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# The Lost Son of Ubtao
##### A forgotten son of the Chultan god rises up to try and claim the seat his father left behind in this aracnophobic adventure for the world's greatest role-playing game.
\pagebreakNum # Introdction On the penninsula of Chult, one of the former gods who called the Trickster Gods kin has been awoken from his enforced slumber. This entity has plans to spread and take over his father's empty throne and become the chief diety of the Chultan pantheon. *The Lost son of Ubtao* is a DUNGEONS & DRAGONS adventure that takes place on the peninsula of Chult in the Forgotten Realms. The documents required are a Player's Handbook, Dungeon Master's Guide, and Monster Manual. Also needed is Tomb of Annihilation to set the portion of adventure which takes place in Chult in order to run this adventure. Additionally, there will be creatures and items from other Dungeons & Dragons modules and supplements. Each item from one of these books will be accompanied by an abbreviation. The list of abbreviations are below. Not all abbreviations will be used. ### Abbreviations DMG = Dungeon Master's Guide MM = Monster Manual VGM = Volo's Guide to Monsters SCAG = Sword Coast Adventurer's Guide HotDQ = Hoard of the Dragon Queen RoT = Rise of Tiamat PotA = Princes of the Apocalypse OotA = Out of the Abyss CoS = Curse of Strahd SKT = Storm King's Thunder TYP = Tales from the Yawning Portal ToA = Tomb of Annihlation XGE = Xanathar's Guide to Everything ## Background Ubtao was indeed the father of the Nine Trickster Gods who saved the Omuans from drought and death. However, Ubtao had many children, mainly the spirits of the jungle who are so numerous. One of those spirits was Sp'nekop, a spider spirit. He did not like Omuans, much less anything else but weaving his webs and greedily catching anything he could in them. After the Nine Trickster Gods rescued the Omuans, Sp'nekop grew jealous of the worship and praise they received. He also grew covetous of their power as they grew in strength. Although envious and greedy, Sp'nekop was also patient and intelligent. He began to speak to select Omuans, whispering things they wished to hear and luring them into his own proverbial web. Soon a sect, or cult depending on one's view, of Sp'nekop worshippers rose within Omu who preached wealth, glory, and power for all who joined them. Many were drawn in, seeing that the ones who followed Sp'nekop appeared to gain wealth, power, and prosperity for their faith. The more one listened to Sp'nekop, the more wealth and influence they seemed to gain. However, Sp'nekop remained true to his nature: spiders do not give and only entangle their prey deeper inside of their webs. He had no intention of fulfilling his promises. Instead, he created a breed of spiders which forced the people who were not zealously loyal to bend to his whims and enforce his edicts. Still, Sp'nekop's arrogance was his downfall. One of his initiates discovered the truth of so many worshippers and grew horrified. He raced to tell the people and even went to Ubtao about what his son was doing. Unlike before, when Ubtao hardened his heart, the god of Chult knew that his own son was responsible, not the evils of men. He empowered the one who revealed his son's treachery with a powerful weapon and they drove the Sp'nekop followers and Sp'nekop himself from Omu. The Cult of Sp'nekop was driven into the jungles where they eventually ended up in the Valley of Dread, where it was believed that they would end up dying off from the dinosaurs and other dangerous creatures already living in the jungle. However, hiding and weaving webs are a spider's specialty and Sp'nekop and his followers were no different. They built a temple and a village, hidden within the jungles, plotting to get revenge on Omu and those who destroyed the web Sp'nekop wove so delicately. Plotting and plotting some more, the Cult of Sp'nekop attempted their revenge, believing their patron had enough power to take Omu who Ubtao has left to its own devices. Again, the arrogance of Sp'nekop was his downfall. The people of Omu had been preparing for their return and even got some help from the Nine Trickster Gods. His followers were destroyed and the Nine Trickster Gods trapped Sp'nekop inside his own temple. With no followers remaining, his power dwindled, his existence continued only because people kept speaking of him, if only in warning. Centuries passed and Ubtao vanished from Chult, leaving the people to their own devices. Explorers from Faerun came to Chult and sought fortune and adventure from the savage jungles. One such explorer was Begran Bluesail, an explorer who sought the deepest portions of Chult. He discovered the Temple of Sp'nekop and what it did to some of his crew. He hastily retreated, ending his explorations of Chult. He wrote his experience in a journal which kept in his hometown of Daggerford. His stories were considered fanciful and were not taken seriously. Years later, after Acererak attempted to rise the Atropal into godhood and failed, interest in exploring Chult and its many ruins rose once again among the adventuring community. One such explorer was Joppen Blackrill. Eager for fortune and fame, he collected as much information on Chult as he could, which included pages of Begran's journal. Using them, he journeyed deep into the Valley of Dread to search for the temple and its untouched fortunes. He and his crew managed to find the temple and began to search for its treasures. Deep within, they were matched by Sp'nekop and his spiders. Joppen saw the power and ability of Sp'nekop and instantly swore servitude to his new god. Sp'nekop was pleased and allowed him power as his new priest and ordered Joppen to spread his influence much like a spider weaves his web. \pagebreak Joppen began operations to claim Chult and the lands beyond. He has nowhere near the numbers to directly subjugate Port Nyanzaru, but he is aiming to infiltrate Camp Vengeance, Jahaka Bay, or Fort Belurian. Part of his focus is Daggerford, a good landing point for his forces as well as likely one of the only places which even has information on the Temple of Sp'nekop and a leak in secrecy which may be used if word of his activities escapes. ## Adventure Synopsis ### Chapter 1: Daggerford If the players are starting at Level 1, then their adventure can begin in Daggerford. Joppen knows information about the Temple of Sp'nekop and the dangers and creatures that exist there. As such, he wishes to subjugate the city and ensure that no information which may be used against him can be discovered there. The characters will have to hunt down the source of the spiders in the city and eliminate them before they can take control of the population. If the DM or the players feel the characters are not at a high enough level to continue the players can discover that more spiders have landed in and subjugated a nearby fishing village before continuing on to Chult. ### Chapter 2: Port Nyanzaru The only port inside of Chult that people from the mainland can enter easily and without risk. Many of the encounters listed in *Tomb of Annihilation* can be used while the characters are searching for a guide and further clues as to the actions of the spider cult. Among the encounters in the port city are agents of the spider cult attempting to create a base. With them is a clue to where Joppen is attempting to subjugate forces to help him take the city once he has amassed enough power. ### Chapter 3: Land of Chult More of the encounters in Chult can be taken from *Tomb of Annihilation* as the characters search through Chult's jungles. The characters can perhaps try to find aid from the Nine Trickster Gods in the remains of Omu. They can also attempt to stop the forces of the spider cult from taking over one of the other forts hidden in the jungles. ### Chapter 4: Valley of Dread This is the valley in which the spider cult remains hidden. Also inside are the many dangers of Chult, but also the natives who are descend from the survivors of Sp'nekop's failed attack on Omu. Within this valley also resides a smaller temple dedicated not to Sp'nekop, but another son of Ubtao who dedicated herself to keeping him from rising again. However, he merely needs a champion to do such. ### Chapter 5: Temple of Sp'nekop This is the temple in which the spider cult has claimed their base and plot to spread over Chult and the world beyond its shores. The characters will have to be careful, as an ambush can come from any angle and the enemies have homefield advantage. Joppen will wish to ad their power to his forces and even if they can beat the high priest, Sp'nekop himself will still be waiting in the wings. ## Adventure Hooks ### Fortunate Coincidence The characters have business with Lady Morwen Daggerford and have finally managed to get their appointment with her. What business they have will be up to the players, be it a reward for a job the Lady wished done, or applying to carry out a task she needs aid in accomplishing. ### Portents of Doom One of the characters has been recieving prophetic dreams of spiders covering everything in webbing and leaving people and animals trapped in cocoons or shambling about with spiders stick to the backs of their necks. The scene can either be in Port Nyanzaru or Daggerford, depending on the starting level of the characters. ### The Chosen One One of the party has been feeling the urge to travel to Chult to a place they only know about from stories. A great scoprion speaks to them, calling them to Chult and the Valley of Dread. The character can no longer refuse the quest, if only to preserve their peace of mind. They can pass through Daggerford in their journey, meeting with Lady Daggerford by chance, or go directly to Chult the first chance they get. ### A Legacy A member of the party is a descendant of Begran Bluesail and they wish to complete the journey that their ancestor could not. They know that Begran's journal is in Daggerford and they wish Lady Daggerford's permission to take it, as the journal has ended up in her personal library. > ##### Fear and Horror > Since this adventure deals heavily with spiders of various sizes along with their habits and abilities, it makes for a good opportunity to use the fear and horror rules outlined in the Dungeon Master's Guide on page 266. The DM can choose appropriate places and DCs for events in the course of the adventure. \pagebreak # Chapter 1: Daggerford Daggerford is a city which rose from the ashes from the kingdom it came from in past ages. It was founded by a man named Tyndal who, in his youth, held off a party of lizardfolk with just a dagger. Marrying the local lord's daughter and naming himself duke, he established Daggerford atop the ruins of an older castle, building the ducal castle which his descendants rule from today. The city i a major stop on the road between Waterdeep and Baldur's Gate, bringing with it some needed trade and income as merchants, adventurers, and other travelers stop there to trade their wares or spoils. It is also a pastoral haven with wide, sprawling hills with plenty of farmland and open space. The daily rulership is handled by the Council of Guilds, the heads of the towns informal trade groups. They think themselves more powerful than they really are and try to imitate the Lords of Waterdeep by wearing masks and robes to council meetings. Of course, this is a farce since the council members do not even disguise their voices and everyone knows who they are. Lady Morwen Daggerford allows their frivolity since they do their jobs and do them well. Should they step out of line, she will come down on them with a heavy hand. ### Important Daggerford Denizens - **Lady Morwen Daggerford** is the ruler of Daggerford and the true power behind everything. She is well-liked by the people and despite not being as amiable as her late brother, she still has a good heart and only seeks the best for Daggerford. She can be often found in armor as she is in finery, being a trained warrior. She is in her forties, but appears younger despite her pure white hair. - **Sir Darfin Floshin** is a noble gold elf who resides in his estate in Daggerford but also works with the farmers and other humans to keep harmony with nature. He's old enough to have witnessed Daggerford being founded and advised many of its Dukes, although the previous one rebuffed him. Lady Morwen does hear his council, tentatively trusting him. - **Sir Isteval** is a retired paladin of Lathander who makes his home in Daggerford. He aids in the training of militia and is often seeking out adventurers. He seeks to restore the kingdom of Cormyr to it's former glory and often seeks adventurers of a like mind to help. Despite his goals, he holds fast to the ideals paladins aspire to. - **Filarion Filvendorson** is a 'retired' moon elf thief who now resides in Daggerford. He kept his thieving ways strictly in adventuring, so despite his 'former' occupation he is well thought of by the citizenry. He trains some aspiring rogues in throwing daggers, but often claims he does not teach them thievery, although others claim otherwise. - **Hadeshah** is the priestess of Chauntea in Daggerford who is a whisp of a middle-aged woman, slender and small. She was born in a small hamlet village and finds even Daggerford to be an overwhelming size. She often keeps to her temple, rarely seen outside while her acolytes handle most of the temple affairs and visitors she is not needed for. - **Luc Sunbright** is the priest of Lathander for Daggerford. Blustery and self-important, he's very class conscious. He believes he has the approval of Lady Morwen like he did her brother, although the dukes have worshipped at his temple long before his birth. - **Darrondar Gweth** is the priest of Tempus in Daggerford. Although a priest of a war god like Tempus would stir up trouble, Darronfar focuses his faith in honoring his fallen company of soldiers instead. His honorable nature and piousness makes him a popular man, even with his small congregation. - **Trista the Shadowed** is a crone of a woman who serves as the court mage. She has no patience for politics and often speaks her mind, uncaring if she offends people or not. She expects respect for her age and ability. Lady Morwen often affectionally calls her 'the old witch'. - **Kelson Darktreader** is the Master of the Hunt for the Ducal Castle. He is 200 years old and is Filarion's half-brother. They two are barely cordial due to their different upbringings, but they understand the greater good is more important than any dislike they have for each other. ## The Adventure Begins... If starting in this chapter, the characters begin inside Castle Daggerford. Specifically, they are in the meeting chamber with Lady Morwen.
You stand inside the decorated meeting hall across from where Lady Morwen Daggerford deals with her daily issues. The room is properly, although sparsely decorated, reflecting Lady Daggerford's aesthetic tastes rather than the rich finery the room once boasted. Lady Morwen eyes you all before deciding to speak, "Well? Why have you come?"
This can be the right spot for the players to introduce their characters and their reasons for coming together as a group of adventurers. They can also use one of the provided hooks to explain their reasons for approaching Lady Morwen or they can come up with one of their own. After the characters are introduced and perhaps interact with Lady Morwen for a time, read the next descriptive text. \pagebreak
Your meeting is suddenly interrupted when a servant opens the main doors and steps inside. He shoulders Lady Morwen's gaze as best as he can, almost not shivering before he announces, "Milady, a pair of men are here to deliver an important package to you. They say they cannot allow anyone but yourself to open it." "Very well. Show them in," Lady Morwen sighs. A pair of men enter the room after the servant gestures them in, both looking like sailors with a closed chest between them. They move to the middle of the room and set the chest down. It is of fine make and appears valuable. "A gift from Joppen Blackrill, milady," one of the sailors mutters.
Lady Morwen will then stand 10 feet away from the front of the chest and ask that it be opened. The sailors will then comply and open the chest. Inside, a **Swartrooi Spider** (Appendix B) will leap out and attempt to land on Lady Morwen and use its *Enslave* ability on her. Treat Lady Morwen as a **Knight** (MM pg347) for the purpose of the check. Roll a Stealth check for the spider to see if it takes Lady Morwen by surprise. This check can also apply to the characters. If Lady Morwen is taken by surprise, and if the characters think of it, they can attempt to kill the spider before it can harm Lady Morwen. This is of course if the characters were not likewise taken by surprise by the sudden appearance of the spider. If Lady Morwen is enslaved, she will draw her sword on the characters and begin shouting for her guards, claiming the characters are assassins. If Lady Morwen is enslaved or not, both sailors will draw their blades and attempt to cut down the characters and protect the spider so it may complete its task. Lady Morwen will not fight if she is enslaved, the spider wishing to keep her alive and in good condition. Treat the sailors as **Bandits** (MM pg343) for the purpose of the fight. If Lady Morwen escapes the spider, it will target her exclusively in an attempt to enslave her. If the sailors are killed, or knocked out, Swartrooi Spiders hidden under their collars will emerge from the bodies and attack the characters in an attempt to enslave them as well. If Lady Morwen is enslaved, 4 **Guards** (MM pg 347) will storm the room after three rounds of combat and attack the players, thinking they are assassins sent to kill Lady Morwen. They will not be convinced about the spider controlling their lady unless one of the players can remove it from her or the sailors. #### Developments If the characters are able to knock out the sailors, award them double the sailors' XP. If Lady Morwen is enslaved, award half her XP when she is freed, since the spider will try to do everything it can to keep her from fighting and she is conscious as she fights against its abilities. If for some reason the characters are overcome and arrested for the attempted 'attack' on Lady Morwen, they will be thrown in the dungeons of the keep for interrogation. Later, they will be released again, cleared of charges. The reason is that Trista the Shadowed noticed the spider thanks to her keen senses and swiftly removed it, freeing Lady Morwen from it who in turn ordered the release of the characters. Lady Morwen asks to meet the characters after their victory or release. She will wish the characters to seek out the source of the strange spiders as well as the intentions of the ones who tried to unleash it on her. Since the characters are one of the few who know of the spiders, she wishes them to investigate since she wishes to keep the events quiet so the ones responsible do not panic, or worse, attempt to unleash more of the spiders or worse things on Daggerford. She is willing to pay 100 gp for the elimination of the spiders and their handlers in Daggerford. She will also write a personally sealed message, allowing the characters entry anywhere in Daggerford so to help their investigation. The only clues she can offer is the name Joppen Blackrill who the sailors spoke about. He was an exporer from Daggerford who left for Chult after getting sponsorship from a few nobles before disappearing in the jungles. She knows of him since those same nobles complained to her, hoping for some kind of compensation for their bad investment. She recalls Joppen had a plan and a destination within Chult. If anyone would know for sure, it would be Darfin Floshin who seems to know everything and everyone of note in Daggerford. ### Daggerford Locations With their mission set, the characters will have to explore Daggerford for leads and/or aid in tracking down where the spiders had come from and what purpose they have in coming to Daggerford. With Lady Morwen's missive, they do not have to worry about being stopped by authorities, but they still have precious little clues. #### Random Encounter Walking the streets of Daggerford between civilization and the wilds is Kelson Darktreader, the Master of the Hunt for the Daggerfords. He leads hunts to keep the larders of the Ducal Castle. Once he just led hunts for the spoiled former Duke, he now has serious duties full time for the Daggerfords. He has not yet heard of the attack on Lady Morwen, being out of the castle at the time. While the characters are travelling between locations in Daggerford, the DM rolls a d20. On a roll of 15 or higher, the characters discover Kelson examining a number of barrels abandoned in an alley. All of them have thick coatings of webbing inside of them. As a half-moon elf, Kelson can identify spider lairs when he sees them, although he doesn't recognize it from any of the local breeds. The characters can show him Lady Morwen's missive and explain what happened if they discover who he is. He will immediately offer his services by trying to track down the spiders that are in the city. From the barrels, there are at least five of the spiders, but likely more since the barrels are small and easily carried in large groups. More such barrels are likely abandoned elsewhere in the city. \pagebreak Kelson will tell the characters to find Darfin at the River Shining Temple since he will likely know more, especially if the characters tell him more of the clues they have. Award the platers 200 XP for recruiting Kelson. #### 1. Trista's Tower
The room is lined with shelves of books as candles lit up the area where daylight does not. Tables are lined with a number of vials, liquids, and other unusual plant and creature parts to distill into potions. Hunched over one table is a crone of a woman in midnight blue robes and holding a staff as she pokes a needle-like instrument into the body of a familiar spider.
Lady Morwen has tasked Trista to try and find out just what the Swartrooi Spider is and what it might be capable of. Trista may grumble about being ordered around by a 'child' but she understands the severity and has been intensely studying the spider corpses and checking her books. She does have an idea about the spiders. She identifies them as Swartrooi Spiders which have been seen in Chult, although even there they are considered a myth. Their enslavement abiltiy was noted, although she reveals that the spiders have been said to be colonial, meaning there may be many more than just three of them. She will reveal that anyone the spiders seek to enslave will have the spider biting into the backs of their necks to control their bodies, so looking to that spot will reveal who is a slave or not. She does not know much more than that, but she does have a book which can offer more. However, she's loaned it to Darfin Floshin. With any luck, he could be found at The River Shining Tavern since it is one of his favorite places in Daggerford to be. #### Book Return If the characters manage to return Trista's book to her from Floshin, award each character 25 XP. #### Specimen Hunt Trista will ask the characters to see if they can get her more of the spiders for her to study. If they give her dead spiders, award them the Swartrooi Spiders' XP value for each spider delivered. If they manage to deliver a live spider, double its XP value. In a pinch, Trista's willing to pay 5 sp for every spider delivered and 5 gp if they're alive. ### 2. Harvest House
The humble house of worship appears more like an open garden save for a simple building. Some people rest in the gardens, seeking peace among the plants and growth. The odd acolyte walks among the plants and tends to them.
If the sailors survived the encounter with the party and had their spiders removed, they will have been moved to the Harvest House to help them recover. They are under guard and are being tended to by Hadesha who personally sees to their health. Hadeshah is uncomfortable with so many people needing to meet with her and she has a case of nerves and irritation. Still, she sees the two men are in need of rest, driven to the brink of madness by their enslavement to the spiders and what they saw while being enslaved. Hadeshah will wish to have the characters leave and she will speak plainly so to get them to leave that much sooner. She will report the men devolve into screams, begging or cursing Joppen Blackrill and screaming about a place called the 'Valley of Dread' She also found something in the pocket of one of the sailors. It is a page from what looks like a journal. It reads as follows:
*I have sought guides to lead us through the jungles, but few are even willing to take us to the area I wish to explore. Cowards the lot of them! The relics we found so far speak of a city completely untouched in the Valley of Dread! We must be the first ones there before gold diggers raid it before us!*
Along the bottom of the page are the first quarter of the common alphabet along with various symbols which do not match any of the known languages. The symbols are the written language of the followers of Sp'nekop developed so they could communicate without their enemies knowing what they were saying, as well as further honor Sp'nekop. The characters can keep it to help them translate writings of the spider followers when they end up at Sp'nekop's temple. Hadeshah hands over the page and tells the characters to leave her patients alone and let them recover from the horrible things they saw. If they wish to pursue whatever the spiders are, they seek out Sir Isteval who may know about the spiders, or at least have a better idea about what to do with them. He may be found at Morninglow Tower where as a paladin, he often prays to his deity. #### Assassination If the characters have not visited Harvest House first, as they meet with Hadeshah, an **Acolyte** with two Swartrooi Spiders hidden inside of her robes will attempt to re-enslave the sailors, or failing that, kill them to keep the activities of the spiders and their handlers quiet. The acolyte is likewise enslaved by another of the spiders and cannot control her own actions. The players can walk in on her attempt if they try to speak to the sailors themselves, or the sailors' screaming during her attack will draw in their attention. If the players attempt to perceive if the acolyte is enslaved, contest their Perception check against the spider's Stealth check. If the characters succeed, they are able to see signs of the spider under the acolyte's robes. If the acolyte is knocked out or freed from the spider's control, double her XP value. ### 3. Morninglow Tower
The polished white tower sits with fabrics and heraldry for Lathander. Many of the patrons appear more as nobles at a higher function than everyone seeking a place of worship to their patron god.
\pagebreak Luc Sunbright is the head priest for Morninglow Tower. With many of the nobles and wealthy coming to pay their respects, he is trying to keep the farmers, merchants, and other 'riff-raff' out so that he can connect and earn more favor from the other nobles. He takes great pride in being so favored by the Daggerford family in his own mind. In truth, Lady Morwen doesn't care for him and only prays at his temple because it is the only temple for Lathander in Daggerford. She does not like him since he is much like her late brother, someone who places more importance on his personal wealth and reputation than the responsibilities of his position. When the characters attempt to enter the temple, Luc will get in their way and try to persuade them to come back another time. He will make a number of excuses or other ways to try and convince them they can come back another time. In truth, he is trying to cater to the nobility so he can earn favor and having them share a time of worship with a bunch of ragtag adventurers will not gain him that favor. The characters can present their documentation from Lady Morwen and Luc will let them into the temple despite his misgivings. Still, he will be a constant hindrance if the characters attempt to speak to the other nobles, trying to steer them away or keep the conversations short. If one of the characters has the *Noble* background, he will still be a hindrance, but will be trying to steer that character towards the other nobles so they can connect and maybe earn him favor from outside of Daggerford. Sir Isteval is in attendance, praying at the shrine as his duties as a paladin insist on. He will be receptive to the characters and their mission. He is an experienced warrior and has seen much. He has seen many creatures which can control other people so he is more than willing to believe that there are spiders capable of such a thing. The document from Lady Morwen will only secure his aid. #### Dark Light If the temple is the third or later place the characters have visited, Luc will have been enslaved by a Swartrooi Spider and has been marking targets among the nobility for more spiders to enslave. By this point, the handlers and the spiders will know the characters are enemies and are onto them. He has more spiders hidden inside the shrine, one of which are poised to attack and enslave Isteval and the characters. Luc will attempt to take them by surprise and allow the spiders to attack. Treat Luc as a **Priest** (MM pg 348). If Isteval is enslaved, he is treated as a **Veteran** (MM pg350) with a move speed of 15 feet. His attacks are made at a disadvantage because of his exceptionally strong will and faith hindering the spider's abilities. If Luc is freed, double his XP value. If Isteval is enslaved and then freed, award only half of his XP value because of the hindrance he put on himself in the battle.] #### Developments Hearing (or experiencing) the threat which is coming to Daggerford, Isteval will immediately take it seriously. He suggests the characters meet at the River Shining Tavern at sunset. He will speak with others who may be able to help and he can also begin preparations. ### 4. Table of the Sword
The rather plain-looking building appears like it could double as a barracks if it was built slighty differently. Instead, the torches lighting the inside shaped like swords and the banners depicting flaming swords show that this building is dedicated purely to Tempus.
Darrondar Gweth leads the Table of the Sword in Tempus' name. He appears as a heavyset man with gray at his temples. Once he was a soldier before a mission went bad and killed nearly his entire squad. He gave up the life of a soldier and dedicated himself to Tempus and his aspects of honor and chivalry to honor his fallen comrades. Career soldiers and their families offer pray to Tempus for skill and victory in their conflicts. The militia likewise offer prayer and offerings for the same when they take on their militia duties. If the characters have determined where the spiders have come from, they can come to Darrondar for unnofficial aid from the militia and soldiers in the city to help them keep the spiders from spreading further from the docks. he holds the ear of many of the best soldiers, instructors, and militiamen in the city. Darrondar can send word to his congregation of the threat the characters believe is coming to Daggerford through the docks. However, he is extremely reluctant to send any fighting man into danger unless there is proof that the threat is real. Even with Lady Morwen's document and seal, it is a DC 18 Persuasion check to convince him to send men. However, if the characters worked with their allies at the River Shining Tavern to determine the likely source of the spiders and have Sir Iseval's word as well, he will immediately move to get his congregation warned and armed. #### Spiders in the Dark If the characters attempt to gain Darrondar's help after the sunset meeting, a number of slaves treated as **Cultists** (MM pg345), 4 in total will rise up from some of the people near the temple and try to eliminate the characters. They are citizens of Daggerford who fell afoul of the spiders and now obey their commands. For every person freed from a spider, double their XP value after the encounter is over. #### Development If Darrondar can be convinced of the nature of the threat, he will suggest that the characters get the aid of someone who knows the various backroads and sneaking paths through Daggerford that the spiders' handlers are likely using. He points them in the direction of the Dragonback Inn and to look for Filarion Filvendorson ### 5. Dragonback Inn
The Dragonback Inn is a building with a fieldstone base and wooden walls. Inside is a homey, but closed area. The windows are covered in leaded green glass and shields hang on the walls. Most priminently is the dragon skull mounted above the fireplace. The entire space gives warning to troublemakers to keep behaving for deal with the conscequences.
\pagebreak Filarion Filvendorson is seated in a corner of the tavern where he can see everything which enters and leaves the inn. He has an extensive network of former students and other rogues and contacts all through Daggerford. He knows that something is wrong and that Lady Morwen is trying not to panic people over it, meaning it is dug in deep. If the characters come to meet Filarion before the sunset meeting at the River Shining Tavern, he will not have much of an idea beyond of the situation beyond a threat which is hidden somewhere in Daggerford. After the meeting, he will have a better idea of what is going on, but will want to compare notes with the characters. The characters can explain what they know to Filarion. If they mention Joppen, his journey to Chult, or the appearance of the sailors who brought the chest to Lady Morwen, Filarion will think of something which came to his notice as of late. He'll thank the characters for the information and get up to leave. If this meeting takes place before the sunset meeting, then the bartender will pick up a light crossbow and try to shoot Filarion. The bartender is a **Cultist** armed with a light crossbow while Filarion is a **Spy** (MM pg349). With the bartender are two more cultists seated at tabled. All three are controlled by Swartrooi Spiders If the meeting takes place after the sunset meeting, the bartender will attack along with a pair of *Thugs* (MM pg350), all of them under the control of Swartrooi Spiders. They will focus on Filarion who has some avenue into identifying them that they do not wish to have exploited. If they cannot kill him, Swartrooi Spiders which may be free from their hosts will try to enslave him. After the encounter ends, if Filarion survives, he tells the characters to meet him at the River Shining Tavern at sunset and bring officials and others who might help. If the players haven't already been there, he'll suggest looking for Isteval at Morninglory Tower. ### 6. River Shining Tavern
The atmosphere of the tavern is cheery and bright. The surroundings are of high qualities wines and ales behind the counter, beautiful women taking orders, and plenty of polished wood tables and rich decoration surrounding the patrons show wealth and rich taste, a fitting place for the nobles and wealthy who frequent it.
The River Shining Tavern is a wealthy establishment where the upper class of Daggerford as well as visiting nobles frequent. The prices reflect that, but the service and atmosphere make the price quite worth it. Darfin Floshin is there, enjoying the atmosphere as he reads a book and drinks a glass of wine. The River Shining Tavern holds many fond memories for him and he enjoys spending time there among the festive people. If the characters meet him during the day, he will be annoyed at being interrupted, but will quickly change his tune when shown Lady Morwen's missive. When the characters ask him about Joppen Blackrill or about the Swartrooi Spiders (if they know the name), Darfin will nod and explain what he knows. He will explain that Joppen Blackrill was an ambitious adventurer who sought to explore the reaches of Chult which he believed to be one of the last true places which is unexplored and ripe for riches. He promised shares to several nobles of Daggerford if they sponsered his expedition. Normally no one sensible with money would back such a claim, but Joppen had a firm path and destination. He managed to find the journal of Begran Bluesail, the book that Derfin is currently reading. Begran Bluesail explored one of the deepest reigons of Chult, the place named the Valley of Dread. Begran's journal describes a previously unknown temple which seemed to revere spiders. It briefly mentions valuables, but the moved to horror about spiders his guide called Swartrooi which could control the movements of people. Several of his men fell victim to the spiders and turned against them. Begram's journal also speaks of some kind of horror which inhabited the temple. Joppen took copies of all of Begran's notes and left for Chult to find the fortune that in his mind, Begran was too cowardly to claim. He was never heard from again, which angered his sponsors. With the appearance of the Swartrooi Spiders, it seems that Begran's horrified ramblings were true after all, although it begs the question of who was bringing the spiders from Chult and how. If the characters are at the River Shining Tower for the first time, Darfin will advise the characters to find Sir Isteval who should be at Morninglory Tower and Filarion Filvendorson at the Dragonback Inn. Both will be of immense help in finding and cutting off the source of the spiders in Daggerford. #### The Meeting If the characters are returning to the tavern arriving for the first time to attend the sunset meeting, Darfin will be there to meet them, either for the second time or the first before he leads them to a private meeting room usually reserved for the Council of Guilds. Depending on who the players took the time to meet and managed to protect and/or rescue, the meeting will be attended by Isteval, Kelson, and Filarion. If the players have an idea of the spiders and convinced Darfin that they are real, they will be able to pass information off to Isteval who will mobilize the militia and will be able to hunt down anyone who might be a victim of the spiders. However, if Filarion is not there, he will not be able to focus the search anywhere specific and will just be able to have a vague idea of what to look for. If Kelson is attending, he can report on the habits of the spiders that he has managed to observe as he was hunting them. His input will allow Isteval and Filarion to give their men a better idea of what to look for as they attempt to purge the spiders from the city. This information will also give better context to Filarion about rumors he had been hearing, and report them. If Filarion is attending, he will report on a ship which came to port recently, the sailors acting strange and very much unlike men who were out to sea. They habitually chased small animals, tried to carry small barrels everywhere, despite the rules of the docks keeping the barrels locked up, and very few even tried to leave the docks, staying near their ship at all times. \pagebreak If Istavel is not in attendance, the characters will not have the manpower to cut off the docks and check everyone to see if they are slaves to the spiders. If Kelson is not present, the characters and their allies will be unable to track down any spiders which may escape. This will also make him unsure of which ship is the one the rumors circulate around. Kelson's knowledge of the spiders themselves will narrow it down to one ship in port which arrived a day ago called the *Sea Witch*. #### Developments Regardless of how many attend the meeting, Darfin will suggest searching the docks since the spiders clearly have not been in Daggerford for long or else they would have taken over key citizens of the city like Lady Morwen already. Since the spiders are from Chult, they must have come in by boat, since carting them to Daggerford would take too long and risk their health with the cooler temperatures. If the characters do not have Istavel's help, Darfin will point them to the Table of the Sword where Darrondar Gweth can get the aid of the militia. If the players managed to attend the meeting and determine a course of action, award them 100 XP. For every extra member attending, reward another 100 XP. ### 7. Dockyard
The river water breaks gently against the shore a wood creak from the boat harbored for the night. Some activity is seen among the few sailor till around, but the docks remain calm for the night. The fog blankets underneath the docks themselves, making the scene seem almost mystic.
When the characters arrive, they should have an idea as to which of the ships they need to explore for the source of the spiders. If they do not, they have at least heard some rumors from Filarion about which of the ships have been acting oddly. As their allies move to reinforce the docks and keep anyone from leaving without being checked for spiders, the characters can approach the *Sea Witch*. A map for the boat can be found in DMG pg314. The characters will find the *Sea Witch* docked like it should be and no one beyond someone in the crow's nest on guard. Unless the characters are especially loud or do something to attract attention such as creating bright lights, the dulled senses of the enslaved sailor on the lookout will not sense them. ### 7A. Main Deck This area is wide open, but all of the sailors are below deck, tending to the spiders they brought with them from Chult. Unless the characters wish to attract attention, none of them will be able to distinguish the groans of the wood moving from the typical noises of a boat shifting in the waters. If the characters demand to speak to the captain, loudly announcing themselves, a sailor will come up from below deck and ask them their business. He will act helpful and offer to escort the party to the captain's cabin (7B) at the back of the boat so they can meet. In truth, this is a ruse and the characters will be locked inside with Swartrooi Spiders for enslavement. If the characters attempt to go below deck, the sailor will try to discourage them and if that fails, will attack. Once battle starts, 5 more sailors, all enslaved by spiders will come up and likewise attack. If the battle goes on for more than four rounds, the captain (**Cult Fanatic** MM pg345) will come up and attempt to bring the characters down. Unlike his men, the captain is dedicated to the cause of the spider cult and willingly aids them. If all the sailors are freed or dead when he arrives, a **Swarm of Insects (Spiders)** (MM pg338) will come up with him. ### 7B Captain's Cabin
The captain's cabin holds quality instruments and furnishings befitting of someone who has been sponsored by many nobles. However, the finery seems dusty and untouched, as if someone has given up such luxury. A table stands in the middle of the room, a chest and desk in the corner, all untouched, and a bed opposite of them, the only thing which appears used.
Joppen Blackrill used to use this cabin, but now it falls to one of his men who is wholly dedicated to the cause. He only used the bed and some of the navigating instruments, forsaking worldly riches for his faith in Sp'nekop. Among the papers on the desk, is another page from Joppen's journal which had fallen from the book and ended up mixed with the navigational papers. It reads as follows:
*The trek was as hazardous as the name of this blasted valley hinted. A quarter of my men fell to those blasted dinosaurs and whatever undead horrors lurk around this island. Still, it was worth it! We're finally on the trail! We've found monoliths with more of the unique language which has offered us more lettering to translate with. A few more, and we will know the true story, along with where their treasure lies!*
At the bottom of the page are more hieroglyphs which tell another quarter of the spider cult alphabet. If the ship is siezed, this document can be found by Lady Morwen's men and passed to the characters. If the ship is sunk, then this document is lost. The desk is unlocked and can be searched. However, inside four of the drawers are a Swartrooi Spider kept there specifically in case of intruders. When a character tries opening the drawers, roll a d6. On a 1-4, the drawer inside holds one of the spiders and the character is taken by surprise. Otherwise, the drawer is empty, but the spiders begin forcing their way out to try and attack the characters. The chest contains the valuables the captain has brought with him to establish himself as a lord once Daggerford has been captured. Inside contains 2,200 cp, 1,400 sp, 7 bloodstones (50gp each), a *+1 Mace*, *Boots of Striding and Springing*, *Slippers of Spider Climbing*, and a *Oil of Sharpness*. If the players sink or otherwise seize the ship, this chest is recovered from the wreckage and is given to the characters by Lady Morwen as further reward and payment to continue chasing the spider cult to Chult. \pagebreak If the characters were escorted to the captain's cabin, the door will be locked behind them. The door can be forced open with a DC 15 Strength check or can be unlocked with a DC 13 Sleight of Hand check with thieves' tools. The sounds of the battle with the spiders will alert the sailors below that a fight is happening. When the characters leave the captain's cabin after fighting the spiders, the sailors will begin the encounter outlined in 7A. ### 7C Below Deck
Below the deck of the ship is like stepping into a nightmare. The walls are lined with thick webbing and numerous thick silk cocoons hang from the ceiling. Only the bare necessity of food and supplies lay pushed to the sides, likewise covered in webbing. Beyond a veil of silk t the front of a the ship is a massive spider, moving lethargically as smaller spiders scurry around it. The spider lets off a hiss as it was laying eggs which the smaller spiders busily wrap up in a cocoon much like the ones hanging from the ceiling.
The giant spider is a **Grand Swartrooi Spider** (Appendix B) who is the queen of the colony of Swartrooi Spiders in Daggerford. The sailors are seeing to her every need as the captain interprets her screeches and actions as orders from Sp'nekop about what he needs to do. The floor has some webbing on it, but not enough to impede the characters. If the players touch the walls or try to pass through the veil of silk without cutting it, they must make a DC 12 Dexterity saving throw or become restrained. A restricted character can use an action to attempt DC 12 Strength (Athletics) or Dexterity (Acrobatics) check to escape the webbing. The webbing has AC 10, 15 hit points, vulnerability to fire, and immunity to bludgeoning, piercing, and psychic damage. If the characters drew the sailors up from below deck, only the Grand Swartrooi Spider and one **Swarm of Spiders** will be there. If not, all six sailors are praying before the Grand Swartrooi Spider with the captain holding a *Spider Staff* as he tries to interpret the actions of the spider. The staff is left behind by the captain if he was drawn above deck, just in case he could persuade any intruders to leave, or trap them where a Swartrooi Spider could enslave them. Two **Swarms of Spiders** will also be with the Grand Swartrooi Spider, tending to it. If the Grand Swartrooi Spider is by itself with just a Swarm of Spiders, the characters may have a chance of slaying the spider and cutting off the advance of the other Swartrooi Spiders that are out in Daggerford. It will be a difficult battle, but it can likely be done. With the number of sailors, the captain with his staff, and the Swartrooi Spiders with the sailors, the battle will likely be too much for the characters to handle. The best way to defeat the giant spider, its swarms, and any sailors that are still on the boat is to sink the boat. The Grand Swartrooi Spider was hatched and raised on the boat and cannot escape from it. The best way to sink the boat is to ignite the webbing which coats everything and will catch the wood of the boat itself on fire. Every turn a creature begins in an area which is on fire, they take 2d6 fire damage. ### Developments As the Great Swartrooi Spider is slain or burned, the spiders which served her lose their colony connection and become wild, seeking their own survival. Kelson's aid will help round up the spiders themselves while Isteval or Darrondar will be able to organize the militia to hunt down any spider slaves who may be trying to sneak out into the rest of the sword coast. If some of the spiders or their slaves do escape, it could make a plot hook for another adventure in the campaign. Lady Morwen will give the characters their reward for crushing the source of the spiders in Daggerford. Still, hearing that the spiders had appeared on a boat and were only seen in Chult leads to the obvious conclusion that someone smuggled the spiders to Daggerford. So she will negotiate with the characters to find out the true source of the spiders and who is responsible for moving them. She will offer the valuables from the captain's cabin of the ship (Area 7B). The only clue that the characters have is a place in Chult called the Valley of Dread. \pagebreak # Chapter 2: Port Nyanzaru The party will need to find transportation to Chult before they can continue their adventure. They can do this in Waterdeep, Baldur's Gate, or if the DM decides to make it a little easier, Lady Morwen can arrange transportation. It all depends on how the DM wishes the characters to proceed. Once they get there, the characters can begin searching for information on the Swartrooi Spiders, the Valley of Dread, and any information on Joppen they can find. > ##### Encounters > Many of the encounters and events found in *Tomb of Annihilation* can be used in this adventure. The map and locations are important as events which advance this adventure can be found in certain locations. For the sake of simplicity, the events which are directly connected to the Swartrooi Spiders and the cult of Sp'nekop will be in this module. ### 7. Temple of Savras *Tomb of Annihilation Page21* Grandfather Zitembe can be consulted about the spiders. He will of course know legends about the Swartrooi Spiders, but he does not believe they are real. If the characters are able to make a compelling argument, or better yet, an actual Swartrooi Spider, or just a donation of 25 gp, Zitembe will 'consult the guides'. The ritual will take 24 hours and after, Zitembe will see 'a jungle choked with webs' and 'A temple of spider gold'. That was all his vision could see before something cut the vision short. He warns the characters to be careful if they insist on seeking the source of the spiders. ### 13. Harbormaster's Office *Tomb of Annihilation Page22* **Zindar** (ToA pg239) will most likely be out of his office, but will reply to messages left for him. If the characters leave a message asking about the *Sea Witch*, he will leave a reply stating that the *Sea Witch* stopped briefly in the harbor, swiftly getting only a few supplies before leaving again. He feels that the ship was smuggling illegal goods and some of his men were bribed or they arranged their supplies or goods. He's already alerted authorities and sent messages to Waterdeep and Baldur's Gate, likely destinations for smuggled goods. If the characters mention the Swartrooi Spiders, Zindar will immediately have one of his men or a messenger to track them down so to speak with them. Although Zindar does not believe in the mind-controlling ability of the spiders, he does believe that they are dangerous and a very illegal creature to ship. He will want to know if the characters have a suspect for the smuggling. If the players reveal Joppen's name, he will immediately begin an investigation into what Joppen had been doing in Port Nyanzaru. After 1d8 hours, a lead will come up that Joppen bought a charter of exploration in Fort Belurian, detailed in the next chapter. If the characters reveal the mind-control abilities of the spiders, Zindar will be skeptical, even if he had heard stories of such from the native chultans. A DC 15 Persuasion check will convince him to use his *detect thoughts* spell to see the characters' memories of the spiders in action. Seeing the memories, Zindar will be much more serious about the situation and direct the characters to Wakanga O'tamu (ToA pg27) who likely knows all there is of the spiders, or to Ifan Talro'a (ToA pg25) with his knowledge of beasts. He will write a missive himself, which can help the characters enter the villa of the merchant prince in question. As the harbormaster and one of the key agents for their businesses, the merchant princes always make time for him. Zindar will then begin an examination of his warehouses to ensure that no spiders have been stashed there. If the characters offer to help, he will agree, offering 10 gp each for the task, with an extra 2 gp for any spider slain. ### 16. Warehouse District *Tomb of Annihilation pg22* Although he does not have the numbers to properly take over Port Nyanzaru, Joppen did make plans and create a safe area for his spiders. Although he would have had an easier time moving his spiders to the Tiryki Anchorage, it was safer for the spiders in the Harbor Ward with less potential as well as satisfying for his god's ego, keeping his spiders in the finest areas he can. Packing them in crates, Joppen had the spiders moved to a warehouse he rented under the name "Begram Blackrill". Every day, his men who were truly loyal would arrive at the warehouse taking crates of food for the spiders and then leave with them, making it look like regular business was happening. Once enough spiders had been collected, the *Sea Witch* arrived and shipped a group of the spiders to Daggerford to begin his plot. One crate of spiders has been delivered since then, preparing for another shipment. When the Grand Swartrooi Spider in Daggerford died, the spiders went wild. The noise drew the attention of four **Guards** who investigated. The spiders attacked and took control of them and the guards now have turned the warehouse into a nest, having the guards collect small animals and other prey for the remaining spiders who continue to grow, but remain in the warehouse, waiting for more slaves. Webbing layers the back corners of the warehouse, where the remaining four spiders hide. The web can be burned or cut. If the webbing is burned before the spiders emerge, each spider that begins its turn in the flames takes 2d6 fire damage. #### Treasure The box which the spiders arrived in can be examined. Underneath a layer of webbing is a large gold bracelet shaped like a spider (250gp), 35cp, 16sp, and 7gp. It was personal gold the last transporter brought as a stash to spend as they hide in Port Nyanzaru. \pagebreak #### Developments If the characters investigated of their own accord, the harbormaster Zindar will insist on seeing them. Seeing the spiders and the testimony of the guards (if they survived) will convince the half-dragon that something dangerous is afoot and will send the characters to meet with one of the merchant princes, either Wakanga or Ifan considering their fields of expertise. If Zindar was the one who sent them, he will reward the characters with 2 gp for every spider corpse there. Any guard that was rescued and survived their enslavement, reward them with double their XP value. ### 18. Red Bazaar *Tomb of Annihilation pg23* The Thundering Lizard in is a place the characters can rest in for 5 sp a night. There is also Kaya's House of Repose which costs 1 gp a night. Kaya's House of Repose is peaceful and will not give the characters any excitement. However, no one who frequents will have any rumors or information about the Swartrooi Spiders or where they may come from. The Thundering Lizard will have a more informative encounter. Locals who frequent there will not wish to speak about spiders, or merely have very little to say, as many spiders if not all of them, are considered bad omens. The barkeep and the inkeeper both remember Joppen despite him being there only a few days before going on his expedition. It was the only time someone in the inn was universally disliked. Joppen's ego and his belief in his own superiority and future riches from his exploration failed to make the impression he wanted. Also, his being the only one crazy enough to want to go to the Valley of Dread made him memorable even to the people of the inn who see all sorts of folk come and go. They do recall that Joppen had business with the Hall of Gold, likely to take out a loan for his expedition. This is another lead the characters can follow. Among the people in The Thundering Lizard, is a a *Spy* (MM pg349) that served the cult of Sp'nekop as ears inside Port Nyanzaru as well as maintains the shipment of Swartrooi spiders for Daggerford. If the characters ask about the spiders or about Joppen, the spy will organize a nighttime attack with two *Thugs* who are slaves to the Swartrooi spiders. If knocked out or capture, the spy will swallow a hollow tooth filled with a potent spider venom, declaring loyalty to Sp'nekop before dying. The thugs are common laborers who helped move crates, but the spy offered them one which had the enslaving spiders inside. All they know is that the spiders came from someplace in the jungle, although they don't know where. If the thugs are rescued from the spiders, double their XP value. ### 21. Hall of Gold The characters can speak to the priests inside the Hall of Gold, asking for information about Joppen. The priests usually keep such affairs private, but if the characters can present some proof (such as Lady Morwen's missive) of official duty, or have a compelling explanation for why they need to find Joppen, the priests will bring the characters to Sibonseni, Mother of Prosperity. If the characters do not have such proof or a good enough explanation, a DC 18 Persuasion check will be needed to gain an audience with Sibonseni. Sibonseni will remember Joppen, recalling him being most disrespectful of her position and faith when he came for his loan. Before Joppen set off in his exploration, he took out a loan from the Hall of Gold to further fund his expedition. His previous investors did not give him as much as he felt he needed and spent most of it on hiet of gh-grade equipment and supplies. In itself, it was not an unwise move, but *everything* he spent was at a high level of quality and not once did he seem concerned about a budget, only when the money would run out. Sibonseni will then explain Joppen was quite arrogant, thinking himself the next legendary adventurer even though he had no special skills or other things which may help him succeed. Still, his name and backing was solid, so she approved a loan to him, although not without collateral. He left behind a number of personal belongings, including books and other things, as collateral. He even left behind his own documents by mistake, uncaring of what he left since he was positive that he would return overloaded with treasures. Sibonsei will not release many of the art pieces or other valuable items, deciding to keep them as repayment for the loan she approved for Joppen since he never returned. She will allow the characters to examine the items if they have official reasons for seeking out Joppen's trail. The items left behind amount to 200 gp worth of art items, an *Gloves of Thievery*, and a *wind fan*. If the players wish to keep the magic items, Sibonsei is willing to barter for them, but only in gold or other valuables like jewels or artwork. If the players examine the books, one of them will have a page slide out, revealing it to be another page to Joppen's journal with another portion of the cult's language in it. The page reads as follows
*The monoliths seem to be warnings to intruders to keep away from the temple of some kind of spider deity. It tells of a web of...deceit? Greed? My translations are still rough about this language. Still, it does speak of the temple that Begram must have found. We are on the right track! The latest monolith spoke of some great...power? Guardian? Something is down there and I believe it will be our greatest prize once we uncover the temple's secrets!*
\pagebreak Since the page did not originate from the book it fell out of, Sibonsei will allow the characters to take it, seeing as it is apparently important to their task. ### Merchant Princes The Merchant Princes rule Port Nyanzaru, each one with equal authority and voice in the matters of state. They each own a monopoly in the city and do not take kindly to competition. Usually the common man wouldn't be able to speak with the princes directly. However, they will meet with people if someone important to their organization recommends someone who wishes to directly make a deal, a noble or rich person wishes to deal with them, or they simply take a liking to someone and see about making an investment. There are plenty of opportunities to do such in Port Nyanzaru. #### Ifran Talro'a Ifran knows all manner of beasts and creatures that live on Chult. As such, he is aware that the Swartrooi Spiders were in fact real at one point, although he does not know that they still exist nor does he know the full extent of their enslaving abilities, believing it to be a mind-numbing toxin, making for easy retrieval to present their victims to the Grand Swartrooi Spiders. The DM should read the lore about the Swartrooi Spiders in Appendix B, minus their enslaving ability, to relate to the characters. Ifran is shocked that the spiders are not only real, but being smuggled into, and out of Port Nyanzaru. He's naturally outraged that someone is attempting to cut into his trade of exotic beasts and he will immediately do his part to shut down Joppen's smuggling. He will thank the characters for their warning, but will not offer a reward. He will offer the characters rewards for other tasks. He will offer them 200 gp in jewels if they bring him the one who is leading the smuggling ring. He will also offer 50 gp for anyone who is working in the ring, or for any live specimens of the spiders so he may find a new product for his business. #### Wakanga O'tamu Wakanga specializes in magical items and lore so his knowledge goes beyond merely the physical and into theory and other arcane secrets. He made his fortune off trading such things and has collected a mass of knowledge. If asked about the nature of the Swartrooi Spiders, Wakanga will react with disgust and horror. He knows the legends about the spiders and what they are capable of. As a mage, he does not discount any source of knowledge and will accept what the characters say about the spiders as truth if it matches what he knows about the spiders. He will relay the information found in the Background portion of the module. He will relay that Sp'nekop must be stirring if the Swartrooi Spiders are active again, but a human element must be aiding him if the spiders have been seen outside the Valley of Dread. If the characters do not already know it, Wakanga will reveal a weakness in the spiders is their queens, the Grand Swartrooi Spiders. If those queens are slain, the remaining spiders will return to their wild roots, fleeing from larger beings or turn on one another from the psychic backlash from their queen's death. He will also reveal that the spiders are more active at night, making them more dangerous. If the players wish to gain help from Wakanga, he will for a price. If the players promise a share of what spoils they find in their adventure, equal to 500+, he will give the characters 1 *arrow of spider slaying* (Appendix B) he collected for each 500 gp the characters promise him. If the characters return without the gold promised, or not enough, they will have to pay the difference back to Wakanga. Refusal to pay can mean crossing the Ytepka Society and being jailed. ### Finding Guides *Tomb of Annihilation pg33-35* Guides can take the characters through Chult. Their rates still apply as described in *Tomb of Annihilation*. All of the guides know that the Valley of Dread is a death trap and unless offered a great prize, have their own motives, or are sufficiently loyal. Their actions when they reach the Valley of Dread are described as below. #### Azaka Stormfang Azaka's acquaintance with Saja N'baza allows her to know that something is not right in the jungles. Saja N'baza can tell that a spider's shadow has fallen on the jungles of Chult and it is casting it's web across the sea in hopes of spreading it. If the characters reveal they are after the source of the spiders, Azaka will encourage leading them to Orolunga to speak with the spirit naga for advice about the current threat. She will guide the characters to the Valley of Dread, but she will not follow them. She will camp out at the entrance to the valley for 1d10 days. If the characters do not return or send some kind of signal, she will leave, assuming they are dead. #### Eku As a couatl, Eku can easily tell that Sp'nekop is rising once again and that he needs to be stopped before his webs and enslaving spiders claim all of Chult. She can lead the characters to Omu, where the Nine Trickster Gods are held and who may be able to help the characters fight their wayward brother. She will also lead them to the Temple of Sk'rpen, Sp'nekop's brother and his opposite who will test the characters to see if they are the ones who can defeat Sp'nekop. She will follow the characters into the valley, earning good first impressions among the lizardfolk there. #### Faroul and Gondolo The two fools want nothing to do with the Valley of Dread. Once they have the treasure from Needle's Bones, they will likely try to return to Port Nyanzaru with their share, or try to somehow sneak off with the entire treasure for themselves. They might be persuaded to reach the Valley of Dread with the allure of untouched treasure, or a big fat payment of 100+ gold. Once they get to the entrance to the valley, what courage they have fails and they abandon the characters at the first chance they get. #### Hew Hackinstone If the characters aid Hew in his own quest, he will see it as his duty to help in theirs since he tricked them into helping him reclaim Wyrmheart Mine. He's wary, considering the Valley of Dread's reputation, but he's got a dwarf's sense of honor and duty pushing him to help the characters who did such a grand favor for him. \pagebreak #### Musharib Musharib will only help lead the characters to the Valley of Dread if there is another dwarf in the group. If there is not, he will only mark the path of the characters' map and will leave them after his quest is completed. #### Qawasha and Kupalue The druid and vegepygmy will both know that not is all right within the jungles, but will attribute it to the undead that constantly roam about. Qaqasha will take a druid's interest in the spiders and their organized and unusual behavior. He will agree that the spiders must be curtailed, but will not allow them to be exterminated, his belief as a druid keeping him from even considering such a thing. Because he does not have the same body functions and structure as other humanoids, Kupalue is immune from the Sartrooi Spiders' *Enslave* ability and automatically succeeds on the saving throw against it. #### River Mist and Flask of Wine The pair of tabaxi will do as they were hired, as well as seek out Arctus Cimber. The Valley of Dread is as likely a place for him to be as anywhere else. However, the two also value their own skins. Even if they will enter the Valley of Dread, the first time a character reaches 0 hit points, they will turn tail and run, abandoning the party. They will also abandon the party when they reach the Temple of Sp'nekop. #### Salida The yuan-ti pureblood is under orders from her superiors to discover the source of the strange and dangerous spiders that are starting to crawl out from the jungles of Chult. The Swartrooi Spiders have been attempting to enslave a number of yuan-ti and the serpent people are not amused. Salida will lead the characters into the Valley of Dread, but once she has confirmed the source of the spiders, she will abandon the characters to their fate. #### Shago Shago will eagerly help lead the characters to the Valley of Dread. Especially of the characters purge the Swartrooi Spiders from Fort Beluarian. He'll see the chance to crush the spiders and end the threat of them as a grand opportunity to show how valuable he is to the Flaming Fist and perhaps become an officer like he always wanted. \pagebreak # Chapter 3: The Land of Chult The jungles of Chult are a dangerous place, filled with dinosaurs, undead, and many others who have managed to become accustomed and survive in the harsh landscape. Salamanders, yuan-ti, and other humanoids live out there and managed to eke out their survival. Also there are numerous factions who have begun exploring the jungles for different reasons. > Many of the encounters can still be used, although this adventure is placed (timeline wise) after the events of *Tomb of Anihilation*. If the DM has run that adventure, have them adjust Chult to reflect this. If the DM has not run that module, this adventure can be incorporated into a campaign based off stopping Acererak, who Sp'nekop struck a deal with to rule Chult as its god after helping protect the Soulmonger. ### Random Encounters Use the random encounters table (ToA pg194-195) to determine random encounters while exploring Chult's wilderness. In the beaches, mountains, and wastelands, any Medium or Small creatures have a 10% chance of having been enslaved by a Swartrooi Spiders. In the other areas, the chance rises to 25%. Inside the Valley of Dread, that chance increases further to 50%. ### Camp Vengeance *Tomb of Annihilation pg47-48* The soldiers in the camp are being worn down by sickness, constant assaults by the dead, the jungle beasts themselves, and the incompetent leadership of Niles Breakbone (LG make Chondathan human *noble* (MM pg348)). This has made it easy for Joppen's followers to smuggle one Swartrooi Spide inside. It has enslaved Sister Cyas (LG female Chondathan human *priest* of Helm.) (MM pg348) She has been smuggling more spiders into the base, attaching them to the sick soldiers. Since the spiders are not sick, they can control the soldiers with ease, making it seem like they are healed of their ailments. #### 4. Field Hospital Tents Sister Cyas is tending to the sick and wounded with her acolytes, picking out the ones who would make good slaves. Once it is night, she will approach the walls of the camp, leaving the tent to do so, where a Swartrooi Spider, one of a small swarm hidden in the jungle, will crawl over the wall and she will attach it to one of her chosen victims and increase the numbers of slaves in the camp. Her goal is once enough of the soldiers have been enslaved, they will overtake the camp and add all the recruits to Joppen's forces. If the characters help in the treatment of the sick and wounded, Sister Cyas will thank the characters, picking out one who is either the strongest or the most capable. She will attempt to get the character someplace private, in the animal pens, or near the latrines. There, she will try to restrain or disable the character to allow a Swartrooi Spider to enslave them. If the character fights them off, her spider will summon its allies (1d6 **guards** MM pg347) to subdue the character. If the fighting becomes too loud, they will attempt to frame that character and their allies as enemies. Commander Breakbone will be quick to capture and prosecute the characters, eager to handle something which is actually within his realm of experience. He will not listen to arguments, believing he caught the guilty party red-handed. His immediate subordinates Ord Firebeard and Perne Salhana can be persuaded to at least make it a fair trial if the charactrs make a DC 15 Charisma (Persuasion) check with sound case for leniency. If the characters manage to expose the Swartrooi Spiders, Ord and Perne will immediately begin exterminating the spiders, taking point even as Commander Breakbone recoils in disgust and fear at the sight of the tarantula-like spiders. If Sister Cyas is freed, she will vehemently advocate the innocence of the party and use the spiders as proof. For every slave rescured, reward the characters double their XP value. #### 6. Command Tent Commander Breakbone is busy with his work of trying to organize his camp and make it an effective force against the undead, but desperately out of his element and quite ineffective at his post. The fort would have collapsed were it not for Ord Firebeard and Perne Salhana's organizational skills. If the characters inquire about the spiders, or perhaps try to get aid in stamping them out, Commander Breakbone will consider it nothing but fantasy and threaten to jail the party for wasting his time unless they undertake the tasks he needs done for his fort. If the party presents a well planned explanation and facts to back it up, a DC 15 Charisma (Persuasion) check can have Ord and Perne find the tale with possible merit. Presenting a dead Swartrooi Spider will only make Commander Breakbone recoil in fear, a spider phobia he developed after a battle with a drow slaving group. Ord and Perne will take the claim more seriously if the check is passed. They will have their chultan members examine the spider. Many will recoil at the sigh tof it, recognizing it from old stories as a creature of evil, retelling old tales of Sp'nekop they heard from their parents and grandparents. Ord and Perne will immediately order each member of the camp searched, if only for peace of mind. Commander Breakbone will attempt to stonewall the search, desiring to keep control. However, the spiders will be revealed soon after the search begins, ending Commander Breakbone's resistance. \pagebreak After the first spider is revealed, 1d6 **guards** will try to fight back along with Sister Cyas with her magic. After half of the spiders are killed, the remainder will try to flee with their slaves, Sister Cyas being the most valuable, feeling their value to their master more important than killing enemies they are losing against. #### Development With the spiders exposed, the Order of the Gauntlet now has knowledge of the spiders and what they might be up against. They will be more diligent and send warning to their people in Port Nyanzaru, hopefully to get more supplies in the face of an active threat rather than a passive one like the undead. However, it will not earn the party any supplies or rewards since the fort has little to spare. Still, it will earn them good graces with the Order of the Gauntlet which may come in handy later. After ending the threat to Camp Vengeance, reward each character with 500 XP each. ### Fort Beluarian *Tomb of Annihilation pg54-58* Joppen had to buy a 'charter of exploration" from The Flaming Fist and held a grudge against them every since, seeing them as stealing from his hard-earned spoils as well as daring to impede the progress of *his* rising legend. Rather than try to infiltrate the base and enslave the occupants, he simply wishes to raze the fort and kill everyone in it in revenge for the 'insults' they gave him. He already has a plan in motion to do such and keep his plans secret. #### 2. Ore Gate This gate is almost always closed and bared, opening only to allow shipments of metal ore from the mines of Chult. During the distraction of the runaway dinosaurs, the enslaved Rahl will attempt to open the doors. Outside, a cluster of 1d12 **zombies** (MM pg316) are approaching, 1d6 of them being controlled by Swartrooi Spiders which helped lead the group of undead to the entrance. If Rahl succeeds in opening the gate, the zombies will enter the fort and begin attacking anyone wearing Flaming Fist symbols before moving on to anything that moves aside from other enslaved minions. Every four rounds of combat, 1d4 **zombies** will wander through the doors, attracted by the noise of conflict. They will appear during the zombies' turn on the initiative order. A DC 12 Strength check is needed to close the gates. If the attempt is made during the turn zombies would enter, the characters attempting it must contest their Strength against a zombie's to close the door. #### 10B. Raptor Pen The head trainer, Rahl Zuberi (CG male human Chultan **tribal warrior (MM pg350)) has been enslaved by one of the Swartrooi Spiders during one of his excursions outside of the fort. He has since smuggled a small batch of spiders into the fort and is waiting to unleash them. Once night falls, Rahl sets the spiders loose where they attack each of the four **deinonychuses** (VGtM pg139) the Flaming Fist keep domesticated and enslave them. Let loose, the enslaved dinosaurs will attack everything that has the emblem of the Flaming Fist. The six **hadrosauruses** will be driven into a panic by the attacking dinosaurs and break out of their pens, running about and whip their tails at anything which comes near them with a weapon. A DC 10 Wisdom (Animal Handling) check is needed to calm the hadrosauruses down. Make the check at disadvantage if there is fighting still going on. If the deinonychuses are freed from their spiders, it will take a DC 12 Wisdom (Animal Handling) check to calm them down. Make the check at advantage if they are offered meat. #### Developments After the chaos of the fighting dies down, the commander Liara Portyr (ToA, pg227) will demand to know what is going on. The characters can explain the situation, highlighting Joppen and the Swartrooi Spiders. Proof which can be found on the spiders which had been attached to the dinosaurs the Flaming Fist had under their command. Records the Flaming Fist keep of adventurers that have paid their 'dues' and if they have or have not paid their 'fees' after they returned. Her castellan,Gruta Halsdottir (LN female Illuskan human **Knight** (MM pg347)) will be able to find his name. Although they won't have much of an idea what happened to Joppen, they will have items he handed over in lieu of the 50 gold he needed to pay for his charter. The collateral mostly consists of cartogropher's tools which Liara would agree to sell back for 50 gold if Joppen returned. Inside the case for the tools is a page to Joppen's journal, depicting more of his travel as well as more of the cult's alphabet.
*We've made contact with some of the tribes which live in the jungles. The goblins are no different from their mainland cousins save for their ridiculous masks and even more ridiculous habit of stacking each other on their shoulders. We lost some men to the pterafolk and have little to show for it. The aarakocra have given us stern warnings to abandon our journey, that the Valley of Dread holds only death. I refuse to believe it, especially when I witnessed them with items containing the same language as other relics I've used to trace this unknown temple. I will find it and they will help me or else!*
If over half the dinosaurs have been saved and calmed down, Liara will give a charter of exploration to the characters for free. If all of the dinosaurs were saved, she will only expect a quarter of the treasure they find in return as a reward for their service. If the characters fended off the zombies and saved the dinosaurs, she will give them the charter and waive the division of spoils as thanks for saving her men and her fort. For every dinosaur or person saved from the spiders, award double their XP value. \pagebreak ### Jahaka Anchorage *Tomb of Annihilation pg64-68* The pirates' base is a prime spot for recruiting slaves and Joppen plans to do that, only with the pirates themselves rather than their prisoners. To that, he allowed one of the spider slaves to be captured and thrown with the other prisoners. He hid several Swartrooi Spiders in his belongings and even under his clothes. He was already thrown in the cage (Area 3) where the spiders enslaved other prisoners and began infiltrating the base. The captain of one of the three crews and several of his men, if not all (DM's discression) are enslaved, waiting for the other crews to return so they may be enslaved as well. #### 4. Warehouse. The belongings of the imprisoned adventurers will be placed here with the rest of the treasure. That includes two leather armor, one plate mail, 2 daggers, 1 *+1 greatsword*, a *cloak of elvenkind*, a *decanter of endless water* and 1 *wand of magic detection*. #### 5. The Cage The pirates have managed to make a score from a band of adventurers they attacked and managed to detain them. Once the enslaved prisoner was thrown in with them, the spiders were unleashed and enslaved them. The adventuring party consists of Fargrim Gorunn (LG male shield dwarf **knight**), Marie Greensong (LG human female **Druid** (MM pg346)), Amslem Cragrock (CN male human **Archer** (VGtM pg210), and Roywyn Miggledy (CG female lightfoot halfling **spy**). With them is a sailor who seems as hopeful for rescue as they are. All five of them have been enslaved by Swartrooi Spiders, although their clothing hides it. Their equipment has been taken away and left in the warehouse (Area 4). The adventurers will insist on helping the characters bring down the pirates for the good of all. Once their equipment is retrieved, they will tell the characters that they believe the captain in charge of the anchorage is somewhere in the one building in the anchorage (area 6) #### 6A. Bosco's Bilge The pirate crew will be here, either completely enslaved by the spiders or half of them are. Either way, they will attack the characters on sight. The reason for their ferocity is that an egg containing a Grand Swartrooi Spider has been placed inside the building and the spiders seek to protect it regardless of the cost. At the moment, the egg is in the possession of the captain, who is certainly enslaved. If any pirates are free, they are unaware of the deception and will fight on their captain's orders. If the captain is revealed to be enslaved, then the free pirates will turn on the enslaved ones and either kill them, or if the characters are quick to point out the spiders, free them. If the egg on the captain's person is destroyed, the other spiders go wild and turn on one another or try to flee. Depending on the captain in command, different results of this event can come out. **Captain Elok Jaharwon.** (NE male Chultan human **were-boar** (MM pg209) will not care if the characters did him a favor. They are a security risk and they must be silenced. He will immediately order his remaining men to kill the party, forcing the characters to bring them down or flee for their lives. **Captain Laskilar** (NE male Tethyrian human **bandit captain** (MM pg344)) will recognize that the party did him a favor, but will be reluctant to repay in kind unless he has some kind of incentive. A bribe of either 200 gp or a magic item worth the same or more will convince him to let the party go, his greed getting the better of him. **Captain Zaroum Al-Saryak** (LE male Calishite human **bandit captain**) will see the service the characters did for him and he will allow them to leave, his sense of honor not allowing him to do more than that. However, if they meet again, he will fight them. In the meantime, he will begin scouting for fallback areas in case the characters reveal his location to enemies. #### Developments For every slave freed from the spiders, reward the players double their XP. The pirates were going to be a considerable force for Joppen's plans and now concequences for the characters in the Valley of Dread and the Temple of Sp'nekop. ### Kir Sabal *Tomb of Annihilation pg68-72* The aarakocra are a sensitive people to the nature of the world and already know that the spider cult of Sp'nekop is on the rise. As such, the bird-folk now keep to the skies more than ever, keeping away from even the canopies of the jungles as much as possible. They will not land on the ground except for elevated platforms and ground dwellers are checked thoroughly for Swartrooi Spiders. The aarakocra leader Asharra knows of the rise of Sp'nekop, but her people cannot truly combat him since flight is their main advantage and the spiders would be able to lay traps for flying creatures and likely dominate them with the right tactics on the ground. Unless Sp'nekop is laid low again, her people will not crusade against the Swartrooi Spiders and their slaves. Mentioning Joppen Blackrill, if the characters know he was there, will bring dark looks from Asharra and her people. Joppen and what remained of his crew were there, but they were rude and disrespectful. They were also greedy and demanded knowledge which was better off forgotten. Asharra had them sent away the day after they arrived, not wishing such greedy men to be exposed to Mwaxanare or her brother Nu. To **Princess Mwaxanare** (ToA pg228) and her brother, Sp'nekop is akin to a demon in the Omuan tales and to hear he is rising again is a cause of deep fear. More so for Mwaxanare since she has a phobia of spiders after she was nearly eaten by a giant spider when she was younger. Hearing the characters are intending to crush the Cult of Sp'nekop, she will offer a reward of 250 gp if they are successful. If she has developed an attraction to one of the party, she may go so far as promise her hand in marriage and a spot as king of Omu once it is restored. Asharra may not allow this, unless something about the character Mwaxanare chooses may prove to be a boon to the future Omu. \pagebreak Nu will have some information from his readings and the stories he remembers. After Sp'nekop's defeat, another of Ubtao's childred, Sk'rpen, volunteered to ensure he never rose up again. Where Sp'nekop, a spider, advocated greed, laziness, and instant gratification, Sk'rpen boasted patience, dilligence, and long term greater rewards. The people of Omu built a temple dedicated to Sk'rpen which would act as a gateway to Sp'nekop's land and keep the evil spider god from escaping. Nu can't begin to guess where the temple is, but he suspects it may guard the entrance to the Valley of Dread or some passage into the land Sp'nekop's followers settled in. Discovering this information can earn the characters 150 XP each. ### Orolunga Azaka Stormfang will lead the characters here if they allow it, telling them of Saja N'baza and her wisdom. Entering Orolunga is the same as in *Tomb of Annihilation* as is the way to meet with her. Saja N'baza knows that Sp'nekop is onthe rise and is weaving his web through his mortal worshippers and slaves. She knows through her visions where the temple to Sp'nekop is located, a valley within a valley where the trees block the skies, woven together by webs of lies, greed, and evil. She also knows where Sk'rpen's temple is, located inside the Valley of Dread, at the mouth of the valley within the valley and serves as a gateway into the valley. Although Sp'nekop's followers cannot enter the main areas, there is no one there to stop them from crossing its threshold. Saja N'baza does know of the *bane of Sp'nekop*, a weapon used by the hero of Omu who revealed the spider god's lies and led the charge which struck the spider down and banished him and his followers to the Valley of Dread. In her own words, "The sword is the key", but does not know where the sword actually is. ### Omu All locations within Omu are as described in *Tomb of Annihilation*. If this adventure takes place after Acererak is defeated, then Eku has been attempting to free the Nine Trickster Gods, although the only cracks which appear in the lich's magic since his defeat or relocation allows the gods spirits to reach their shrines, although in a diminished state. If the DM wishes it, the characters can explore the Tomb of the Nine Gods, although most of the traps will have been sprung since a previous party explored the tomb and defeated Acererak. Some of the tombs of the gods may already be empty, but the spirits and their treasures are returned after that party left the tomb. It may be a good way for the characters to get more vital XP if they need it. #### Meeting the Gods. Each god's spirit can be found in their shrines throughout Omu. Where the puzzle cubes would be in *Tomb of Annihilation*, the treasure each god is bound to is found there. Each character can wield one treasure and with it, hold the favor of one god. They cannot wield two and if they try, they two items will repel each other, dealing 2d6 force damage to the one who tried to hold both of them and neither treasure will work their special effects for that character. | Trickster God | Treasure | |:---:|:-----------:| | Obo'laka | *Ring of Protection* | | Moa | *Staff of the Python* | | Wongo | *Mace of Terror* | | Papazotl | *Amulet of Health* | | Nangnag | *Pear of Power* | | I'jun | *Wand of Wonder* | | Kubazan | *Bracers of Archery* | | Shagambi | *Instrument of the Bards (Canaith mandolin)* | | Unkh | *Robe of Scintillating Colors* | Each treasure can be taken out of Omu thanks to the weakening of Acererak's magic, but they cannot leave the jungles of Chult. Once the characters step out of the jungles, the items dissolve to dust and will return to their respective shrines after 1d12 days. The Trickster Gods have no love for Sp'nekop and are angry that he is on the rise, taking advantage of their own situations. Each of them will freely give their treasures to the party, although they may try to sweeten the pot and offer greater rewards for being the one to strike Sp'nekop down while using their treasure. Only Moa, Obo'laka, Papazotl, and Unkh will keep their word, granting a *Blessing of Magic Resistance* (DMG pg228) if the one wielding their treasure struck the final blow to Sp'nekop. The other Trickster Gods will only give their thanks and say that they never had a written promise. \pagebreak # Chapter 4: The Valley of Dread The Valley of Dread is aptly named. It hosts a number of dinosaurs which are territorial and aggressive. The other residents are cold hearted lizardfolk who are ruled by ruthlessly pragmatic kings and queens, all in the name of survival in such a harsh place. All of this is simply made even more dangerous by the Swartrooi Spiders resurfacing, attempting to enslave anyone they can to tend to their queen and their god. ### Random Encounters Continue using the random encounters table found in *Tomb of Annihilation*. While in the Valley of Dread, any medium or small creatures outside of settlements have a 75% chance of being enslaved by Swartrooi Spiders. During the characters' exploration, the DM can use the following encounters to help move the story along. | d8 | Encounter | |:---:|:-----------:| | 1 | 1d6 **Lizardfolk** | | 2 | 1d4 **Pterafolk** | | 3 | 1d8 **Flying Monkeys** | | 4 | 1d4 **Tri-Flower Frond** | | 5 | 1d8 **Velociraptor** | | 6 | 1d4 **Yuan-Ti Malisons* | | 7 | 1 **Giant Swartrooi Spider** | | 8 | **Yuta Talro'a** | #### Lizardfolk This party of **Lizardfolk** (MM pg204) is on the hunt for Swartrroi Spiders. There is a 75% chance that the lizardfolk are enslaved by the spiders. There is a further 50% chance that the Lizardfolk come from either Queen Achuak or King Thurkear. Either way, the lizardfolk will wish to take the characters back to their respective village. If rescued, or they reveal they are likewise hunting the spiders, the lizardfolk will attempt to be polite, but they will not take no for an answer. #### Pterafolk These **Pterafolk** are simply on the hunt for prey and feel bold enough to try in the Valley of Dread. They will fight until half or one remains and then flee, deciding to find more agreeable prey elsewhere. If freed from Swartrooi Spiders, they will immediately flee, terrified by the experience. #### Flying Monkeys These **Flying Monkeys** (ToA pg220) are simply a band of curious primates who find the characters intriguing. The monkeys, if not enslaved by Swartrooi Spiders, simply flutter around and perhaps try to sneak off with some shiny trinket that the characters have on hand or something edible. If the monkeys are enslaved, they attack to drive off the characters, or attempt to enslave them. #### Tri-Flower Frond A grove of **Tri-Flower Frond** (ToA pg234) grow in the characters' path. They don't attack until the characters come within 30ft of them. Inbetween them lies the skeletal remains of a human. Most of his belongings have rotted or rusted, but with him is a *+1 shield* and a *potion of greater healing*. #### Yuan-Ti Malisons A patrol of **Yuan-Ti Malisons** are patrolling the jungles, attempting to exterminate any spiders they see as well as provide forces to King Thurkear as per their agreement. They will immediately attack the characters, even if they're freed from slavery of the spiders. If captured, they will bring the characters to King Thurkear's village. #### Giant Swartrooi Spider The **Giant Swartrooi Spider** (**Giant Wolf Spider** with the *Enslave* ability) is a cross-breed experiment by Joppen using Swartrooi Spiders and giant spiders. These spiders are able to take control of large and huge creatures like the regular spiders can medium and small ones. There are not many, but it could allow Joppen to enslave larger dinosaurs and even giants. #### Yuta Talro'a *Yuta Talro'a* (treat as a LG **Tlincalli** (VGtM pg193 that speaks common)) is the last of the people who dedicated themselves to Sk'rpen's duty of containing Sp'nekop and his spiders. She appears as a Chultan woman armed in golden armor from the waist up, but the waist down she holds the body of a scorpion. She constantly patrols to keep intruders out of the Valley of Sp'nekop, but has since failed as Joppen snuck by. She is suspicious of outsiders as a result and a DC 16 Charisma (Persuasion) check can convince her of the characters' purpose as she guides them towards her god's temple. The characters can meet Yuta while she's fighting a Giant Swartrooi Spider. Coming to her aid will give them advantage on the Persuasion check. Holding items from the Nine Trickster Gods will likewise give the characters advantage. ### Lizardfolk Village There are two main lizardfolk villages which the characters may come into contact with. The other tribes are smaller and keep to more defensible areas. The first is ruled by Queen Achuak a **Lizardfolk Shaman** (MM pg205) who follows Semuanya while the other is ruled by King Thurkear, a **Lizardfolk King** (MM pg 205) who serves Sess'inek. Both were fighting each other while struggling to survive, but the rise of the Swartrooi Spiders has forced them to take a tenative truce as they try to deal with the threat to both their villages. Queen Achuak's village is a settlement of Lizardfolk who go about their duties. They do not think much of humans or any species unless they can truly take care of themselves and prove helpful to the village. Queen Achuak will be agreeable to the characters' mission to destroy the Swartrooi Spiders at their source and will offer a **Lizardfolk** to guide them to the entrance to the Valley of Sp'nekop. \pagebreak She will open the village as a safe place to rest for the characters, making it a sanctuary for them should they need it. If the characters need it, the lizardfolk do have shields, spears, bows, and arrows made of natural materials which they can trade for. Lizardfolk are not materialistic, seeing little need for gold or jewels. They will trade for useful things, such as food, or metal tools and weapons. The prices can be set to the DM's discretion. King Thurkear rules his village with fear and insists on being obeyed at all times. He has struck a deal with the Yuan-Ti, getting extra soldiers to help him battle the Swartrooi Spiders and later crush Queen Achuak with the extra forces after the threat has passed. King Thurkear will not impede on the characters' mission if they reveal it, but he will demand that the characters bring back any magic tomes or scrolls they may find. To ensure compliance, he will poison one character he thinks looks most like a leader with Yuan-Ti poison which will kill them after 1d12 days. If the characters return with magic lore and items to his satisfaction, he will produce the antidote. ### Temple of Sk'rpen The Temple of Sk'rpen was built by a dedicated group from Omu who seek to ensure Sp'nekop remained trapped in the valley along with his worshippers. They were dedicated followers of Sk'rpen, a god of vigilance, patience, and endurance. Sk'rpen is Sp'nekop's opposite and always clashed against him before his fall and does so with Ubtao's approval now. When the DM feels the characters have explored the valley enough, or they meet Yuta Talro'a, they can find the worn down cobblestone walkway which leads into a clearing of the jungle, a stone temple surrounded by what looked like ruins of barracks and huts. The barracks look ancient, but the hits seem like they have been destroyed in recent years. Finding the path to the temple without help requires a DC 17 Wisdom (Perception) check. The check is made at a disadvantage if the characters have any magic items or scrolls which relate to spiders. If Yuta Talro'a is guiding them, they automatically succeed. #### 1. Temple Entrance
The ancient doors of the temple open, showing depictions on the walls of scorpions fighting against spiders. Armored humans follow the scorpions and misshapen humanoids follow the spiders. Large double doors stand at the opposite side of the room, flanked with statues of giant scorpions that despite their age, appear almost alive.
This room is a passage between the outside and into the true temple within. The two statues are **giant scorpions** (MM pg327) who come alive if a spider, or something shaped like a spider or draws mystic power from a spider enters the room. The doors slam shut behind the people entering the room. The scorpions will focus on the spiders to the exclusion of all else once attacked. If the characters holding the spider-like objects throws it away, the scorpions will attack and destroy it or failing that, remove it from the room. Once nothing spider-like is in the room, the scorpions will return to their posts and turn back to stone. If either scorpion is killed, they turn to stone and will eventually be repaired after 1d100 days. If the characters awaken the scorpions, but figure out what they are after and remove all spider-related items to put the scorpions to sleep, reward them 1400 XP. #### 2. Main Temple
A main hall is decorated lavishly at first glance, showing ornate statuary of Chultan warriors alla rmed with weapons and shields with scorpions on them. Animal pelts cover the floors and scorpions sit on the walls, their tails holding torches illuminate the area. At the far end of the room is a shrine with a large scorpion depicted on it with jungle flowers and weapons around it.
If the characters did not meet Yuta Talro'a in the jungle, read the following description.
At the front of the shrine is a Chultan woman who wears the same armor the statues wear, but made of gold. Scorpions decorate her armor and a spiked chain at her side resembles a scorpion's tail. However, while her upper half is that of a beautiful Chultan warrior, her bottom half is that of a giant scorpion.
The woman is Yuta Talro'a. She is the last member of the order of defenders who sought to keep Sp'nekop from escaping his imprisonment. If the characters destroyed the scorpions to enter, she will attack to disable and learn of their intentions, believing they may be followers of Sp'nekop. A DC 18 Charisma (Persuasion) check is needed to convince her that they mean no harm, that the scorpions attacked first. If they entered peacefully, she will be wary, but willing to listen since the sentries allowed them to pass. The defenders who followered Sk'rpen were first a military order who dedicated themselves to their task and following Sk'rpen as their primary deity. Over the ages, they eventually became their own tribe even if they didn't forget their duty or their worship of Sk'rpen. Begram Bluesail met them in his journey, but he kept things peaceful despite his desire to explore. A crafty leader of the tribe showed him the valley and its horrors, prompting him to leave and try to keep knowledge of the valley and other explorers from following him. Joppen was not nearly so willing to leave. He tried to enter the valley, but the tribe blocked his way, first by trying to warn him, but the party would not listen, too blinded by greed. Eventually it came down to battles. In Bluesail's time, the tribe was populous and strong, but when Joppen came, they were weakened by undead attacks and disease, giving Joppen the upper hand and he killed them down to Yuta before arrogantly entering the Valley of Sp'nekop. \pagebreak Yuta had been stabbed in the back. It was not fatal, but it robbed her of her ability to walk. She crawled her way to the shrine of Sk'rpen and begged for his intervention so she may stop the outsiders who could wake Sp'nekop. The scorpion god agreed and transformed Yuta's bottom half into that of a scorpion. Yuta now patrols the jungles to kill any of the spiders she can find, but she does not have the power to enter the valley and fight the cult at its source. Worse are the new breeds of giant Swartrooi Spiders Joppen helped create which can enslave dinosaurs, making her battles harder. She understands she needs help, but cannot trust the Lizardfolk who were wary of her people due to their magic, or allied with Yuan-Ti. If the characters reveal their mission and desire to aid Yuta, she will not immediately accept. Instead, she will suggest they undertake a spiritual trial set by Sk'rpen to see if they are capable of fighting against Sp'nekop and his followers. If the characters accept, she will open a secret passage hidden behind the scorpion shrine (DC 20 Wisdom (Perception) check to see), and tells them to enter and brace themselves for the trials to come. #### 3. Trial of Endurance
The room is empty of decoration, a stark contrast of the room you had just exited. The only signs of adornment are several holes lining the floor of the room. On the opposite side of the room is a stone doorway with a strange cuneiform word.
The word written on the far door is Old Omuan for 'endure'. A character with a sage or cloistered scholar background can translate it with a successful DC 10 Intelligence (History) check. A warlock with the Eyes of the Rune Keeper invocation can do the same without the check. Unless they found a document in Omu to translate the words, the characters will need a *comprehend languages* spell or something similar. This is the test of endurance Sk'rpen devised for devotees to become full warriors of their tribe to fight against Sp'nekop's cult. The test is as follows: The holes will begin releasing 1d100 **scorpions** (MM 337) which will head for the characters. The task for the characters is to let the scorpions climb them and endure it without fighting back. Yuta, in her explanations of Sk'rpen's domains, will reveal the clues needed to pass the test. If the characters attack the scorpions, the scorpions will retreat and the way back into the shrine will open, meaning the characters failed the trial and cannot try again. The characters must let the scorpiosn crawl over them for 1d10 minutes. Halfway through, they must make a DC 10 Constitution saving throw or else they flinch. The scorpions will then fall off, marking that character has failed the test. If they try to pass to the next trial, the door will slam shut and cut them off, only allowing the ones who passed to continue. #### Test of Vigilance
A stone hallway stretches ahead of you. The sides are lined with scorpion statues, tails at the ready to strike. The statues seem almost alive save for their bodies being made of stone. Above each statue is another cunieform word, different from the one before.
The word written above each statue is the Old Omuan word for 'Vigilance'. The trial is to traverse the hallway and keep vigilant of attacks coming from the stone scorpions. As the characters walk through the hallway, the DM randomly picks a statue to begin moving to make its strike. A passive Perception score of 14 is needed to notice the statues moving. When they strike, the characters must pass a DC 14 Dexterity (Acrobatics) check to avoid the strikes. If they hit, the characters take 6(1d10+2) piercing damage and must make a DC 12 Constitution saving throw, taking 22 (4d10) poison damage on a failed save and half as much damage on a successful one. If a character drops to 0 hit points, they are transported via *Teleport* back to the shrine where Yuta waits for them. After the DM feels they progressed far enough, the door at the end is open for all who succeeded in the trial. #### Test of Patience
The diamond shaped room has a platform which at the far end, has a statue of a scorpion with a thick base. Beyond the platform, a 10ft., pit hosts thousands of pitch black scorpions, the claws and movements echoing through the room. Underneath the statue of the scorpion is another cuneiform symbol carved into its surface.
The word on the pedestal is Old Omuan for 'patience'. The test is to stand in front of the statue and wait for the scorpions to calm down. The sound of the door opening riled up the scorpions and closed the hidden chest inside of the pedestal. Each character must make three DC 14 Cosntituion Saving throws. Depending on how many saving throws they pass, it becomes sooner that the scorpions nearest to the characters calm down. When the scorpions go quiet, the pedestal opens wide as a number of items are revealed equal to the number of characters. Depending on the number of checks they passed, they can select from a number of items. **No saving throw passed.** the character failed the trial and cannot take an item. **One saving throw passed.** *Staff of the Scorpion*, *Ring of Scorpion Command* **Two saving throws passed.** *Armor of the Scorpion*, *Scorpion Tail* **Three saving throws passed.** *Tome of Sk'rpen*, any of the other items. These magic items can all be found in appendix B. \pagebreak Each character that passed the trial may take one item representing Sk'rpen's approval of their fight against So'nekop. If the characters attempt to take an item they didn't earn or try to take two, they suffer 22 (4d10) poison damage and become poisoned. They also lose the right to any item on display. #### 6. Guest Chamber
The room is mainly empty cave for a few old beds hich may have been used for initiates or acolytes of the temple. Dust coats the mats, having been left unused for some time, but still functional.
This room can be used by the party to rest while Yuta lets them stay in the temple. She will only allow them to stay one night if they did not undertake or pass the trials of Sk'rpen. If they passed, they may stay as long as they like, although Yuta will be eager to take the battle to Sp'nekop and his followers soon. #### 7. Yuta's Room
The room is open with no furniture. In the middle of the room are several sleeping mats put together for someone larger than normal. At the far end of the room are numerous wooden figurines, crudely carved with rising skill.
This is the room Yuta has been sleeping in since her transformation. The dolls are all carved to resemble Chultan men, women, children, and dressed in various ways. They are memorials to all the people Joppen killed in his insatiable desire for wealth and reputation. A sack lies in the corner of the room which consists of Yuta's belongings. They are her family and friends' favorite belongings which include various baubles, small medallions, bracelets, or even dried flaowers. The pieces with gold are worth 300 gp. If they are stolen, Yuta will immediately notice when she returns to her room. #### Developments Regardless if they passed the trials, although it would help the characters if they did, the party now has a place to rest and with luck, an ally to help them travel into the Valley of Sp'nekop and attack his temple. Once the party feels they are ready, Yuta will lead them to the entrance of the valley and the final leg of their adventure. \pagebreak # Chapter 5: Temple of Sp'nekop The valley is a stark contrast to the jungle just under the canopy. Spiders are seen almost everywhere, although most of them are mundane breeds that are harmless. Sticky webs cover everything, choking the local fauna to the point of near extinction. Sounds of scuttling spiders echo through the air, replacing the sounds of birds, animals, and other insects. Sunlight has difficulty getting through the canopy, allowing the normally nocturnal spiders to run at all hours. ### Random Encounters | d10 | Encounter | |:---:|:-----------:| | 1 | 1d6 **Swartrooi Spiders** | | 2 | 1d6 **Ettercaps** | | 3 | 2 **Giant Swartrooi Spiders** | | 4 | 1d10 **Zombies** | | 5 | 1d8 **Pirates** | | 6 | 2 **Ankylosauruses** | | 7 | 1 d6 **Aarakocra** | | 8 | 1 d12 **Skeletons** | | 9 | 1 **Triceratops** | | 0 | **Zedaar Norixius** | #### Swartrooi Spiders A typical cluster of Swartrooi Spiders on the hunt for intruders in their territory and potential slaves. The spiders will attack until every last one of them is killed, driven to such aggression by Sp'nekop's will. #### Ettercaps These creatures appear similar to **ettercaps** (MM pg131). They are in fact descendants of the most zealous of Sp'nekop's followers who remained after his defeat. They dabbled with their god and his magics, eventually transforming them into the creatures they are now. They see any creature not a spider to be prey and scorpions are hated enemies and they will target anyone with scorpion related items first and foremost. They will not aim to kill, but capture any intruders to bring to their village. #### Giant Swartrooi Spiders The air of spiders have been sent by Joppen to capture more dinosaurs to add more raw power to their cause. They will try to kill the characters rather than capture them before moving on to their mission. #### Zombies These zombies are the most readily available for slaves for the Swartrooi Spiders. However, they are not the most effective and when they rot, the spiders cannot control them anymore as they become skeletons. The spiders often use them as the easiest prey to serve their queens before they rot too far and are abandoned. #### Pirates These are pirates who are more able-bodied than the zombies, patrol for intruders since by now Joppen knows that the characters are coming to the temple. Their orders are to capture the party, but kill them if that is not possible. If the party liberated Jahaka Anchorage, replace the pirates with zombies. #### Ankylosauruses These **Ankylosauruses** (MM pg79) are being controlled by giant Swartrooi Spiders, proving Joppen's experiment was a success. If the spiders are killed, the dinosaurs will attempt to flee, smashing through the withered and choked trees in the process. #### Aarakocra These **aarakocra** (MM pg12) were a group which attempted to examine the growing threat of Sp'nekop's cult and were captured by the spiders when they flew too close to the canopy. Joppen intends on working them until they die before feeding them to the spiders for amusement. If freed, reward the players double their XP. The aarakocra will be grateful if freed, but the things they saw have driven them to near hysteria with horror and they will flee the valley as fast as they can. #### Skeletons **Skeletons** (MM pg272) are the most populous undead in the Valley of Sp'nekop since the zombies the spiders do enslave keep rotting and become skeletons the spiders cannot control. The spiders are often covered in webbing, many having old cocoons from its previous enslaver wrapped in their ribs or skulls. Joppen saw an opportunity and each skeleton the party encounters has a 25% chance of having a Swartrooi Spider nested inside their rib cages which will attempt to surprise the one who destroyed the skeletons. #### Triceratops Another experiment by Joppen and his giant Swartrooi Spiders, this **Triceratops** (MM pg80) has one such spider attached to its back where it controls the creature. It's head crest protects it from frontal attacks. If the triceratops is freed, it will attempt one last Trampling Charge before running away. #### Zedaar Norixius Zedar Norixius (NE male green dragonborn **veteran** (MM pg 350)) is hiding inside an ancient shrine to Sp'nekop. It is a ruin now and is not used. He's been hiding since he first saw Sp'nekop. He's burned out the surrounding area with his acid breath and is paranoid about spiders. A DC 19 Charisma (Persuasion) check will be needed to calm him. If the characters all show they are free from the Swartrooi Spiders, the DC becomes 14 instead. \pagebreak Zedaar has been alone, constantly attacked by spiders and undead for over a year. He rambles about how they shouldn't have killed the Sk'rpen tribe, but the allure of untouched treasures was too much. He calls the treasure a trap and only evil is in the temple, but Joppen embraced it and became a monster. Now everyone is doomed to a death by spiders or life of slavery. If the characters have scorpion items or have Yuta with them, Zedaar will profusely apologize for his evil and offer anything to repent for his crime. As a first step, he will hand over a page of a book, which turns out to be another page from Joppen's journal.
*We found the temple and journeyed inside. We thought to find treasure, but we found something so much more! I had pleased my new god by killing those that would opposed him, so he offered me power of my own. I accepted and now have power! The glorious power! Still, I must be wise with this power and do all I can to please my god.First I must ensure his bane remained buried under our ruby-eyed sentinel.*
The last page also contains the last fifth of the alphabet the cultists use to write with. If the players have all five pages, they can translate the writing of the cult without a need for a skill check. If Yuta accepts Zedarr's please is up to the DM. If he and Yuta survives, Yuta brings him back to her ruined village to begin working on restoring it ### Ettercap Village The tribe of cultists live much like spiders do, creating nests which hang from trees, made almost entire of silk save for some sticks or stones to help give them shape. They worship Sp'nekop, but their savage mindset and lifestyles do not offer true faith as they believe merely acting like spiders is veneration of their god. They live more like animals than a people whose faith can support a deity. Because of this, and the utter failure of their ancestors, Sp'nekop doesn't offer them any favor. It doesn't stop them from continuing to worship him, thinking they still have it. If the players are captured by the ettercaps, priates, or other minions of the cult, they are brought to the village before being thrown in an open clearing that is 5oft. by 50ft. The sides of the clearing are surrounded by timbers and held up by webbing. Rising above the timbers is a worn statue of Sp'nekop, covered in webbing and small cocoons of devoured creatures. The ettercaps do not speak common, but a language based of clicks and hisses which spiders make when they move or go on the attack. A *comprehend languages* or similar spell can hear chants for blood. An ettercap wearing robes made of spider silk makes a grand announcement and praising Sp'nekop for their power and glory. In return, they offer him sport and blood. One gate in the ring of timbers is opened, letting a **Tyrannosaurus Rex** (MM pg80) enter. It is enslaved by a giant Swartrooi Spider, which the ettercaps consider a boon from their god and they feed the dinosaur well, believing they are giving sacrifices to Sp'nekop. The spider is too high to strike with melee weapons unless the characters somehow climb onto the tyrannosaurus' back so only long range attacks can strike the spider. Once the spider is killed, the dionsaur will rampage, seeking to escape imprisonment. The timbers and webbing can keep humanoids contained, but not a dinosaur and it breaks free to begin tearing through the village, crushing or eating any ettercap it can get to. The characters can escape in the chaos. #### Treasure Anything of value be it monetary or magical is offered to Sp'nekop, taken from the ettercaps' victims or from raids. Joppen's cultists then take the offerings from the shrine to the main temple. They have yet to collect the offering, so it remains at the statue, which is at the base of the statue in stone bowls. The contents come to 700 cp, 7000 sp, 2,100 gp, 105 pp, 700gp in gems, a *+1 shield*, a *+1 longbow*, *rod of the pact keeper +1*, and a *wand of web*. ### Temple of Sp'nekop
The temple itself is a single story building which remains hidden under the canopy of the dying trees. It appears more like a giant spider in itself when seen from above, a physical form for Sp'nekop who lies trapped within. A flight of stairs rises up to the temple's front doors, almost beckoning intruders to enter the spider's maw.
If the pirates hadn't been liberated from the spiders, there will be two of them manning a trap at the top of the stairs. A DC 15 Wisdom (Perception) check will notice movement from the top of the stairs as the pirates try to push a round boulder down the stairs on the characters. All characters must roll initiative when the pirates push the boulder over the stairs, the boulder receiving a +8 to its roll. On its turn, it moves 60ft in a straight line. When the boulder enters a creature's space or a creature enters its space, that creature must make a DC 15 Dexterity saving throw or take 55 (10d10) bludgeoning damage. The sphere stops moving when it hits a tree on the ground. As an action, a creatue within 5 feet of the boulder can attempt to slow it down with a DC 20 Strength check. On a successful check, the sphere's speed is reduced by 15 feet. If the sphere's speed drops to 0, it stops moving and is no longer a threat. #### 1. Temple Entryway
At the top of a flight of stairs is a single room which holds depictions of Spiders towering over small and child-like people or taller, imposing humanoids raising their arms in victory to the spider. Some of the humanoids look like ettercaps, or in the process of becoming like them.
\pagebreak This room is an entryway to an open room and nothing is there. It makes a good place for the characters to take a short rest if they need it. If the characters did not liberate Jahaka Anchorage, then there are two pirates, treat as **thugs** who will try to finish off the characters wounded or knocked prone by the boulder trap. #### 2. Grand Hall
The hall of the temple is decorated with gold and silver, all of the depicting glorious images of large spiders in menacing poses or preparing to strike. The spiders, made of gold or silver at first glance, seem like they could move if provoked. So many large spiders, despite not being real, bring a chill to the air. Four hallways lead away from the sides of the room. On the opposite side is a thick stone door depicting a gold spider with silver accents with four hollow eyes.
The four hallways split into eight, leading to areas 3-10 and are open and free to travel through. The far door leads to the Shrine of Sp'nekop (area 11), but it is locked as Joppen conducts rituals to help fully awaken Sp'nekop's powers and allow him to conquer Chult. The hollow eyes are in fact key holes, specially opened by red gemstones found in the eight chambers of the temple. **Secret Chamber.** On the floor is a depiction of the same spider which is shown on the door, only with eight missing eyes. If all eight eyes are filled with the gemstone keys, it will open to reveal a sarcophagus. Inside are the withered remains of the hero who the cult took revenge on during the failed battle against Omu. In his hands is the **Bane of Sp'nekop** (Appendix A), which the hero used to cut down Sp'nekop's physical body and weaken his spirit. The cultists sealed it into the temple, wishing to ensure nothing could stop their god when he rose again. The **ghost** (MM pg147) of the hero will rise up from the remains once the sword is removed. If the characters reveal their mission and make a good declaration of their intentions, the ghost will sigh with relief, happy to pass his duty on to a successor before he fades away to his afterlife. If someone with an evil alignment takes the sword, he will attack them, trying to get the sword out of evil hands. **Tunnels.** connecting each room in the temple through the walls or the floors are small tunnels meant to allow Swartrooi Spiders free reign through the temple. the spiders nest in Area 4. When entering a new chamber, roll a d20. On a 15 or higher, roll a dice equal to the number of characters in the party, rounded up. That many Swartrooi Spiders emerge from the hidden tunnels. If the spider nests in Area 4 are destroyed, do not make this roll. #### 3. Library
Ancient shelves line the walls with the scent of dust and musty parchment filling the air. Cobwebs hang in the corners and off the shelves that have not been disturbed.
This was the collected knowledge of the Sp'nekop cult's religious mythos, magical knowledge, knowledge of their spiders, their enemies in Omu, and every other bit of knowledge that they collected during their exile. Also in the library, pouring over the books is Owyn Skywall (CE human **mage** (MM pg347) who was the arcane expert Joppen brought on his expedition. He was greedy for knowledge and found much to read in the library. However, exposed so much to the madness of the spiders and Sp'nekop himself has left its mark. Owyn constantly mumbles his thoughts, spaced with hisses and clicks of the ettercaps. Small spider eyes have begun to sprout on his forehead and his incisor teeth have swollen, looking more like spider mandibles. He also hunches over as he walks, like he has a growth on his back. Owyn does believe in Sp'nekop, but more for the arcane knowledge a god has than glory or riches. As such, he only cares about his collection and expanding it. If the characters are wielding any items which have a spider theme, he will assume they are cultists and insist that they leave him alone and not make a mess of the books as they look for whatever they need. If they don't, a DC 12 Charisma (Persuasion) check will convince him that they are not enemies and he will go back to his work. If attacked, he will fight back, but will be focused on protecting his books and will not call for help, fearing an all out battle will damage his collection. If asked about how to get through the locked gate, Owyn will wave them off, stating that one of the keys is hidden inside one of the books. he assumes they know the language so he will not tell them which book has it. If the characters ask a question concerning the language and how to read it, Owyn will become suspicious. Depending on the pages of Joppen's journal the characters found, the characters will have to pass a DC 25, 20, 15, 10, or 5 Intelligence (Investigation) check. The DC lowers by 5 for every page the characters possess. With a successful check, the characters find a green book which is titled 'The Key of Sp'nekop'. The book is hollow with a Spider's Eye Ruby set inside. If the characters keep looking, they will discover a book which contains designs for the temple and some of the chambers. The book will describe the hidden chamber in the main room and how eight keys are needed to open it. There are also minor designs of humanoid constructs. They look like clay golems, but a DC 10 Intelligence (Arcana) check will reveal that the constructs are made of something besides clay. A success of 5 or more will determine it is made of spider silk. #### 4. Spider Nursery
The room is lined with multiple glass boxes, all of them filled with thick webbing with cocoons in the middle. Some of the tanks are filled with small spiders which hide in the webs. In the middle of the room lies a larger tank, this one with multiple large melon-sized spider eggs.
The eggs in the middle of the chamber are Grand Swartrooi Spider eggs. The rest of the glass cases contain baby Swartrooi Spiders, or fully grown ones which are bonding to the psychic signals coming from the eggs which are meant to keep the spiders as a colony. \pagebreak On the opposite side of the room is a desk littered with papers, showing that someone had been regularly using the room. The notes are written in the language of the spider cult and requires a DC 20 Intelligence check to try and decode. The DC decreases by 5 for each page of Joppen's journal the group possesses.
*My lord High Priest, the spiders are growing well and bonding with the queen eggs we have been gifted. Once they hatch, we can begin making colonies on the captured pirate ships. With three colonies, we can easily take Port Nyanzaru. The fourth colony can sail to Daggerford where we can begin weaving our web along the Sword Coast. Soon our god's web shall cover all, binding the weaker gods to his will!*
Also on the desk are several trinkets which include a gold chalice with a spider motif (250gp), 10 gp in coins, a Coral gemstone (100gp), a gold and silver spider-headed idol (500gp) and an iron spider amulet with a dull ruby inside. The ruby is one of the eight Spider's Eye Rubies, made to look worthless in the metal amulet. It's meant to be pried out and does so easily. Each of the cases which contain adult Swartrooi Spiders has a panel in the wall which allows them free access to the temple. A DC 14 Wisdom (Perception) check is needed to notice the tunnel entrances, since the webbing in the cases conceals them from sight. The webbing in each case can be burned as easily as using a tinderbox and sparking the webbing. It burns quickly and the spiders will attempt to flee. If the case containing the Grand Swartrooi Spider eggs is burned first, the spiders will go wild and begin fighting, allowing the party to burn the rest without many escaping. #### 5. Acolytes' Room This room has a stone door keeping it shut. A lever to the side can open it. When it opens, read the following description.
The room sealed behind the door scents of fear and despair. Inside is a room with four large golden spider statures peering down at a collection of humanoids. They are clustered in the center, as if placed there for a religious rite or ceremony.
This room was where acolytes of the temple would allow Swartrooi Spiders to take control of them so to better guide them on the path of serving Sp'nekop and reach the enlightenment of the spider mindset. Now it is where Joppen attempts to break his slaves so they will become faithful followers of the cult. The humanoids at the center of the room consist of three Chultran **tribal warriors**, two human **thugs**, a shield dwarf **acolyte** (MM pg342) of Dugmaren Brightmantle, A sun elf **archer** and an **aarakocra**. At the front of the room in a master of ceremonies position is a **cult fanatic** who looks human, but has spider-like qualities from his zealous exposure to Sp'nekop. If the spider eggs in Area 4 were burned, the spiders enslaving the group will go wild, their control slipping and the collected prisoners rioting as they attempt to tear the spiders off before the cult fanatic can reclaim control. For each person in the room, the DM rolls a Constitution check against the Swartrooi Spider's constitution. If the prisoner wins, the spider is torn off. If the spider wins, it reclaims control. Then, if the characters wish to fight, the initiative is rolled. The cult fanatic, if numbers are not on his side, will us an action attempt to summon more Swartrooi Spiders. If the nests were burned, he will only get 1d4 of them. If not, 1d8 spiders will answer his call. In his robes, the cult fanatic has one of the Spider's Eye Rubies. Any prisoners that were rescued give double their XP value to the characters. Their first instinct is to flee, but a well-made pitch with a DC 18 Charisma (Persuasion) check can convince them that the only course of action is to end the cult or else their spiders will just hunt them down outside before they can even escape the valley. They can help the players take on Sp'nekop in the final battle in the Great Spider's Nest (Area 11). #### 6. Dining Area
The room is oppulent, filled with bright torches, a long tables filled elaborate plates and other finery which decorates the walls. Depictions of spiders lifting up humans in glorious poses is the theme to everything. On the table itself are many fruits and meats and sitting in the seats are three robed figures, savagely devouring it all and drinking the juices.
The three figures are **ettercaps** although they have human faces or other human features, showing they were human cultists before their crazed new faith transformed them into monsters. They are of sharper minds than their librarian and will immediately see the party are not one of them or new recruits. A DC 20 Charisma (Performance) check is needed to fool them into thinking they are slaves to Swartrooi Spiders. Clever characters could wear dead spiders as a means of fooling cultists this way. Doing so will pass the check automatically unless the cultists look closely. If a fight breaks out, one of the ettercaps will try to flee to warn other cultists that intruders are in the temple. If the characters released the prisoners in Area 5, he will not get far and will be cut down by the former slaves. One of the ettercaps has the Spider's Eye Ruby on him which can help open the doors in the Main Hall. #### 7. Armory
The sights if finery and spiders are noticably absent from this place. Instead, the walls are lined with weapons of different makes and styles with no rhyme or reasonw hen it comes to organization. So much steel makes you wary, but also appears as an opportunity.
Many of the weapons are ones which the cult has brought with them, or stole from their prisoners after their capture. The general weapons are six scimitars, eight spears, a halberd, 2 longbows, and 40 arrows. \pagebreak If the prisoners are freed from Area 4, they can claim their weapons here to help with the final battle. Their weapons are likewise stashed her which include a *+1 warpick*, to the dwarf a *+1 spear+* for the aarakocra, three yklwas (ToA pg32) for the tribal warriors, 2 maces for the thugs, and a longbow plus 20 arrows in a quiver for the elf. Five of those arrows are *+1 arrows*. On a shelf, hidden inside a helm is a Spider's Eye Ruby, placed there by one of the cultists thinking he was clever since none of the men in Chult wear helmets. A DC 8 Intelligence (Investigation) check will find the stone. #### 8.Treasury
What may have once been a room for finery, with gold on the walls and fine statues of spiders holding torches with ruby eyes is now simply empty with only a few coins on the ground to show what was once there.
This room once held the wealth of the cult which was all meant for Sp'nekop. Now it has been emptied by Joppen who intends to take it with him back to the Sword Coast once he begins his conquest so he can live like a king. He's deactivated any traps in the room, believing it is not needed anymore and that no enemy could get inside anyway. Left behind are 12 gp, 10 sp, 5 ep, and 1 pp. The cultists know this room has been emptied, so none of them go there. If the characters close the door, none of the cult are the wiser. If the nests in Area 4 have been burned out, then there will be no interruptions for the characters if they decide to take a short or long rest here. Any freed prisoners willing to fight can also hide here if they wish to keep the cult ignorant of their actions. Each of the two statues in the room have rubies for eyes, however a DC 13 Wisdom (Perception) check will make note that one of the rubies are duller than the rest. Prying it out is easy, revealing it to be another Spider's Eye Ruby. The other rubies are small and are worth only 25 gp each due to their size. Normally a falling net trap (DMG pg122) would activate if the rubies are pried out, but Joppen has deactivated the trap since he feels he no longer needs it for an empty treasury. #### 9. Mystic Room The door to this room has been locked shut and the locking mechanism has been broken. A DC 18 Dexterity check with thieves' tools can open it. If it is opened, read the following description.
Heavy herbal scents fill the room as smoke wafts near the ceiling. Tables are filled with bottles of ingredients and ancient scrolls lay partially copied into newer tomes. In the middle of the room is a table with a familiar spider weaving a single line of web through a number of pegs to make a design. At the table itself is a Chultan woman of remarkable beauty who wears a red and black robe. She takes not of the characters and stands up, revealing the bottom half of her body to be that of similar to a Swartrooi Spider. "Welcome to my parlor," she says with a sweet smile.
This woman is **Sana Atazi** (use **drider** MM pg 120 without *fey ancestry*, speaks common, and is lawful neutral). She was a refugee from Omu who discovered the temple and worked to restore it and build a proper faith to Sp'nekop, who she feels is the only god of Omu left that can restore the city. Sana believes Sp'nekop is a wise god, but thanks to the greed and corruption of Omu, he has become greedy and corrupt which led to his eventual downfall. She wishes to restore a proper worship to Sp'nekop, free of the the corruption which led to Omu's downfall. She's been meticulously restructuring documentation and religious lore so that when Sp'nekop revived, the new faith would change him and perhaps turn him to a better god that could aid Omu's return. That plan went off the rails when Joppen and his men came. She tried to induct her new worship, but Joppen's greed had him storm into the Great Spider's Nest (Area 11) where Sp'nekop remained, still corrupted by Omu and embraced the god's corruption, spreading his corruption into the valley, the results speaking for themselves. Joppen tried to remove Sana from the formula, seeing her as a hindrance, by stabbing her in the back like he did Yuta. Like the Sk'rpen tribeswoman though, Sp'nekop saved her, changing her now useless legs into a grand spider's. Sana sees it as proof that her god can be cleansed of corruption and seeks to remove Joppen and his savage followers. She has a plan, although she finds it distasteful, she knows it needs to be done. She wishes for the adventurers to wipe out every cultist in the temple as well as the ettercap village, which she will direct the characters to if they hadn't already destroyed it with the tyrannosaurus. Then they must strike down Sp'nekop's corrupted form so only his raw spirit remains. Then with her as his only follower, her changed faith will then change him, making him at least a lawful god. If the characters do this, she will reveal the treasure cache inside Area 11 where Joppen has stashed the treasury he intends to take when he leaves. The adventurers are welcome to all of it, as material wealth is just another facet of greed she seeks to remove from her god. If the characters agree on the terms they kill no more Swartrooi Spiders, as Sana can take control of them once Joppen and Sp'nekop are defeated, she will hand over the *Tome of Sp'nekop Revised* (Appendix A) along with a Spider's Eye Ruby. If the characters break their word, the tome will disappear and Sana's room will be locked again, this time via magic. #### 10. Arcane Lab
Sheets of paper with notes and designs layer the walls, covering the portraits of victorious spiders. Rolls of spider silk rest on shelves while round gems and harvested spider parts such as fangs and venom. On a stone table lays a humanoid figure wrapped in webbing.
The figure on the table is not someone wrapped in webbing, but the body of a **Web Golem** (Appendix B). Books and scrolls lay on the table next to it, revealing the number of notes, material, and knowledge which went into making it. A DC 20 Intelligence (Arcana) check will reveal that a scroll among it all is a *Manual of Web Golem* (Appendix A). \pagebreak The web golem's face is made to appear spider-like with a mouth filled with spider fangs and eight gemstones for eyes. One of the eyes is a Spider's Eye Ruby while the rest are all emeralds (1000 gp each). if the players attempt to remove it, or any of the other gems, the golem will activate and attack the players. #### 11. Great Spider Nest
The dark auditorium lies dimly lit, barely allowing the macabre details to be seen. Cocoons hang from the ceiling, containing the dried husks of humanoids and dinosaurs. Some bones lay on the floor, but also empty spider eggs and discarded skins of the spiders as they grew, crunching under boots. Ahead is an elevated stage, lit by torchlight. Atop of it is a massive statue of a spider, its form rising in the light and dark like a harbinger of death and fear. So realistic, it looks like it may lunge at you the moment your guard is down. In front of the statue is a strange giant spiders, blue in color with claws at the ends of its legs and robes and finery adorning it. It chants in words that sound twisted and crazed, waving a staff in front of the statue. The chanting suddenly stops as the blue spiders turns around to glare hatefully...through eight human eyes. "So the flies walk into their new god's web."
The blue spider is **Joppen Blackrill** (Appendix B), twisted and malformed from his constant communion with Sp'nekop. Now more man than spider due to his zealous devotion to the corrupt god, he in turn has become corrupted. While Sp'nekop is still in the material plane in physical form, Joppen will retain his spider form and his magic, which was gifted to him as a boon. Joppen is arrogant and believes he is the herald to the rise of a new god that will take all of Toril. His inflated ego and his power makes him believe that he cannot fail and that any who oppose him are insects to be crushed or enslaved. He will demand that the characters and anyone else with them throw down their weapons and bow before Sp'nekop's divine might. When none of them do, he will begin attacking, focusing on anyone who has anything scorpion related on them, seeing them as assassins sent to slay him and his disciples to weakin Sp'nekop. Despite his new powers, Joppen remains a cowardly blowhard at heart. When he recieves damage the first time, he will run to stay out of the characters' range and beg Sp'nekop for help. The massive spider statue will then begin to move, revealing that the statue is in fact **Sp'nekop** (Appendix B) himself. He will mock Joppen for being such a little coward before going on the attack, ordering the attackers to submit or die. Should Sp'nekop be defeated before Joppen, the blue spider will suddenly transform into a human. Joppen's stats will then change into a **cultist**. He will be frantic and beg to be allowed to live. If it seems like he won't get out alive, he will try to flee, begging the spiders for help. Without So'nekop, they will act as wild spiders and attack, leaving his fate to the spiders he once controlled. #### Treasure Sp'nekop had a horde of treasure collected, which Joppen had collected into bundles set on the stage in blue webbing, his own, for Sp'nekop to keep close before Joppen would take it to create his kingdom on the Sword Coast. This hoard contains 43,000 gp, 28,000 gp, 11 gems each worth 1000 gp, a *Tome of Sp'nekop'*, *Armor of Resistance (scale mail)*, a *Ring of Animal Influence*, a *Mace of Smiting*, and a *+2 Rapier*. ## Concluding the Campaign With Sp'nekop defeated and his material Plane form destroyed, his raw essence is left weakened and without power once more. With the evil spider god defeated, life will begin to return to the valley bearing his name and the spiders which were so populous begin to be assaulted by their natural predators seeing a buffet of prey. With those predators, greater beasts of the jungle will begin to filter back in, turning the barren waste back into a virbrant, if still dangerous, jungle. The Swartrooi Spiders, without control, devolve back into wild animals and are likewise targeted by their predators. Among them are the aarakocra and other denizens of the jungles that know just how dangerous they are. A purging of the spiders anywhere but their valley takes place, cutting down the threat the magically bred spiders could bring. Sana will see her opportunity, taking control of her religion once again and try to turn it into something respectable so that any corruption Sp'nekop was influenced by can be removed. Once she feels she has suitably adjusted the faith to something befitting a god of Omu, she will begin trying to attract worshippers so that So'nekop can rise as a proper god of Omu. if she is successful or not, that is a question only time will be able to answer. With Sp'nekop's defeat, the characters have saved the land, if not the world, from a terrible menace. Perhaps onlya select few from Port Nyanzaru and Daggerford know the threat existed, but in Daggerford at least your names will be treated as legends among the folk there who realized the invisible threat they faced. Lady Morwen Daggerord will certainly not forget and will no doubt remember you all when another threatening mystery comes to her attention. Still, that is for later. For now, you can sit back, relax, and enjoy your spoils. You've earned at least a little rest and a spider free environment. So enjoy it will you can. One never knows when the call to adventure will be heard again. ### Enslavement in Defeat Should the characters fall to Sp'nekop, he will not kill them. No, their power and skill proves promising. Instead, he will enslave them with his Swartrooi Spiders and let them recover their wounds before trying to convert them with aims to become his elite warriors. After all, such potential would be a shame to waste. \pagebreak Still, trying to harness such power has its risks and the characters could break free from the spiders' control and return to finish what they started, next time perhaps trying to find more relics and lore which can help them bring down Sp'nekop once and for all. The spider god, flush from his successes will believe he can beat them a second time no matter what they bring to battle. ### Further Threats Just because that Sp'nekop was defeated doesn't mean that all is well again in Chult. Arctus Cimber still searches for a way to reach or return Mezro and reunite with his beloved wife. All the while, The Red Wizards of Thay and the Frost Giants hunt him for the Ring of Winter he wears. There is also the possible threat of Acererak's plans moving forward. If *Tomb of Annihilation* has not been run yet, the characters could still need to repay the Nine Trickster Gods for their aid and so they return to their tomb to fight Acererak and his fetal god. All manner of mundane and major threats and adventures still exist on Chult. Seasoned adventurers will need to take up arms and answer the call. They will have to be ready to face their fears and use all of their might in order to combat these threats. They will need experience, might, magic, and perhaps a little bit of luck. Know anyone who fits that description? \pagebreak # Appendix A: Magic Items #### Armor of the Scorpion *Armor (plate), very rare (requires attunement)* This armor is similar to plate mail, but it is made of scorpion armor rather than steel. While this armor is attuned, it does not give disadvantage to stealth while worn and +3 to AC. The wearer of this armor also has resistance to poison damage. If the poison damage came from a spider or related creature, wearer has advantage against checks against poison. #### Arrow of Spider Slaying *Weapon (arrow), very rare* If a creature is associated with spiders, either a spider themselves, part spider such as an ettercap or drider, or draws power from spiders such as a priestess of Lloth, they must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one. Once an *arrow of spider slaying* deals its extra damage to a creature, it becomes a nonmagical arrow. #### Bane of Sp'nekop *Longsword, Legendary* You gain +2 to attack and damage rolls made with this sword. When this weapon deals damage to a creature that is either a spider, part-spider, or draws power from spiders, it takes an extra 3d6 slashing damage. If this weapon hits Sp'nekop himself, it does maximum damage. #### Manual of Web Golem *Wondrous Item, very rare* This tome contains information and incantations necessary to make a web golem. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a *manual of web golems* and attempts to read it takes 6d6 psychic damage. To create a web golem, you must spend 30 days working without interruption with the manual in hand and resting no longer than 8 hours a day. You must also pay 65,000 gp for supplies. Once you finish creating the golem, the manual is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your commands. See Appendix B for a web golem's statistics. #### Mask of Spider Control *Wondrous Item, uncommon (requires attunement)* This obsidian mask with ruby eyes shaped like a spider has 3 charges. While you wear it, you can use an action to expend 1 charge to cast *dominate beast* (save DC 15) from it on a beast that has web walk, spider climb, and/or web sense. The ring regains 1d3 expended charges at dusk. #### Ring of Scorpion Command *Wondrous Item, uncommon (requires attunement)* This gold ring with an obsidian scorpion set in it has 3 charges. While you wear it, you can use an action and expend 1 charge to cast *dominate beast* (save DC 15) from it on a beast that is a scorpion or is similar. The ring regains 1d3 expended charges at dawn. #### Scorpion Tail *Weapon (whip), rare (requires attunement)* This whip is made of hard chitin and is stiled like a scorpion's tail complete with a stinger on the end. While wielding this whip and attuned to it, this whip deals 1d10 piercing damage. On a hit, the target must make a DC 15 constitution saving throw and take 22 (4d10) poison damage on a failure and half as much on a successful one. #### Spider Staff *Staff, Rare (requires attunement)* This staff can be wielded as a quarterstaff. It deals 1d6 extra poison damage on a hit when used to make a weapon attack. This staff has 10 charges, which are used to fuel the spells within it. With the staff in hand, you can use your action to cast one of the following spells from the staff if the spell is on your class's spell list: *Spider Climb* (1 charge) or *Web* (2 charges, spell save DC 15). No components are required. The staff regains 1d6+4 expended spell charges each day at dusk. If you expend the staff's last charge, roll a d20. On a 1, the staff crumbles to dust and is destroyed. #### Staff of the Scorpion *Staff, very rare (requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard)* This staff has 10 charges and regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, a swarm of scorpions consumes and destroys the saff and then disperses. **Spells.** While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC: *giant insect* (4 charges, scorpions only), or *insect plague (5 charges, summons scorpions). #### Tome of Sk'rpen *Wondrous item, legendary (requires attunement by a magic user)* This book contains the teaching of Sk'rpen which he passed on to the people who would become the defenders against Sp'nekop. If you spend 48 hours over 6 days reading this book, your wisdom score increases by 2, as does your maximum for that score. You gain advantage in attacks against spiders and scorpions gain disadvantage in attacks against you. The magic for this action disappears for a decade if used. If a magic user holds this book, you can use one action to read Sk'rpen's incantation against Sp'nekop, who must roll a DC 28 Constitution saving throw and loses his legendary resistances on a failed save. This magic disappears for a decade if used this way. \pagebreak #### Tome of Sp'nekop *Wondrous item, legendary (requires attunement by a non magic user)* This book contains the words of Sp'nekop, used to promise great things to his followers and lure them deeper into his web. If you read this book for 48 hours over 6 days, increase your Charisma by 2, as does your maximum for that score. You gain advantage on attacks against insects and spiders gain disadvantage in attacks against you. **Curse.** This book is cursed. After reading the book, every night, the one who read the book must make a DC 25 Wisdom saving throw or become Neutral Evil, influenced by the whispers of Sp'nekop. They also gain the flaw "I am manipulative, seeking to build a web to trap anyone foolish enough to approach me." If they continue to fail the saving throw, they begin to develop spider qualities such as extra eyes, hairy limbs, a desire to weave, a taste for insect, etc. If they fail the check eight times, they are transformed into a giant spider. A *remove curse* or similar spell can remove the curse, but also ends the benefits. After the change is complete, only a *wish* spell can restore the character. #### Tome of Sp'nekop Revised *Wondrous item, legendary (requires attunement by a magic user)* This book contains the words of Sp'nekop, reinterpreted by Sana Atazi in her beliefs of what Sp'nekop is truly like. If you read this book for 48 hours over 6 days, increase your Charisma by 2, as does your maximum for that score. You gain advantage on attacks against insects and spiders gain disadvantage in attacks against you. The magic for this action disappears for a decade if used. If a magic user holds this book, you can use one action to read Sp'nekop's interpreted words to affect Sp'nekop himself. He must roll a DC 28 Constitution saving throw or loses his legendary actions on a failed save and they cannot be restored. This magic disappears for a decade if used this way. \pagebreak # Appendix B: Monsters ___ ___ > ## Joppen Blackrill >*Large aberration, chaotic evil* > ___ > - **Armor Class** 15 (natural armor) > - **Hit Points** 144 (17d10+51) > - **Speed** 30ft., climb 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|16 (+3)|16 (+3)|17 (+3)|10 (+0)|10 (+0)| >___ > - **Saving Throws** Dex +6, Con +6, Int +6 > - **Skills** Athletics +5, Perception +3, Stealth +6 > - **Damage Resistances** poison > - **Condition Immunities** charmed, poisoned, unconscious > - **Senses** drkvision 240ft., passive Perception 13 > - **Languages** Common > - **Challenge** 7 (2,900) > ___ > ***Innate Spellcasting***. Joppen's innate spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). He can innately cast the following spells, requiring no material components: > > **At will:** *comprehend languages, detect magic, shocking grasp* > > **3/day each:** *shield, silence* > > **1/day each:** arcane eye, confusion, hypnotic pattern, stoneskin > > ***Poisonous Blood.*** An attacker who hits Joppen Blackrill with a melee attack from within 5 feet must make a successful DC 15 Dexterity saving throw or take 7 (2d6) poison damage and be poisoned until the start of its next turn. > >***Shocking Riposte.*** When Joppen Blackrill casts *shield*, he can also make a *shocking grasp* attack for 9 (2d8) lightning damage against one enemy within 5 feet as part of the same reaction. > ___ > > ### Actions > ***Multiattack.*** Joppen Blackrill makes two claw attacks, two staff attacks, or one of each. > > ***Claw.*** *Melee Weapon Attack.* +6 to hit, reach 5ft., one target. *Hit:* 14 (2d10+3) slashing damage blus 4 (1d8) poison damage. > > ***Spit Venom.*** *Ranged Weapon Attack:* +6 to hit, range 60ft., one target. *Hit:* 16 (3d8+3) poison damage, and the target must make a successful DC 14 Constitution saving throw or be poisoned and blinded until the end of its next turn. > > ***Staff of Sp'nekop.*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit:* 9 (2d6+2) bludgeoning damage plus 13 (2d12) psychic damage, and the target must make a successful DC 15 Wisdom saving throw or be stunned until the start of Joppen's next turn. > ___ > ### Reactions > ***Spiteful Hate.** When reduced to 0 hp, Joppen Blackrill makes one final spit venom attack before dying. Joppen Blackrill was the leader of the expedition into the Valley of Dread which inevitably brought him to Sp'nekop. Greedy, ambitious, and arrogant, he believes he shall be a legend one day and acts like it, expecting everyone to be grateful in helping him become the legend he is 'destined' to become. He is completely sycophantic to Sp'nekop, believing in the god's power as well as seeing himself as the one who shall bring this new god to power. Still, at his heart he remains greedy, cruel, arrogant, and most of all cowardly. He will not engage nyone directly unless he's attacking from behind. One wound from an enemy will send him running where he will hide and attack from afar, expecting others to do the fighting for him, even Sp'nekop. In his current form, giving to him by Sp'nekop for his services, he believes he cannot lose and arrogantly toys with anyone who tries to fight him. Once he is wounded, he will climb up walls and fight with magic so he won't risk getting hurt. Since his current form is supplied by magic, it is possible to change him back to a human through *remove curse* or other restoration magic. If done so, he becomes a **cultist** armed with the staff of Sp'nekop and *mask of spider control*. \pagebreak ___ ___ > ## Sp'nekop >*Huge beast, chaotic evil* > ___ > - **Armor Class** 19 (naural armor) > - **Hit Points** 189 (18d12+72) > - **Speed** Speed 40ft., climb 40ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|21 (+5)|17 (+3)|18 (+4)|11 (+0)|14 (+2)|13 (+1)| >___ > - **Saving Throws** Dex +8, Con +9, Wis +7, Cha +6 > - **Skills** Perception +12, Stealth +8 > - **Damage Immunities** poison > - **Condition Immunities** poisoned > - **Senses** blindsight 60ft., darkvision 120ft., passive Perception 22 > - **Languages** Common, Old Omuan > - **Challenge** 17 (18,000) > ___ > ***Legendary Resistance (3/Day).*** If Sp'nekop fails a saving throw, it can choose to succeed instead. > > ***Spider Climb.*** Sp'nekop can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. > > ***Web Sense.*** While in contact with a web, Sp'nekop knows the exact location of any other creature in contact with the web. > > ***Web Walker.*** Sp'nekop ignores the movement restrictions caused by webbing. > ___ > ### Actions > ***Multiattack.*** Sp'nekop can use his Horrifying Presence. He then makes three attacks: one with his bite, and two with his swipe attacks. Sp'nekop can replace his bite attack with a web attack. > > ***Bite.*** *Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:* 16 (2d10 + 5) piercing damage plus 7 (2d6) poison damage, and the target must succeed on a DC 17 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\ > >***Swipe.*** *Melee Weapon Attack:* +10 to hit, reach 5ft., one target. *Hit:* 12 (2d6 + 5) slashing damage. > > ***Web*** *Ranged Weapon Attack:* +10 to hit, range 90/360 ft., one creature. *Hit:* The target is restrained by webbing. As an action, the restrained target or another creature can make a DC 18 Strength check, bursting the webbing on a success. The webbing can be attacked and destroyed (same as Web Spray). > > ***Horrifying Presence*** Each creature of Sp'nekop's choice that is within 120 feet of Sp'nekop and aware of it must succeed on a DC 14 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 Sp'nekop's Horrifying Presence for the next 24 hours. > > **Web Spray (Recharge 5-6)**. Sp'nekop sprays webbing in a 60-foot cone. Each creature in that area must succeed on a DC 17 Dexterity saving throw, or be restrained by webbing. As an action, the restrained target or another creature can make a DC 18 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 15; hp 15; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). > > ### Legendary Actions > Sp'nekop 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. Sp'nekop regains spent legendary actions at the start of its turn. > > ***Detect.*** Sp'nekop makes a Wisdom (Perception) check. > ***Spider Spray (3 Actions).*** Sp'nekop sprays clumps of spiders in a 60-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 42 (12d6) bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, these spiders form 5 (2d4) swarms of spiders, acting as allies of Sp'nekop and obeying his telepathic commands. > ***Web Attack.*** Sp'nekop makes a web attack. Sp'nekop is the evil god of Omu, an example of greed, lies, and deception. With the Nine Trickster Gods and Ubtao gone, he sees his opportunity to rise up and become the god of Chult with designs to expand across the sea and take the mainland. With burgeoning worship, he intends to become the sole god and usurp his father. #### Lair Actions On initiative count 20 (losing initiative ties), Sp'nekop takes a lair action to cause one of the following effects; Sp'nekop can't use the same effect two rounds in a row: - Chunks of rock and desiccated prey fall from the ceiling, potentially striking up to three creatures underneath that Sp'nekop can see within 120 feet of it. Sp'nekop makes one ranged attack roll (+10 to hit) against each target. On a hit, the target takes 10 (3d6) bludgeoning damage. \pagebreak - A writhing mass of swarming spiders fills a 20-foot-radius area centered on a point Sp'nekop chooses within 120 feet of it. The swarm of spiders spreads around corners and can climb any vertical or horizontal webs in the area, remaining until Sp'nekop dismisses it as an action, uses this lair action again, or dies. Any creature in the area when it appears must make a DC 15 Constitution saving throw, taking 10 (4d4) piercing damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the area takes 10 (4d4) piercing damage. - Webbing collapses in a 20-foot-radius area centered on a point Sp'nekop chooses within 120 feet of it. Each creature in the area must succeed on a DC 15 Dexterity saving throw or be restrained by the drachanid's web. #### Regional Effects The region surrounding Sp'nekop's temple is altered by his presence, which creates one or more of the following effects: - There's a noticeable increase in the population, diversity, and size of spiders in the region. Local fauna becomes virtually extinct, having fled the area or been devoured by the hordes of spiders. - Surfaces within 1 mile of the Sp'nekop's temple become covered in sticky webs. Faint scuttling sounds can be heard, but their source not directly seen, within 500 feet of the lair. - Spiders living within the area become more intelligent and work together and are able to coordinate better attacks against prey. ___ > ## Grand Swartrooi Spider >*Large beast, unaligned* > ___ > - **Armor Class** 18 > - **Hit Points** 75 (10d10+20) > - **Speed** 40ft., climb 40ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|17 (+3)|17 (+3)|15 (+2)|4 (-3)|13 (+1)|6 (-2)| >___ > - **Skills** Stealth +5 (+7 in forest or jungle terrain) > - **Senses** blindsight 10ft., darkvision 60ft., passive Perception 11 > - **Languages** --- > - **Challenge** 3 (700 XP) > ___ > ***Camouflaged Webs.*** It takes a successful DC 15 Wisdom (Perception) check to spot the Grand Swartrooi Spider's web. A creature that fails to notice a web and comes into contact with it is restrained by the web. A restrained creature can pull free from the web by using an action and making a successful DC 12 Strength check. The web can be attacked and destroyed (AC 10, HP 5, vulnerable to fire damage, immune to bludgeoning, poison, and psychic damage). > > ***Spider Climb.*** The Grand Swartrooi Spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. > > *** Spider Symbiosis.*** No ordinary spider will attack the Grand Swartrooi Spider unless magically controlled or the Grand Swartrooi Spider attacks first. In addition, every Grand Swartrooi Spider is accompanied by a Swarm of Insects (Spiders), which moves and attacks on the Grand Swartrooi Spider's mental command (which does not take an action). > > ***Web Sense.*** While in contact with a web, the Grand Swartrooi Spider knows the exact location of any other creature in contact with the same web. > > ***Web Walker.*** The Grand Swartrooi Spider ignores movement restrictions caused by webbing. > ___ > ### Actions > ***Bite.*** *Melee Weapon Attack:* +5 to hit, reach 4 ft., one creature. *Hit:* 8 (1d10+3) piercing damage plus 22 (5d8) poison damage, or half as much poison damage with a successful DC 12 Constitution saving throw. A target dropped to 0 hit points by this attack is stable but poisoned and paralyzed for 1 hour, even after regaining hit points. \pagebreak ___ > ## Swartrooi Spider >*Tiny Beast, Unaligned* > ___ > - **Armor Class** 13 > - **Hit Points** 2 (1d4) > - **Speed** 30ft., climb 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|4 (-3)|16 (+3)|10 (+0)|1 (-5)|10 (+0)|2 (-4)| >___ > - **Skills** Perception +2, Stealth +5 > - **Damage Immunities** psychic > - **Condition Immunities** charmed, frightened > - **Senses** darkvision 60ft., passive Perception 12 > - **Languages** --- > - **Challenge** 1/4 (50 XP) > ___ > ***Spider Climb.*** The spider can climb difficult surface, including upside down and on ceilings, without needing to make an ability check. > > ***Web Walker.*** The spider ignores movement restrictions caused by webbing. > ___ > ### Actions > ***Bite.*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit:* 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or take 3 (1d6) poison damage and be poisoned until the start of the spider's next turn. The target fails the saving throw and takes an extra 1d6 poison damage if it is bitten by another Swartrooi Spider while poisoned this way. > >***Swingline.*** *Ranged Weapon Attack:* +5 to hit, range 60ft., one target. *Hit:* the spider immediately moves the full length of the webbing (up to 60ft) to the target and delivers a bite with advantage. This attack can be used only if the spider is higher than its target and at least 10 feet away. > >***Enslave.*** If the spider is in the same space as a medium or small character that is prone, unconscious, or surprised, that character must make a DC 15 Constitution saving throw. On a failure, the character is under the control of the spider and the DM takes control of that character, even if it is a player character. If roused from being unconscious, it has 1 hit point. The spider rests on the back of the character's neck at the base. The control lasts until the character dies or the spider is removed. If the target was made unconscious from a Bite attack, the check is made at disadvantage. If it is a player character under the spider's control, that character can roll the check at the end of their turns. Plant creatures and skeletons automatically pass the saving throw. Swartrooi spiders are the arachnids Sp'nekop bred to enslave the people who were not completely loyal to him. They are a colony mindset, serving a queen. Weak on their own, the spiders' strength lies in their ability to control larger organisms to serve their colonies and ultimately, Sp'nekop. These spiders appear similar to tarantulas with black furry bodies and red markings. The markings on their abdomen appear to be shaped like a skull, making them easy to identify. Like many spiders, they rely on sneak attacks to capture prey and slaves. All of the spiders serve the Grand Swartrooi Spiders who act as the queen of the colonies. They direct the spiders who in turn control the slaves who tend to the queen and collect larger prey and more slaves for the spiders to serve the colony. If the queen dies, the other spiders lose their cohesion and either flee to survive, or turn on one another. \pagebreak ___ > ## Web Golem >*Large Construct, Unaligned* > ___ > - **Armor Class** 16 > - **Hit Points** 90 (11d10+30) > - **Speed** 30ft., climb 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|20 (+5)|17 (+3)|18 (+4)|3 (-1)|11 (+0)|1 (-5)| >___ >- **Damage Immunities** fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons. > - **Condition Immunities** charmed, exhaustion, frightened, paralyzed, petrified, poisoned > - **Senses** darkvision 120ft., passive Perception 10 > - **Languages** understands the languages of its creator but can't speak. > - **Challenge** 7 (2,900 XP) > ___ > ***Immutable Form.*** The golem is immune to any spell or effect that would alter its form. > > ***Magic Resistance.*** The golem has advantage on saving throws against spells and other magical effects. > > ***Magic Weapons.*** The golem's weapon attacks are magical >___ > ### Actions > > ***Bite.*** *Melee Weapon Attack:* +8 to hit, reach 5ft., one creature. Hit 14 (2d8+5) piercing damage and the target must make a DC 15 Constitution saving throw, taking 4 (1d8) poison damage on a failed save, or half as much 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 remaining hit points, and is paralyzed while poisoned in this way. > > ***Web. (Recharge 3-6)*** *Ranged Weapon Attack:* +6 to hit, reach 30/60 ft., one creature. *Hit:* the target is restrained by the webbing. As an action, the restrained target can make a DC 13 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). Web golems are sterotypically a creation of the drow, but through chance or their own experiments, the cult of Sp'nekop managed to discover how to create the constructs themselves. A point of pride to the cultists, they intend to use them as perfect guardians. For the cult, they are quite easy to make since they can easily harvest the necessary silk needed to make them from their own ranks. \pagebreak # Appendix C: Maps The maps for the adventure can be found at the following links. Temple of Sk'rpen: https://drive.google.com/open?id=1DvgDodmMRSkkHDdyiwOsxjebaaZ2s6CQ Temple of Sp'nekop: https://drive.google.com/open?id=1O4BIRc78npyAC7BxQsvqkehfF2sjUYY6