Jones style, or using complex
machinery and traps for the sacrifice preparation scene. There are tons of various ideas and
atmosphere that you can build up and explore.

Also, if your group is strong enough, after using the rivalry of the two groups of dark elves to
help the group during their espace, you can have one final stand before Aerilth cast her spell
where the two groups join forces to give the PCs one last serious challenge before breaking
free)

Return to the village


Back in the village, Urameä takes care of the former prisoners. Bartholus provides the group
with enough healing potion to restore all of their hit points. They also feel rested as if they
had had a good night's sleep.

They are then very quickly summoned by the village council to the town hall.

Defense of the village


Carwyn, Bartholus and Brorrealyn serve on the board. There are two places left. If the
adventurers ask, there is one for Urameä, who is busy with the former prisoners, and the last
one is for Etoh, who is gone but who will be back soon, they are told.

Carwyn looks extremely nervous. He prefers to let the other two speak, punctuating their
statements with grumbles. The council ask the group to explain everything that happened.
They quickly conclude that the village will be the victim of an attack at dusk. The group must
help them organize the defense of the village.

● Brorrealyn offers to equip all villagers with weapons and armor. She assures that she
and her apprentices will be able to take on this task. She will return with enough
weapons and light armor for the villagers. She also brings back special equipment for
the group. (Note to the Game Master: It's up to you to see what you want to offer
your players. It will all depend on the difficulty you want to give to this adventure and
of course also on the type of adventurers who make up the group.)

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● At the group's request (if the players think about asking), Carwyn is willing to lead the
artisans to dig a ditch around the village and set up a palisade fitted with stakes.

● Bartholus offers to help, but isn't sure what to do. If the adventurers are smart, they
will remember Bartholus' unstable vials and realize they can be used as explosive. If
they don't think about it, Bartholus alludes to his experience in creating a special
fertilizer for blue tomatoes, saying that blue tomatoes will not be of much use in a
battle (in addition, it would take time to make them grow…)
Bartholus finds it preposterous to divert his experience to create explosives, but
nevertheless finds the idea ingenious. He hastens to return to his workshop to finish
his preparations. He will return with a vial of Alchemist's fire for each adventurer, as
well as two crates filled with it; now he has to train villagers to use them.

● If the adventurers decide to set traps at the edge of the forest and outside, they will
meet the old fool who will do the same. He will do so with incomparable precision and
know-how. He even went so far as to improve the traps set by adventurers. He is
clearly in his element.

● All other proposals are good to take.

Anyway, at the end of the day, all the preparations are ready. The whole village is on alert.
The sun is setting, the tension is at its height.
...And nothing is happening.

The enemy is not there. The wait is unbearable.


If the adventurers want to send scouts to find out, they'll come back empty-handed. The
enemy is simply not there.

Now’s the time for adventurers to take it to the next level. Take advantage of the
accumulated tension to make players understand that their development choices
must be carefully considered.

(Note to the Game Master: In this moment of preparation, let the imagination of the players
express themselves. What is planned in this scenario is there as an example, the players will
surely have much brighter ideas. Don’t hold them back.)

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Part 3 - Loth awaken

Last preparations
In the early morning, the adventurers see Owen enter the village, looking very proud of him
despite the multiple abrasions he exhibits like war wounds. He says he returned to the
mines. And here's what he discovered:

In fact, Shiveryah had to finish the invocation ceremony. But with the chaos created by the
adventurers, nothing has gone as planned. Lolth has been invoked, but in a minor form. And
the majority of Drows in the temple have paid the price. She changed them into Driders or
Chwidenchas. Most of the new Driders could not deal with their new status and fled to the
depths of the earth. Only a handful remained faithful: the most devout of all.
Aerilith is also missing, her body has not been found.
The attack will therefore have to be postponed for a day. But Lolth will be there, and it
changes everything.

It leaves another day to prepare the village. But the news of Lolth's invocation shook the
villagers’ morale (and it was already not very high).

Owen also stole a strange notebook during his journey in the mines, but the glyphs inside
are not understandable. Some research has to be done. (If the adventurers are not able to,
Bartholus offers to deal with it.)

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Bartholus offers access to his library. He has books on all subjects, archives on the region
and in particular on mines. Books on glyphs are also present.

Adventurers can find there some very interesting information about the mines and the
construction of the dam upstream the river. It allowed the exploitation of mines which were
completely flooded until then. They may be thinking of breaking up the dam to flood the lair
of the driders.
If they think about it, Bartholus will spend the day making enough explosives to destroy the
dam.
Carwyn is against the destruction of the dam. But his only argument is the cultural and
historical aspect of the building, he gives up the idea.

They can also find the plans of a small trebuchet and a ballista there, they could be used for
many interesting things. Village artisans would have time to build 2 of each, or 3 if an
adventurer helps them, during the day.

At the end of the day, the strange notebook finally reveals its secrets. The underground city
of drows stretches for tens of kilometers. And its sprawling tunnels lead close to all the major
cities of the kingdom. Chance has made Lolth Temple near Adamsalemouth, unless Destiny
wanted it to. If Lolth and her Drows are not stopped here and now, it will be the end of an
entire civilization.
Another information, and not the least, is in the book: if the temple which was used to
summon a demon is destroyed, the demon is instantly sent back into the pit of hell. It seems
clear that the temple of Lolth must be destroyed as soon as possible.

Unfortunately, it is no longer time to leave the village. Shiveryah and her troops appear at the
edge of the forest. Everyone must be present to defend the village.

(Note to the Game Master: Here the stake goes up a notch. The future of the village is at
stake, but also that of an entire civilization. Adventurers and villagers become agents of
fate.)

Attack of the Village

The attack on the village will be done in 3 stages:


(Note to the Game Master: you can replace the monsters with those of your choice if it
seems more relevant or depending on the difficulty you want to give to this fight.)

1. Shiveryah first drops clouds of spiders, giant spiders and chwidenchas over the
village to test its defenses.

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2. Then she sends her drows and driders with their champions Faliriah and Yelzikith, as
well as Kerilith who has returned from the Abyss.
Shiveryah makes a strange circle in the sky over the forest on the back of her
Horroraax. A mage or Bartholus can recognize magic signs. She is actually preparing
for the completion of Lolth's rebirth; she just waits for enough blood to flow to
complete her ritual.
Lolth is content to make some appearance on the battlefield, taking part in combat
only to revel in the victims of combat, as much from one side as from the other. She
has absolutely no concern for attacks on her, sweeping any projectile, spell or hit she
may receive with one hand. (you can either use her in her Elf form or in her “small”
spider form)

3. Suddenly the Shiveryah Horroraax gives a heart-rending cry, it is the signal for
retreat. Shiveryah has completed her magic incantation and her troops retreat to the
forest. But the respite is very short-lived. Suddenly, a lightning bolt strikes the ground
at the edge of the forest and Lolth appears. But she is now in her final gigantic form.
She is invulnerable.
She slowly stroll toward the village turning everything into a pile of rubble, killing
everything that crosses her path, just for the fun of it, making absolutely no effort at
all, like a cat playing with a mouse.
4.
If the adventurers attack her, she traps them in a cocoon of silk, telling them: “I’m
keeping you for dessert! Now, be nice and don’t move!"

She walks slowly towards the village, snaps her fingers, and the barricades sink
slowly into the sand which seems abnormally loose. It has actually turned into
countless tiny spiders that gobble up barriers, stakes and barricades before
disappearing underground.

Arriving at the river, Lolth transforms the water into a spider's web and throws it on
the village. It is now entirely covered with spideweb on which Lolth moves slowly with
grace. She’s overjoyed by the grip she has on Adamsalemouth and its inhabitants,
while the village seems to be smothered under a linen shroud.

The few villagers who try to attack her are pushed back by a chitinous paw. Lolth kills
only a handful, she wants to revel in their despair when, helpless, they will see their
village being destroyed building by building.

The situation seems hopeless ... When suddenly Shiveryah and her Drows appear at the
edge of the forest. They take up position while the trees around them seem to have come to
life thanks to a tremor that shakes their foliage. It’s Aerilith and an army of renegade Driders
attacking Shiveryah’s troops.

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Dam destruction
It’s the perfect diversion for Bartholus, Brorrealyn and Urameä who release the adventurers
and urge them to go and destroy the dam. This is the only hope for the village. They will
have to go unnoticed to reach the dam.

Shiveryah's troops are quickly disbanded by the many Driders.

Aerilith and a handful of Driders, noticing the adventurers moving away, start chasing them.
Only two people are needed to set down the explosives. The others can take care of the
pursuers.

(Note to the Game Master: It’s up to you how you want to use the rivalry between the two
sisters. Once again, it is here to allow you to stage a scene of massive chaos and
destruction while giving your group a chance to only face a few members of the Dark Elf
horde that could turn out to be pretty massive. You should carefully plan the village defence,
the way the Driders and the Drow will launch their attacks and set up a few scenes where
the Drider characters will meet the PCs and fight them. If you feel your PCs are strong
enough to face Loth, hell, you should give them a go! They will probably love it. Maybe she
is still a bit fuzzy as she just arrived on the material plane…
Now that they will race toward the dam, they can have several different encounters with the
Driders and the Drows. Make it unexpected and challenging: Of course, they can have a few
good scenes of Hack & Slash but why not have some more challenging events, like having
Faliriah come out with the little Owen in her arms and so the adventurers have to make a
choice: either they rescue the little boy or they demolish the dam, but it feels like they won’t
be able to do both... )

Time is running out, the longer the Adventurers take, the more Lolth can wreak havoc on the
village.

On the way to the dam, a series of accidents slows down the adventurers: a sudden
landslide from the top of a cliff, a tree collapse right in front of them, traps that were set near
the dam springs on them. What is going on? If they are careful, they will be able to see the
silhouette of an old man which disappears as quickly as it appeared, without being able to
identify him. (It’s Carwyn attempting a few last trick to save his mistress)

As soon as the adventurers place the explosives and take shelter, the barrage explodes in a
deafening sound. Water rushes everywhere and the Drow caves are submerged in a few
minutes, and so is the temple of Lolth.
Loth instantly starts to morph into horrible and monstrous things that keep on getting smaller
and smaller. Her legs are flailing furiously all around her like she is trying to keep a grip on
reality until she just vanishes in a gut wrenching scream.

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If Aerilith and her Driders have not yet been defeated, they are overcome with terror and flee
as soon as Loth has disappeared.
As they run away, lightning bolts sparks from the place where Loth was last standing and
impales many of the fleeing Driders. They burst into purple fire and a horrible stench of
charred flesh fills the air as they shriek in horror.

As the last ones fall to the ground, silence fills the village: the battle is over. No more signs of
the demoness and her vile creatures. The corpses of both camps litter the ground.

Suddenly, the survivors are overcome with joy and relief. They cry and laugh and hug. They
did it, they survived and saved the village and the kingdom from the attack of a demon
queen.

(Note to the Game Master: At this point, the players must think they have succeeded.
Everything is finally settled. Well, not everything. Who is this old fool? Why is Carwyn so
weird? Is Shiveryah dead?)

A last one for the road?

The return of Shiveryah


Just as everything seemed to be over, coming out of the wreckage, a dark and massive
silhouette approaches the village and a spine chilling shriek rent the silent air:

Shiveryah is back on her Horroraax and the Adventures are going to pay for what they did.

Seeing her, Carwyn can no longer hold out. He yells in her direction: “We had made a deal
!!! Keep your promise, succubus !!! ”
She elegantly waves her hand at him and a spell engulf the poor man.
"Here it is my friend, you will stay forever in this young arachnid body. Something that I’ve
promised is something that is owed. AH AH AH AH !!!"
Carwyn’s body convulses in the most horrible way as hairy chitinous legs burst out of his
mouth, his eyes, his abdomen...
A dozen villagers seized by the horror of the transformation throw themselves on the spider
and turn it into pulp in just a few seconds.

Once this case is settled, Shiveryah only seeks to kill the adventurers, the villagers do not
interest her.

The Adventurer will have to finally face her wrath. Make it epic, make them fight for their
victory!

If they have trouble defeating her, the villagers can come to the rescue.

21
There is one ballista that survived the previous battle. Villagers can use it to harass
Shiveryah as much as they can.
If necessary, Bartholus engages his final forces in battle to drop a shower of spells on the
drow. This will attract the wrath of the Horroraax which might ultimately kill him.

The Horroraax ends up being struck down, but Shiveryah manages to flee by swearing
revenge.

Conclusion
With the escape of Shiveryah, the village is finally out of danger.

Urameä quickly asks the adventurers for help so as to immediately harvest the organs of the
Horroraax. She thinks of using them to cure Etoh, the old fool.
And after having made a mixture of her own, Etoh regains his senses. He warmly thanks the
adventurers and apologizes for his behavior towards them. He presents himself as Etoh
Graräv, the 5th member of the village council. He also teaches them that “Aalz” means
spider in a Goblin dialect, the only language that he could somehow remember when his
mind was troubled.

A thorough sweep of Carwyn's house reveals the presence of a powerful sleeping drug, as
well as traps similar to those around the dam, and a notebook in which he recounts all his
adventures with his companions at the time, Brorrealyn , Bartholus, Urameä and Etoh. He
tells how old and useless he feels now. How he ended up making a pact with Shiveryah to
regain youth. How he drugged the whole village so the Drows could kidnap the villagers and
how he trapped the way to the dam to preserve his only chance of regaining his youth.

The village can now heal its wounds. There have been many deaths. Life will never be the
same again in Adamsalemouth. But the village and its community are still there.

The village elders decide to dissolve the council to make room for the new generation. And
after helping to rebuild the village, they decide to go on a last adventure. Perhaps they will
seek to avenge the villagers’ and Carwyn’s death by tracking Shiveryah…

But before they leave, they teach adventurers what they can.
Each adventurer wins either:
● Proficiency in a skill.
● A feat.

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Characters stats

Adamsalemouth board members


Bartholus Zoschingen, Architect / Alchemist Magician
Bartholus, formerly Bartholus "the flamboyant", is the village scholar. Villagers always turn to
him for questions requiring academic knowledge. Ever since he gave up his life as an
adventurer, he's been into alchemy. It is not uncommon, to see the windows of his workshop
shatter after one of his experiences. He is currently working on a fertilizer that would grow
blue tomatoes, the reds having become too common for him.

Brorrealyn Ironrock, Blacksmith Priestess


She has become the master blacksmith in the village since her adventurous life ended.
Apprentices from all over the region are looking for lessons. She treasures the weapons and
armor of her former group of adventurers.

Carwyn Peryglus, Council Spokesperson / Warrior


He has had a very difficult time aging and not being able to go on an adventure anymore.
Eight years ago, he made a pact with Shiveryah. He had to make sure no one would go to
the old mines. And she promised him that after ten year, he would get eternal youth. Since
then, he has spread the rumor that the forest is cursed and prohibits its access to the
villagers.
When the cattle begins to be killed, he does not suspect that the problem comes from this
Drow he encountered years ago. But the further the story goes, the more he will understand
that he is partly to blame for all this misfortune. He will therefore seek to hide his misdeeds.
You can do a lot of roleplay with Carwyn, especially if your group likes detective stories. You

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can make his role and his internal struggle between protecting his people and getting his
youth back a much more central element in this scenario.

Urameä the old Herbalist Nun:


She’s an old woman with very short white hair. She is very alert for her advanced age. She is
even rather athletic. It turns out that in another life she was a Nun in the Way of the Open
Palm, and that she still follows her daily training. Now that she is retired as an adventurer,
she spends her days caring for villagers and cattle with her ki and herbs.

Etoh Graräv, Ranger


He lost his mind due to poisoning. The Nun has been taking care of it ever since. He’s an old
man that no one listens to anymore, his delusions ended up tiring the entire village.
He's actually an extremely seasoned ranger. This is a character that we have not developed
too much but there are many ways to use him, etheir to confuse and mislead the PCs or on
the contrary to help them find unexpected clues.

Ennemies
Here are some basic stats information for the various enemies in this adventure. Please feel
free to adapt them to your taste and match them to the strength of your adventurers.

Goblin:
https://forgottenrealms.fandom.com/wiki/Goblin

Giant Spider:
https://forgottenrealms.fandom.com/wiki/Giant_spider

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Shiveryah:

Drow Priestess of Lolth


https://forgottenrealms.fandom.com/wiki/Drow

Shiveriah is an avid priestess of Lolth. She owes her meteoric rise in the Drow hierarchy to
her excessive ambition and her keen sense of intrigue.
She is the big sister of Aerilith which she uses as a scapegoat.

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Aerilith:

Drider Spellcaster
https://forgottenrealms.fandom.com/wiki/Drider

Aerilith is a warlock of Loth who has dedicated her life serving her goddess and proving her
worth. She is Shiveriah's little sister. She has always lived in her shadow and intends to
make a stand to finally eclipse her big sister.

Faliriah and Yelzikith:


These two Driders are Aerilith’s close guard. Use them to create characterful opponents and
challenging situations (like the last minute kidnaping of Owen when the group rushes to
demolish the dam)

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Faliriah:

DRIDER Champion
Large monstrosity, chaotic evil

Armor Class 19 (natural armor)


Hit Points 123 (13d10 + 52)
Speed 30 ft, climb 30 ft

STR 16 (+3)
DEX 16 (+3 )
CON 18 (+4)
INT 13 (+l)
WIS 14 (+2)
CHA 12 (+l)

Skills Perception +5, Stealth +9


Senses darkvision 120 ft., passive Perception 15
Languages Elvish, Undercommon
Challenge 6 (2,300 XP)

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Fey Ancestry. The drider has advantage on saving throws against being charmed, and
magic can't put the drider to sleep.

Innate Spellcasting. The drider's innate spell casting ability is Wisdom (spell save DC 13).
The drider can innately cast the following spells, requiring no material components:
At will: dancing lights
1/day each: darkness, faerie fire

Spider Climb. The drider can climb difficult surfaces, including upside down on ceilings,
without needing to make an ability check.

Sunlight Sensitivity. While in sunlight, the drider has disadvantage on attack rolls, as well
as on Wisdom (Perception) checks that rely on sight.

Web Walker. The drider ignores movement restrictions caused by webbing.

ACTIONS

Multiattack. The drider makes two attacks, one with its axe and one with its bite.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft, one creature.


Hit: 2 (l d4) piercing damage plus 9 (2d8) poison damage.

Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft, one target.


Hit: 17 (2d12 + 4) slashing damage.

Faliriah is the armed arm of Shiveriah. Since its transformation into drider, the latter uses it
for all the low tasks which need force and roughness. She has pleasure only during her most
vile actions.

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Yelzikith:

DRIDER Champion
Large monstrosity, chaotic evil

Armor Class 19 (natural armor)


Hit Points 123 (13d10 + 52)
Speed 30 ft, climb 30 ft

STR 16 (+3)
DEX 16 (+3 )
CON 18 (+4)
INT 13 (+l)
WIS 14 (+2)
CHA 12 (+l)

Skills Perception +5, Stealth +9


Senses darkvision 120 ft, passive Perception 15
Languages Elvish, Undercommon
Challenge 6 (2,300 XP)

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Fey Ancestry. The drider has advantage on saving throws against being charmed, and
magic can't put the drider to sleep.

Innate Spellcasting. The drider's innate spell casting ability is Wisdom (spell save DC 13).
The drider can innately cast the following spells, requiring no material components:
At will: dancing lights
1/day each: darkness, faerie fire

Spider Climb. The drider can climb difficult surfaces, including upside down on ceilings,
without needing to make an ability check.

Sunlight Sensitivity. While in sunlight, the drider has disadvantage on attack rolls, as well
as on Wisdom (Perception) checks that rely on sight.

Web Walker. The drider ignores movement restrictions caused by webbing.

ACTIONS

Multiattack. The drider makes three attacks, two with its longsword and one with its bite.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft, one creature.


Hit: 2 (l d4) piercing damage plus 9 (2d8) poison damage.

Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft, one target.


Hit: 8 (1d10 + 3) slashing damage.

Yelzikith only lives for Lolth. Before being transformed into a drider, she wanted above all to
become a high priestess and take the place of Shiveriah. Now she uses her entire devotion
to sow carnage on the battlefields in honor of her goddess.

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Bebilith:

Kerilith
Huge fiend (demon), chaotic Evil

Armor Class 17 (natural armor)


Hit Points 189 (18d10 + 90)
Speed 40 ft, Climb 40ft

STR 25 (+7)
DEX 10 (+0)
CON 21 (+5)
INT 15 (+2)
WIS 16 (+3)
CHA 18 (+4)

Saving Throws Dex +6, Con +11, Wis +9, Cha +10
Damage Resistances cold, fire, thunder; bludgeoning, piercing and slashing from non
magical weapons.
Damage Immunities poison
Condition Immunities poisoned
Senses blindsight 60 ft, darkvision 120 ft; passive perception 19

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Languages Abyssal (cannot speak), telepathy 120 ft
Challenge 15 (13,000 XP)

Innate Spellcasting. The bebilith’s innate spellcasting ability is Charisma (spell save DC
18). The bebilith can innately cast the following spells, requiring no spell components:
At-will: plane shift

Spider Climb. The bebilith can climb difficult surfaces, including upside down on ceilings,
without needing to make an ability check.

Sunlight Vulnerability. While in sunlight, the bebilith has disadvantage on attack rolls, as
well as on Wisdom (Perception) checks that rely on sight. In addition, the bebilth cannot
apply any of her damage resistances while in sunlight.

Web Walker. The bebilith ignores movement restrictions caused by webbing.

ACTIONS
Multiattack. The bebilith can use her frightful presence. It then can make two attacks, one
with its bite and one with its barbs.

Bite. Melee Weapon Attack: +13 to hit, reach 5 ft, one target.
Hit: 19 (2d10 + 8) piercing damage plus 4 (1d8) acid damage.

Barbs. Melee Weapon Attack: +13 to hit, reach 10 fty one target. Hit: 15 (2d6 + 8) piercing
damage. When the bebilith attacks with her barbs and rolls a 20 on the attack roll, the target
lose 2 points of AC until its armor or shield can be repaired. Creatures that are not wearing
medium or heavy armor and not using shields are not affected by this ability.

Frightful Presence. Each creature of the bebilith’s choice that is within 120 feet of the
bebilith and aware of it must succeed on a DC 18 Wisdom saving throw or become
frightened for 1 minute. A creature can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success. If a creature’s saving throw is successful or
the effect ends for it, the creature is immune to the bebilth’s Frightful Presence for the next
24 hours.

Teleport (1/day). The bebilith magically teleports herself, along with any equipment or
creature it is holding or carrying, to any one of its lairs.

Web (Recharge 5-6). Ranged Weapon Attack: +4 to hit, range 30/60 ft ., one Large or
smaller creature. Hit: The creature is restrained by webbing. As an action, the restrained
creature can make a DC 11 Strength check, escaping from the webbing on a success. The
effect also ends if the webbing is destroyed. The webbing has AC 10, 5 hit points,
vulnerability to fire damage, and immunity to bludgeoning, poison, and psychic damage.

32
Chwidencha:

Large aberration, chaotic neutral

Armor Class 15 (natural armor)


Hit Points 123 (13d10 +52)
Speed 30 ft., Climb 30 ft.

STR 20 (+5)
DEX 15 (+2)
CON 18 (+4)
INT 4 (-3)
WIS 16 (+3)
CHA 4 (-3)

Skills Stealth +7
Saving Throws Dex +8, Con +6
Damage Immunities poison
Condition Immunities poisoned
Senses blindsight 10 ft ., darkvision 60 ft ., passive Perception 10
Languages understands Elvish and Undercommon
Challenge 9 (13,000 XP)

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Spider Climb. Chwindencha can climb difficult surfaces, including upside down on ceilings,
without needing to make an ability check.

Sunlight Vulnerability. While in sunlight, chwindencha has disadvantage on attack rolls, as


well as on Wisdom (Perception) checks that rely on sight. In addition, chwindencha cannot
apply any of her damage resistances while in sunlight.

Web Sense. While in contact with a web, the spider knows the exact location of any other
creature in contact with the same web.

Web Walker. Chwindencha ignores movement restrictions caused by webbing.

ACTIONS

Multiattack. A chwindencha can use her frightful presence. It then can make two attacks
with its barbs.

Barbs. Melee Weapon Attack: +13 to hit, reach 10 ft one target. Hit: 8 (1d10 + 3) piercing
damage. When the chwindencha attacks with her barbs and rolls a 20 on the attack roll, the
target lose 2 points of AC until its armor or shield can be repaired. Creatures that are not
wearing medium or heavy armor and not using shields are not affected by this ability. And
the target is grappled (escape DC 18). Until this grapple ends, the target is restrained.

Frightful Presence. Each creature of a chwindencha choice that is within 120 feet of the
chwindencha and aware of it must succeed on a DC 16 Wisdom saving throw or become
frightened for 1 minute. A creature can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success. If a creature’s saving throw is successful or
the effect ends for it, the creature is immune to the bebilth’s Frightful Presence for the next
24 hours.

Web (Recharge 5-6). Ranged Weapon Attack: +4 to hit, range 30/60 ft, one Large or smaller
creature. Hit: The creature is restrained by webbing. As an action, the restrained creature
can make a DC 11 Strength check, escaping from the webbing on a success. The effect also
ends if the webbing is destroyed. The webbing has AC 10, 5 hit points, vulnerability to fire
damage, and immunity to bludgeoning, poison, and psychic damage.

34
Horroraax:

Gargantuan aberration, chaotic evil

Armor Class 22 (natural armor)


Hit Points 367 (2ld20 + 147)
Speed 40 ft, fly 80 ft

35
STR 27 (+8)
DEX 14 (+2)
CON 25 (+7)
INT 16 (+3)
WIS 15 (+2)
CHA 19 (+4)

Saving Throws Dex +9, Con +14, Wis +9, Cha +1 1


Skills Perception +16, Stealth +9
Damage Immunities poison
Senses blindsight 60 ft., darkvision 120 ft ., passive Perception 26
Languages understand Elvish and Undercommon (cannot speak) , telepathy 120 ft.
Challenge 20 (25,000 XP)

Legendary Resistance (3/Day). If the Horroraax fails a saving throw, it can choose to
succeed instead.

ACTIONS
Multiattack. The Horroraax can use its Frightful Presence. It then
makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +15 to hit, reach 15 ft, one target.
Hit: 19 (2d10 + 8) piercing damage plus 10 (3d6) poison damage.

Claw. Melee Weapon Attack: + 15 to hit, reach 10 ft, one target.


Hit: 15 (2d6 + 8) slashing damage.

Tail. Melee Weapon Attack: + 15 to hit, reach 15 ft, one target.


Hit: 17 (2d8 + 8) piercing damage plus 15 (2d6 + 8) poison damage.

Frightful Presence. Each creature of the Horroraax's choice that is within 120 feet of the
Horroraax and aware of it must succeed on a DC 19 Wisdom saving throw or become
frightened for 1 minute. A creature can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success. If a creature's saving throw is successful or
the effect ends for it, the creature is immune to the Horroraax's Frightful Presence for the
next 24 hours.

Web (Recharge 5-6). Ranged Weapon Attack: +4 to hit, range 30/60 ft, one Large or smaller
creature. Hit: The creature is restrained by webbing. As an action, the restrained creature
can make a DC 11 Strength check, escaping from the webbing on a success. The effect also
ends if the webbing is destroyed. The webbing has AC 10, 5 hit points, vulnerability to fire
damage, and immunity to bludgeoning, poison, and psychic damage.

LEGENDARY ACTIONS

36
The Horroraax can take 3 legendary actions, choosing from the options below. Only one
legendary action option can be used at a time and only at the end of another creature's turn.
The Horroraax regains spent legendary actions at the start of its turn.

Detect. The Horroraax makes a Wisdom (Perception) check.

Tail Attack. The Horroraax makes a tail attack.

Wing Attack (Costs 2 Actions). The Horroraax beats its wings. Each creature within 15 feet
of the Horroraax must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8)
bludgeoning damage and be knocked prone. The Horroraax can then fly up to half its flying
speed.

The Spider Goddess:

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You’ll find the info you need about Loth in this link
https://forgottenrealms.fandom.com/wiki/Lolth

Remember that she is a goddess and use her carefully ;)

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