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DMDave - Dungeons & Lairs 57 - Ettercap Forest - Print Version

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55 views8 pages

DMDave - Dungeons & Lairs 57 - Ettercap Forest - Print Version

Uploaded by

zyfjyzyj139
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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ETTERCAP FOREST

Ettercap Forest is a Fifth Edition plug-in adventure


for four characters with an average party level (APL) CREDITS
of 1, 3, 5, or 8. This document offers a general The following creators made this adventure
guideline on scaling the adventure for each level. possible:
The party is sent to an ancient forest to investigate Design and Writing. DMDave
a series of disappearances. Editing and Layout. Tony Casper
Cartography. Tom Cartos
RUNNING THE ADVENTURE
To run the adventure, you need the three Fifth Edition
you which version of the adventure you should select
core rulebooks. You can access a free basic ruleset
for each level. A given adventure version might be
from the official source if you don’t have a copy.
easier or more challenging for a given party.
Text that appears in a box like this is meant to Scaling the Adventure
be read aloud or paraphrased for the players
Average Party Recommended Relative
when their characters arrive at a location or
Level Adventure Difficulty
under specific circumstances, as described in
Version
the text.
1 1st-Level Hard
When a creature’s name appears in bold type, 2 1st-Level Medium
that’s a visual cue pointing you to its stat block to 3 3rd-Level Hard
say, “Hey, game master, make sure you get this
creature’s stat block ready—there’s going to be an 4 3rd-Level Medium
encounter!” If the stat block appears in the appendix 5 5th-Level Hard
of this adventure, the text tells you so; otherwise, 6 5th-Level Medium
you can find the stat block in the core rulebook.
Spells and non-magical equipment mentioned 7 5th-Level Easy
in the adventure are described in the core manual 8 8th-Level Hard
for players. Magic items are described in the core 9 8th-Level Medium
manual for game masters unless the adventure’s text
10 8th-Level Easy
directs you to an item’s description in the appendix.
Adventure Hooks
The table on the following page offers some ideas if
BACKGROUND
you don’t have a reason for the characters to investi- Every traveler, merchant, and soldier knows to walk
gate the Tehidy Woods. Roll a d8 or choose the one the other way when they see the silken strands of
you like best. If you need to motivate the party with giant spiders hanging nearby. But to a large enough
a monetary reward, their patrons offer 500 gp per force or a band of powerful adventurers, spiderkin
level of the adventure. are nothing more than dumb brutes, an annoyance
at most.
Level Selection Occasionally, however, a clutch of spiders will be
led by one of their more intelligent kin, the human-
Before playing, know the level at which you wish to
oid-shaped ettercaps. These monstrous creatures
run the adventure. Overall, the adventure’s locations
can devise and create rudimentary traps and snares
and descriptions remain unchanged throughout the
and even plan simple ambushes. Even still, these
levels. However, most encounters, hazards, traps,
creatures are not normally clever enough to present
and treasures scale with each level of the adventure.
a threat to experienced adventurers.
The keyed locations will present the differences be-
Recently, a clutter of spiderkin in the Tehidy Woods
tween each level.
happened upon the body of a mage and the items
Also, the adventure works for more than just the
he left behind. One such item was a silver circlet set
listed levels. If you wish to run this adventure for
with an emerald. The ettercap leader was so en-
levels other than 1, 3, 5, or 8, the chart below shows
thralled by this trinket, it took the band for itself. In
Permission is granted to print or copy this file for home game use. 1
Ettercap Forest Adventure Hooks
d8 Patron Adventure Hook
1 Academy The academy wishes to learn all they can of the fey of Tehidy Woods.
2 Ancient Being The characters’ patron sends a strange vision of a young woman lost in dark-
ness to a member of the party.
3 Aristocrat The characters’ patron is toying with the idea of building a hunting lodge on the
edge of the Tehidy Woods and wishes to know if it’s safe.
4 Criminal Syndicate The syndicate seeks a particular magic acorn that has healing properties, found
only in Tehidy Woods.
5 Guild A merchant who was carrying medicines has gone missing while passing
through the Tehidy Woods. The Guild has a bounty for these supplies.
6 Military Force A patrol has gone missing while passing through the Tehidy Woods.
7 Religious Order Something has caused an imbalance in the natural order and the local church
believes this imbalance is originating in the Tehidy Woods.
8 Sovereign Princess Blodwyn Goldengrace, daughter of King Birch, ruler of the sprites of
Tehidy Woods, has gone missing.

the darkness of its hollow, it gazed into the refracted Webbing. Some areas are noted as being hung
light of the gem and wondered at its beauty, until with the sticky, gossamer strands of spider webs.
sometime later, it began to understand… everything! A web-filled area is considered difficult terrain.
The Tehidy Woods have been ruled by the Gold- Moreover, a creature entering a webbed area for the
engrace family for centuries and protected by the first time on a turn or starting its turn there must
dryad Elewyn. Recently, the Woods have become succeed on a DC 12 Dexterity saving throw or be-
choked with webbing, and travelers through the for- come restrained by the webs. A restrained creature
est have gone missing. can use its action to try to escape, doing so with a
Worse still, the King’s daughter, Princess Blodwyn, successful DC 12 Strength (Athletics) or Dexterity
has been abducted and, when summoned, Elewyn (Acrobatics) check.
did not answer the king’s call for aid. Each 10-foot cube of giant webs has AC 10, 15 hit
points, vulnerability to fire damage, and immunity to
TEHIDY WOODS bludgeoning, piercing, and psychic damage.
Web Zombies. The zombies within the Woods
The Tehidy Woods have always been considered have been created by the magic of the spiderkin.
an ancient place, a balance of the light and dark, Web zombies are zombies that have the Spider
a place where the veil between this world and the Climb and Web Walker traits of ettercaps.
next is thin. Recently, however, a new power has
grown from the dark places and the Woods have Tehidy Woods Encounters
become dangerous, harboring pathways silent with The characters will need to explore the forest for six
deadly intent. hours, following signs of the ettercap’s influence,
As the adventurers journey deeper into the forest, until they reach the glade of the dryad Elewyn. The
they will find it ever more thickly suffocated by web- Tehidy Woods have become a dangerous place to
bing and can follow this growing blight to its source, venture and the party is likely to run into several
an underground hollow infested with spiderkin. problems. When the characters enter the Woods,
General Features roll twice on the Tehidy Woods Encounter table to
decide the encounters they face (described in the
Unless stated otherwise, the following features are section on the next page). These encounters happen
common to the Tehidy Woods. two and four hours into the party’s exploration.
Gloomy. The thick canopy is choked and tangled
with webbing, making the entire forest dark. Any Tehidy Woods Encounter
read-aloud text assumes the characters have darkvi-
d6 Encounter
sion or a light source of their own.
Threatening Silence. The creatures of the forest 1 Giant Web
do not stray far from their dens and burrows, nor 2 It’s Gigantic
do they make too much noise, lest they alert the
3 Spider Trap
spiders to their presence. The forest feels as though
it is holding its breath, and the silence is total. Any 4 Chilly Gorge
Wisdom (Perception) checks made to hear some- 5 Ettercap-Made Trap
thing while in the forest are made with advantage. 6 Uncanny Undead
Permission is granted to print or copy this file for home game use. 2
3 – Spider Trap
ETTERCAP FOREST BATTLEMAPS This section of the forest is filled with sticky, gossa-
mer strands of spider webs, which crisscross the path.
Battlemaps for this adventure can be found in
Encounter: Spiders! Spiders lurk in the trees,
the Into the Wilds set on the Tom Cartos Patreon:
awaiting prey. They remain hidden, and will only
▶ Elewyn’s Glade (Blight Woods map) attack if a creature becomes restrained or they are
▶ Mud Put Amh (Mud Pit map) spotted. The nature of the encounter depends on the
▶ Ettercap Lair (Giant Webs map) level of the adventure, as shown in the table below.
Spider Trap Encounters
If the characters choose to take a long rest or Adventure Level Encounter
backtrack, roll for an additional encounter.
1st 2 giant wolf spiders
1 – Giant Web 3rd 4 giant wolf spiders
The spiderkin have spun webs and snares all over
5th 2 giant spiders
the woods. Read or paraphrase the following:
8th 4 giant spiders
The trees here are covered in freshly spun
strands of webbing. Each strand appears as Treasure. Enclosed in web sacs that hang 30 feet
thick as rope and glistens with a sticky, glue- above the ground are the corpses of two merchants
like substance. Stuck to the webbing is a tiny, who were seized by the spiders more than a week
winged man struggling to free himself. ago. Each corpse has a purse. Between them, the
contents amount to 5 pp, 25 gp, and 30 sp.
Encounter: A Spider! Lurking nearby are spiders, 4 – Chilly Gorge
ready to pounce. The nature of the encounter de- The path leads into a naturally formed gorge, the
pends on the level of the adventure, as shown in the walls of which are 30 feet high, and the gap be-
table below. The tiny man is the sprite Brightelm. If tween the walls is 10 feet across.
freed he will offer to stay with the party and help Hazard: Frigid Mold. After a mile or so, a thirty-foot
them fight, but he knows nothing about the source patch of frigid mold carpets the gorge floor, com-
of the troubles. pletely covering the muddy path. The mold feeds
Giant Web Encounter on warmth, and the temperature within 30 feet of
it is always frigid. Noticing the temperature change
Adventure Level Encounter requires a passive Wisdom (Perception) score of at
1st 1 giant spider least 14. If none of the characters notice the mold,
they will move close enough to take damage.
3rd 2 giant spiders
When a character moves within 5 feet of the mold
5th 5 giant spiders for the first time on a turn or starts its turn there, it
8th 8 giant spiders must make a Constitution saving throw, taking cold
damage as noted below on a failed save, or half as
2 – It’s Gigantic! much damage on a successful one. The save DC and
amount of damage are detailed below.
Heard long before she’s seen, an emaciated giant
lumbers into view. Frigid Mold DC and Damage
Encounter: Giant. The spiderkin have made hunt-
ing much more difficult and the starving giant Bloga- Adventure Level Save DC Hazard Damage
rk-Morspark must travel far and wide to feed herself. 1st 12 5 (1d10)
The characters will make for good eating, but she 3rd 12 11 (2d10)
will give up her meal and run if she drops below half
her hit point maximum. The nature of the encounter 5th 15 11 (2d10)
depends on the level of the adventure, as shown in 8th 15 22 (4d10)
the table below.
Frigid mold is immune to fire damage, and any
It’s Gigantic Encounter source of fire brought within 5 feet of a patch of it
Adventure Level Encounter causes it to instantly expand outward in the direc-
tion of the fire, covering a 15-foot-square area (with
1st 1 ogre the source of the fire at the center of that area). A
3rd 1 ogre with 93 hit points patch of frigid mold that takes cold damage is in-
5th 1 ettin stantly destroyed.
Climbing along either side of the gorge requires a
8th 1 frost giant
successful DC 14 Strength (Athletics) check.
Permission is granted to print or copy this file for home game use. 3
5 – Ettercap-Made Trap Elewyn’s Glade
The ettercap has laid traps on the pathways to cap-
Allying with powerful beasts and the mighty trees of
ture food. While potent against most small beasts,
the forest, the dryad Elewyn has always kept the Te-
there is a 25 percent chance that the characters find
hidy Woods safe from the most potent evils. Howev-
only the remains of a trap, torn into pieces.
er, the newly enhanced mind of the ettercap enabled
Trap: Noose Snare. These simple traps—made by
it to trap the dryad within her own bonded tree.
bending branches and concealing a noose within the
Once the party has journeyed for a few hours
foliage—are better used against beasts than intelli-
they will happen upon the dryad’s glade, although
gent beings, but they have proven effective enough.
the area is now suffocated in thick strands of poi-
These snares are triggered by a creature stepping
son-coated webbing that are slowly draining the life
into a noose made of spider silk. Noticing one of
force from the dryad. Read or paraphrase the follow-
these silk nooses requires a passive Wisdom (Per-
ing:
ception) score of at least 14. Once noticed, they
can be easily avoided or disarmed with a successful
DC 12 Dexterity check using proficiency in thieves’ You have entered an area that must have once
tools. been a beautiful glade, dominated by a mas-
A creature that steps into a noose must succeed sive oak tree that stands at its heart. You can
on a Dexterity saving throw or trigger the trap. Once imagine that the oak once provided protection
triggered, the branch whips upwards, lifting the and succor to the animals of the forest, but
creature that triggered it 10 feet off the ground. On now it is a blighted and sickly thing, barely
a failed save, the creature takes bludgeoning dam- clinging to life.
age and is restrained and unable to breathe. The
save DC and amount of damage are detailed below. The once mighty oak is covered in webbing. Nor-
See “Webbing” in the General Features section on mally this would be a fruitless attempt to imprison
page 2 for how to escape. the dryad Elewyn, but the ettercap has found a way
to coat the silk in a necrotic venom that has man-
Noose Snare Trap DC and Damage aged to succeed where its brethren have previously
failed.
Adventure Level Save DC Trap Damage
Hazard: Necrotic Webbing. This webbing acts as
1st 13 2 (1d4) all the other webbing with one additional trait: any
3rd 15 7 (2d6) creature coming into contact with the web must
5th 15 14 (4d6) succeed on a Constitution saving throw, taking
necrotic damage as noted below on a failed save, or
8th 17 21 (6d6) half as much damage on a successful one. The save
DC and amount of damage are detailed below.
6 – Uncanny Undead
Necrotic Webbing Hazard DC and Damage
Your first warning of trouble is the shuffling Adventure Level Save DC Trap Damage
of leaves from above, quickly followed by a
dull and lifeless groaning. That, however, is all 1st 13 3 (1d6)
the warning you get as undead spill out of the 3rd 15 9 (2d8)
canopy, above you. 5th 15 18 (4d8)
8th 17 27 (6d8)
Encounter: Undead. A group of undead has found
the characters, and they have come to kill, plain and
Encounter: Blight Spiderkin. Several spiders and
simple.
zombies lurk within the branches of the tree. These
The nature of the undead creatures is detailed in the
spiderkin are no ordinary beasts, but rather crea-
table below. See “Web Zombies” in the General Fea-
tures enhanced by death magic that have the follow-
tures section on page 2 for details on web zombies.
ing changes:
Uncanny Undead Encounter ▶ Their poison damage is changed to necrotic dam-
age.
Adventure Level Encounter
▶ Spiderkin with a challenge rating of 1 or higher
1st 2 web zombies can control the web zombies.
3rd 4 web zombies The nature of the encounter depends on the level
5th 2 ghouls and 8 web zombies of the adventure, as shown in the table on the next
page. See “Web Zombies” in the General Features
8th 2 ghasts, 2 ghouls, and 6 web
section on page 2 for details on web zombies. Crea-
zombies

Permission is granted to print or copy this file for home game use. 4
tures marked with an asterisk are new creatures Ahead a yawning cavern opens into the side
featured in the appendix. of a shallow hill and descends deep under-
ground. The gossamer strands of death that
Elewyn’s Glade
you’ve been following lead directly into this
Adventure Level Encounter gloomy tunnel. Whatever is causing the local
troubles must surely reside within.
1st 2 giant wolf spiders and 1 web
zombie
3rd 2 giant spiders and 2 web General Features
zombies Unless stated otherwise, Spiderkin Hollow has the
5th 1 deathweaver* and 4 web following features.
zombies Ceilings. Passageway ceilings are 10 feet high,
8th 2 deathweavers* and 4 web while caverns extend 20 feet high.
zombies Dark. The tunnels are dark. Any read-aloud text
assumes the characters have darkvision or a light
Development: Freeing Elewyn. The only means source of their own.
to free Elewyn is to destroy or remove the webbing Tunnels. The passages are naturally formed lime-
from the tree. The tree is covered in three 10-foot stone tunnels. These tunnels are irregularly shaped
cubes of webbing. While setting fire to the webbing and narrow. Ask the party to establish their march-
would normally be an efficient way of destroying it, ing order before entering.
in its current state the tree is vulnerable to fire dam- Webbing and Web Zombies. The webbing and
age. If the tree suffers more than 50 points of fire zombies within the hollow act in an identical manner
damage, it and Elewyn die. to those found in the Tehidy Woods (see page 2 for
If she is freed, Elewyn will leave her tree and join details); however, this webbing has been specially
the characters in battling the spiderkin. constructed by the ettercap to warn it of any tres-
Treasure. If she survives, Elewyn gives the charac- passers. By the time the characters reach the lair of
ters each an acorn, promising that eating it will heal the enhanced ettercap, it is alerted to their presence
their wounds. As an action, a creature can eat an and can’t be surprised.
acorn to regain hit points. The number of hit points
regained depends on the level of the adventure, as
Mud Pit Ambush
shown in the table below. A series of sharp turns and narrow passages opens
out into a larger cavern. Read or paraphrase the
Acorn’s Healing Effect following:
Adventure Level Healing Effect
After scrabbling your way through perhaps a
1st 1d4 + 1 few hundred feet of narrow twists and turns,
3rd 2d4 + 2 the passageway widens and you feel the floor
5th 3d4 + 3 beneath you change consistency. All too late,
however, you feel yourself begin to sink into
8th 4d4 + 4
it.
Moving On. If Elewyn survives the encounter, she Worse still, dozens of eyes stare back at you
will escort the party directly to the entrance of the from the twilight as chitinous legs clack along
spiderkin hollow. If she doesn’t survive, the party the walls toward you.
will still be able to follow the same signs they have
already been following to the hollow, but they must Hazard: Mud Pit. Entering from the west, the pas-
roll for another encounter on the Tehidy Woods En- sageway opens into a roughly 30-foot-square cav-
counter table. ern. The floor of this area is a mud pit created by the
runoff from the valleys above. When the ettercap
SPIDERKIN HOLLOW discovered this hollow, its newfound intelligence rec-
ognized the area as a natural defense against invad-
When the circlet first enlightened the ettercap, the ers, as while the spiderkin can safely traverse the
spiderkin leader noticed that the muddy dell its walls, other creatures would become mired below.
clutter was living in was a poor defense, and it went The entire area is considered difficult terrain. The
in search of a place more fitting for its newfound first two characters in the party’s marching order
power. Its search led it to a series of tunnels that step into the muddy area, sinking 1d4 + 1 feet into
extended deep underground. When the characters the mud and becoming restrained before they realize
arrive at the entrance to the hollow, read or para- anything is amiss. When a non-spiderkin creature
phrase the following: enters the muddy area or starts its turn there, it
sinks another 1d4 feet.

Permission is granted to print or copy this file for home game use. 5
As long as a creature is not completely submerged them over the lip of the chasm that divides the cav-
in the mud, it can escape by using its action and ern. If the ettercap loses up to half its hit points, it
succeeding on a Strength (Athletics) check. The DC flees to the other side of the chasm. It then uses its
for this check is equal to 10 plus the number of feet action to free Blodwyn the sprite from her webbing
the creature has sunk into the mud. A creature that and hold a claw to her throat.
is completely submerged in the mud can’t breathe. Each turn thereafter, the ettercap will climb back
A creature can pull another creature within its reach towards the tunnel entrance while carrying Blodwyn
out of the mud pit by using its action and succeed- with it. Although it can’t speak any form of language
ing on a Strength check. The DC for this check is the characters might understand, its intention is
equal to 5 plus the number of feet the restrained clear enough, ”Let me go, or the fairy gets it!”
creature has sunk. At higher levels of play, the ettercap can be en-
Encounter: Spiderkin! As the characters fight to hanced and supported by other minions as detailed
escape the mud, the spiderkin ambush them. One below. See “Web Zombies” in the General Features
creature approaches from behind them, while the section on page 2 for details on web zombies. Crea-
others attack from the east end of the area, at- tures marked with an asterisk are new creatures
tempting to corral the characters into the mud pit’s featured in the appendix.
center.
Ettercap Lair Encounters
The nature of the encounter depends on the level
of the adventure, as shown in the table below. See Adventure Level Enhancements and Minions
“Web Zombies” in the General Features section
1st (See optional “Challenge at 1st
on page 2 for details on web zombies. Creatures
Level” sidebar)
marked with an asterisk are new creatures featured
in the appendix. 3rd The ettercap is joined by 2 giant
spiders.
Mud Pit Ambush Encounter
5th The ettercap has 71 hit points
Adventure Level Encounter and can cast thunderwave
1st 1 giant wolf spider and 1 swarm (DC 14, 3/day). It is joined by
of spiders 2 phase spiders and 2 web
zombies.
3rd 1 giant spider and 2 web
zombies 8th The ettercap has 71 hit points
and can cast thunderwave
5th 2 ettercaps and 2 web zombies (DC 14, 3/day) and blight
8th 1 deathweaver* and 2 swarms (DC 14, 1/day). It is joined by
of spiders 2 deathweavers.*

Ettercap Lair Hazard: Chasm. Although it will seem bottomless


to most characters, the chasm is only 60-feet deep.
Another, albeit shorter, twisting tunnel opens into If a creature falls into the chasm it falls to the bot-
the ettercap’s lair. Once again the ettercap has tom, taking a maximum of 6d6 bludgeoning damage.
chosen its lair carefully, picking a location that offers The creature lands prone unless it avoids taking
the natural defense of a 20-foot-wide and 60-foot- damage from the fall. A fall from this height is likely
deep chasm that bisects the cave. a death sentence to a 1st-level character.
Here the ettercap stores the food the spiders bring Climbing from the bottom of the chasm requires a
and doles it out in quantities only large enough to creature to make a successful DC 13 Strength (Ath-
guarantee they remain subservient. letics) check.
Meanwhile, the greedy creature’s already bulbous Webbing stretches across the chasm in a few plac-
abdomen is now bloated and swollen with avarice. es. This webbing can be used to cross the chasm,
Nevertheless, the ettercap has recognized the value but a creature that starts its turn on the webbing or
in keeping one captive alive: the sprite princess moves onto for the first time on a turn must suc-
Blodwyn. She is encased in a poisonous web sac ceed on a DC 12 Dexterity saving throw or become
that keeps her paralyzed. restrained by the webs.
Encounter: Enhanced Ettercap. The ettercap is en-
hanced with a headband of intellect that has allowed
it to learn much. As mentioned above, the ettercap CHALLENGE AT 1ST LEVEL
is prepared for the party’s arrival and is hiding on If you have a group of experienced players, or
the ceiling of the cavern, intending to ambush the your players have had a pretty easy time of it up
party as they enter. The stalactites give the ettercap to this point, you can add a swarm of spiders to
advantage on its Dexterity (Stealth) check. the encounter for a 1st- or 2nd-level party.
If the ettercap surprises the party, it will attempt
to drag the weakest-looking character and shove
Permission is granted to print or copy this file for home game use. 6
Development: Blodwyn. As noted above, while she
is wrapped in the webbing, Blodwyn is paralyzed, Deathweaver
but if she is freed from the webbing, Blodwyn enters Huge Monstrosity, Neutral Evil
the initiative order. At the end of each of her turns, Armor Class 16 (natural armor)
Blodwyn must make a DC 11 Constitution saving Hit Points 95 (10d12 + 30)
throw. On a success, she is no longer paralyzed and Speed 40 ft., climb 40 ft.
will fight to escape and defend herself.
Treasure: Ill-Gotten Gains. The spiders have been STR DEX CON INT WIS CHA
taking captives for weeks, most of whom have been 16 (+3) 14 (+2) 17 (+3) 7 (−2) 12 (+1) 15 (+2)
dragged back here. Amongst the desiccated corps-
Skills Perception +4, Stealth +5
es, characters can find treasure. The nature of the Damage Resistances necrotic
treasure depends on the level of the adventure, as Senses blindsight 10 ft., darkvision 60 ft., passive
shown in the table below. Perception 14
Languages understands Undercommon but can’t speak
Ettercap Lair Treasure
Challenge 5 (1,800 XP)  Proficiency Bonus +3
Adventure Level Treasure Spider Climb. The deathweaver can climb difficult sur-
faces, including upside down on ceilings, without needing
1st A potion of healing, a +1 dag-
to make an ability check.
ger, and assorted coins with a
combined value of 159 gp Web Sense. While in contact with a web, the death-
weaver knows the exact location of any other creature in
3rd A potion of healing, a potion of contact with the same web.
diminution, a +1 dagger, a suit Web Walker. The deathweaver ignores movement re-
of scale mail, and assorted coins strictions caused by webbing.
with a combined value of 259 gp
ACTIONS
5th A potion of greater healing, a
potion of fire resistance, a +1 Multiattack. The deathweaver makes two bite attacks.
longsword, a suit of scale mail, Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
and assorted coins with a com- creature. Hit: 10 (2d6 + 3) piercing damage, and the
bined value of 459 gp target must make a DC 14 Constitution saving throw,
taking 9 (2d8) necrotic damage on a failed save, or half as
8th A potion of greater healing, a +1 much damage on a successful one. If the necrotic damage
longsword, a suit of +1 scale reduces the target to 0 hit points, the target is stable but
mail, and assorted coins with a poisoned for 1 hour, even after regaining hit points, and is
combined value of 659 gp paralyzed while poisoned in this way.
Web (Recharge 5–6). Ranged Weapon Attack: +5 to
Additionally, if they defeated the ettercap, they hit, range 40/80 ft., one creature. Hit: The target is re-
can take its headband of intellect. Tossed in a corner strained by webbing and takes 3 (1d6) necrotic damage at
is a crate of medical supplies that the spiderkin con- the start of each of its turns. As an action, the restrained
target can make a DC 14 Strength check, bursting the
sidered worthless.
webbing on a success. The webbing can also be attacked
and destroyed (AC 10; 5 hit points; vulnerability to fire
AFTERMATH damage; immunity to bludgeoning, necrotic, poison, and
psychic damage).
If the characters succeed in destroying the ettercap,
A humanoid slain by this attack rises 24 hours later as a
the other spiderkin that still infest the forest are quick- web zombie under the deathweaver’s control, unless the
ly overcome without their cunning leader, and within humanoid is restored to life or its body is destroyed. The
a few weeks, the balance returns to Tehidy Forest. If, deathweaver can have no more than twelve web zombies
however, the ettercap escapes, it will likely find the under its control at one time.
means to breed another army of arachnid servants. Spellcasting. The deathweaver casts one of the follow-
If the characters succeed in rescuing either Blod- ing spells, requiring no components and using Charisma
wyn or Elewyn, they organize the fey creatures as the spellcasting ability (+5 to hit with spell attacks):
of the forest and root out the remaining spiderkin At will: chill touch
themselves. They also remain vigilant against such 3/day each: darkness, ray of enfeeblement
an incursion happening again. 1/day: vampiric touch
Grateful to the characters, the rescued fey offer
their undying gratitude and provide any rewards the
party was promised. They also treat the characters
to a hearty celebration that lasts for two days and
two nights. Ω

Permission is granted to print or copy this file for home game use. 7
Product Identity: The following items are hereby identified as Product non-exclusive license with the exact terms of this License to Use, the
Identity, as defined in the Open Game License version 1.0a, Section 1(E), Open Game Content.
and are not Open Content: All Trademarks, registered trademarks, proper 5. Representation of Authority to Contribute: If You are contributing orig-
names (characters, place names, new deities, etc.), dialogue, plots , story inal material as Open Game Content, You represent that Your Contribu-
elements, locations, characters, artwork, sidebars, and trade dress. (Ele- tions are Your original creation and/or You have sufficient rights to grant
ments that have previously been designated as Open Game Content are the rights conveyed by this License.
not included in this declaration.) 6. Notice of License Copyright: You must update the COPYRIGHT NOTICE
Open Game Content: The Open content in this book includes the monster portion of this License to include the exact text of the COPYRIGHT NO-
names, statistics, traits, and abilities. No other portion of this work may TICE of any Open Game Content You are copying, modifying or distrib-
be reproduced in any form without permissions. uting, and You must add the title, the copyright date, and the copyright
holder’s name to the COPYRIGHT NOTICE of any original Open Game
Open Game License
Content you Distribute.
The following text is the property of Wizards of the Coast, Inc. and is Copy-
7. Use of Product Identity: You agree not to Use any Product Identity,
right 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
including as an indication as to compatibility, except as expressly
1. Definitions: (a)”Contributors” means the copyright and/or trademark
licensed in another, independent Agreement with the owner of each
owners who have contributed Open Game Content; (b)”Derivative
element of that Product Identity. You agree not to indicate compati-
Material” means copyrighted material including derivative works and
bility or co‑adaptability with any Trademark or Registered Trademark
translations (including into other computer languages), potation,
in conjunction with a work containing Open Game Content except as
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expressly licensed in another, independent Agreement with the owner
compilation, abridgment or other form in which an existing work may
of such Trademark or Registered Trademark. The use of any Product
be recast, transformed or adapted; (c) “Distribute” means to reproduce,
Identity in Open Game Content does not constitute a challenge to the
license, rent, lease, sell, broadcast, publicly display, transmit or other-
ownership of that Product Identity. The owner of any Product Identity
wise distribute; (d)”Open Game Content” means the game mechanic and
used in Open Game Content shall retain all rights, title and interest in
includes the methods, procedures, processes and routines to the extent
and to that Product Identity.
such content does not embody the Product Identity and is an enhance-
8. Identification: If you distribute Open Game Content You must clearly
ment over the prior art and any additional content clearly identified as
indicate which portions of the work that you are distributing are Open
Open Game Content by the Contributor, and means any work covered by
Game Content.
this License, including translations and derivative works under copyright
9. Updating the License: Wizards or its designated Agents may publish
law, but specifically excludes Product Identity. (e) “Product Identity”
updated versions of this License. You may use any authorized version
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of this License to copy, modify and distribute any Open Game Content
including trade dress; artifacts; creatures characters; stories, storylines,
originally distributed under any version of this License.
plots, thematic elements, dialogue, incidents, language, artwork, sym-
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and graphic, photographic and other visual or audio representations; every copy of the Open Game Content You Distribute.

names and descriptions of characters, spells, enchantments, personali- 11. Use of Contributor Credits: You may not market or advertise the Open
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environments, creatures, equipment, magical or supernatural abilities or ten permission from the Contributor to do so.
effects, logos, symbols, or graphic designs; and any other trademark or 12. Inability to Comply: If it is impossible for You to comply with any of
registered trademark clearly identified as Product identity by the owner the terms of this License with respect to some or all of the Open Game
of the Product Identity, and which specifically excludes the Open Game Content due to statute, judicial order, or governmental regulation then
Content; (f) “Trademark” means the logos, names, mark, sign, motto, You may not Use any Open Game Material so affected.
designs that are used by a Contributor to identify itself or its products 13. Termination: This License will terminate automatically if You fail to
or the associated products contributed to the Open Game License by the comply with all terms herein and fail to cure such breach within 30
Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, days of becoming aware of the breach. All sublicenses shall survive the
edit, format, modify, translate and otherwise create Derivative Material termination of this License.
of Open Game Content. (h) “You” Not for resale. Permission granted
14. Reformation: If any provision of this License is held to be unenforceable,
to print or photocopy this document for personal use only. System
such provision shall be reformed only to the extent necessary to make it
Reference Document 5.1 2 or “Your” means the licensee in terms of this
enforceable.
agreement.
COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of
2. The License: This License applies to any Open Game Content that
the Coast, LLC.
contains a notice indicating that the Open Game Content may only be
System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.;
Used under and in terms of this License. You must affix such a notice
Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson,
to any Open Game Content that you Use. No terms may be added to or
Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims,
subtracted from this License except as described by the License itself.
and Steve Townshend, based on original material by E. Gary Gygax and Dave
No other terms or conditions may be applied to any Open Game Content
Arneson.
distributed using this License.
Tome of Beasts 2. Copyright 2020, Open Design LLC; Authors Wolfgang Baur,
3. Offer and Acceptance: By Using the Open Game Content You indicate Celeste Conowitch, Darrin Drader, James Introcaso, Philip Larwood, Jeff Lee,
Your acceptance of the terms of this License. Kelly Pawlik, Brian Suskind, Mike Welham.
4. Grant and Consideration: In consideration for agreeing to use this Ettercap Forest. Copyright 2022, Hamrick Brands, LLC. Authors: Dave Ham-
License, the Contributors grant You a perpetual, worldwide, royalty-free, rick, Tim Andrews.

Permission is granted to print or copy this file for home game use. 8

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