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Horror - The Web of All Torment

The Web of All-Torment is a horror-themed adventure for Dungeon Crawl Classics RPG, set in a twisted demi-plane controlled by the minor deity Saint Agony, who seeks to inflict torment on mortals. Players begin believing they are staff at the Kozy Kobweb inn, only to discover they are trapped in a cycle of horror, torturing other victims for sustenance. The adventure challenges players to break free from the illusion and confront the true nature of their existence while navigating a world filled with nightmarish creatures and scenarios.

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Leandro Ratton
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0% found this document useful (0 votes)
242 views20 pages

Horror - The Web of All Torment

The Web of All-Torment is a horror-themed adventure for Dungeon Crawl Classics RPG, set in a twisted demi-plane controlled by the minor deity Saint Agony, who seeks to inflict torment on mortals. Players begin believing they are staff at the Kozy Kobweb inn, only to discover they are trapped in a cycle of horror, torturing other victims for sustenance. The adventure challenges players to break free from the illusion and confront the true nature of their existence while navigating a world filled with nightmarish creatures and scenarios.

Uploaded by

Leandro Ratton
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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THE WEB OF Writer: Baleful Brendan LaSalle • Cover artist: Stefan Poag

Editor: Marc Bruner • Cartographer: Will McAusland

ALL-TORMENT
DCC HORROR #6: A LEVEL 3 ADVENTURE
Interior Artists: Chris Arneson, Cliff Kurowski, Will McAusland,
Bradley K. McDevitt and Jesse Mohn • Art Direction and
layout: Matt Hildebrand • Dark Master: Joseph Goodman
Playtesters: Adam Johnson, Alberto Cintron, Anna Horvath, Brian
Courtemanche, Chris Dodd, Craig Spellman, Dale Ehinger, Dan
“Double Iguana” Steeby, Dan Alban, Edward Green, Emily Alban,
Ian S. Burgess, J.M., Jason Amster, Jennakay Richardson, Joe Cook,
Joe Gribko, Katie Bell, Matt Dohnansky, Max Morell, Nathan Groon,
Philippe Genequand, Randy Andrews, Robert Fox, Stephanie Groon,
Tim Deschene
This adventure is for Joe Bob Briggs, Darcy the Mail Girl, and Ernie. The Drive-in Will Never Die!
DCC RPG and this adventure are copyright © 2020 Goodman Games LLC. Dungeon Crawl Classics
is a trademark of Goodman Games LLC. DCC RPG is published under the Open Game License.
Refer to the OGL in this work for additional information.
www.goodman-games.com
INTRODUCTION and questioned their faith in gods that could not keep the
night terrors away.

R
emember the good old days when you had a Yet for all that success, Saint Agony wanted more. He want-
chance of survival? Monsters had fathomable mo- ed mortals who could effectively fight back, mortals who
tivations, the darkness within could be channeled, were capable of prolonging, even denying their death. He
and the darkness without could be held at bay? Do you re- needed heroes that could live long enough to truly appreci-
member thinking that a caring God could save you if you ate the deep abiding horror of his grand design, and escape
just prayed hard enough? Fool! Say good-bye to the light; to their world with tales of the God of Torment’s magnifi-
those days are over forever and you shall tumble down cence. Saint Agony wanted to turn the volume way, way up.
throughout eternity, alone, hopeless, rent and ruined. Dun-
geon Crawl Classics Horror has such sights to show you. That is how the Kozy Kobweb came to be in the adventur-
Each adventure is 666% evil, with monsters that know what ers’ path. On their way to or from another adventure, they
scare you, traps that you create for yourself, and secret doors came across a small town not on any map. The illusion made
that lead straight to a hell beyond imagining. the PCs think they freely chose to visit, and then to stay.
Once trapped, Saint Agony made the adventurers a part of
The Web of All-Torment is designed for four to seven 3rd level the place, using them to torment other victims, feeding them
characters. The adventure draws inspiration from movies like the flesh of sentient beings, and having them slay innocents
The Texas Chainsaw Massacre, The Evil Dead, and The Descent. again and again and again.
This one takes some real liberties with the PCs – they begin
the adventure trapped in an illusory world set over an extra- Now that the adventurers have been a part of the Kozy Ko-
dimensional deathscape, without weapons, armor, or equip- bweb long enough for it to leave an indelible mark on their
ment. Leaving the PCs unarmed helps create the feeling of souls, Saint Agony is ready to dispel the illusion, so that he
helplessness that is a vital part of the horror in this adventure may harvest their pain and revulsion.
and should, therefore, not be lightly overruled by the judge.
HOW TO RUN THIS GAME
BACKGROUND The Web of All-Torment is a story told in medias res. Prior to
the start of the adventure, the PCs came across a town in the
middle of nowhere and spent the night at the Kozy Kobweb,

S
aint Agony of the Web is a minor deity of pain and
malevolence, and an object of adoration for certain and once there, decided to retire from adventuring and stay
Southern cruelty cults. He has devised a plan to on as employees. The town is the bait and the trap: Saint
make his most fervent wish come true: to seed a new genera- Agony placed the demi-plane in their path and the power of
tion of mortals with a respect for torment by broadcasting the illusion entranced them into staying.
dreams of terror and suffering out into the world. It is not that the PCs did not receive a saving throw when
His plan required just the right setting. Saint Agony chose a they first encountered the demi-plane, or that they had no
small pleasant town and sent his murderous plaything Mal- power to resist the lure of the Kozy Kobweb. The premise
ice to trap and then slay all of its residents. He then sent an of this adventure is that it is only occurring because the PCs
avatar to cover the entire area in a huge supernatural web. did fall for the trap, and did not make those saves.
With Saint Agony’s web tenting the entire town, the area be-
came its own demi-plane, a pocket dimension utterly under THE ILLUSION
his control. Since their arrival in the demi-plane, the PCs have believed
Saint Agony filled the dimension with wonderful creatures, they work at the inn, eating the wonderful food provided by
cruel and merciless, and delightfully sadistic. The God of the owner, Ms. Alice, and enjoying a well-deserved retire-
Torment then created an illusion of a quaint little town with ment from the adventuring life. In reality, they are inflict-
a comfortable inn, the Kozy Kobweb, only later to snatch ing horrific torture on other travelers captured within the
the illusion away and watch with glee as his guests died in demi-plane. The other travelers are, in fact, their only source
unspeakable agony. of food, and the PCs themselves are an essential part of the
evil of Saint Agony’s plan. Every member of the party has
Saint Agony’s web took in the pain and suffering of his helped torture and kill dozens, possibly hundreds, of other
victims and turned that torment into vibrations, which he sentients during their time at the Kobweb.
broadcast out all over the world. Cobwebs in every sleeping
chamber in the world received and shared those amplified When the PCs touch the Beggar’s coin and the illusion is shat-
vibrations, and mortals sleeping in those rooms thereby ex- tered (see area 1-1), they see what they have become: grown
perienced a taste of the terror and pain of his victims as hor- thin and ragged, covered in layers of blood of their many
rifying nightmares. victims, unbathed, hollow-eyed, and bedraggled. They also
realize that they do not have their weapons and equipment;
The trap worked marvelously. The Kozy Kobweb lured as best they can recall, all of their gear was stored in the cel-
travelers, who would eventually discover the horror of their lar on the day they accepted their jobs. Post-illusion, their
situation and spend the remainder of their short lives in ab- memories are extremely murky. Why did they ever agree to
ject terror and pain. Dreamers worldwide woke screaming stay here? How long have they been here?
Page 2
Taking the Beggar’s coin is not the only way to shatter the il-
lusion; clever plans should have a chance to work. After all,
why would Saint Agony resist his victims tearing aside the
PC STAFF POSITION TABLE
veil and seeing the nightmare their existence has become?
Roll Staff Position Location When the
Torment is the beginning and the end of Saint Agony’s plan.
Adventure Begins
IT BEGINS 1 Porter Area 1-1, outside on the porch
2 Bartender Area 1-2, behind the bar
The PCs begin the adventure believing themselves former
adventurers who are now the live-in staff of the Kozy Kob- 3 Cook Area 1-3, flaying the flesh
web. The players will not have to pretend that their charac- from a murdered human
ters are happily retired adventures with no idea that there is 4 Stable Hand Area 3-2, torturing a victim
something very wrong for long; the action starts right away, 5 Scullery Area 1-3, drowning a traveler
and smart players should be able to quickly shatter the illu-
6 Server Area 1-2, sorting a collection
sion for their fellow party members and begin the arduous
of ears
process of freeing themselves from the demi-plane almost
immediately. 7 Gardner Area 3-1, planting teeth
8 Barback Area 1-2, refilling bottles with
Have each player roll a die type equal to the number of char-
blood
acters in the party to determine their position at the Kozy
Kobweb, re-rolling until there are no repeated results. Alter-
nately, let the players choose, or assign the characters jobs hunk of unstamped lead. Rather, touching the coin is a con-
that go along with their background profession, beginning dition that instantly dispels the illusion.
with position number 1 (most vital to the story) and work-
From this point, the judge will present a dual-narrative
ing down the list.
based on whether a character is still under the illusion. For
For parties with more than eight characters: the remainder al- instance, if the porter, free of the illusion, enters the kitchen
ternate as extra cooks, extra servers, and extra scullery work- to free their comrades, describe the kitchen to the porter
ers. The PCs all work together, so they know more-or-less as the abattoir it is in reality, and then re-describe it as the
where all of their allies are at the beginning of the adventure. quaint, happy place it appears to be to those still under the
illusion. This dual-narrative is tricky but manageable, and
Saint Agony’s opening gambit is sending its avatar, the Beg- should not have to be kept going for very long.
gar, to deliver its coin to the porter. The Beggar waits to do
so until everyone is in his or her place, as listed above. The While running The Web of All-Torment, remember: Saint Ag-
Beggar’s coin is not magical; it is actually a coin-shaped ony is only interested in death as a means to an end. The
Page 3
point of the demi-plane is not death but rather torment, and ROLE-PLAYING FEAR
the broadcasting of the terror and pain of the tormented into
the dreams of innocents. Death certainly may occur, but it is This adventure is designed for 3rd level adventurers, who
incidental. All of the creatures encountered (other than the have certainly survived more than a few life-or-death situ-
ten-thousand mundane spiders described in Appendix A) ations. Even so, the creatures and situations here are excep-
will prolong combat whenever possible, torturing the PCs as tionally shocking and horrific. Judges should reward play-
much as they may, so long as they can do so with a relative ers who role-play their characters’ fear and revulsion with
guarantee of safety. additional experience points, or even Luck rewards.

Most likely, the PCs will have the veil removed by the Beg- READING THE ENTRIES
gar’s coin very early in the adventure. However, if by some
circumstance or decision the PCs go and explore the Kozy In areas of the adventure where the PCs are likely to expe-
Kobweb while they are still under the illusion, the inn ap- rience both the illusion and the reality of the situation, the
pears as a clean, safe, well-run place, and their minds con- read-aloud text is given in two formats:
jure details of the illusion to preserve that falsehood. So, if The read-aloud descriptive text for PCs that are still under the
Malice enters the common room and attacks the players, illusion of the Kozy Kobweb appears in a subtle gray box, to
characters still under the illusion will see Ms. Alice coming make it easier to quickly recognize.
in and dressing down the staff, a rare enough event to war-
rant concern of its own sake. As opposed to:

RUSTY The read-aloud descriptive text for PCs once they are free of the
Kozy Kobweb illusion is aligned normally with no gray box.
When the game begins, the PCs have been living under the
illusion of the Kozy Kobweb for at least a year, or longer ENCOUNTERS
if it better suits the judge’s campaign. They have not been
practicing their class skills, and their lack of practice shows. Area Type Encounter
1-2 C Regulars (2), Malice
The characters’ combat skills are not affected; they have
been committing brutal acts of violence since arriving, and 2-1 C Malice (if not encountered before)
even though they were not aware of it at the time, they re-
tain the muscle memory. 2-5 T Restless ghost

Spellcasters are affected the worst. Arcane spellcasters have 3-1 C Townies (1-3)
not studied or cast a spell since the illusion affected them, 4-1 C Venomeé
and clerics have not prayed. All spellbooks, holy symbols,
and other magic gear is currently stored in the basement. 4-4 C/T Undead human faces, grave trap

Arcane spellcasters are at -1d on spell checks until they suc- 5-4 P/T Altar of Torment
cessfully cast a spell, at which point they feel the power in-
6-1 P/C Web defenses
fuse them again and they can function normally. Clerics are
at -1d on spell checks, turn unholy, and lay on hands until
they either successfully make one of those checks or spend
a full turn in prayer and atonement for the neglect of their
spiritual duties.

Page 4
THE ADVENTURE BEGINS
Read or paraphrase the following to your players: When your head clears, your entire world has changed. You feel as
though you just woke from a dream. Daylight is dimmed, as if the
All of your party gave up the adventuring life long ago – the best sun were shining through a filthy pane of glass. The air is suddenly
decision you ever made! You were on a quest for something or cloying and foul-smelling; the smell of too many insects together in
other – it’s hard to remember back that far, you aren’t even sure too small of a place. You look behind you and see that the inn appears
how long ago – when you came across this cute little town in the to be a dilapidated, ramshackle place. The porch you stand on and
middle of nowhere. roof above you sags. In the gaps between the boards at your feet you
The town only had one inn – the Kozy Kobweb. Luckily, they see bones – human skulls and ribs and more – all crammed under-
had vacancies, so you were able to secure rooms for the night. neath the porch. Your eye catches movement – one of the “townies”
You had one of the best meals of your life, a fantastic time chat- you saw earlier is walking away past a row of burnt-out buildings,
ting with the locals and joining in their sing-alongs. You slept but it has somehow become a green-skinned abomination shambling
amazingly well, and woke up refreshed and happy. Over break- down the road.
fast – another amazing meal – you spoke with the owner, Ms. The Beggar is nowhere to be seen, but the character still
Alice, about how happy you were there and how sad you were has the coin. Anyone under the Kozy Kobweb illusion who
that you had to leave and make your way along your journey. touches, or is touched by, the coin snaps out of the illusion in
Ms. Alice said that there was no reason you had to rush off. In- a single round.
deed, she just had several members of her staff retire. She offered Area 1-2 - Common Room:
you jobs on the spot and you instantly accepted.
The common room is a cheery place that always smells like break-
Now you spend your days working and socializing with your fast. There are six round, free-standing tables and two booths with
friends. You still have plenty of time to relax. All of your old benches built into the wall. There is a stairway up to a balcony
weapons and equipment are packed away in the cellar – who that runs around the entire room – up on this balcony are two
needs them? Rather than the constant travel and danger of your more tables and a hallway that leads to the inn’s guest rooms,
old life, you have endless peaceful days, one fading into the next. your room, and Ms. Alice’s room.
(Judges might have a disgruntled player say something like, In the northeast corner of the room is the bar. Two of the regu-
“I wouldn’t have done anything like that!” Gently remind lars sit there, nursing tankards of ale and having a laugh. Be-
them that their character did do that, although they cannot hind the bar is the entrance to the kitchen. Something back there
remember why, or why they never felt the urge to leave.) sure smells good! There is a doorless passageway to the kitchen
and an interior window where the cook puts plates for the serv-
AREA 1: THE KOZY KOBWEB, ers to hand out.
1ST FLOOR
The common room smells like death and decay. The room is filthy,
Area 1-1 - Entryway Porch: The game begins with all with black and red smears across the walls and ceiling, and dusty
the characters in the appropriate place for their job in the Ko- cobwebs in every corner. The bottles on the bar all contain a viscous
bweb, as shown in the PC Staff Position table above. red substance. Two regulars sit at the bar, laughing companionably,
as if the world hadn’t gone insane. There are three round tables with
It is a quiet day at the Kobweb. The weather is beautiful: blue deep gouges in their surface, a few rickety looking chairs, and a sin-
skies with just a few wisps of pretty clouds, and the temperature gle candle jammed into an old wine bottle on one table.
just warm enough. A few of the townies you see all the time –
the baker and the candlemaker’s daughter – pass by and wave PCs who have not yet been freed of the Kozy Kobweb illu-
at you. sion go about their normal routine, blissfully unaware. The
bartender pours mugs of blood for the Regulars, who crack
You have one of those great moments where you appreciate how corny jokes and slap one another on the back.
good your life has become, and you feel gratitude bubble up in-
side of you. The bar has a solid footing along its south facing, but its west
facing has only a top, allowing servers to pass underneath to
Just then, a shabbily dressed man approaches from the street and get behind the bar.
waves to get your attention.
If the Regulars sense that something is wrong, i.e. the porter
The Beggar approaches and asks if Ms. Alice is still the owner comes in and starts screaming about the inn being a house of
of the Kobweb. He then tells a story of how once, long ago horrors, they first try to talk sense into the illusion-free per-
when he was truly destitute, Ms. Alice took pity on him and son, possibly warning that they may have to call Ms. Alice.
gave him a meal and a place to sleep. His fortunes have since If whatever alarmed them persists, they call for Ms. Alice
changed, and he would like to repay the lady for her kind- (aka Malice), who comes forth in 1d3+3 rounds to see what
ness. Could he give the porter a coin to give to Ms. Alice? is going on. Ms. Alice possibly calls out first (sounding like a
When the porter takes the coin, their head swims, their per- concerned Ms. Alice to those still under the illusion, and in a
ception shifts, and a moment later, the illusion drops: monstrous voice to the free).

Page 5
If the PCs are crafty, they may be able to free their illusion- an, all smiles and huge blue eyes, always seen in an apron
bound comrades without alerting the Regulars. At the judge’s and house frock. As Malice, the creature wears a human-skin
discretion, PCs may make Personality checks to maintain the mask of a woman with incongruous blonde baby-doll curls, a
falsehood of still being enchanted. blood-spattered apron, butcher’s slops, and high, hard boots.
It constantly bleeds from a cut between its eyes, and blood
The Regulars are looking for an excuse to initiate combat; at trickles down either side of its nose. Without the mask, Malice
the first sign of any aggression, or if they spot the PCs using is a deformed monstrous humanoid with a wreck of a face
the coin to free their allies, they tear off their skin and attack. and its scalp removed so its bloody skull shows.
Malice eventually appears from area 2-2, looming above on Malice’s primary weapon is a 15’ long chain with a deadly
the balcony before it leaps down to attack. If the PCs have razor-tipped hook on its end. It can make attacks at targets
already fled, it stalks them, taking its time and trying to slay as far as 10’ away. Though the chain-hook is Malice’s favor-
them one by one. ite weapon, the creature is proficient with all melee weapons,
The Regulars (2): Init +2; Atk claw or bite +5 melee (1d6+1 and never takes more than a -1 penalty for using unfamiliar
plus rend); AC 14; HD 3d8+3; hp 23, 19; MV 30’ or climb 30’; weapons, including anachronistic or alien weapons.
Act 1d20; SP human disguise, rend; Fort +2, Ref +4, Will +3; Malice has 120’ infravision, and its supernatural senses allow
AL N; Crit M/d8; Fumble d4. it to recognize and track any creature it has ever encountered
The Regulars are two chaos-spawned terrors who come to by scent. In addition, the creature automatically senses when
the inn every day and pretend to be humans. They are Saint and by whom it is being observed. This allows it to sneak off
Agony’s “eyes on the inside,” who spy on both the guests and when no one is looking, or place its body in such an angle
their fellow creatures at the Kozy Kobweb. The Regulars ab- with respect to an observer so that only one individual in a
solutely hate this task and would much rather be committing group sees it, possibly leading to speculations about the ob-
hands-on torture, but fear of the God of Torment forces them server’s sanity.
to act the role as best as they may. Malice has the following thieves’ skills at the total bonus
Before a PC touches the Beggar’s coin, the Regulars appear listed: sneak silently +15, hide in shadows +13, climb sheer
to be two middle-aged humans, both of whom claim to be surfaces +15.
retired merchants living off the profits of a successful career. Malice is immune to poison, disease, and aging effects. It can
After contact with the coin shatters the illusion, they both still be paralyzed, banished, bound, charmed, or affected by illu-
appear human, but with something off about them – their sions or other mind-controlling effects, but it gets a saving
eyes are somehow too deep, as if they were peering out from throw against the effect every round, and if that save is suc-
some hiding place, their mouths are a bit too wide, and they cessful, it breaks the charm.
seem to have too many teeth.
Malice is an undying creature; whenever it is reduced to zero
Before the Regulars go into action, they first shed their dis- hit points, it falls inert and seemingly dead, but it rises again
guises: as a full-round action, they reach into their mouths, with 6d6 hit points after a period of time determined by the
take hold of both cheeks, and peel away the false flesh to re- manner of its defeat. Assuming multiple kinds of attacks and
veal their true forms; two blood-encrusted, red-furred, red- damage are brought against Malice, use the longest duration
skinned demonic chimpanzees, with savage canines and for the types of damage that brought it down:
wickedly curved claws.
• Normal melee combat: 1d3 rounds
The Regulars delight in violence and bloodletting. On a suc-
• Damage from a magical weapon: 1d6 rounds
cessful bite or claw, the victim must make a DC 12 Fortitude
save or the creature tears off a strip of flesh, leaving a painful, • Any critical hit: 1d6 minutes
debilitating wound. Every such wound results in a cumula- • Arcane damage: 2d6 minutes
tive -1 on attack rolls and arcane spell checks (divine spell
checks are not affected by this debilitation). The lost flesh can • Beheaded: 1 turn
be healed with 2 dice of healing from a cleric’s lay on hands • Fully dismembered: 1d6 turns
check.
• Divine/unholy damage: 1 hour/ cleric CL
Malice, Immortal Slasher: Init +3; spiked chain with razor • Reduced to ash/body otherwise disintegrated: 1 week
hook 1d6+d3 melee (2d6+deed+3, range 10’); AC 17, HD (except as noted below)
7d8+7; hp 61 (max 66, see below); MV 30’; Act 1d20; SP deed
• Drowned/asphyxiated: inert until it regains unobstruct-
die, thief abilities, weapon proficiencies, infravision, height-
ed contact with the air.
ened senses, immunities, permanent wound, undying; Fort
+7, Ref +4, Will +9; AL C; Crit IV/d14; Fumble d8. If the Malice’s body is reduced to ash, it reforms at the sight
of some terrible evil or life-ending tragedy within 66 miles – it
The creature pretending to be Ms. Alice is a champion of de-
then makes its way back to the site of its demise and begins
structive energy and god-forged hate. Saint Agony calls it
the hunt for the ones who destroyed it. However, at this point
Malice, and it is his favorite toy.
Saint Agony disallows it to leave the demi-plane, so it reforms
As Ms. Alice, the creature appears to be a middle-aged wom- on the outskirts of town along the web barrier.
Page 6
Malice has a permanent wound, a vertical slash in its forehead AREA 2: KOZY KOBWEB,
that constantly drips blood in twin trails down both sides of
the nose of its human-flesh mask (hence its permanently re- 2ND FLOOR
duced hit points, see above). This wound is the key to defeat- Area 2-1 - Balcony:
ing it, and is a weakness even Saint Agony is not aware of. If
a cleric or other entity with the ability to lay on hands were The balcony runs above three-quarters of the walls of the inn’s
to ever willingly, and of their own volition, use their power common room. There are several clean tables up here, and a few
to cure its wound and scores at least 1 die of healing in the windows with views of the town. It’s a nice spot for a quiet drink.
attempt, the creature is neutralized. It walks away, disappear- The balcony looks unsafe, with much of its area sagging. There are
ing from the demi-plane, unable to terrorize or harm another several missing boards, and more hanging down from their fasten-
for the natural lifespan of the individual who healed it. ings. All of the furniture here is a smashed to bits.
If the PCs escape, Malice hunts them forever, provided it can The marked area on the west side of the balcony is a par-
leave the pocket realm. The creature has all the time in the ticularly unsafe bit of floor. Any creature crossing this area
world. If its quarry is already dead once Malice is freed from weighing more than 60 pounds crashes through, falling
the demi-plane, then it will pursue their relatives. Or friends. straight down the missing stairwell and into area 4-2, taking
Or ancestors. 2d6 damage and instantly alerting Venomeé to their presence
Destroying Malice permanently would have to be the object (see area 4-1). A DC 13 Reflex save allows them to grab hold
of its own difficult and dangerous quest. of the floor before they fall, where they may pull themselves
up with a DC 8 Strength check. Characters still under the illu-
Area 1-3 - The Kitchen: sion avoid the area as they see a table and chair there.
Ms. Alice calls it the “cozy kitchen.” The room is a clean, well- Area 2-2 - Ms. Alice’s Chamber:
organized workspace that always smells like baking bread and sa-
vory stew. The big oven is on the west wall, and over it is a framed This room smells of roses and cinnamon. There is a pallet with an
needlework sampler, showing a cute cartoon spider spinning a overstuffed mattress covered in quilts, a dressing mirror, and a
web in one corner and the legend “HERE AT THE KOBWEB rocking chair.
WE FORGET TO COUNT THE DAYS.” The walls of this room are all hung with one continuous grue-
This room is an abattoir. The walls and floors are streaked with some tapestry, made from the skin of dozens of humans, elves, and
blood, lazy flies hover in the air. Along the east wall is an oversized dwarves, all carefully removed and stitched together in a covering
butcher’s block with integral chains and manacles, currently hold- that leaves no bare spot in the room. There is a pile of discarded
ing the body of some unfortunate. The south wall has a huge trough clothes in one corner that seems to have been formed into a sort of
of brackish water, with a bloated corpse half-in, head submerged. sleeping nest.
Immense rats scurry about boldly. If the PCs have not yet encountered Malice, it is here, stand-
The rats are mundane creatures that flee combat unless cor- ing in the center of the room prepared for battle (if characters
nered. are freed from the illusion), or sitting in the rocking chair as
Ms. Alice, working on a bit of needlepoint. Malice instantly
If the cook is still enchanted, they believe they are prepping attacks any disenchanted PC.
meat for the evening’s pork pies – they are actually butcher-
ing the corpse strapped to the butcher’s block. If the scullery Hidden underneath the pile of stinking clothes is a scatter-
is still enchanted, they believe they are doing dishes, but they ing of coins and weapons: 124 sp, 48 gp, and a two-handed
are actually holding the newly-dead corpse’s head underwa- sword with a lark-skull pommel, a trophy from a particularly
ter in the filthy basins along the north wall. engaging guest. The sword is magical, with a +2 to attacks
and damage and is of Lawful alignment. If given a command
There are knives (1d3 damage) and cleavers (1d4 damage) in phrase (“Show me!”), it points towards any creature that has
ready access all over the kitchen. told a lie about the sword’s wielder.
Area 2-3 - The Red Door: This door appears either to be
immaculately painted a cheery red (illusion), or smeared with
KILL IT WITH FIRE! streaks of drying blood and buzzing with flies.
The PCs might simply opt to flee the inn, set it on fire, and This room was obviously the site of some horrific violence. Red
then make a run for the web barrier to try to escape. They handprints cover every surface, and it looks like at some point some-
can indeed do this – the inn flames up fast and no crea- one attempted to claw through the wall.
tures seem to escape the pyre. However, the burn-fallen
timbers will prevent the PCs from making their way to This room is empty save for the bloodstains.
the dungeon and retrieving their personal items from the Area 2-4 - The Yellow Room: This door either appears
Altar of Torment (see area 5-4). As soon as they escape, to be painted a canary yellow (illusion), or to be coated in
the demi-plane resets, as detailed in area 6-1. some kind of lumpy urine-yellow bile that is caked in patches
on the floor and the walls around the door.

Page 7
once an hour to scream at the PCs who dared interfere with its
A ROOM AT THE INN corpse, and will do so until the body receives a proper burial.
If the PCs manage to get the body outside the web and give it
If the PCs check out the guest rooms (areas 2-3 through a burial at sea as befits a sailor, they each receive 1 Luck point.
2-5) while still enchanted, they all appear clean and com-
fortable, with wide beds, clean linens, swept carpets, and Area 2-6 - Staff Quarters:
dressing mirrors. The doors appear to lock, but in actual-
This is the room you share with your fellow Kobweb staffers. There
ity the locks are a sham. Mister Templeton seems quite
are three poles set up, and each of you have your own oversized
comfortable, although a little piqued at being disturbed.
hammock and little spot for your clothes and personal items. You
Once free of the illusion, the PCs may try to hole up in smile fondly at your messy, happy room.
one of the guest rooms. This is sure to bring Malice or
This room reeks of human effluvia. You must have been sleeping
one of the wandering encounters into play if they linger
on the floor and only imagining the hammocks. The ceiling is dot-
longer than five minutes (see Appendix A: Wandering
ted with water stains and blobs of mold. You remember there being
Monsters).
a window on the north wall offering a view of the stable, yet on
the space where you remember it are words scrawled in dried blood:
The interior of this room is crawling with insects. There is one hu- CONTINUE DYING.
man here, Mister Templeton, whom you vaguely remember check-
ing into the inn recently. Templeton wears a dressing robe and This room is empty; the PCs remember having changes of
sandals, and appears to be completely unaware of the hundreds of clothes, books, and personal care items like combs and tow-
insects that crawl about his body. Dozens of huge, bloated ticks hang els, but they were all part of the illusion.
from his face, chest, ears, and eyelids. He looks a bit put out to see
you, and you seem to recall his asking not to be disturbed. AREA 3: THE GROUNDS AND
Astor Templeton, a traveling merchant, is the last survivor
THE STABLE
of a caravan recently drawn into the demi-plane. He is still Area 3-1 - The Grounds: Use the appropriate descriptive
enchanted, and believes himself safe. He recognizes the PCs text once the PCs have gone anywhere outside of the Kobweb
as the staff, and assumes they are here to bother him for a tip. where they can see the sky.
If the PCs touch him with the Beggar’s coin or somehow get It’s a lovely day at the Kozy Kobweb – blue skies, wisps of lovely
him to accept it, the illusion falls. Templeton attempts to flee, clouds. The peach tree in the yard is laden with ripe fruit. You
screaming all the while. If the PCs manage to safely escort see a bit of the neighborhood from here – clean buildings set be-
him outside the web, he is freed from the demi-plane, and hind well-kept fields.
considers himself in debt to the PCs forever.
The inn and the stable are the only buildings standing in this deso-
Templeton has a traveling case with him. Inside are changes late place – every other structure is a burnt wreck. The sky is grey
of clothes, personal items, a set of high quality weights and and overcast, and as you look up, you see a vision straight from a
scales, two bottles of wine, 641 cp, 100 sp, 18 gp, and a high nightmare – the entire town is tented with impossible spider webs
quality cloth map showing the local area (worth 10 gp in any that go all the way to the sky. At their terminus is a beast that shakes
major city). The map does not show the town or the Kozy you to your very soul – a colossal spider, so large that it completely
Kobweb. straddles the town, casting its shadow over literal miles. You can
only make out the outline of the spider through the thick webbing
Area 2-5 - The Ghost of the Madman: The door to this
that stretches down from its spinnerets, but you do see it move, ad-
chamber is plain save for a Neutral holy symbol on a leather
justing its stance on its unfathomably long legs, resettling even as it
thong hanging from a small nail in the door.
spins the webs thicker. The spider is a colossus, the lowest part of its
A blast of cold air strikes you as the door opens. Suddenly it’s cold underside perhaps a mile overhead.
enough to see your breath. Inside this room is a body hanging from
If the PCs go out and explore the town they will eventually
the ceiling by its neck. The body seems ancient, nearly mummified,
attract the attention of 1d3 Townies, minor creatures created
and it hangs from a twisted sheet hung from a gap in the ceiling.
by Saint Agony to herd victims towards the inn. Townies ap-
The body twists and the corpse’s lifeless eyes seem to stare at you
pear to be normal townsfolk while the PCs are enchanted,
accusingly.
and they never fail to wave, although they never speak.
This is the body of a sailor, lured to the inn and tormented so
The Townies will chase the PCs and attack to subdue, carry-
long and horrifically he finally went mad and hung himself.
ing their unconscious forms back to the inn if victorious.
The sailor’s ghost haunts this room, appearing as a translu-
cent shirtless human apparition covered in nautical tattoos. Townies (1-3): Init -2; Atk slam +5 melee (1d8+3 non-lethal
damage); AC 14; HD 4d6; hp 19 each; MV 20’; Act 1d20; SP in-
If the body is touched or struck, its ghost appears for 1 round
fravision 120’, heightened senses, immune to mind-affecting
and screams. Every target within 100’ of the center of this
spells, vulnerable to sleep, demi-plane dependent; Fort +4,
room must make a DC 12 Fort save or take 1d6 sonic damage,
Ref +0, Will +4; AL C; Crit M/d10; Fumble d4.
and must make a second DC 12 Fort save or additionally be
deafened for 1d4 hours. Once disturbed, the ghost appears The Townies are creatures that exist to serve the demi-plane.
Page 8
The Web of All-Torment
The Kozy Kobweb
2-2 2-6
Second
Floor
2-3 2-4 2-5
2-1

First Floor and Stable 3-2

3-1
1-3
4-1

1-2 Pillars

1-1
Seen outside the illusion, they are 7’ tall humanoids with long heightened senses, vulnerabilities; Fort +4, Ref +3, Will+5; AL
arms, stunted legs, rubbery green skin, and tiny eyes. Their C; Crit DN/d6; Fumble d4.
mouths appear to be mere slits that divide the lower half of
their slanted faces until they open them to roar, at which point Venomeé is a minor demon. From the waist up, she appears
they unhinge and resolve enormously, with their bottom jaw to be a human-snake hybrid, with scaly skin of red, black,
actually opening to their midsection so they gape obscenely. and gold. Her face is completely human and framed by long
They subsist on the excrement of the colossal spider. black hair. From the waist down, she is a mass of headless
snakes, all ending in ever-bleeding stumps. She has a pleasant
Townies have infravision and can track warm-blooded crea- demeanor and speaking voice, and truly loves to inflict pain
tures by scent. They are immune to charm and other mind- and suffering.
affecting effects, except sleep effects, which act upon them
for double normal duration. If they fail their save against a As an action, Venomeé can use her gaze to attempt to charm
banish spell with a result of 20+ they scream and fade out of one creature within 30’ with a 1d20+6 spell check. On a failed
existence. Will save vs. spell check DC, the target is charmed for 2d4
rounds, treating the demon as a trusted ally, but getting an-
Area 3-2 - The Stables: other save if ordered to do anything antithetical to their na-
ture or suicidal.
The stables are clean and organized. Several handsome horses
watch you from their clean pens. Victims of the demon’s bite must make a DC 13 Fort save or
be paralyzed for 1d3 minutes. Venomeé keeps a bejeweled
The stable is a ruin that looks as if it could fall over at a touch. Sev- straight razor (worth 50 gp) on her person and enjoys using
eral corpses in various states of decay hang from the ceiling, and a it against helpless victims, carefully cutting them for only 1
cloud of blowflies hangs over the entire area. point per round to prolong their agony.
Scattered around the stable are many weapons – hooks, Venomeé loves jewelry, and wears a neckless and two brace-
knives, barbed wire brushes, and farriers’ hammers (1d4 lets of hell-crafted gold and silver worth 1d4x1000 gp each.
damage). Each piece of her jewelry carries a curse, attracting demons
within 1 mile to the possessor, and guaranteeing that the pos-
AREA 4: BENEATH THE KOZY sessor is targeted first in combat by any infernal foe.
KOBWEB Area 4-2 - The Cellar: The cellar smells like the rich soil of a
Area 4-1 - The Door to the Cellar: If the PCs are en- cemetery. There are several crates stacked up against the east wall.
chanted, they can go no further than the door to the cellar. There is a rough-hewn tunnel in the north wall of the cellar, ap-
As soon as they get there, they are compelled to walk away, proximately three feet wide.
suddenly remembering something else that needs doing be-
fore their shift ends. Once they open the door, they see the The crates seemingly contain all of the PCs’ equipment and
following: personal effects, but once their effects are re-equipped, each
PC notices that there is one item missing. The judge should
The door to the cellar opens to complete darkness save a single shaft decide on which item is missing from each character, using
of light – from where you cannot tell – that illuminates the pleasant the below as a rough guideline, with items higher on the list
face of a smiling human female. being more desirable than the ones below:
The doorframe is a magical plane of darkness, proof against • Personal items such as worn jewelry, adventure tro-
outside light sources and infravision. The darkness shows phies, or prized items (tarot deck, rag doll, etc.) and
only one thing, the creature in the cellar’s face. Beyond the weapons held on to since level 0
magical darkness, the cellar is only mundanely dark – infravi-
• Professional tools (thieves’ tools, dice, shovels, etc.)
sion and light sources work normally.
• A favorite small weapon (daggers, slings, etc.)
The face belongs to Venomeé, a minor demon that volun-
teered its services once it heard of Saint Agony’s wonderful • A favorite large weapon
plan to hasten humanities’ downfall.
• Backpacks with equipment
As soon as the door opens, the demon dweller uses its charm
ability on the first PC, telling them to come forward. If the • Armor components (-1 AC until retrieved and donned)
victim fails the save, they take a reckless step forward into the • Large weapons and shields
darkness and fall 10’, taking 1d6 damage and landing prone
before the demon. There is no stairway beyond the door, but • Holy symbols, spellbooks, and lucky weapons
there are handholds cut into the wall beneath the door that
• Mundane treasure (gold coins, gems, etc.)
allow cautious PCs to climb down. The demon attempts to
paralyze and slay every member of the party without mercy. If the PCs somehow arrived with no equipment, then it is a
lock of their hair or beard that is noticeably missing.
Venomeé, the demon in the cellar): Init +3; bite +6 melee
(1d6 plus paralysis) or straight razor +3 melee (1d3+2); AC 15; The missing items are all sat upon the Altar of Torment
HD 5d8; hp 31; MV 25’; Act 1d20; SP charm, venomous bite, (Area 5-4), waiting for the PCs to reclaim them. If they are
Page 10
removed from the altar and either brought outside the web words scrawled in blood on the ceiling in huge psycho-block
or destroyed, then the PCs who escape the web are actually capitals:
free. Items removed from the altar and left in the demi-plane
appear back on the altar when that PC leaves the web, only to EVEN IF YOU LEAVE THE WEB YOU NEVER ESCAPE THE
be returned to the Kozy Kobweb. WEB

Any mundane animals brought by the PCs are never seen Leaned up against the wall of the cavern are four large shov-
again. els, two small shovels, three picks, an axe, and a six-foot
wooden angle ladder, with flat steps rather than traditional
Area 4-3 - The Tunnel: The tunnel is dark and earthy. It rungs.
twists and turns ahead of you, giving no hint of how far it actually
goes. If the PCs state they examine the headstones of the undis-
turbed graves one stands out: the name on it is Ms. Alice
The ground here is so soft that it is difficult to move, giving Goldkind, which “Ms. Alice” gave as her full name back
crawling adventures a maximum movement rate of 5’ per when the PCs first met her in the illusion. If the PCs dig the
round, which makes this tunnel seem endless. Goldkind grave out they eventually come to a wooden plat-
form, which is easy to mistake as a coffin lid. This platform
As the PCs reach the end of the tunnel, they can see light com- is actually just a thin veneer of pine over a 1000’ shaft lead-
ing from area 4-4 ahead of them. ing down to the dungeon level. If this veneer is struck with a
Area 4-4 - The Graveyard: The tunnel leads you to a huge shovel or a weapon, or even stomped upon heavily, it shatters
open cavern, more than two hundred feet across. You see dozens of and the pieces fall down into the shaft below. Any PCs stand-
standing grave markers of wood, stone, and marble, most all with ing on the platform must make a DC 12 Reflex save; with suc-
names in the common tongue. Many of the grave markers have lit cess, they manage to cling to the walls of the grave, or find
candles stuck to them. Several of the headstones stand before open a space to stand. Failure means they fall – they may attempt
graves. Against one wall of the cavern, you see several shovels and one more save to grab the walls of the shaft (DC 14 Ref save).
picks leaned up against the wall, and a short wooden ladder. If they are successful, they brace themselves against the walls
of the shaft, taking 1d6 points of damage but arresting their
Hanging from the ceiling are 66 un-dead faces. They are ex- fall. If they fail this second save, they plunge to their deaths.
tremely difficult to see – only if a PC declares they are play-
ing light across the ceiling from a strong enough light source AREA 5: THE DUNGEON
will they see the faces. Once the PCs spot the undead faces, or
once they dig even a single spade full of earth from a grave, Area 5-1 - The Shaft: The shaft goes down into the darkness
they all begin to sing at once, with their voices unexpectedly as far as you can see.
sounding like a choir of children. The walls of the shaft are composed of wide stones with large
If they are attacked, the undead faces drop from the ceiling at mortared grooves between them. The shaft is narrow and can
once and swarm over the PCs, fighting to the death. be climbed by stemming or bridging, with a DC 13 Strength
check, but it takes an hour and is physically debilitating:
Un-dead human faces: Init +1; Atk swarming bite +4 melee making the climb causes 1d6 points of damage, leaving the
(1d4); AC 12; HD 6d6; hp 33; MV 20’ or climb 20’; Act 1d20; climber with bruised and bloody fingers when they reach the
SP un-dead traits, bite all targets within 20’ x 20’ space, vul- bottom. PCs with a Stamina of 13 or less have no choice but to
nerable to turn unholy; Fort +0, Ref -1, Will+4; AL C; Crit M/ take a rest when halfway down, which causes an additional
d12; Fumble N/A. 1d3 damage. PCs with a Stamina of 8 or less they have to rest
twice, taking damage each time. This climb would normally
The un-dead human faces are Malice’s handiwork, being care-
be physically impossible, but the bizarre physics of the demi-
fully removed from victims for years. Saint Agony breathed
plane make it possible, but agonizing.
un-life into them and made them the guardians of his cem-
etery. When massed they take up a 20’ x 20’ area. Falling characters can make a DC 14 Reflex save to grab hold
of the wall before they fall; if they are successful, they take
In combat, the mass of un-dead human faces makes its
1d6 damage. If they fail the first save, they can make a second
swarm-bite once per round against any creature in their area.
DC 14 Reflex save to catch themselves just before they hit rock
The faces are un-dead, with no need to eat, breathe, or sleep. bottom. If they do, they take 3d6 damage and automatically
They are immune to sleep, charm, mind-controlling effects, break a limb, but they may survive the otherwise fatal fall.
and poison. However, the un-dead faces are vulnerable to be-
Climbing out of the shaft takes the same DC 13 Strength
ing turned. If a cleric rolls any successful turn number (i.e.
check, and causes the same damage.
a 12+ on their total check, die roll higher than their current
disapproval score), then the creatures are all turned at once, Area 5-2 - The Hollow: As the PCs make their way down
with no saving throw. the shaft they may notice a hollow space built into the wall,
about 400’ from the top (600’ from the bottom). If they have a
If a cleric rolls any successful turn attempt against the undead
way to investigate, they find the following:
faces while they cling to the ceiling they all screech in terror
and scramble away, slithering into unseen fissures all over You find a rough shallow stone cavern along the side of the shaft. Its
the ceiling. In the space where they had been, the PCs can see
Page 11
The Web of All-Torment
Beneath the Kozy Kobweb
the Shaft

5-1

4-4

5-2
4-3

4-2
the Cellar 1,000’
shaft

the Dungeon

5-3 5-4
floor is at a slight declining angle downward – you think that you 1. Heals 2 dice worth of damage.
would have to be careful not to slide off if you were to enter it. A tiny
stream of water trickles from a crevice in the ceiling, runs off the 2. Gives the PC a moment of thinking they are free: they
edge, and splashes down the shaft. seem to wake up in the village green of their hometown,
safe and sound. In the vision they give up adventuring,
This is a deceptive torment for the PCs. If they choose, they live long, quiet lives, and then die peacefully, only to
can hole up here and rest. The water that drips from the ceil- wake up prone and disoriented back at the base of the
ing contains trace minerals and makes the drinker’s stomach altar with their companions. With a successful DC 13
hurt, but it will sustain life. Saint Agony loves to think of the Will save, the drinker gains 2d6 XP for the adventures
PCs hiding here in this hollow, drinking the tainted water they participated in during their dream existence.
and miserably surviving.
3. Transforms the imbiber into one of the Regulars (see
There is zero chance of a wandering monster encounter in area 1-2); they immediately peel off their false-PC skin
this hollow. and attack (the effect is permanent).
Area 5-3 - The Antechamber: The end of the shaft drops 6’ 4. Poisons the imbiber (DC 18 Fort save or death, or 3d6
to the floor of a small chamber. On the east wall is a stone archway, damage with a successful save).
carved with symbols of law and topped with the form of a cosmic
winged being. The entire archway is defaced with deep cuts and AREA 6: THE WEB
spattered with red stains, giving the entire thing a profane look.
Area 6-1 - The Web: The web tents the entire town – its apex
The symbols on the archway are symbols of the goddess Justi- looks to be thousands of feet in the air, and comes from the spinnerets
cia, and the being depicted is one of her servitors, deliberately of the colossal spider that straddles the town. The cloying, organic
defaced. smell of too many insects in too small a space gets more intense the
closer you get to the web wall. As you get closer you also see that the
Area 5-4 - The Altar and the Spider: Three stone stairs web isn’t stationary – it twitches constantly in an irregular pattern.
lead to a small chamber through the archway. The ceiling is only It looks much brighter on the other side of the web, but perhaps your
seven feet high, giving this place a claustrophobic feel. In the center perceptions are colored by hope.
of the chamber is an altar; its top is a single stone, flat but jagged
around its edges, standing on two piles of stones the size of human The web can be breached in several ways, but it instantly be-
skulls. On the top of the altar are a number of items: a human scalp, gins to repair itself as soon as it takes damage. The PCs may
six pale candles, four small bowls of unknown liquids, and a few oth- be able to do enough damage in one round to make a large
er small items. There is a single orb spider crawling across the altar. enough breech for some or all of them to escape at the same
time.
This is Saint Agony’s Altar of Torment. The PC’s missing per-
sonal effects are arranged on the altar along with the other Use the table below to show how much of a certain kind of
items. damage it takes to make a breech, how long the breech stays
open for, and how many humanoid-sized figures can escape
The orb spider is an Avatar of Saint Agony. If the PCs reach through the breached area.
to take one of their personal items, it addresses them in com-
mon. In a reasonable tone, it suggests that they reconsider WEB DAMAGE TABLE
trying to escape, claiming that they were never happier than
when they were blissfully enchanted by the Kozy Kobweb il- Damage Damage Duration Breech Size
lusion. It offers to return them to the illusion. If they refuse, Type
the spider offers to allow them to stay without the illusion Slashing 7-13 1 round 1 humanoid
and be his enforcers, helping to torment the next travelers
Slashing 13-20 1 round 2 humanoids
who arrive.
Slashing 21+ 2 rounds 2 humanoids
The orb spider avatar has one hit point and refuses to dodge
Flame 4-9 1d3 rounds 1 humanoid
attacks. Any attempt to destroy it automatically hits and kills it.
Flame 10-14 1d5 rounds 1d3 humanoids
The human scalp belongs to Malice, a sacrifice the former Flame 15+ 1d6 rounds 1d5 humanoids
human creature willingly gave of itself when it accepted the
undying power gifted to it by Saint Agony, transforming a
simple peasant farmer to an inhuman monster. If the PCs take The damage listed here must be done in a single round to
it with them when they escape or destroy it, Malice is free count, although it could be from multiple attacks within that
to make its own escape from the demi-plane. It immediately round (i.e. three blade attacks from three characters, or a fire
begins hunting the PCs down. spell and a torch, in all cases all on the same combat round).

The four bowls contain magical liquid with the following There are obviously any number of ways that the PCs can
colors and appearances: clotted brown, crystal clear, electric attempt to breech the web, including clever Mighty Deeds,
yellow, and puce. If someone attempts to taste or drink the magical attacks, and alternate energy types. Reasonable ac-
liquid in the bowls, they cause the following effects in order, tions should have a chance of working. Use this chart as a
no matter which color of liquid they drink first, second, etc.: guideline for other kinds of damage that can be brought to
Page 13
bear against the web. Note that the web is immune to blud- The adventure literally begins again from the moment the
geoning damage. Beggar hands the coin to the porter. The PCs do not remem-
ber having escaped already until the Beggar’s coin once
As soon as the PCs damage the web in any way, the demi- again frees them from the Kozy Kobweb illusion – until
plane acts to defend itself and retain the prisoners. The round then, they are once again the happy live-in staff of the inn.
after the PCs make the breech, a blast of webbing shoots Once they are freed from the illusion, they remember hav-
down from the colossal spider at one of the individuals who ing their earlier escape attempt and can use that knowledge
damaged the web. That individual must make a DC 14 Reflex to (hopefully) escape on their second attempt. The web also
save, with failure meaning that the web-blast has struck all remembers: all creatures within gain +1 hit dice, +1 on all
the PCs, holding them fast to the area. At the same time, 4d6 attacks and saving throws, and have full knowledge of the
swarms of ten thousand normal spiders appear from thou- PCs powers and tactics, and will absolutely use that knowl-
sands of hidden pockets within the web-wall, and start charg- edge to destroy them for good this time.
ing down at the PCs (see Appendix A). The spiders arrive in
2d4 rounds and attack the party, focusing on any who are Fully escaped PCs will be unable to find the web or the Kozy
trapped by the web-blast. Kobweb again without supernatural aid or by some other
extraordinary agency.
It takes a DC 16 Strength or Agility check to free oneself from
the web blast. Allies may free trapped allies with 13 points of THE AFTERMATH
fire or slashing damage to the web (with the trapped PCs also
taking a like amount of any fire damage). If the PCs escape for good, they are hardened individuals.
Each gains a permanent +1 on Will saves versus fear.
If the PCs manage to break out of the web: If the PCs have re-
claimed or destroyed the items they left on the altar, they are Saint Agony just laughs at the PCs escape; his plan worked
free. Once they are outside the web they find themselves at to clockwork perfection. The torment the adventurers en-
the last spot they remember traveling through. They cannot dured was broadcast across the world and even into some
see the web at all, and other escaping PCs seem to arrive from near-by dimensions. Every sleeper in a room with cobwebs
a rent in reality itself that disappears after they are free. received terrifying nightmares, the duration and reoccur-
rence of which depending on how long it took the PCs to
If the PCs personal items remain on the Altar of Torment, all finally escape the trap. The monster moves the demi-plane
attempts to escape the demi-plane fail. Once the PCs break and prepares the Kozy Kobweb for the next group of guests.
through the curtain of living spider webs and step into the
real world, they are transported back to the Kozy Kobweb, The PCs may try to avenge themselves against Saint Agony,
once again thrall to Saint Agony’s illusion. Any dead PCs re- or to destroy the demi-plane to save future travelers. This
main dead, but the rest are back to full hit points and free of could become an entire campaign arc.
any ability score damage or spellburn they expended while
in the adventure. Saint Agony cannot wait to host his old friends again.
—The End—
Page 14
APPENDIX A: WANDERING MONSTERS
Whenever the PCs start feeling that they are in a secure place When they are encountered, the Dancers in Silk dance past
in the adventure, have the PC with the lowest current Luck the PCs, seemingly taking no notice of them unless they are
make a Luck check – failure means a wandering monster attacked. If attacked, the Dancers flee, all the while taunt-
activates and begins stalking them. Roll or choose from the ing their opponents, attempting to draw them into a pursuit.
following table. As the Dancers in Silk run, pursuers begin to hear far-off
echoing music and the laughter of unseen partygoers. They
WANDERING MONSTER TABLE only move quickly enough to stay just ahead of their pursu-
ers. They are astoundingly nimble: neither of the pair ever
Roll 1d3 Encounter
fumble, treating a natural 1 as a simple miss, and if they ever
1 Ten-thousand spiders fail a Reflex save but have an action remaining during that
2 The Dancers in Silk combat round they can forgo their action to automatically
make the save, dexterously springing away at the last mo-
3 The Friends that Hate You ment. They can leap up to 15’ straight up or take horizontal
grand jeté leaps up to 30’.
Ten-thousand spiders: Init +1; Atk swarming bite +4 melee
(1 plus venom); HD 8d4; hp 22; MV 10’ or climb 10’; Act 1d20; If pursued, the Dancers in Silk trick their victims into dan-
SP bite all targets within 30’ x 30’ space, wall crawl, webbing, ger. They have the equivalent of enhanced permanent detect
chaos; Fort +0, Ref +2, Will -3; AL C; Crit N/A; Fumble N/A. evil at 32+ that additionally makes them aware of dangerous
creatures of any alignment within 300’. The creatures use
This is a swarm of hundreds of species of venomous spiders this both to find victims to torment and to find dangers to
all together in one aggressive mass. Once per round they lead them to. If pursued, they lead the victims into traps or
can make an attack against every target within their roughly hazards (which they nimbly avoid), or into the path of dan-
30’ by 30’ area. The ten-thousand spiders can neither fumble gerous monsters, dashing away once combat with these oth-
nor make a critical hit. On a successful bite, the target must er creatures begin. In the Kozy Kobweb, they might lead the
make a DC 12 Fortitude save or be envenomed, taking 1d3 PCs to the cellar, across the dangerous spot on the balcony,
points of damage to a randomly-determined physical statis- into the path of some of the Townies, or anywhere else there
tic (i.e. Strength, Stamina, or Agility). is danger. They are currently in the thrall of Saint Agony
The ten-thousand spiders are under the control of Saint and are unable to leave the demi-plane.
Agony. They are creatures of chaos and can be turned by a If the PCs do not pursue the Dancers, they just keep coming
lawful cleric. They can create mundane webbing, and if left back and dancing around the PCs to music only they can hear.
to their own devices can fill a room with webs in 2-3 days.
If the Dancers in Silk are somehow forced into combat, they
The Dancers in Silk (2): Init +5; Atk array strike +8 melee fight in an array, using one another as weapons. They will
(2d6); AC 17; HD 6d6; hp 42, 37; MV 60’; Act 1d20; SP curse, swing one another as in some energetic and acrobatic dance,
permanent detect evil, nimbleness, personified apparitions; striking with their partner’s feet, elbows, hands, or even heads.
Fort +2, Ref +11, Will+5; AL C; Crit IV/d12; Fumble N/A. Each Dancer can make one attack per round in this method,
The Dancers in Silk appear to as two aristocratic youths and can move between targets in range (i.e. one could move
dressed for a costume ball. Their silks, shoes, and hair are in a 60’ and swing it’s partner at target A, and then the other danc-
style that was fashionable two generations ago. Each wears a er could move 60’ to attack target B. If one dancer is slain, the
full-face Arlecchino-style mask fastened with ribbons – if their other attempts to flee, and if forced to fight on alone its strikes
masks are forcibly removed, it reveals that their true faces look at a reduced +4 attack for 1d6 damage.
exactly like animated and fleshy versions of the mask-face, un- The Dancers in Silk are anthropomorphic personifications of
canny and macabre. They make no sounds but communicate the fear of being excluded. They have no need to eat, sleep,
silently and perfectly to one another as a duo in a pantomime. or breathe. They are immune to charm or sleep effects, poi-
The Dancers in Silk are a manifestation of humankind’s fear son, and ability damage. They can be turned by a lawful
of being excluded from the wonderful things of the world. cleric, and if one is turned the other is automatically turned
All who see the dancers must make a DC 15 Will save or be as well.
cursed. Cursed victims feel a deeply acute but vague loss, The Friends that Hate You (1d6+2): Init +1; Atk knife +3
as if they will never be happy again. This feeling is the only melee (1d3+1) or fist +3 melee (1d3+1) or as weapon +3 me-
manifestation of the curse but when a PC is afflicted, the lee; AC 13 or more; HD 3d4; hp 12 each; MV 30’; Act 1d20;
judge should pretend to make notes. They might ask the SP doppelganger, weapon proficiencies, self-customizing;
player how many points of Luck they have remaining, and Fort +3, Ref +2, Will +4; AL C; Crit M/d8; Fumble d4.
jot it down. For best effect, judges should do so with a look
of effected normalcy, to work on the players’ real-world The Friends that Hate You are natives to Saint Agony’s de-
paranoia. There are no further effects to the curse other than mi-plane. Each one is a perfect doppelganger of someone in
the terrible sense of loss, but it may drive the player to tak- each PCs’ life, past or present; for instance, family members,
ing interesting and dramatic action. friends, or neighbors. Each member of the mob is indistin-
Page 15
guishable from their real-world counterparts (down to their
mode of dress and accent), except that they are (most likely)
tougher and better at fighting. They have the same knowledge
of their target as the real individuals, and might use this to
target specific weaknesses, or just to taunt or accuse their prey.
If the Friends that Hate You arrive, they always target the
PC with the lowest current Luck score, and appear to be in-
dividuals they know. Often all of the Friends that Hate You
are from a specific group: a PC raised in nobility might see
the entirety of their keep’s household staff, a former pris-
oner might see their jailers, or the child of farmers might see
the folks from the market. The creatures speak exactly like
the people they imitate, and may curse their target for some
real or created insult or injury.
Victims who survive an encounter with the Friends That Hate
You must make a DC 14 Willpower save whenever encoun-
tering those individuals who these creatures impersonated,
with a failure meaning they can never have a relationship
without fear and distrust with that person ever again without
the intervention of some extraordinary circumstance.
The Friends That Hate You are proficient with any weapon
they pick up – melee, ranged, anachronistic, or improvised.
Their stats might change to better match the mimicked in-
dividual. For example, if the target is a dwarf, the Friends
Who Hate You might appear as dwarves from their home
mine, in which case their movement would decrease to 20’,
they might arrive armed with hammers or picks, and could
possibly wear armor. The judge should kit the Friends That
Hate You out as they best see fit given their target.

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