Most of the spiderkin started out as "spiders" but when I looked at it, they needed sentient agency, so the spiderkin were born. Zozer and his religion started out by rationalizing and expanding on some vague hooks. The hooks got religious themed because the preponderance of random rooms that weren't caverns happened to be religious theme rooms.
On the tip of a peninsula stands the crumbling ruin of a lighthouse and in the caverns beneath, an ancient temple of the god Zozer who traveled the sky in his skyship. The temple is desecrated and overtaken by a Spiderkin cult (think lesser ettercaps, mostly level 1, led by a mad science inclined wizard). Some unlucky mushroom men got captured by the Spiderkin and a few who escaped and are trying to get out completely are on the wandering monster table. They might talk the PCs into rescuing their comrades from the wicked experiments of Vvixx. There are a couple of ways here to draw Zozer's attention and one way to make a distant magical travel to another place for a sequel scenario.
Location Descriptions
1: Spiral staircase down Tp: Filled with magical darkness,
This trap can be disarmed by concealed lever in the shape of a ship's bow,
projecting from the wall, just inside the darkness at the head of the stairs.
An incautious person might stumble and fall when stepping onto the first stair in the dark or fall if out into the open space in the middle. The drop is 30 feet.
2: Bridge in cavern A ten foot oar leaning in the corner
A ghostly scene of priests boarding a ship that flies into the sky plays out and repeats hourly.
Ts: 100 silver, Jewelled brooch worth 10 GP
Mg: Necklace of Accents
3: Fane There is a small, empty basin projecting from one wall,
and an empty oil lamp on another.
A healing aura will fill the room if holy water is poured
in the basin and sacred oil lit in the lamp.
4: Cave crossed by stream
M: 3 sick zombies lurking in ambush beneath the water
Ts: Bracelet worth 480 GP
5: Fane
Empty, but for a broken basin and ugly marking scratched into the walls.
There is are niches that used to hold oil lamps near head height on the walls.
Loose bones, about half a human skeleton,
are around and some under, the fallen part of the stone basin.
6: Fortified cavern M: 7 spiderkin, 1 is Sivvik, a 3HD monstrous boss who wears a necklace roughly set with the four blue sacred gems (@1000GP as treasure) that fit and activate the altar in the Curtained Cavern (7)
Ts: Torc worth 20 GP, 10 silver, 4 electrum
7: Curtained cavern Hook: Stone altar shaped like a ship,
stripped of 4 sacred gemstones.
If activated by their replacement, it will heal, cure of conditions, and emit a 30' radius Protection from Evil aura.
This will also draw the attention of the diminished god of the Sky Ark, Zozer.
8: Pentagonal room
Ts: Illuminated Hymnal of Zozer worth 550 GP
Mg: Potion of Levitation
Hook: Rare imported spices in small jars,
would be very valuable sold to nobles or rich merchants.
Enough to spice about 100 meals richly,
200 GP is the maximum value they might sell for.
9: Chapel
Tp: leg breaker pit near entrance
M: 2 spiderkin hiding behind statues
Ts: 20 gold
Mg: Mace +1, +2 vs undead held by statue of Zozer
The mace, Zozer's Fury, will draw the attention of Zozer,
and give its wielder dreams of restoring his power
10: Chamber M: 4 spiderkin pacing, one is poisonous and 2HD
11: Laboratory M: Vvixx, spiderkin wizard 2 and 2 spiderkin assistants performing weird experiments on a mushroom man wired to a strange machine,
with two more horrified mushroom men in a cage.
Vvixx wears the Ring of Protection +1, with a crown shaped like a winged golden ship.
Ts: 500 silver, Jewelled box worth 120 GP, 40 electrum
Mg: Strong healing potion that can cure spider poison
12: Stream Torchlit by ghostly torches
A skittering voice in the dark
Tp: spiked pit, triggered by opening door
M: 2 unquiet spirits, incorporeal, drain 1D4 constitution (recovered at 1 point per hour) on a hit, 1 HD, AC 0, vulnerable to holy water, turn as 1HD undead
M: 1 water spider
Ts: Ring worth 878 GP beneath the water
Mg: Healing potion lodged amongst some detritus along the bank
13: Stockroom Remains of food stored in amphorae,
4 red jars of sacred oils (fire plus holy water effect if set alight),
and moth eaten vestments.
Hook: inscribed pillar
The pillar remains from previous use as a temple.
The inscription, if deciphered, is in the ancient tongue of the Primacy of the Sky Ark,
effectively a scroll of a spell that when spoken will transport all in the room to the Sacred Sky Ark,
a place of holy power, now desecrated and occupied by unholy enemies.
14: Cave with pool Tp: slippery oil trap on sloped floor,
triggered by tiny earth elemental that looks like a rock,
would make victims slide into pool and risk drowning
Ts: 5 x 10 GP gem
15: Lair A crumbled lighthouse tower. It shows signs of a sea bear having laired here.
The sea bear is out on a hunt and won't be back for 4D12 hours.
A corridor leads away into the remains of the curtain wall.
Links
blocked tunnel 7: Curtained cavern to 3: Fanechannel 1: Spiral staircase down to 3: Fane
rope climb 8: Pentagonal room to 3: Fane
crawlway 2: Bridge in cavern to 7: Curtained cavern
archway 13: Stockroom to 3: Fane
narrow hallway 6: Fortified cavern to 8: Pentagonal room
empty room 12: Stream to 2: Bridge in cavern
barrel vault 5: Fane to 2: Bridge in cavern
secret tunnel 4: Cave crossed by stream to 1: Spiral staircase down
subterranean river 11: Laboratory to 3: Fane
subterranean river 14: Cave with pool to 2: Bridge in cavern
long tunnel 10: Chamber to 6: Fortified cavern
corridor with collar of spikes trap to deter the seabear 15: Lair to 1: Spiral staircase down
passage blocked by huge corpse 9: Chapel to 4: Cave crossed by stream
door 6: Fortified cavern to 7: Curtained cavern
stream 14: Cave with pool to 4: Cave crossed by stream
winding subterranean river 2: Bridge in cavern to 3: Fane
spiked door 10: Chamber to 14: Cave with pool
Wandering Monsters
1: 2 least demonspawn, one is malicious, both have a spiderlike aspect
2: 1 Yellow Slave cultist waiting for orders:
Othoix Boneshaver: charismatic fighter 2, charmed by the Spiderkin wizard Vvixx
3: 5 mushroom men evading capture, one is ribald
4: 3 giant spiders guarding, one is infectious
5: 4 spiderkin
Notes
Possible hook: The wizard Whaltis hired the party to retrieve the Ring of Protection from Zozer Caverns.
Basic spiderkin are 1HD, look like a cross between people and spiders, and have chitinous hide equivalent to leather armor. The spiderkin have a poisonous bite they can employ in the round following a successful grapple. Each spiderkin can use this bite once per day.
Organizations involved:
The Sky Dancers - descendants of the cult of Zozer
The Yellow Slaves - Spiderkin cult
Settlements nearby:
Henoxcross, population: 41, middling, half a day's sail to the northwest.
Dark Jarfer, population: 126, wealthy, four days walk to the southeast.
Chael, population: 50, middling, two days sail to the southwest.
Vero very nice. I love it
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