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Amarune's Adventures - The Nightmare Web of Adhe Wood

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100% found this document useful (1 vote)
762 views17 pages

Amarune's Adventures - The Nightmare Web of Adhe Wood

Uploaded by

Niels
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Credits Contents

Lead Designer & Producer: Steve Fidler Adventure Overview.........................................3


Editor: Ryan Langr Part 1: Sevenecho................................................4
Writing and Design: Steve Pankotai
Part 2: Adhe Wood.........................................6
Layout: Nathanaël Roux Part 3: The True Nightmare...........................7
Graphic Designer: Nathanaël Roux
Appendix A: Magic Items 10
Cover Art: grandfailure composed by Steve Fidler Amulet of Dendar................................................ 10
Cartography: Map of Faerûn by Dusty Haynes @ Aranea Dreamcatcher.......................................... 10
TableTopAdvantage.com, modified by Steve Fidler &
Nathanaël Roux Appendix B: Creatures 10
Battle Map: Steve Pankotai Commoner........................................................... 10
Interior Sketch Art: Nathanaël Roux and Shiah Nightmare Spiders............................................... 10
“Cinder” Irgangladen Redwood Crawler................................................ 13
Other Interior Art: Ratpack223, Evgo1977, ink splatter Sacha Taneva........................................................ 14
brushes (Brusheezy.com). True Nightmare Spider....................................... 15

Appendix C: Flora 15

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards
of the Coast in the USA and other countries.
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild.
All other original material in this work is copyright 2019-2020 by Vorpal Dice Press and published under the Community Content Agreement for Dungeon Masters Guild.

Amarune's Adventures | The Nightmare Web of Adhe Wood


2
The Nightmare Web of Adhe Wood
across Faerûn, it is believed Dendar feasts on the
Adventure Overview nightmares of mortals. When Dendar has consumed
In this adventure, adventurers are tasked with saving enough, she will come forth and devour the world.
a young girl from Adhe Wood. They will encounter The Aranea of Sevenecho hold this legend to
horrific monstrosities, learn the secrets of the Aranea be true, and that the temple within Adhe Wood
of Sevenecho, and foil the machinations of an evil is a gateway to Dendar’s mouth through which
primordial bent on ending the world. nightmares travel. They believe that their webs,
The Nightmare Web of Adhe Wood is designed for spun into magical dreamcatchers, may prevent
four to five Tier 3 (levels 10-15) adventurers. It is Dendar’s feeding and therefore prolong the world.
easily adaptable to higher- and lower-tier play. Regardless if the temple is truly a pathway to
This adventure is broken into three sections: Dendar, the magical webs of the Aranea work at
trapping nightmares. Unfortunately, nightmares
• Part 1: Sevenecho
were never meant to be caught in the mortal
• Part 2: Adhe Wood
realm. Over time, trapped nightmares fester and
• Part 3: The True Nightmare
grow, eventually bursting forth as feral, mutated
nightmare spiders. These monstrosities have
Background overwhelmed Adhe Wood, making travel deadly
for humanoids and difficult even for the Aranea.
Located in The Vast north of the Sea of Fallen Stars, Nonetheless, the Aranea of Sevenecho continue to
Adhe Wood is a small but deadly place. Legends spin their webs and forestall the hunger of Dendar.
swirl of a mysterious temple in Adhe Wood where Before the adventurers arrive at Adhe Wood, a
statues of snakes hold massive emeralds. But the young girl has gone missing from Sevenecho. Mihalia
citizens of Sevenecho, the town nearest to Adhe Taneva was always a precocious child who showed a
Wood, seem to know nothing of this legend and bit too much familiarity with the spiders of Adhe. Her
refuse to speak of it. Travelers into Adhe Wood father, Sacha Taneva, is an Aranea. Mihalia knows this
rarely return, devoured by the mutated spiders that as she knows the true nature of the nightmare spiders,
lurk in the trees. and yet her parents frequently have found her in and
In truth, some of the residents of Sevenecho are around Adhe Wood.
Aranea. Sometimes called “were-spiders”, Aranea In truth, Mihalia has been chosen by Dendar to act
are a magical race that can shift their shape at will as the Serpent’s agent. An incomplete dreamcatcher
between humanoid and arachnid. In their arachnid above Mihalia’s bed was just enough to allow Dendar
form, they appear as massive spiders capable of to infiltrate the girl’s dreams, filling her sleeping
magical feats. Not everyone in Sevenecho is an hours with lies and promises of power. Eventually
Aranea, but those that are hold themselves to a Mihalia succumbed and has departed into Adhe
sacred duty. Wood to break the webbing across the Temple of
Within Adhe Wood is a temple to Dendar the Dendar, allowing Dendar to feast on the previously-
Nightmare Serpent. Worshipped by Yuan-Ti trapped nightmares.

Amarune’s Adventures | The Nightmare Web of Adhe Wood


3
Adventure Hooks The man is Sacha Taneva (see appendix B), father
of Mihalia and husband to Isidora. He recognizes
• The adventurers have heard legends of the serpent
the adventurers are strangers in town, but they seem
temple located in Adhe Wood. These stories only
capable. Adhe Wood is dangerous, and his daughter
tell of the massive emeralds left unclaimed; they
has entered it alone. The people of Sevenecho know
notably leave out the part about the temple being
well the dangers and the local superstitions keep
surrounded by mutated arachnids.
them out. Sacha knows he is unlikely to find help in
• The adventurers are simply passing through
Sevenecho, and so he asks the adventurers for aid.
the small town of Sevenecho when they are
If they require further compensation, he will offer
approached for aid by the townsfolk.
them his savings of 350 gp.
• A character’s god or divine patron senses the
He recommends the journey begin at nightfall,
machinations of Dendar, and has sent a vision
if it is not already after dark. According to Sacha,
guiding them to Sevenecho.
the dangers in Adhe Wood are less active at night.
If pressed for details, he will be cagey - he will
do his best to portray Adhe Wood as dangerous,
Part 1: Sevenecho but not an actual nightmare. A DC 12 Charisma
Sevenecho has been described as a “small, not (Persuasion) check convinces Sacha to reveal there
especially unique hamlet”. Located along the North are some spiders in the trees, but he will not reveal
Road, there is little of note in the town itself. It is that they are mutated abominations and under no
mostly residential, with a few general goods stores. circumstances will he reveal their true nature as
Fewer than a hundred people live within Sevenecho. nightmares at this point.
Sevenecho’s only attraction is the Worried Wyvern Sacha needs to gather some equipment before any
Inn, a very fine inn and tavern known throughout expedition can begin, and he invites the adventurers
the region. to his home for any downtime. They may also
Read or paraphrase the following: explore Sevenecho, such as it is, if they have time to
kill before setting out.
Welcome to Sevenecho. A minor stop along the
North Road, there is little around that would take
your attention from any other destination. A two- The Worried Wyvern Inn
story manor dominates the center of town, clearly
The Worried Wyvern stands in the center of
well-crafted from wood. But before you can inspect
Sevenecho, carved from fine duskwood (see appendix
anything, you hear a shout from the West. Not far off
C) and smelling of rare felsul flowers (see appendix
the road, a group of people are gathered near the tree
C). The first floor holds a massive drinking hall,
line of Adhe Wood. A woman is being held back by
where all travelers and most of the citizens spend
others, straining to get free.
their evenings. The second floor is reserved for
“Let me go!” she shouts. “Mihalia is in there! I know she rooms and baths, widely-known for their luxury.
is, you have to let me go after her!” Few travelers think to ask how such rare and quality
flora could be harvested from the deadly Adhe Wood
A man approaches, placing his hands firmly on the - secretly, this is the work of the Aranea moving
woman’s shoulders. through Adhe Wood in their arachnid forms.
The Worried Wyvern is owned and operated by
“Isidora! Calm yourself. She has been safe in the Wood the Dimova family. It is warm, clean, and full of
before. We can-” happily drunk people. Mostly humanoids live in this
region, but the Worried Wyvern is a frequent stop
“She’s never gone in so deep, or been gone so long!” for travelers of all stripes along the North Road. A
the woman Isidora interrupts. massive hearth warms the interior, lit by shadow-
wood logs (see appendix C).
The man sighs and presses his forehead against hers. The Worried Wyvern’s prices are as follows:
“I will look for her.”
• Drink: 1 sp
The woman seems to calm, and the group holding her • Meal: 8 sp
back slowly lets go. The man looks up and sees you • Room: 2 gp per night
on the road. He watches his wife walk away and as the • Bath: 1 gp
crowd disperses he approaches you. • Felsul-scented bath: 10 gp
Amarune's Adventures | The Nightmare Web of Adhe Wood
4
the dreamcatcher is broken. If Sacha or Isidora are
Taneva Homestead made aware of this, they will be clearly disturbed
and hasten the start of the expedition. They still
The Taneva home is very humble. There are only refuse to go into any more detail, saying only that
three rooms: Sacha and Isidora’s room, Mihalia’s there is more danger than they had realized.
room, and a shared living area/kitchen. All the
furniture is crafted from local woods. A simple rug Once the adventurers are done with their
before the fireplace serves as the only real cushion. investigation, Sacha returns with a pack of
As the adventurers enter, Isidora is awaiting equipment, ready to go. He gives Isidora a long
Sacha. She is clearly still distraught, and Sacha look, then pulls out a small amulet and hands it
explains that the adventurers have agreed to help towards the adventurers. This is an amulet of dendar
search for Mihalia. Isidora is thankful, and offers (see appendix A), but Sacha describes it as merely a
the adventurers any food or drink she can assemble. family heirloom. The amulet is a simple oval with
Sacha suggests that the adventurers take a few a carving of a serpent. The serpent’s eyes are very
moments to find anything of use in Mihalia’s room small emeralds. Sacha explains that the amulet will
while he gathers his things. provide some protection from the spiders of Adhe
Wood, though he falsely claims that nobody knows
Mihalia’s Room why it works. If the adventurers press him, he will
Mihalia’s room is the smallest room in the home, claim that the pendant’s magic is what allows a
and seems to have been created as an addition few people from Sevenecho to venture into Adhe
rather than an original fixture of the structure. A bed Wood to harvest wood and plants. He asks that they
takes up most of the space, crowded next to a small keep his secret.
window. A small dreamcatcher is hung on the wall In truth, the amulet of dendar is a remnant of
directly above the bed. A few toys scatter the floor Dendar’s worship here. It does provide some
with some colored chalks. If the adventurers succeed protection from the spiders, because it makes the
on Intelligence (Investigation) checks, they can nightmare spiders “see” you as one of their own.
find the following clues: Sacha insists that a player must wear the amulet
to enter Adhe Wood unmolested. He explains that
• <10: Mihalia has many drawings of spiders
it causes nightmares, but that will hopefully not be
scattered around and under her bed. They are
an issue - they will not be resting in Adhe Wood. If
the crude drawings of a child, and do not seem to
asked, he will state plainly that he wishes not to wear
portray real spiders. Some have too many or too
it. His daughter is missing in a dangerous forest.
few legs, others have tails or strange colors. These
He is already living a nightmare, and cannot bear to
are nightmare spiders, but the adventurers likely
carry any more.
will not yet know that.
Once a player agrees to wear the amulet and night
• 11-15: Among Mihalia’s drawings, one stands
has come, Sacha leads the adventurers back to the
out. Two spiders are drawn with smiling human
edge of Adhe Wood to embark. Along the way, a few
faces. One is labeled “me” and the other “daddy”.
of the Sevenecho citizens give curious looks, and a
If confronted with this Sacha dismisses it as part of
few give solemn nods as they understand the gravity
Ratpack223

Mihalia’s fascination with the local spiders.


of Mihalia entering Adhe Wood. Most citizens also
• 16+: Adventurers notice that the threads of the
likely understand the severity of Sacha entering
dreamcatcher are spun from real silk (A successful
Adhe Wood in his humanoid form with strangers,
DC 15 Intelligence (Nature) check reveals it’s
but they make no move to stop anyone.
spider silk). More importantly, one of the threads of
Amarune’s Adventures | The Nightmare Web of Adhe Wood
5
Part 2: Adhe Wood from the nightmare spiders. Occasionally, they may
Read or paraphrase the following: hear the sound of a serpent hissing. No other player
experiences these sensations.
Adhe Wood is dark, an air of menace seeming to
Traversing Adhe Wood, the adventurers can
permeate everything around you. Moonlight hits the
occasionally see glowing webs, usually with some
ground and trees in odd patterns, and you look up to
intricacy and detail. If asked, Sacha explains that
slowly realize why: webs surround you, creating a canopy
there is deep magic within Adhe Wood and that
of silken threads. At the corner of your eye, movement
some of the spiders are obviously afflicted by it. In
- but what was it? It was large and fast, skittering along
truth, these are magical webs spun by the Aranea
a strand of webbing. Could that have been a spider? It
that function as dreamcatchers. If inspected, the
couldn’t have been, it was too large. Surely the webs are
adventurers can see pustules in the glowing webs -
the work of thousands of small spiders. The threads are
these are nightmares trapped in the Material Plane.
thick enough that for one spider to make them it must
Some pustules are still small, others are larger
be at least the size of a dog. Or larger. As the glowing
and pulsing. Partway through the journey, a large
torches of Sevenecho fade behind you, it grows eerily
pustule bursts open before the adventurers and a
quiet. Was that the sound of leaves blowing in the
nightmare spider (see appendix B) emerges, hisses
wind, or something moving behind you? You feel the
at the adventurers, and awkwardly stumbles off into
inescapable sensation of being watched - so strongly,
the Wood on uncertain new legs. A successful DC
you know that there must be many eyes upon you. You
15 Intelligence (Nature) check reveals the pustules
feel something behind you as sure as you can feel your
are not natural (magic or otherwise); a failed check
own limbs. You fight the sensation to look, but it’s so
causes speculation that perhaps the pustules are
strong that you eventually give in and glance back - only
magically-mutated egg sacs.
to see nothing there. Your foot catches slightly and you
While the nightmare spiders are clearly dominant
have to fight the panic as you realize you’ve stepped
over Adhe Wood, they are not the only form of life.
into a patch of webbing. Before you, everything - the
Redwood crawlers (see appendix B) can sometimes
ground, the trees, the sky - is covered with a sticky, off-
be spotted moving along the ground and within the
white net of spider’s webs. You can still see the pinpricks
roots of trees. More often, they can be seen stuck in
of torchlight from the town - wait, no, that was the
webs, struggling for freedom or encased in a web
other direction. Then what are those red orbs glinting
cocoon. No other noteworthy animals can be seen
in the darkness? You’re about to find out. Welcome
outside of a carcass on a web. Fauna available for
to Adhe Wood.
discovery and possible collection are:
This section of the adventure plays as atmospheric
• beetle palm (see appendix C)
horror. Take your time and build a frightful
• duskwood (see appendix C)
environment.
• shadowtop (see appendix C)
Nightmare spiders surround the adventurers.
Some stay distant, others may venture closer and While gathering these ingredients can be an
allow the adventurers to catch a glimpse. The interesting secondary objective, be sure to keep the
nightmare spiders are mutated abominations, pace and the threat up. If the adventurers dawdle too
unnatural semi-magical beasts birthed of horror. long, Sacha will urge them forward. Any significant
They have odd amounts of legs and eyes. Some have interaction with the web or prey of a nightmare
spots or striped hair, others have no hair at all. Their spider might provoke a response.
eyes have a variety of colors, sometimes even on For the duration of the journey through Adhe
the same spider. Some nightmare spiders even have Wood, the ground is sticky - not enough to count
different natural weapons such as claws, extra fangs, as difficult terrain, but each player loses 5 feet of
razor spines, bone ridges, and scorpion tails. They movement per turn.
are not hostile so long as the adventurers stay within Nearly all trees are coated with webs and the
60 feet of the active amulet of dendar and do not journey is difficult. Webbing frequently covers
provoke the spiders, but if a player gets too far from pathways; it can be cut by blade but Sacha
the party the spiders may attempt an attack. recommends taking a slightly longer route that
The player wearing the amulet of dendar will start disturbs as few webs as possible to maintain the
to experience a disconnect from reality at the DM’s magic of the amulet. Any player falling on, walking
discretion. They may see things that aren’t really into, or otherwise significantly interacting with a web
there, as well as a faint swirling energy emanating must make a DC 10 Strength check to break free.

Amarune's Adventures | The Nightmare Web of Adhe Wood


6
Part 3: The True Nightmare “The Serpent has her! There’s no time. I’ll explain later,
but you must help me! Protect the webs while I weave
Adhe Wood is not very large, and it does not take a dreamcatcher. It’s our only chance now.”
long for the adventurers to find their way to the
Temple of Dendar. Sacha now reveals his aranea form: a large
Read or paraphrase the following: brown-green humpbacked spider with light
patterning around the torso. Eight legs, but with
Within Adhe Wood, a mysterious temple stands.
two additional small arms hanging below the body.
Many have heard the legends of a ruined building,
The arms have small claw-like hands with multiple
decorated with sculptures of serpents. The legends are
joints. He has black eyes that maintain an air of
true, but always omit the small detail that the temple
intelligence that the adventurers have not seen in
is completely encased in webs. A relatively small,
the nightmare spiders.
mundane stone building sits in a clearing, decorated
As Sacha’s transformation completes, the true
with serpentine patterns. Twelve-foot tall statues
nightmare spider (see appendix B) crashes through
of rearing cobras with eyes made of carved emerald
the tree line. Larger by far than any other nightmare
loom menacingly before the temple entrance. Glowing
spider, the true nightmare spider is an ancient
webs crisscross in swirling patterns, intersecting with
behemoth. It was one of the first, and strongest,
mundane webs at odd junctions. Throughout the area,
nightmares trapped by the Aranea and it has grown
throbbing pustules of all sizes shift slightly. Some are
fat and deformed. Trees can support its bulk, but
barely bigger than a coin, others larger than you. You
most bend under its form. Standing fifteen feet fall,
can see movement within.
the true nightmare spider has eight legs but eleven
The entrance to the temple is covered by a massive lopsided eyes. Misshapen lumps protrude off of it,
web. Many spider webs are beautiful, but this web is small legs sprouting from each one. They appear
different. It glows with an obvious pattern, swirling out vestigial, but flail in an unsettling way. Several rings
in a multi-layered spiral from the center. The pustules of fangs emanate from its maw, seeming more like
are the most dense on this web, obscuring the beauty a blender than a creature. Its venom actively drips
behind a disturbing layer of writhing blackness. from its mouth.

Standing at the mouth of the temple is a young girl.


By Sacha’s face, she’s clearly his daughter Mihalia. She
Dreamcatcher Challenge
holds a dagger, poised to strike at the perfect web. The dreamcatcher web requires four uninterrupted
Sacha cries out for her to stop, but too late - Mihalia dreamcatcher web Segments, as shown on
cuts downward, severing a strand, and a burst of the map below.
air blows past you. It’s surprisingly gentle, and for a Sacha acts on his own initiative. On each of his
moment the forest goes quiet. Then, from the treetops, turns, he spends his movement moving to a new
a roar. Around you, pustules begin to burst. You get the anchor point location and uses his action to spin
feeling that no amulet can protect you now. another segment of the dreamcatcher web. This is his
only action unless Mihalia is immediately threatened;
Around the adventurers, six large pustules each he will stop the web to defend her if he must.
burst a nightmare spider (see appendix B) out The nightmare spiders and true nightmare spider
toward the adventurers. The spiders are now hostile will attempt to attack Mihalia and disrupt the web.
to everyone, but specifically Mihalia (commoner) They can sense that Mihalia is a threat to them, and
(see appendix B). Sacha yells out to protect his that the dreamcatcher web is keeping them from
daughter and immediately moves towards her in a their quarry. The adventurers are a secondary quarry
defensive position. During this battle, he stays near to the spiders, but as the adventurers act against
Mihalia, examining her and only attacking if Mihalia them they will retaliate. Each dreamcatcher web
is directly threatened. segment has 14 hp. If spiders do enough damage,
After the initial nightmare spiders are eliminated, the web segment collapses and must be either
a second roar is heard. The sound of trees breaking repaired by the adventurers or re-spun by Sacha.
and snapping is growing louder. At this point, Sacha Adventurers can attempt to repair a damaged web
has determined that Mihalia is not in her right mind point with a DC 15 Strength or Dexterity check. If
- her eyes are glazed over, and she speaks only in a they physically touch the webbing, they must also
distant hiss. He stands and declares: make a DC 12 Strength check or be stuck to the web
themselves.

Amarune’s Adventures | The Nightmare Web of Adhe Wood


7
Each round after the first at initiative count 20, Failure
1d6 nightmare spiders appear. Their origin point is It is possible for the adventurers to fail at this
random, as they can appear from the trees or burst challenge. If Sacha dies or the adventurers are
out of pustules. overwhelmed by spiders, there is no way to complete
Nightmare spiders cannot walk on the the web. In an instance where the adventurers survive
dreamcatcher web, but may attack it. It takes an extra but are unable to complete the challenge, a great gust
5 feet of movement for them to move over or under of wind picks up, pulling them toward the temple. The
the dreamcatcher web. As a reminder, the entire spiders around attempt to flee, but begin to crumble
ground is covered in webbing and player characters into ash and dust that is sucked into the temple. All
still lose 5 feet of movement per turn so long as they living adventurers get a vision of a mighty, infinite
walk on the ground. Additionally, any player that serpent rearing up and they collapse to the ground,
falls prone must make a DC 10 Strength check or overtaken by nightmares. They awaken later, in the
be stuck to the ground. Sacha, as a spider, does not daylight. The people of Sevenecho retrieved them
suffer these restrictions. from the Wood, which they say is now clear of spiders.
Webs, both from the nightmare spiders and Sacha, Isidora sits with them, eager to hear the account of
are extremely flammable. Fire deals double damage Sacha and Mihalia. She’s overcome with pain as the
to webbing, and it is possible for the adventurers to adventurers explain their failure, and will tearfully
disrupt Sacha’s dreamcatcher web with fire attacks. provide backstory on the Aranea and their work
Webs destroyed by fire cannot be repaired, and must against Dendar - work that is now ruined. The Aranea
be re-spun by Sacha. of Sevenecho immediately set about constructing new
dreamcatcher webs, but they can only hope that the
Temple of Dendar Exterior, demonstrating world will survive long enough for them to work.
the Dreamcatcher Web

Amarune's Adventures | The Nightmare Web of Adhe Wood


8
Escape from Adhe Wood If the adventurers fail a check, the nightmare
spiders (see appendix B) draw closer. After a total
Once the dreamcatcher web is complete, a burst of of three failures, the adventurers find themselves
faint white light blasts outwards from the clearing trapped by webbing and have another battle with 1d6
and any remaining nightmare spiders, including nightmare spiders. They must cut through webbing
the true nightmare spider, flee. The powerful magic or defeat the spiders to continue to flee.
of the dreamcatcher web keeps them at bay for After success, the adventurers see the welcoming
now, but immediately the adventurers can see new lights of Sevenecho and escape Adhe Wood.
pustules forming along the dreamcatcher web. It Sacha follows a moment after in his humanoid
will soon become too weak to defend them from the form. Nightmare spiders can be seen in the trees,
nightmare spiders. hissing and flailing at the adventurers, but a faintly
Mihalia regains her senses and embraces her father, shimmering band of dreamcatcher webs keep them
who she clearly recognizes even in his spider form. trapped in the trees. Eventually, they turn back
Sacha uses more silk to repair the dreamcatcher at the to Adhe Wood.
mouth of the Temple of Dendar, then picks up two
sticks and fashions a rough, small dreamcatcher in
his arms. He shifts back into his humanoid form and Wrap Up
gives the dreamcatcher to Mihalia. It, too, is already Sacha immediately takes Mihalia home, where
forming very small pustules, but Sacha is confident they are both embraced by Isidora. Sacha is
that it will hold long enough to keep Mahalia free of careful to monitor Mihalia’s dreamcatcher, which
Dendar’s influence until they get out of Adhe Wood. is surprisingly dense with small pustules. If the
Sacha will not answer any questions until clear adventurers did not notice it earlier, Sacha now
of Adhe Wood. The danger is passed, but far from discovers the broken dreamcatcher in Mihalia’s
gone. He gives everyone a moment to catch their bedroom. Isidora retrieves a small loom of spider’s
breath, then explains that they are going to run to silk and sets herself to work building a new, stronger
the edge of the wood. The nightmare spiders know dreamcatcher for Mihalia.
where they are, so there is no need to be quiet any While she works, Sacha finally addresses player
longer. Sacha explains that he will shift back into his questions. He explains that he is an Aranea, one of
aranea form and use his dreamcatcher webs to slow several living in Sevenecho. He and the other Aranea
down pursuit, but a adventurer will need to transport work to magically seal the entrance to the mouth
Mihalia. Additionally, he states that the adventurers of Dendar the Nightmare Serpent. He explains the
should not use fire, for if the fire spreads to the other true history of the nightmare spiders. He begs the
dreamcatcher webs in Adhe Wood there may be adventurers to keep the secret, for if the work were
nothing keeping the nightmare spiders contained. ever to be interrupted it could mean the end of the
The escape takes the form of a skill challenge. A world at the hands of Dendar. Sacha also retrieves
total of four successes (DC 14) are required to escape. the amulet of dendar from whoever holds it.
The adventurers may get creative with their skill rolls, As a reward, Sacha gives all previously promised
but some ideas are: gold. If Mihalia is safe and well, he also gives a
secondary reward: an aranea dreamcatcher (see
• A Strength (Athletics) check to cut through thick
appendix A) for all adventurers. He recommends
webbing
the adventurers keep these nearby until they are
• A Dexterity (Acrobatics) check to run lightly,
away from Adhe Wood, especially the player that
avoiding the worst of the webbing
previously wore the amulet of dendar.
• A Wisdom (Survival) check to ensure that the
adventurers are on the most direct route back to
Sevenecho
• A Dexterity (Acrobatics) check to swing from
branch to branch, avoiding webbing
• A Wisdom (Perception) check to notice a less-
difficult path

Amarune’s Adventures | The Nightmare Web of Adhe Wood


9
Appendix A: Magic Items Nightmare Spiders
Amulet of Dendar Nightmare Spider (armored)
Wondrous item, rare (requires attunement) Large monstrosity, neutral evil

While wearing this amulet of Dendar, a creature —


Armor Class 18 (natural armor)
is perceived as passive to the nightmare spiders of Hit Points 65 (10d10 + 10)
Adhe Wood. This perception extends to all friendly Speed 30 ft., climb 30 ft.
creatures within 60 feet. All but the most vicious of
nightmare spiders will not attack unless provoked. —
STR DEX CON INT WIS CHA
Curse. The user is cursed with terrible nightmares. 15 (+2) 15 (+2) 12 (+1) 7 (-2) 11 (+0) 5 (-3)
While wearing this amulet, a creature cannot gain —
Skills Stealth +6
the benefits of a long rest. Instead, all long rests
Senses blindsight 10ft., darkvision 60 ft., passive
are functionally short rests, as true rest cannot be
Perception 10
achieved through the powerful nightmares.
Damage Resistances piercing
Challenge 4 (1,100 XP)
Aranea Dreamcatcher
S—
Wondrous item, rare (requires attunement)
pider Climb. The spider can climb difficult surfaces,
including upside down on ceilings, without needing to
This necklace is crafted of carved duskwood,
make an ability check.
harvested in Adhe Wood. A beautiful pattern of
real spider’s silk shimmers slightly in the light. Web Sense. While in contact with a web, the spider
While wearing an aranea dreamcatcher, a creature knows the exact location of any other creature in
has advantage on saving throws against fear and contact with the same web.
sleep effects. Additionally, any wearer is no longer
troubled by bad dreams. Web Walker. The spider ignores movement restrictions
caused by webbing.
Appendix B: Creatures Actions
Multiattack. The spider makes two attacks: one with
Commoner its bite and one with its claws.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Commoner creature. Hit: 9 (2d6 + 2) piercing damage, and the
Medium humanoid (any race), any alignement target must make a DC 11 Constitution saving throw,

Armor Class 10
taking 9 (2d8) poison damage on a failed save, or half
as much damage on a successful one. If the poison
Hit Points 4 (1d8) damage reduces the target to 0 hit points, the target is
Speed 30 ft. stable but poisoned for 1 hour, even after regaining hit

STR DEX CON INT WIS CHA
points, and is paralyzed while poisoned in this way.
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) Claw. Melee Weapon Attack: +4 to hit, one creature.

Senses passive Perception 10
Hit: 13 (2d10+2) piercing damage.
Languages Any one language (usually Common) Nightmare Spider (armored)
Challenge 0 (10 XP)


Actions
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one
Nathanaël Roux

creature. Hit: 2 (1d4) bludgeoning damage.

Amarune's Adventures | The Nightmare Web of Adhe Wood


10
Nightmare Spider (ethereal) Spider Climb. The spider can climb difficult surfaces,
including upside down on ceilings, without needing to
Large monstrosity, neutral evil
make an ability check.

Armor Class 16 (natural armor) Web Sense. While in contact with a web, the spider
Hit Points 65 (10d10 + 10) knows the exact location of any other creature in
Speed 30 ft., climb 30 ft. contact with the same web.


STR DEX CON INT WIS CHA Web Walker. The spider ignores movement restrictions
15 (+2) 15 (+2) 12 (+1) 7 (-2) 11 (+0) 5 (-3) caused by webbing.


Skills Stealth +6 Overwhelm. As an action, the spider can attempt to
Senses blindsight 10ft., darkvision 60 ft. overwhelm an enemy. The target creature must make
Challenge 4 (1,100 XP) a DC 12 Strength saving throw. On a successful save,
the target takes 5 (1d10) slashing damage. On a failed
F—
ugue Shift. The spider has a stronger connection to save, the target takes 10 (2d10) slashing damage and
the Fugue Plane. As a reaction, it may become partially is considered restrained by webbing. As an action, the
intangible, adding +3 to its AC for one round. restrained target can make a DC 12 Strength check,
bursting the webbing on a success. The webbing
Fugue Blink (Recharge 4-6). As a bonus action, the can also be attacked and destroyed (AC 10; hp 5;
spider may shift from the Material Plane to the Fugue vulnerability to fire damage; immunity to bludgeoning,
Plane, and vice versa. poison, and psychic damage).
Spider Climb. The spider can climb difficult surfaces, Actions
including upside down on ceilings, without needing to
make an ability check. Multiattack. The spider makes two attacks: one with its
bite and one with its claws or web, if available.
Web Sense. While in contact with a web, the spider
knows the exact location of any other creature in Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
contact with the same web. creature. Hit: 6 (1d8 + 2) piercing damage, and the
target must make a DC 11 Constitution saving throw,
Web Walker. The spider ignores movement restrictions taking 9 (2d8) poison damage on a failed save, or half
caused by webbing. as much damage on a successful one. If the poison
damage reduces the target to 0 hit points, the target is
Actions stable but poisoned for 1 hour, even after regaining hit
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one points, and is paralyzed while poisoned in this way.
creature. Hit: 7 (1d8 + 2) piercing damage, and the
Claw. Melee Weapon Attack: +4 to hit, one creature.
target must make a DC 11 Constitution saving throw,
Hit: 9 (2d8) piercing damage.
taking 9 (2d8) poison damage on a failed save, or half
as much damage on a successful one. If the poison Web (Recharge 5–6). Ranged Weapon Attack: +4 to
damage reduces the target to 0 hit points, the target is hit, range 30/60 ft., one creature. Hit: The target is
stable but poisoned for 1 hour, even after regaining hit restrained by webbing. As an action, the restrained
points, and is paralyzed while poisoned in this way. target can make a DC 12 Strength check, bursting
the webbing on a success. The webbing can also be
attacked and destroyed (AC 10; hp 5; vulnerability to
Nightmare Spider (standard) fire damage; immunity to bludgeoning, poison, and
Large monstrosity, neutral evil psychic damage).

Armor Class 14 (natural armor)
Hit Points 52 (8d10 + 8)
Speed 30 ft., climb 30 ft.


STR DEX CON INT WIS CHA
15 (+2) 15 (+2) 12 (+1) 7 (-2) 11 (+0) 5 (-3)

Skills Stealth +7
Senses blindsight 10 ft., darkvision 60 ft., passive
Perception 10
Challenge 3 (700 XP) Amarune’s Adventures | The Nightmare Web of Adhe Wood
11

Nightmare Spider (venomous)
Large monstrosity, neutral evil
Nightmare Spider (stinger)

Armor Class 14 (natural armor)
Hit Points 65 (10d10 + 10)
Speed 30 ft., climb 30 ft.


STR DEX CON INT WIS CHA
15 (+2) 15 (+2) 12 (+1) 7 (-2) 11 (+0) 5 (-3)

Skills Stealth +6
Senses blindsight 10 ft., darkvision 60 ft., passive
Perception 10
Damage Resistances poison
Condition Immunities poisoned
Challenge 4 (1,100 XP)
Nightmare Spider (stinger)
Large monstrosity, neutral evil S—pider Climb. The spider can climb difficult surfaces,

Armor Class 14 (natural armor)
including upside down on ceilings, without needing to
make an ability check.
Hit Points 65 (10d10 + 10)
Speed 30 ft., climb 30 ft. Web Sense. While in contact with a web, the spider
knows the exact location of any other creature in

STR DEX CON INT WIS CHA contact with the same web.
15 (+2) 15 (+2) 12 (+1) 7 (-2) 11 (+0) 5 (-3)
Web Walker. The spider ignores movement restrictions

Skills Stealth +6 caused by webbing.
Senses blindsight 10 ft., darkvision 60 ft., passive
Perception 10 Actions
Challenge 4 (1,100 XP) Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
creature. Hit: 9 (2d6 + 2) piercing damage, and the
S—pider Climb. The spider can climb difficult surfaces, target must make a DC 15 Constitution saving throw,
including upside down on ceilings, without needing to taking 12 (2d8+3) poison damage on a failed save, or
make an ability check. half as much damage on a successful one. If the poison
damage reduces the target to 0 hit points, the target is
Web Sense. While in contact with a web, the spider
stable but poisoned for 1 hour, even after regaining hit
knows the exact location of any other creature in
points, and is paralyzed while poisoned in this way.
contact with the same web.
Venom Spit. Ranged Weapon Attack: +4 to hit, range
Web Walker. The spider ignores movement restrictions
30/60 ft., one creature. Hit: 9 (2d8) poison damage, and
caused by webbing.
target must make a DC 12 Constitution saving throw.
Actions On a failed save, target is poisoned for 1 hour.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
creature. Hit: 9 (2d6 + 2) piercing damage, and the
target must make a DC 12 Constitution saving throw,
taking 9 (2d8) poison damage on a failed save, or half
as much damage on a successful one. If the poison
damage reduces the target to 0 hit points, the target is
stable but poisoned for 1 hour, even after regaining hit
Nathanaël Roux

points, and is paralyzed while poisoned in this way.


Tail Sting. Melee Weapon Attack: +4 to hit, one creature.
Hit: 9 (2d8) piercing damage, and target must make a
DC 12 Constitution saving throw. On a failed save, the
target is poisoned for 1 hour. Nightmare Spider
Amarune's Adventures | The Nightmare Web of Adhe Wood (venomous)
12
Redwood Crawler
Redwood Crawler
Huge beast, unaligned


Armor Class 16 (natural armor)
Hit Points 93 (11d12 + 22)
Speed 40 ft., climb 40 ft.


STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 15 (+2) 1 (-5) 7 (-2) 3 (-4)

Senses blindsight 60 ft., passive Perception 8
Challenge 4 (1,100 XP)
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
creature. Hit: 6 (2d8 + 4) piercing damage, and the
target must succeed on a DC 12 Constitution saving
throw or take 19 (3d12) poison damage. If the poison
damage reduces the target to 0 hit points, the target is
stable but poisoned for 1 hour, even after regaining hit
points, and is paralyzed while poisoned in this way.

Reactions

Shiah “Cinder” Irgangladen


Curl Up. When the crawler takes damage, it can curl
up into a defensive posture, gaining a +3 bonus to its
AC until the start of its next turn. When the crawler
uncurls at the start of its turn, a creature of its choice
within 5 feet of it must make a DC 14 Dexterity saving
throw. On a failed save, the target is knocked prone.

Redwood Crawler

Amarune’s Adventures | The Nightmare Web of Adhe Wood


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Sacha Taneva (Aranea form)

Sacha Taneva
Sacha Taneva (Aranea form) 2/day each: invisibility, mirror image
Large monstrosity, neutral good Spider Climb. Sacha can climb difficult surfaces,

Armor Class 14 (natural armor)
including upside down on ceilings, without needing to
make an ability check.
Hit Points 100 (15d10 + 25)
Speed 30 ft., climb 30 ft. Web Sense. While in contact with a web, Sacha knows
the exact location of any other creature in contact with

STR DEX CON INT WIS CHA the same web.
15 (+2) 16 (+3) 12 (+1) 12 (+1) 11 (+0) 5 (-3)
Web Walker. Sacha ignores movement restrictions

Skills Stealth +7 caused by webbing.
Senses blindsight 10 ft., darkvision 60 ft., passive
Perception 10 Actions
Challenge 6 (2,300 XP) Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
creature. Hit: 6 (1d8 + 2) piercing damage, and the

D reamcatcher Web. As an action, Sacha can craft a target must make a DC 11 Constitution saving throw,
section of dreamcatcher web. The webbing causes taking 9 (2d8) poison damage on a failed save, or half
nightmare spiders to lose 5 ft. of movement when as much damage on a successful one. If the poison
passing over or under it. The webbing can be destroyed damage reduces the target to 0 hit points, the target is
(AC 10; hp 14; immunity to bludgeoning, fire, poison, stable but poisoned for 1 hour, even after regaining hit
and psychic damage). points, and is paralyzed while poisoned in this way.
Innate Spellcasting. Sacha’s innate spellcasting ability Web. Ranged Weapon Attack: +6 to hit, range 30/60 ft.,
is Intelligence (DC 12, +4 to hit with spell attacks). one creature. Hit: The target is restrained by webbing,
Sacha can cast the following spells innately, requiring taking 7 (2d6) psychic damage at the start of each of its
no material components: turns. As an action, the restrained target can make a DC
13 Strength check, bursting the webbing on a success.
At will: dancing lights, poison cloud, primal savagery,
evgo1977

The webbing can also be attacked and destroyed (AC


shocking grasp
10; hp 7; immunity to bludgeoning, fire, poison, and
3/day each: charm person, faerie fire, sleep
psychic damage).
Amarune's Adventures | The Nightmare Web of Adhe Wood
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True Nightmare Spider
True Nightmare Spider target must make a DC 14 Constitution saving throw,
Huge monstrosity, neutral evil taking 11 (2d10) poison damage on a failed save, or
half as much damage on a successful one. If the poison

Armor Class 16 (natural armor) damage reduces the target to 0 hit points, the target is
Hit Points 313 (33d12 + 99) stable but poisoned for 1 hour, even after regaining hit
Speed 50 ft., climb 50 ft. points, and is paralyzed while poisoned in this way.


STR DEX CON INT WIS CHA
Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one
18 (+4) 18 (+4) 17 (+3) 7 (-2) 14 (+2) 5 (-3) creature. Hit: 15 (2d10+4) piercing damage.


Skills Stealth +10
Nightmare Web (Recharge 5-6). Ranged Weapon Attack:
+7 to hit, range 30/60 ft., one creature. Hit: The target
Senses blindsight 10 ft., darkvision 120 ft., passive
is restrained by webbing, taking 13 (3d8) psychic
Perception 12
damage at the start of each of its turns. As an action,
Damage Resistances psychic
the restrained target can make a DC 16 Strength check,
Damage Immunities poison
bursting the webbing on a success. The webbing can
Condition Immunities poisoned
also be attacked and destroyed (AC 10; hp 10; immunity
Challenge 9 (5,000 XP)
to bludgeoning, fire, poison, and psychic damage).
L—
egendary Resistance (3/Day). If the spider fails a saving Legendary Actions
throw, it can choose to succeed instead.
The spider can take 3 legendary actions, choosing from
Spider Climb. The spider can climb difficult surfaces, the options below. Only one legendary action option
including upside down on ceilings, without needing to can be used at a time and only at the end of another
make an ability check. creature’s turn. The spider regains spent legendary
actions at the start of its turn.
Web Sense. While in contact with a web, the spider
knows the exact location of any other creature in Bite. The spider makes one bite attack.
contact with the same web. Venom Spray (Costs 2 Actions). The spider sprays
venom in a 15 ft. cone. Any affected creatures must
Web Walker. The spider ignores movement restrictions
make a DC 14 Constitution saving throw or take 6
caused by webbing.
(1d12) poison damage.
Actions Lair Actions
Multiattack. The spider makes three attacks: two with On initiative count 20 (losing initiative ties), the true
its claws and one with its bite, then uses its Nightmare nightmare spider summons 1d6 nightmare spiders.
Web if it can. The location and type of these nightmare spiders is
random, within 120 ft. of the true nightmare spider.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
creature. Hit: 17 (3d8+4) piercing damage, and the

Appendix C: Flora
Beetle Palm Once a year, beetle palms produce around a dozen
Native to the Midwood area of Cormanthor, this plum-sized nuts at the base of their large, branch-
tree can reach upward of 100 feet. Its name comes like fronds. The nuts are quite bitter, but could be
from its smooth, black, scaled bark which is said to used as a substitute material component for the
resemble the carapace of a beetle. The wood itself goodberry spell. If someone casts goodberry using
is oily and burns well, making it a good cooking a spell slot of 2nd-level or higher, with a freshly-
material. It would be a fine building material as well, picked beetle nut as a component, creatures that
but it has the tendency to become brittle and snap eat the resulting goodberries have advantage on
into segments as it ages. Wisdom (Survival) checks for the next hour.

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Duskwood Felsul
Duskwood trees are found all across the continent Felsul is a small, shrubby plant that burns poorly,
of Faerûn, and owe both their success and their but its freshly scraped bark can be used to numb the
name to their tendency to form eerie, dense groves throat or reduce nausea. Its flowers, however, can
wherever they arrive. These trees average around be made into a spicy scented perfume. It requires
60 feet tall, and can be easily distinguished from so many of these flowers to produce even a drop of
others by its straight, black, smooth trunk, which perfume, that a one-ounce bottle can run a hundred
culminates in a single crown of lacy branches and gold pieces in any city.
green leaves.
Duskwood itself is known to be extremely durable Shadowtop
and fire resistant, to the point where people claim Shadowtops are lovingly referred to as the soaring
it to be as hard as iron. It is very often used for ship giants of Faerûn’s forests, as they are able to reach up
masts and important structural supports. When to 90 feet in height, and 20 feet in diameter. Their
exposed to flame, the smoke-gray wood would name refers to the fact that its canopy of dense,
smolder rather than catch, and could be put out with feather-like foliage leaves the forest floor below it
little effort. showered in perpetual shadow. This is amplified by
Although shaping it requires very specific skills, the fact that its leaves all cluster to the trunk’s top,
duskwood’s durability allows it to be used to create and have a coppery underside.
any weapon that is made of mostly metal, such as a These trees are extremely common. They are
sword or mace. Weapons with large wooden hafts, found in almost every humid area across the
such as most polearms, are untenable due to how it continent of Faerûn. The wood of the shadowtop
affects the weapon’s weight distribution. Duskwood tree—called shadow-wood—is quite tough and
normally can’t be used to make effective armor, as fibrous. Shadow-wood fibers are used in small
shaping it into fine rings is impossible and it lacks quantities in ropemaking to increase the strength
flex. However, it is known to make serviceable and durability of the coils. The wood burns
shields and breastplates. slowly and with little smoke, making it perfect for
cooking. Chefs love the almost tangy aftertaste it
Shadowtop adds to meat.
Though strong, its fibers can be easily split,
making the wood unsuitable for large constructions.
However, arcanists prize the wood as an affordable
but potent material from which to craft wands and
staves. It is said that when shadow-wood is used
to house druidic spells, the spells become slightly
more potent.

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