TEXT: Heroes of High Fantasy
  Creaking in the Dark
  Chris Haskins & Ralph Stickley
  
  Credits
  Authors: Ralph Stickley, Chris Haskins
  Layout & Typesetting: Ralph Stickley, Chris Haskins
  Proofing: Lou Fryer, Alyssia Haskins
  Cartography: Chris Haskins
  Instructions
  This adventure module is designed to be played at any level and 
  in any campaign setting. The appendix includes statblocks for all 
  of the monsters within this adventure at ‘Beginner’, ‘Intermediate’, 
  and ‘Advanced’ challenge ratings. Beginner challenge rating is 
  considered level 1-5, intermediate is 6-10, and advanced is any 
  level 11 or higher. You are free to add more monsters than stated 
  in each section of the encounter to make things more difficult if 
  needed.
  We’ve also included this beginner / intermediate / advanced chal-
  lenge rating mechanic within the adventure itself. Various skill 
  checks will require higher or lower numbers depending on which 
  difficulty setting you’re running. It’s presented as follows: Make 
  a DC 10 (beginner)/15 (intermediate)/20 (advanced) Dexterity 
  check to unlock the door. This way you can keep the adventure 
  flowing nicely without flipping back and forth to determine the 
  appropriate challenge.
  Resources
  Beginner pre-generated characters for this adventure can be 
  found at www.nordgamesllc.com. They include a novice fight-
  er and cousin to the boys in the adventure, an elderly tiefling 
  alchemist visiting the market for rare and unique ingredients, an 
  elf rogue with a score to settle with the tavern owner, a young and 
  excitable halfling fresh out of an idyllic farming community who 
  has traded a spade for a shortsword, and a caring and confident 
  healer with a soft spot for children.
  Additionally, a digital version of the map in this module can 
  be found at www.nordgamesllc.com. We recommend that you 
  have a full poster-size version if you intend to use the map with 
  miniatures.
  Experience Rewards
  Experience gained during this module will vary depending on 
  difficulty level of the monsters (see appendix A-C). Experience 
  rewards based on player actions are at your discretion, but it is 
  recommended to average around 100 XP per player, per hour. If 
  using level one characters, they will likely level up before Part 4, 
  which will aid them greatly in their final fight. Also, make sure 
  to award experience for roleplaying, especially when using the 
  pre-generated characters as they each have a connection to the 
  story or the NPCs within it.
  2
  
  Introduction
  This adventure is intended to be used in any campaign setting and 
  at any party level (see ‘Instructions’). This particular adventure 
  is an urban encounter that takes place in a settlement such as a 
  trading post, village, town or city. Most of the NPCs within this 
  adventure are human, but they can easily be substituted for other 
  common races to best suit your campaign.
  Overview
  Creaking in the Dark is a short, simple adventure which should fill 
  one average gaming session of 3-4 hours.
  It begins after two brothers (13 and 7 years old) have broken into 
  the local tavern cellar in a search for adventure. They explored 
  a large hole in the wall of one of the side rooms, which lead to a 
  network of tunnels where they were attacked by giant rats. They 
  escaped through a different tunnel that was full of spider webs. 
  Through a thin opening in the tunnel, they could see through 
  into a side room in the cellar that was too small for them both 
  to fit through. With only the dim light of their old lantern, they 
  backtracked to find another way out. Set upon by giant spiders, 
  they retreated back to the thin opening. The older brother fought 
  off the spiders while the younger brother, who had already been 
  bitten several times, squeezed through the crack and escaped. 
  He staggered up the stairs and into the back alleys, calling for his 
  mother. She, a server in the tavern, heard his cries and came out 
  onto the streets where she found him lying unconscious.
  The party must search the cellar to discover what harmed the boy, 
  and to find his older brother, exploring tunnels made by giant rats 
  and, more recently, taken over by spiders. 
  When the players return from the cellar with the boy, the towns-
  folk will sing their praises and they will be rewarded. If the players 
  are wise and insightful, they will realize that the tavern owner 
  knew of the spiders and was unwilling to deal with them himself; 
  if this is pointed out the tavern owner will admit that he illegally 
  purchased a colony of spiders a few months ago with the inten-
  tion of making spider wine, an exotic delicacy, but the situation 
  rapidly got out of hand.  
  Part 1: Panic in the Square
  Read the following when you are ready to begin:
  The streets become suddenly quiet as the sound of a mother’s cries 
  cut through the rabble. Many folk crowd around a woman sitting on 
  the street beside a tavern, next to the open cellar door. In her arms 
  she clutches a young boy of about seven, his limp body covered in 
  cuts and bruises. The innkeeper bustles out of the tavern saying, “If 
  I’ve told you boys once, I’ve told you a thousand times-“ but cuts 
  himself off when he sees the scene before him. An old halfling wom-
  an carrying bundles of herbs pushes through the crowd and kneels, 
  examining the boy. The tavern owner quickly runs to the cellar door, 
  slams it shut and slides the locking mechanism closed.
  The party might speak to any or all of these three characters to 
  learn more:
  3
  
  The boy’s mother and a server in the tavern, a sandy-haired, 
  middle-aged human woman named Danyella Spring, knows that 
  her sons Theo (seven) and Mallic (thirteen) are known through 
  the town as a pair of troublemakers, but they are generally good at 
  keeping themselves out of any real mishaps. She heard Theo call-
  ing for help, so ran out to the cellar entrance, where he collapsed 
  in her arms. The two boys are seldom seen far from one another, 
  so Mallic’s absence worries her, although she finds it difficult to 
  concentrate on anything other than her wounded younger son, 
  begging anyone who can hear for help. 
  The innkeeper, a short black-haired man with a pot belly named 
  Martyn Fenns, has told the boys off on a number of occasions for 
  trying to sneak into his cellar (he suspects they are trying to steal 
  a taste of his cider). Privately, he knows exactly what attacked the 
  boy, but is reluctant to say anything that might implicate himself. 
  He makes an offer of 10 (beginner)/50 (intermediate)/200 (ad-
  vanced) gold pieces to the party if they will investigate the cellar 
  and “find out” what has made its home there.  
  The alchemist, an old halfling woman named Ma Bravel, can see 
  that the boy is suffering the effects of some sort of poison. Given 
  the nature of his wounds, her suspicion is that he has been bitten 
  by a rabid animal, although he isn’t showing signs of responding 
  to the herbs she would normally use to treat such a disease. She 
  suggests going into the cellar to find out what attacked the boy, 
  and to bring back any samples they can to make an antidote.
  Examining Theo will reveal that he has indeed sustained bite 
  and scratch wounds from some sort of animal. A DC 11 (begin-
  ner)/16 (intermediate)/21 (advanced) Intelligence (Investiga-
  tion) or Wisdom (Medicine) check will discover another wound 
  – a puncture mark on his neck. A DC 12 (beginner)/17 (interme-
  diate)/22 (advanced) Wisdom (Medicine) check will suggest he is 
  suffering the effects of a poison. 
  If the party heals Theo with magic, he will fall into an exhausted 
  sleep after murmuring, “Mallic. They took Mallic…” at which 
  point Danyella will implore the party to look for her other son in 
  the cellar.
  4
  
  5
  
  Part 2: Into the Cellar
  1. Cold Storage
  This is the main cellar of the inn. The innkeeper rarely ventures 
  down here anymore unless strictly necessary, and keeps his 
  business as close to the stairs as possible. The giant rats spend a 
  lot of time in here, as evidenced by their gnawing and droppings, 
  and come and go through the gnawed hole in the west door. The 
  spiders do not have a presence here, preferring to hunt rats in the 
  tunnels. There are 2 giant rats hiding in this room that will attack 
  when given the right opportunity.
  When the party enters the room, read:
  This disheveled room is stacked with barrels and crates, and gets 
  progressively dustier and more covered with cobwebs as you move 
  away from the entrance. 
  If anyone takes a closer look at the barrels, add:
  You notice that only the containers close to the entrance, to the 
  south and east walls, contain produce. The others are empty, or 
  contain a few spoiled remnants.  
  As the party ventures further into the cellar, read:
  To the north of the room, a few barrels have been knocked over 
  in front of a door which has been opened a crack. To the west is a 
  locked door, the bottom corner of which is splintered and missing a 
  sizable chunk large enough for a child to squeeze through. Towards 
  the west, the barrels get more and more damaged and broken. 
  6
  
  There are a few bits and pieces of moldy food and animal droppings 
  scattered about. 
  A party member proficient in Survival will know that this de-
  struction is typical for giant rats. 
  2. North Room
  This room served as the innkeeper’s hatchery when he was breed-
  ing the spiders, and still contains the remains of their cages. Theo 
  fled the caves through here, barging open the door and knocking 
  over barrels in the main cellar on his way out.
  When the party enters the room, read:
  This room is covered in cobwebs, and it is clear it has not seen use 
  for a very long time. The walls are stacked with broken crates and 
  fine wire mesh. To the west is a crack in the wall, large enough for a 
  child to squeeze through, from which stale air wafts, disturbing the 
  broken cobwebs hanging around it.
  If the party investigate the room, read:
  It is clear that a scuffle took place here not long ago. The disturbed 
  dust on the floor and fallen barrels outside suggest someone fled in 
  a panic.  
  3. West Room
  The door to this room can be picked with thieves’ tools or kicked 
  down with a DC 10 (beginner) /15 (intermediate) /20 (advanced) 
  Dexterity or Strength (Athletics) check. Alternatively, a Small 
  character can squeeze through the hole the rats have gnawed 
  in the door and open it from the other side. The room serves as 
  storage for the inn’s valuables; luxury items and Martyn Fenn’s 
  personal effects. It is also the rats’ means of access to the cellar.
  When the party enters the room read: 
  The floor of this room is covered in splintered wood, shattered glass 
  and animal droppings. There were clearly once rows of shelves 
  holding bottles, but all but the uppermost have been completely de-
  stroyed. A scratched, iron-bound chest stands in one corner. To the 
  west, a rough tunnel has been dug through the stone wall into the 
  surrounding earth, large enough for a human to crawl through.  
  Treasure
  The trunk requires thieves’ tools and a DC 10 (beginner) /15 (in-
  termediate) /20 (advanced) Dexterity check to unlock. It contains 
  a pouch of 1d8+10 (beginner)/2d8+20 (intermediate)/3d8+30 
  (advanced) gold pieces, and 20 glass bottles containing a large 
  spider suspended in the amber liquid.
  A DC 13 (beginner)/18 (intermediate)/23 (advanced) Intelli-
  gence or Wisdom (Medicine) check will identify the liquid in the 
  bottles as “Spider Wine” which, while typically being a contra-
  band item, has the following effects: Upon drinking the Spider 
  Wine, roll a DC 15 Constitution saving throw. On a success you 
  are granted resistance to poison for 1 hour. On an 7 or lower, you 
  are poisoned for 1 hour.
  7
  
  Part 3: Mice in a Maze
  4. Rat Warrens
  These tunnels are the dwindling territory of the giant rats who 
  originally excavated the entire tunnel network, only to be dis-
  placed by the growing spider population. Up to 1d4 giant rats 
  are hiding in the narrow tunnels of the warrens and will attack if 
  given the right opportunity.
  When the party enters the tunnels read:
  The walls of the cramped tunnel close in around you as you crouch 
  and crawl through the dark. A strong, musky, animal smell fills your 
  nostrils. Your hands occasionally come across scraps of fur snagged 
  on the uneven, rough walls of the tunnel. 
  5. Rats’ Nest
  This chamber is the only safe refuge left for the remaining giant 
  rats. This is where the rat mother lives, currently accompanied 
  by 2 giant rats. She has all the same attributes, except for having 
  double the HP, as one of her giant rat minions.
  When the party enters the chamber, read:
  The musky smell grows even stronger as you enter a larger chamber. 
  The floor is covered in damp shredded wood, straw and droppings. 
  All around you, you can hear a twitchy squeaking noise. Ahead 
  of you, you see two rats the size of spaniels piled on top of an even 
  larger specimen, who hisses at you as you approach. 
  6. Spider Tunnels
  When the party crosses over into spider territory, read:
  The musky smell of the rat warren fades; clearly the creatures don’t 
  spend much time in these tunnels. There is a thin coating of silvery 
  web over every surface, and you occasionally pass insects and, on 
  one occasion, a mouse, which have become ensnared. The air is stale 
  and thick with rot. 
  7. Nursery 
  This chamber serves as a crèche for spiders which hatch in the 
  queen’s lair. A swarm of baby spiders fills the body of one of the 
  desiccated rats, ready to rush out and attack any investigators. 
  Others are spread around the chamber camouflaged by their 
  translucent bodies. 1 bone spider lies in wait to ambush any 
  intruders.
  When the party enters the chamber, read:
  The tunnel opens out into a large chamber. The walls and ceiling 
  are covered in thick webbing, and hanging from the ceiling are the 
  desiccated corpses of three giant rats. 
  If a character is proficient in Perception, add:
  The middle body appears to be squirming, as if something is moving 
  within. 
  8. Shrine
  This chamber serves as a repository for trinkets the spiders gather 
  8
  
  from their victims and from foraying out into town under cover 
  of dark. 2 bone spiders lie in wait to ambush any intruders.
  When the party enters the chamber, read:
  There is a faint glimmer in this chamber, the walls of which are 
  festooned with rat bones arrayed in 8 pointed stars amongst the 
  webbing. In the center, pieces of colored glass, coins, and other 
  trinkets hang on thin webs, roughly taking on the form of a crude, 
  eight-legged effigy. 
  Treasure
  The spider effigy contains 2d10 gold pieces, and has eyes made of 
  2 rubies and 6 garnets, worth 20 and 5 gp each, respectively. 
  9. Larders
  These chambers are where the spiders store any meat they come 
  across, hanging it here until it has a chance to rot and become 
  juicier and more flavorful. One larder contains a few giant rats 
  (one of which still has a little life in it), another stores the bodies 
  of 2 would-be-exterminators the innkeeper previously hired for 
  his pest problem, and Mallic Spring can be found strung up in 
  the third. 
  As the party investigate this area, read:
  In these chambers the rotting smell is almost overwhelming, and it 
  soon becomes apparent why; hanging from the ceiling are bundles of 
  webbing containing corpses in various stages of decomposition and 
  desiccation. 
  9
  
  In the first chamber, four giant rats hang. One of them is still faintly 
  squeaking and twitching. 
  If the party choose to free the living rat, it will attack the first per-
  son it comes across in a panic as it flees towards the rat warrens.
  In the second chamber are the bodies of two humans who have 
  clearly been dead for a few months. 
  Upon investigation, each body has a bottle of antivenom, some 
  lamp oil, and a potion of healing. This suggests that the pair ven-
  tured into the tunnels knowing what they were facing. 
  You hear a weak shout from the third chamber and find, hanging 
  upside-down in a cocoon of web, Mallic. “Help! Cut me down before 
  it comes back!”
  Mallic is thankful to his rescuers, and asks if his brother got to 
  safety. He knows very little about the spider tunnels, as he was 
  more-or-less unconscious when he was dragged to the larder, but 
  he saw a particularly large spider moving towards the chamber to 
  the south after coming to look him over in the larder. 
  Treasure
  2 bottles of antivenom (which removes the poisoned condition 
  when consumed), 3 medium sized glass bottles of lamp oil, and 2 
  potions of healing from the bodies in the second chamber, and 2d6 
  gold pieces from their coin pouches.
  10
  
  Part 4: Lair of the Spider Queen
  10.The Queen’s Lair
  This chamber is the home of the largest spider, and is where the 
  colony’s eggs are kept safe.
  When the party enter the chamber, read:
  As you pass the threshold of this chamber, a wall of stench hits you. 
  The rancid smell seems to be emanating from an enormous spider 
  squatting in the center of the cavern, surrounded by bulging sacks of 
  eggs. The webs covering the walls and floor are so thick, it is difficult 
  to walk. The spider queen watches you calmly with her eight eyes, 
  and her mandibles clatter and creak, as if issuing a command.
  Lair effects:
  Rotting Stench. Each character must roll a DC 12 (beginner) / 16 
  (intermediate) / 22 (advanced) Constitution saving throw when 
  entering The Queen’s Lair. On a failed save that character has 
  disadvantage on attack rolls for 1 minute.
  Webbing. The floor, walls, and ceiling are covered in sticky 
  webbing. Wherever a character chooses to move, it’s considered 
  difficult terrain. The webbing can be burned away, either by a 
  torch, flaming oil or a magic spell. If a non-spider creature is 
  knocked prone in the webbing, it takes their entire movement ac-
  tion to stand back up. If any of the webbing catches fire, the queen 
  will become frenzied and take two turns per round (the Hatchery 
  lair effect continues to happen once per round, even if the queen 
  becomes frenzied). 
  Hatchery. Every round, on the queen’s turn, roll a d6. On a 5-6 
  (beginner) / 4-6 (intermediate) / 3-6 (advanced) the eggs in the 
  Queen’s Lair hatch 1 (beginner) / 2 (advanced) / 3 (advanced) spi-
  der swarm(s). The spider swarm(s) take their turn immediately 
  after the spider queen.
  Conclusion
  Upon exiting the cellar with Mallic, the boy’s mother will run 
  over to check on her son. Ma Bravel, the alchemist, will easily be 
  able to create an antidote for the younger brother’s condition if 
  she is presented with a spider venom sac, or a bottle of antivenom 
  from the corpses in the larder. 
  If questioned about the bodies, Martyn Fenns will admit that he 
  paid a few regulars he knew no-one would miss to try and clear 
  out the spiders, and he gave them his only bottles of antivenom. 
  Reluctantly, he will also reveal that it was he who introduced the 
  spiders in the first place. He kept a small collection at first, hoping 
  to make a bit of money selling spider wine (the venom from the 
  spider’s body infuses into the alcohol, giving it a unique kick). 
  However, some must have escaped, and the situation quickly spi-
  raled out of hand. He claims he has learned his lesson and offers a 
  bribe of double the payment due to the party if they will keep his 
  secret. 
  11
  
  Appendix A: Beginner Monsters
  Giant Rat
  Small Beast, unaligned
  Armor Class 12
  Hit Points 9 (2d6 + 2)
  Speed 30 ft.
  STR
  7 (-2)
  DEX
  14 (+2)
  CON
  11 (+0)
  INT
  6 (-2)
  WIS
  10 (+0)
  CHA
  4 (-3)
  Senses darkvision 60 ft., passive Perception 10
  Languages —
  Challenge 1/8 (25 XP)
  Keen Smell. The giant rat has advantage on Perception checks 
  that rely on smell.
  Surprise Attacker. The giant rat uses cover to hide and wait for 
  the best moment to strike, gaining advantage and an extra 1d4 
  piercing damage from it’s bite on it’s first attack.
  Actions
  Bite: Melee Weapon Attack: +2 to hit, reach 5ft, one target. Hit: 4 
  (1d4 + 2) piercing damage.
  Bone Spider
  Medium Beast, unaligned
  Armor Class 13 (natural armor)
  Hit Points 12 (2d8 + 3)
  Speed 40 ft., climb 40 ft.
  STR
  10 (+0)
  DEX
  16 (+3)
  CON
  12 (+1)
  INT
  6 (-2)
  WIS
  12 (+1)
  CHA
  5 (-3)
  Skills Perception +3, Stealth +7 
  Damage Immunities poison
  Senses blindsight 10 ft., darkvision 60 ft., passive Perception 13
  Languages —
  Challenge 1/2 (100 XP)
  Spider Climb. The bone spider can climb difficult surfaces, 
  including upside down on ceilings, without needing to make an 
  ability check.
  Web Sense. While in contact with a web, the bone spider 
  knows the exact location of any other creature in contact with 
  the same web.
  Web Walker. The bone spider ignores movement restrictions 
  caused by webbing.
  Actions
  Bite: Melee Weapon Attack: +3 to hit, reach 5ft., one creature. 
  Hit: 5 (1d6 + 1) piercing damage, and the target must make a DC 
  10 Constitution saving throw, taking 5 (1d6 + 2) poison damage 
  12
  
  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 points, and 
  is paralyzed while poisoned in this way.
  Spider Swarm
  Medium swarm of Tiny Beasts, unaligned
  Armor Class 13 (natural armor)
  Hit Points 10 (1d10 + 4)
  Speed 30 ft.
  STR
  4 (-4)
  DEX
  14 (+2)
  CON
  10 (+0)
  INT
  1 (-5)
  WIS
  7 (-2)
  CHA
  1 (-5)
  Damage Resistances bludgeoning, piercing, slashing
  Damage Immunities poison
  Condition Immunities charmed, frightened, paralyzed, petri-
  fied, prone, restrained, stunned.
  Senses blindsight 10ft., darkvision 60 ft., passive Perception 8
  Languages —
  Challenge 1/4 (50 XP)
  Swarm. The spider swarm can occupy another creature’s space 
  and vice versa, and the swarm can move through any opening 
  large enough for a Tiny Beast. The swarm can’t regain hit points 
  or gain temporary hit points.
  Spider Climb. The spider swarm can climb difficult surfaces, 
  including upside down on ceilings, without needing to make an 
  ability check.
  Web Walker. The spider swarm ignores movement restrictions 
  caused by webbing.
  Actions
  Bites: Melee Weapon Attack: +3 to hit, reach 0ft., one target in 
  the swarm’s space. Hit: 6 (1d8 + 1) piercing damage, or 3 (1d4+1) 
  piercing damage if the swarm has half of its hit points or fewer.
  Bone Spider Queen
  Large Beast, unaligned
  Armor Class 14 (natural armor)
  Hit Points 30 (4d10 + 6)
  Speed 30 ft.
  STR
  12 (+1)
  DEX
  16 (+3)
  CON
  14 (+2)
  INT
  8 (-1)
  WIS
  13 (+1)
  CHA
  6 (-3)
  Skills Athletics +3, Perception +3,
  Damage Immunities poison
  Senses blindsight 15ft., darkvision 60 ft., passive Perception 13
  Languages —
  Challenge 1 (200 XP)
  Spider Climb. The spider queen can climb difficult surfaces, 
  including upside down on ceilings, without needing to make an 
  ability check.
  Web Sense. While in contact with a web, the spider queen 
  knows the exact location of any other creature in contact with 
  the same web.
  13
  
  Web Walker. The spider queen ignores movement restrictions 
  caused by webbing.
  Actions
  Bite: Melee Weapon Attack: +3 to hit, reach 5ft., one creature. 
  Hit: 4 (1d6 + 1) piercing damage, and the target must make a DC 
  11 Constitution saving throw, taking 7 (2d6) 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 points, and 
  is paralyzed while poisoned in this way.
  Web (Recharge 5-6): Range Weapon Attack: +5 to hit, range 
  30/60 5ft., one creature. Hit: The target is restrained by the 
  webbing. As an action, the restrained 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 fire damage, immunity to bludgeoning, poison, and psychic 
  damage).
  Appendix B:  
  Intermediate Monsters
  Giant Rat
  Small Beast, unaligned
  Armor Class 12
  Hit Points 18 (3d8 + 5)
  Speed 30 ft.
  STR
  7 (-2)
  DEX
  17 (+3)
  CON
  11 (+0)
  INT
  6 (-2)
  WIS
  10 (+0)
  CHA
  4 (-3)
  Senses darkvision 60 ft., passive Perception 10
  Languages —
  Challenge 1/4 (50 XP)
  Keen Smell. The giant rat has advantage on Perception checks 
  that rely on smell.
  Surprise Attacker. The giant rat uses cover to hide and wait for 
  the best moment to strike, gaining advantage and an extra 1d4 
  +1 piercing damage from it’s bite on it’s first attack.
  Actions
  Bite: Melee Weapon Attack: +3 to hit, reach 5ft, one target. Hit: 7 
  (1d6 + 3) piercing damage.
  14
  
  Bone Spider
  Medium Beast, unaligned
  Armor Class 13 (natural armor)
  Hit Points 24 (4d8 + 6)
  Speed 40 ft., climb 40 ft.
  STR
  10 (+0)
  DEX
  18 (+4)
  CON
  12 (+1)
  INT
  6 (-2)
  WIS
  12 (+1)
  CHA
  5 (-3)
  Skills Perception +3, Stealth +8 
  Damage Immunities poison
  Senses blindsight 10 ft., darkvision 60 ft., passive Perception 13
  Languages —
  Challenge 1 (200 XP)
  Spider Climb. The bone spider can climb difficult surfaces, 
  including upside down on ceilings, without needing to make an 
  ability check.
  Web Sense. While in contact with a web, the bone spider 
  knows the exact location of any other creature in contact with 
  the same web.
  Web Walker. The bone spider ignores movement restrictions 
  caused by webbing.
  Actions
  Bite: Melee Weapon Attack: +4 to hit, reach 5ft., one creature. 
  Hit: 8 (1d8 + 3) piercing damage, and the target must make a DC 
  15 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 points, and 
  is paralyzed while poisoned in this way.
  Spider Swarm
  Medium swarm of Tiny Beasts, unaligned
  Armor Class 13 (natural armor)
  Hit Points 16 (4d4 + 6)
  Speed 30 ft.
  STR
  4 (-4)
  DEX
  16 (+3)
  CON
  10 (+0)
  INT
  1 (-5)
  WIS
  7 (-2)
  CHA
  1 (-5)
  Damage Resistances bludgeoning, piercing, slashing
  Damage Immunities poison
  Condition Immunities charmed, frightened, paralyzed, petri-
  fied, prone, restrained, stunned.
  Senses blindsight 10ft., darkvision 60 ft., passive Perception 8
  Languages —
  Challenge 1/2 (100 XP)
  Swarm. The spider swarm can occupy another creature’s space 
  and vice versa, and the swarm can move through any opening 
  large enough for a Tiny Beast. The swarm can’t regain hit points 
  or gain temporary hit points.
  Spider Climb. The spider swarm can climb difficult surfaces, 
  including upside down on ceilings, without needing to make an 
  ability check.
  15
  
  Web Walker. The spider swarm  ignores movement restrictions 
  caused by webbing.
  Actions
  Bites: Melee Weapon Attack: +3 to hit, reach 0ft., one target in the 
  swarm’s space. Hit: 10 (2d8 + 2) piercing damage, or 5 (1d8 + 1) 
  piercing damage if the swarm has half of its hit points of fewer.
  Bone Spider Queen
  Large Beast, unaligned
  Armor Class 15 (natural armor)
  Hit Points 80 (5d12 + 48)
  Speed 30 ft.
  STR
  14 (+2)
  DEX
  18 (+4)
  CON
  14 (+2)
  INT
  8 (-1)
  WIS
  14 (+2)
  CHA
  6 (-3)
  Skills Athletics +4, Perception +4,
  Damage Immunities poison
  Senses blindsight 15ft., darkvision 60 ft., passive Perception 14
  Languages —
  Challenge 3 (700 XP)
  Spider Climb. The spider queen can climb difficult surfaces, 
  including upside down on ceilings, without needing to make an 
  ability check.
  Web Sense. While in contact with a web, the spider queen  
  knows the exact location of any other creature in contact with 
  the same web.
  Web Walker. The spider queen ignores movement restrictions 
  caused by webbing.
  Actions
  Bite: Melee Weapon Attack: +4 to hit, reach 5ft., one creature. Hit: 
  7 (1d10 + 2) piercing damage, and the target must make a DC 16 
  Constitution saving throw, taking 12 (2d8 + 3) 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 points, and 
  is paralyzed while poisoned in this way.
  Web (Recharge 5-6): Range Weapon Attack: +6 to hit, range 
  30/60 5ft., one creature. Hit: The target is restrained by the 
  webbing. As an action, the restrained target can make a DC 16 
  Strength check, bursting the webbing on a success. The webbing 
  can also be attacked and destroyed (AC 10; HP 7; vulnerability 
  to fire damage, immunity to bludgeoning, poison, and psychic 
  damage).
  16
  
  Appendix C: Advanced Monsters
  Giant Rat
  Small Beast, unaligned
  Armor Class 12
  Hit Points 28 (4d10 + 6)
  Speed 30 ft.
  STR
  8 (-1)
  DEX
  18 (+4)
  CON
  11 (+0)
  INT
  6 (-2)
  WIS
  10 (+0)
  CHA
  4 (-3)
  Senses darkvision 60 ft., passive Perception 10
  Languages —
  Challenge 1/2 (100 XP)
  Keen Smell. The giant rat has advantage on Perception checks 
  at rely on smell.
  Surprise Attacker. The giant rat uses cover to hide and wait for 
  the best moment to strike, gaining advantage and an extra 1d4 
  + 2 piercing damage from it’s bite on it’s first attack.
  Actions
  Bite: Melee Weapon Attack: +4 to hit, reach 5ft, one target. Hit: 10 
  (2d6 + 3) piercing damage.
  Bone Spider
  Medium Beast, unaligned
  Armor Class 14 (natural armor)
  Hit Points 48 (8d8 + 12)
  Speed 40 ft., climb 40 ft.
  STR
  10 (+0)
  DEX
  18 (+4)
  CON
  12 (+1)
  INT
  6 (-2)
  WIS
  12 (+1)
  CHA
  5 (-3)
  Skills Perception +3, Stealth +8 
  Damage Immunities poison
  Senses blindsight 10 ft., darkvision 60 ft., passive Perception 13
  Languages —
  Challenge 3 (700 XP)
  Spider Climb. The bone spider can climb difficult surfaces, 
  including upside down on ceilings, without needing to make an 
  ability check.
  Web Sense. While in contact with a web, the bone spider 
  knows the exact location of any other creature in contact with 
  the same web.
  Web Walker. The bone spider ignores movement restrictions 
  caused by webbing.
  Actions
  Bite: Melee Weapon Attack: +4 to hit, reach 5ft., one creature. Hit: 
  14 (3d6 + 4) piercing damage, and the target must make a DC 20 
  Constitution saving throw, taking 16 (3d8 + 3) poison damage 
  17
  
  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 points, and 
  is paralyzed while poisoned in this way.
  Spider Swarm
  Medium swarm of Tiny Beasts, unaligned
  Armor Class 14 (natural armor)
  Hit Points 30 (4d10 + 8)
  Speed 30 ft.
  STR
  4 (-4)
  DEX
  16 (+3)
  CON
  10 (+0)
  INT
  1 (-5)
  WIS
  7 (-2)
  CHA
  1 (-5)
  Damage Resistances bludgeoning, piercing, slashing
  Damage Immunities poison
  Condition Immunities charmed, frightened, paralyzed, petri-
  fied, prone, restrained, stunned.
  Senses blindsight 10ft., darkvision 60 ft., passive Perception 8
  Languages —
  Challenge 1 (200 XP)
  Swarm. The spider swarm can occupy another creature’s space 
  and vice versa, and the swarm can move through any opening 
  large enough for a Tiny Beast. The swarm can’t regain hit points 
  or gain temporary hit points.
  Spider Climb. The spider swarm can climb difficult surfaces, 
  including upside down on ceilings, without needing to make an 
  ability check.
  Web Walker. The spider swarm ignores movement restrictions 
  caused by webbing.
  Actions
  Bites: Melee Weapon Attack: +4  to hit, reach 0ft., one target in 
  the swarm’s space. Hit: 15 (3d6 + 5) piercing damage, or 7 (2d6) 
  piercing damage if the swarm has half of its hit points of fewer.
  Bone Spider Queen
  Large Beast, unaligned
  Armor Class 16 (natural armor)
  Hit Points 152 (10d12 + 87)
  Speed 30 ft.
  STR
  16 (+3)
  DEX
  20 (+5)
  CON
  14 (+2)
  INT
  8 (-1)
  WIS
  13 (+1)
  CHA
  6 (-3)
  Skills Athletics +5, Perception +4,
  Damage Immunities poison
  Senses blindsight 15ft., darkvision 60 ft., passive Perception 14
  Languages —
  Challenge 7 (2,900 XP)
  Spider Climb. The spider queen can climb difficult surfaces, 
  including upside down on ceilings, without needing to make an 
  ability check.
  Web Sense. While in contact with a web, the spider queen 
  knows the exact location of any other creature in contact with 
  the same web.
  18
  
  Web Walker. The spider queen ignores movement restrictions 
  caused by webbing.
  Actions
  Bite: Melee Weapon Attack: +5 to hit, reach 5ft., one creature. Hit: 
  16 (4d6 + 2) piercing damage, and the target must make a DC 21 
  Constitution saving throw, taking 20 (4d8 + 2) 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 points, and 
  is paralyzed while poisoned in this way.
  Web (Recharge 5-6): Range Weapon Attack: +7 to hit, range 
  30/60 5ft., one creature. Hit: The target is restrained by the 
  webbing. As an action, the restrained target can make a DC 21 
  Strength check, bursting the webbing on a success. The webbing 
  can also be attacked and destroyed (AC 10; HP 10; vulnerability 
  to fire damage, immunity to bludgeoning, poison, and psychic 
  damage).
  19
  
  Legal
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  15. COPYRIGHT NOTICE 
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  System Reference Document 5.0 Copyright 2016, Wizards of 
  the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris 
  Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. 
  Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, 
  based on original material by E. Gary Gygax and Dave Arneson. 
  Heroes of High Fantasy - Creaking in the Dark, Copyright 2016, 
  Chris Haskins, Nord Games LLC.
  END OF LICENSE
  22
  
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  Nord Games LLC is not affiliated with Wizards of the Coast™ 
  We make no claim to or challenge to any trademarks held by Wizards of the Coast™ 
  Nord Games LLC 2016, all rights reserved.
  Additionally, Nord Games LLC is not responsible for arguments about the proper use of the word  
  ‘antivenin’ versus ‘antivenom’ in this module... please don’t email us about it... nerds.
  When an injured child collapses in the street, will you venture into the 
  cellar he fled from to discover what hides, creaking in the dark? 
  
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