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Copyright © 2023 Steven Chabotte

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1
ADVENTURE OVERVIEW
The Hive of the Golden Arachnids is a one-shot 5th 1. The Cavern of Blood: A gruesome scene is revealed as
Edition adventure designed for 5 to 6 3rd-level players. the wall comes down. Spider webbing is scattered
The game rating is hard to deadly. A short rest is throughout this area, much covered with bloody smears
recommended before facing the Spider Queen. This as the bodies were dragged elsewhere. Clear paths
adventure takes place near the town of Dustvale, at the through the webbing are observed, and it looks so old and
foot of a mountain that contains a gold mine. It can easily dry that it presents no danger. The spiders seem to have
be merged into any fantasy world. As the game master, carried the dead through the far tunnel and didn’t return
you should read through the entire adventure before to the room. An observant adventurer notices small gold
playing it, noting changes needed to match your game’s nuggets buried in the wall with a DC 15 Perception check.
specific mix of characters, motivations, and goals. Two giant spiders are hidden on the ceiling behind
thick layers of webbing and plan to pounce after all the
THE ADVENTURE BEGINS adventurers enter the cavern. They can be noticed with a
DC 18 Perception check and, if not detected, get a surprise
On entering the town of Dustvale, the adventurers
attack round. Four more giant spiders are hidden in the
discover the town is in an uproar. The miners broke
passageway at the far side of the cavern, waiting to rush
through into an underground chamber and were attacked
into the room. They roll normal initiative.
by giant arachnids. It was a vicious and bloody battle,
If the adventurers burn the webbing before entering
killing many of the miners, and the town is still reeling
this room, this causes all six spiders to rush the party and
from the damage these monsters wrought on their
initiate an attack immediately. In this scenario, initiative
citizens yesterday.
is rolled normally.
Being well-equipped strangers, the townfolk naturally
assume you are adventurers and quickly approach. They
Tunnels: Tunnels are riddled with spider webs and are
detail the events of the attack and offer them 400 gp in
considered difficult terrain. Gold nuggets will
gold nuggets if they can eradicate the nest of arachnids
occasionally be spotted as a further distraction to the
that have shut down the mine and killed so many of the
adventurers if they are actively looking. Nuggets are
miners. They also offer the party two healing potions.
typically worth 5-10 gp each, and one can be found every
The party learns that the miners were excavating a
50’. However, this ups the chances of a random
wall when it collapsed, revealing a large, roughly carved
encounter (see below.)
chamber and tunnel beyond. It was filled with decaying,
Tunnels frequently contain just one of either a giant
golden-colored spider webs, and suddenly half a dozen
spider (70%), guard spider (20%), or drone spider (10%)
glittery golden giant spiders poured through the tunnel
(drones mostly being found in the passage from the
and attacked them. Several miners fell to their poisonous
queen’s nest to the egg chamber.) If a giant spider or a
bites and web attacks, and the rest ran as fast as they
guard spider is encountered, it will immediately attack. If
could to safety. No one has been in the mine since
a drone spider is encountered, it will try to flee
yesterday morning – but no spiders were seen leaving
(especially if it is carrying an egg) but will attack if
the mine entrance.
cornered.
There is a 15% chance per 50’ of travel to have a
SET THE SCENE: random encounter with one of these spider types. If the
As you descend into the bowels of the mine, it quickly adventurers actively seek gold nuggets, the chance of a
becomes pitch black, forcing you to light torches to see random encounter rises to 25%.
clearly. The trail to the cavern is easy to follow due to the [Note: One tunnel winds its way to a surface entrance
into the lair that is well hidden in some rubble on the side
scattered bits of mining gear that were dropped as everyone
of the mountain. It is not relevant to this adventure but
fled. When you reach the cavern entrance, you see smears
could be useful information for future activities if you
of dried blood on the ground but no bodies. The blood trails
choose to allow the adventurers to discover this
lead to a crude wall of boulders held in place by spider
particular passageway.]
webbing.

2. The Golden Eggs: As the adventurers enter the egg


Entrance: The entrance is currently blocked. A cursory chamber, read the following:
examination shows that the bodies were dragged into the
cavern that lies beyond the crude stone and spider web
You see several smaller spiders working industriously,
wall. Despite its unorthodox construction, it is quite
moving amongst hundreds of golfball-sized, golden-colored
strong. If the adventurers investigate the wall, they can
discover that the webbing burns easily with a DC 10
eggs. They are busy checking each egg and moving them in
History check, significantly weakening the wall. Once the
the stacks. Nearby, you see an egg hatch and a small, hand-
webbing is burned away, the party can clear a wide sized spider scrabble to freedom, leaving behind a now
enough space to crawl through in ten minutes. An deflated egg. Toward the center of the room, you see a pillar
additional ten minutes will make a comfortable entrance with a large vein of gold embedded within it
to the cavern beyond. Unfortunately, this is a noisy
process and cannot be performed quietly. The room is large and filled with gossamer webbing that
sticks to anyone walking through it. Treat travel in this

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room as difficult terrain. The room has hundreds of eggs, approach to attack. The queen enters the battle one
dozens of drone spiders, and two guard spiders. If the round later. All the spiders make liberal use of their web
adventurers enter the room and disturb the webbing, the attack to try to capture the adventurers alive for food
guard spiders rapidly approach and attack. If any eggs are storage but attack viciously while web attacks recharge.
damaged during the battle, the drone spiders begin If the adventurers are victorious, they can explore the
attacking in waves. Each round, after an egg is damaged, tunnel at the far side of the queen’s chamber. It travels a
four drone spiders join the battle and attack at the same short way, leading to an oily water pit filled with
initiative count as the guard spiders. preserved foods and saturated with almost microscopic
If the adventurers do not enter the room, the spiders gold flakes leeched from nearby stones. This mix of food
will ignore them. and gold gives these spiders their golden color. The
liquid’s ability to leach gold from the rock would greatly
3 The Queen’s Chamber: As the adventurers enter the interest the mining company. If the adventurers discover
queen’s chamber, read the following: and disclose this find, the mine pays them an additional
100 gp bonus.

VICTORY
The tunnel opens into an immense room lightly covered
with webbing and is a hive of activity. At the room’s far end,
you can see a monstrous spider eating from a pile of gold- When the adventurers return to the surface and share
flake-saturated food, including fresh-looking body parts. their success, they are greeted as victors, and a great
The queen spider is surrounded by drones collecting eggs party is planned where they will be given their reward. In
from beyond its rear and preparing them for travel to the the interim, the mine sends down some inspectors to be
nesting chamber. You also notice two guard spiders sure the work was completed as stated. Also, the mine
watching you warily as you stand at the entry to the owners ignore if the adventurers collected a small
chamber. A drone spider carrying an egg is heading directly amount of gold while down in its depths but will insist
toward you. that all gold collected be returned if they come back with
sacks filled with nuggets. [Game Master’s note: The
owners will overlook up to 200 gp of nuggets taken
Nothing happens if the adventurers don’t enter the
during the adventure.]
chamber and step aside as the drone approaches.
However, if the adventurers enter or otherwise interact
with the room, the two guard spiders immediately

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APPENDIX A - MAP

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APPENDIX B - CREATURES

Medium beast, unaligned Large beast, unaligned

Armor Class 12 Armor Class 14


Hit Points 10 (3d6) Hit Points 39 (6d10- + 6)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 13 (+1) 3 (+4) 12 (+1) 4 (-3) 14 (+2) 16 (+3) 13 (+1) 2 (+4) 10 (+0) 4 (-3)

Skills Perception +3, Stealth +7 Skills Perception +4, Stealth +7


Senses blindsight 10 ft., darkvision 60 ft., passive Perception 10 Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14
Languages -- Languages --
Challenge 1/2 (100 XP) Challenge 2 (450 XP)

Spider Climb. The spider can climb difficult surfaces, including Spider Climb. The spider can climb difficult surfaces, including
upside down on ceilings, without needing to make an ability upside down on ceilings, without needing to make an ability
check. check.
Web Sense. While in contact with a web, the spider knows the Web Sense. While in contact with a web, the spider knows the
exact location of any other creature in contact with the same web. exact location of any other creature in contact with the same web.
Web Walker. The spider ignores movement restrictions caused by Web Walker. The spider ignores movement restrictions caused by
webbing. webbing.

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit:
3 (1d4 + 1) piercing damage. 9 (1d10 + 3) piercing damage, and the target must make a DC 11
Web (Recharge 5–6). Ranged Weapon Attack: +2 to hit, range Constitution saving throw, taking 9 (2d8) poison damage on a
10/20 ft., one creature. Hit: The target is restrained by webbing. As failed save, or half as much damage on a successful one. If the
an action, the restrained target can make a DC 12 Strength check, poison damage reduces the target to 0 hit points, the target is
bursting the webbing on a success. The webbing can also be stable but poisoned for 1 hour, even after regaining hit points, and
attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; is paralyzed while poisoned in this way.
immunity to bludgeoning, poison, and psychic damage). Web (Recharge 5–6). Ranged Weapon Attack: +2 to hit, range
20/60 ft., one creature. Hit: The target is restrained by webbing. As
an action, the restrained target can make a DC 12 Strength check,
bursting the webbing on a success. The webbing can also be
attacked and destroyed (AC 10; hp 5; vulnerability to fire damage;
immunity to bludgeoning, poison, and psychic damage).

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Huge Beast, unaligned
Multiattack. The queen spider makes two attacks, one with its bite and
Armor Class 16 one with its legs.
Hit Points 72 (10d10 + 12)
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 13
Speed 30 ft.
(2d8 + 3) piercing damage, and the target must make a DC 13
Constitution saving throw, taking 12 (2d10) poison damage on a failed
STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 15 (+2) 2 (+4) 10 (+0) 4 (-3) save, or half as much damage on a successful one. If the poison damage
reduces the target to 0 hit points, the target is stable but poisoned for 1
hour, even after regaining hit points, and is paralyzed while poisoned in
Skills Perception +3, Stealth +7
this way.
Senses blindsight 20 ft., darkvision 60 ft., passive Perception 14
Languages -- Legs. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 9
Challenge 4 (1100 XP) (1d10 + 3) piercing damage.
Web (Recharge 5–6). Ranged Weapon Attack: +2 to hit, range 20/60 ft.,
Spider Climb. The spider can climb difficult surfaces, including upside one creature. Hit: The target is restrained by webbing. As an action, the
down on ceilings, without needing to make an ability check. restrained target can make a DC 12 Strength check, bursting the
Web Sense. While in contact with a web, the spider knows the exact webbing on a success. The webbing can also be attacked and destroyed
location of any other creature in contact with the same web. (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning,
poison, and psychic damage).
Web Walker. The spider ignores movement restrictions caused by
webbing.

6
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