TEXT:  
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  By JP Chapleau
  Cover: JE Shields 
  Art: Anonamos701, Brokendoll777, Otherworldly Art, PX Tatoo, ThirteenthAutumn 
  Graphic Design, Layout, and Logo JP Chapleau 
   
  
   
   
  Spiderfen 
   
  
   
   
  Page 3 
  LEGAL NOTICES 
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  Pathfinder Roleplaying Game Reference Document © 2013, Paizo 
  Publishing, LLC; Author: Paizo Publishing, LLC. 
  Tyrants of Saggakar: Player’s Guide © 2015, First Ones 
  Entertainment; Author: JP Chapleau 
  Tyrants of Saggakar: Player’s Guide 5e © 2016, First Ones 
  Entertainment; Author: JP Chapleau 
  Tyrants of Saggakar: Spiderfen Terror in the Trees © 2017, First 
  Ones Entertainment; Author: JP Chapleau 
   
   
  
   
   
  Spiderfen 
  CONTENTS 
   
  Legal Notices 
  3 
  Open Gaming License Version 1.0A ............ 3 
  Contents 
  4 
  Markelis 
  5 
  History 
  5 
  The Red Empress (353 IC) ............................. 5 
  Battle of Spiderfen (468IC) ............................ 5 
  Baron Garzog (635IC) .................................... 5 
  The fall of House Faremhi (766IC) ............... 6 
  Battle of Tearfield (767IC) ............................. 6 
  Despot Pirith (767IC) ..................................... 7 
  Geography 
  7 
  Eastern Spiderfen .......................................... 7 
  Kiflan River .................................................... 7 
  Outer Spiderfen ............................................. 8 
  Rosewood grove ............................................ 8 
  Western Spiderfen ......................................... 8 
  Social Overview 
  8 
  Driders ........................................................... 8 
  Ettercaps......................................................... 9 
  Fey .................................................................. 9 
  Foreign Nobles .............................................. 9 
  Hajit and hareen ............................................ 9 
  Slaves.............................................................. 9 
  Soldiers ......................................................... 10 
  Undead ......................................................... 10 
  Armies of Spiderfen 
  10 
  On the offensive .......................................... 10 
  On the defensive .......................................... 10 
  Undead forces .............................................. 10 
  SpiderFen 
  11 
  Aosbaile ....................................................... 11 
  Arena ............................................................ 12 
  Despot’s Palace ............................................ 12 
  Hajit Suburb ................................................. 12 
  Kiln District .................................................. 12 
  Paper Mills ................................................... 13 
  River Port ..................................................... 13 
  Sewers .......................................................... 13 
  Ptahn-Town ................................................. 13 
  Temple of Man............................................. 13 
  Towns and Cities 
  13 
  Artank’s Rest ............................................... 13 
  Baron’s Pool ................................................. 14 
  First Ones Houses 
  14 
  House Bourket ............................................. 14 
  House Faremhi ............................................ 14 
  House Garzog .............................................. 15 
  House Surgraz ............................................. 15 
  Major NPCs 
  15 
  Adventuring In Spiderfen 
  16 
  Unique Dangers ........................................... 16 
  Plot Hooks 
  17 
  Beast Hunters .............................................. 17 
  Corruption ................................................... 17 
  Despot’s Heir ............................................... 17 
  Night Lords.................................................. 17 
  The Untouchables ........................................ 17 
  Bestiary 
  18 
  5th Edition 
  18 
  Despot’s Guard ............................................ 18 
  Faremhi Slave-Soldier ................................. 18 
  Gladiator-Slave ............................................ 19 
  Hareen Skirmisher....................................... 19 
  Spiderfen Hunting Spiders ......................... 19 
  Pathfinder RPG 
  22 
  Faremhi Despot’s Guard ............................. 22 
  Faremhi Gladiators...................................... 22 
  Faremhi Slave-Warriors .............................. 23 
  Spiderfen Hunting Spiders ......................... 23 
   
   
   
  
   
   
  Page 5 
  MARKELIS 
  HISTORY 
  Exactly when Spiderfen was founded is lost 
  to the Mists. The small village serves as a 
  meeting point for hunters and trappers. The 
  river here is very wide and the current slow.  
  The Red Empress (353 IC) 
  Okareza, the Red Empress, came through 
  the Mists at the head of an army of ptahn 
  warriors. She established her headquarters in 
  the small city of Spiderfen. The city doubled in 
  size overnight, and the lumber industry 
  boomed. For over three years, the Red Empress 
  used the city as a base. Although tributes and 
  plunder came to the city, she had no desire to 
  build, she came through the Mists to conquer.  
  The destruction of Akafaremh ended her 
  years of campaigning in the area. Taking her 
  army eastward, she had a flotilla built and she 
  sailed east. The only lasting sign of the 
  empress’s stay was a thriving lumber industry 
  and a river port.  
  As House Faremhi reasserted its dominance 
  over Faremh, Spiderfen diversified its economy 
  to include charcoal and bags of sawdust. 
  Today’s ArchDespotate was largely built with 
  products that came through Spiderfen. 
  Battle of Spiderfen 
  (468IC) 
  In 464IC, a woman named Rakiza came 
  through the Mists and was quickly sold to 
  House Surgraz as a slave. 
  Within three years, she refused her masters’ 
  commands, rebelling against her lords and 
  revealing her true power: she was a wizard of 
  great skill. Under a rain of fireballs, she 
  destroyed most of House Surgraz’s holdings in 
  Northern Faremh shattering their forces within 
  three days. When the Despots of Spiderfen sent 
  troops to stop her, she petrified their generals 
  and routed the forces of slaves sent against her.  
  Rakiza came to Spiderfen in 468IC. The 
  Despots of House Faremhi came and fought her 
  in a massive battle that destroyed the castle, the 
  stone fortifications and the slave pens. 
  In the end, she vanished, commonly 
  believed to have been disintegrated during the 
  battle. 
  Baron Garzog (635IC) 
  In 635IC, a stocky human named Marcus 
  Septimus came through the Mists at the head of 
  an army consisting of heavy infantry soldiers 
  and light armored troop. Ordering his troops to 
  mount an offensive in what he thought was an 
  endless forest, he launched a major offensive.  
  The Spiderfen Forest was considered little 
  more than collection of unprocessed lumber by 
  the ArchDespot. The many lightly defended 
  settlements quickly fell to the disciplined force. 
  Many slaves joined him in revolt and his army 
  grew from a few hundred to thousands in a 
  matter of months.  
  Finding himself the de facto ruler of the 
  forest, he chose a small settlement on the Kiflan 
  River called Garzog as his capital. His officers 
  changed the small port to a city of grandeur 
  with large palaces and temples. He commanded 
  stone-paved roads to be cut out of the forest. 
  His officers declared him Marcus Septimus, 
  First Baron Garzog, master of the Spiderfen. To 
  legitimize his rule, he took the daughter of a 
  local despot, Innika of House Faremhi. Innika 
  was a priestess of the Law who did not object to 
  her husband’s commands. She encouraged and 
  counselled him to expand his domain.  
  His commanders left to campaign in the 
  south, threatening the city of Spiderfen. His 
  methods and command of military logistics 
  were unmatched. On the eve of leaving Garzog 
  to take command of the army and lay siege to 
  Spiderfen, Garzog was found drowned in a 
  fountain under a statue of himself.  
  Innika took control of the army and led the 
  siege of Spiderfen. The siege was a disaster as 
  she and her husband’s commander clashed and 
  argued with each other. The army’s cohesion 
  
   
   
  Spiderfen 
  failed as large parts of the army defected their 
  new mistress. 
  Retreating to Garzog, Innika tried to salvage 
  her empire, but she was found in the same 
  fountain where her husband died. Unlike the 
  baron, the baroness was chained to a huge stone 
  and found alive. After drowning, she returned 
  as a lacedon, an aquatic ghoul. Freed from the 
  restraints, she spread the disease to the 
  population, creating more ghouls.  
  As undeath spread through the settlement, 
  many who flocked to Baron Garzog’s banner 
  abandoned it. The troops who came with him 
  sold their services to other masters. The army 
  and the dream of a reformer king in the 
  Spiderfen vanished with its founder.  
  Within five years, the forest retook most 
  sites Garzog created out of it. The road fell into 
  disrepair and vanished under a carpet of pine 
  needles and fallen leaves.  
  The fall of House Faremhi 
  (766IC) 
  When Markelis was swallowed by the Mists 
  in 766IC, member from House Faremhi flocked 
  to the capital to both save what they could and 
  try to force away the Mists. 
  The Despot of Spiderfen, declared his city 
  the new capital as refugees flocked to the city. 
  Though Spiderfen had grown, it did not have 
  the room to grow quickly enough, so many 
  refugees fled to the further Farelis. Public works 
  began at a frantic pace. 
  Battle of Tearfield 
  (767IC) 
  While House Faremhi focused its efforts and 
  time on the old capital drowning in the Mists, 
  the despot of Farelis, Despot Gaztokel of House 
  Ougozar gathered his troops and walked them 
  into the Spiderfen Forest. His forces captured 
  refugees encamped in the outskirts of the city, 
  along with the treasure they kept for their 
  masters. He had them forcefully relocated to 
  Farelis. 
  To reclaim their power, House Faremhi 
  
   
   
  Page 7 
  launched a counterattack against Gaztokel and 
  his forces. The two armies met on the plain near 
  Tearfield castle. House Ougozar forces stormed 
  and burned the castle, capturing the despot of 
  Spiderfen and one of his children.  
  The despot was executed and turned into a 
  zombie he dressed as a jester to amuse his court. 
  The prince was sold to House Tioten as a 
  servant.  
  House Faremhi’s prestige was tarnished and 
  its supremacy in doubt. Power shifted east to 
  Farelis. Spiderfen became the de facto capital of 
  House Faremhi.  
  Despot Pirith (767IC) 
  The new despot, then a young man, 
  declared Markelis lost. Meeting fellow members 
  of the house, it was decided the House would 
  focus on its major resources: slaves and lumber. 
  They established a solid and secure system of 
  slave-claiming. This included many villages 
  near the Wall of Mists, fortress, caravanserai, 
  and the relocation of kaliban tribes paid to bring 
  back live slaves. The lumber from the city 
  provided raw material to pay for the eventual 
  return to power. 
  In the last two decades, Spiderfen grew into 
  a major hub of the slave trade, with shipments 
  being sent down the Kiflan towards Farelis or 
  the imperial capital of Saggakar. With the 
  money, Despot Pirith built many fortifications in 
  and around his city. The roads have also been 
  upgraded and maintained by an army of new 
  slaves. 
  In 769IC, Despot Pirith took on Vronka of 
  House Ougozar as his wife. In 780IC, Jarak, the 
  Despot’s brother who had been adopted into 
  House Tioten returned to the city of his birth. 
  The three of them started something others 
  refer to as “the Great Game” with the three of 
  them fighting covertly through games and use 
  of minions, but not overtly. This game of small 
  stakes and public ridicule has been going on 
  ever since without a clear winner. 
  GEOGRAPHY  
  Eastern Spiderfen 
  The eastern portion of the Spiderfen Forest 
  is dominated by deciduous trees. Oak, elm, and 
  maple are common. The forest floor is filled 
  with ferns, bushes and small trees making travel 
  outside of the roads slow and hazardous. The 
  fauna is equally diverse and the area teems with 
  life. Spiders are the most common of the 
  creatures found here 
  Forts and settlements dot the landscape, 
  protecting roads, fords, and bridges. These 
  settlements typically have between twenty and 
  fifteen slaves who toil under a local overseer – 
  rarely a First One.  
  The roads are dangerous and rarely 
  patrolled by soldiers. Beasts of burden use the 
  roads to transport logs to the saw mills. The 
  heavy logs passing through the area leave deep 
  grooves that make it difficult for many mounts 
  to use.  
  Because of the dense vegetation, bandits 
  and rebels make and use hidden trails to travel 
  through the area. Camp sites and ruins serve as 
  base for war bands.  
  Every few years, the despot of Spiderfen 
  launches a large-scale military operation to clear 
  the area of its many undesirables. The result of 
  these expeditions is a mix of the removal of 
  unwanted slaves, gathering of new ones, and 
  the capture of creatures for the arena. 
  Kiflan River 
  The 
  Kiflan 
  River 
  flows 
  through 
  the 
  Spiderfen Forest. It takes its source in the 
  Markhem Hills far to the south, near the old 
  capital of Markelis. As it enters the forest, it 
  flows eastward in the outer areas, where its flow 
  is hijacked to water the many irrigation projects. 
  It turns north until it reaches the area of Baron’s 
  Pool when it turns east again. 
  Water traffic goes up and down river 
  throughout from spring through late fall. In the 
  winter, parts of the river ice over preventing 
  
   
   
  Spiderfen 
  traffic. Locks and dams control the level and 
  flow of the water year-round. 
  The banks of the river are dotted with small 
  settlements dedicated to logging. Large logs are 
  sent downstream to be collected later.  
  Outer Spiderfen 
  The outer reaches of the Spiderfen Forest 
  are filled with orchards and well-cultivated 
  trees. The area has the highest population 
  density in the forest. The terrain is flat with 
  many streams and springs. Spiders are few in 
  this section and the webs found everywhere in 
  the Forest are almost nonexistent here. 
  The 
  many 
  estates 
  here 
  have 
  walls 
  surrounding not only the chateaux and manors, 
  but also gardens. The paths and roads are well-
  maintained and wide. Patrols, sometimes 
  mounted, are constantly on the move to find 
  and hang bandits.  
  House Faremhi houses many of the slaves it 
  trains for its armies are sent here to build their 
  barracks and train away from the temptation of 
  the city. These recruits add to the military 
  presence and display of power to visitors. 
  Apple, peach, and pear trees grow in well-
  defined and well-groomed rows, maintained by 
  an army of slaves. Preserved fruit are enjoyed 
  year-round here and the money generated 
  maintains their homes. Both legal and illegal 
  ciders, brews, and brandies are sold at markets 
  and exported across the ArchDespotate. The 
  illegal alcohol is frowned upon by House 
  Faremhi, but they are willing to turn a blind eye 
  to the trade if they get their share. 
  Rosewood grove 
  A stone throw from Spiderfen is the 
  Rosewood Grove. This grove is for the exclusive 
  use of the despot. Being caught in the grove 
  without official sanction is punishable by death. 
  The lack of people here resulted in a high 
  animal population. 
  A small cabal of druids loyal to House 
  Faremhi defends and patrols the grove keeping 
  unwanted visitors away. Visitors seeking to 
  speak with the druids may petition to meet 
  them by walking to the edge of the grove and 
  calling out one’s intention.  
  Western Spiderfen 
  The western reaches of the forest are more 
  sparsely populated, with more conifer trees than 
  deciduous. Spider webs form gossamer films 
  and barriers that limit travel and those who cut 
  or burn them find themselves swarmed by 
  spiders of various sizes. Hunting spiders patrol 
  both the ground and upper reaches of the forest.  
  What population lives here does so in large 
  camps surrounded by palisades and defended 
  by well-armed soldiers. The camps have 
  sawmills to trim down the logs and make them 
  easier to transport.  
  House Faremhi built several fortresses and 
  structures along the Wall of Mists. With the 
  breaking up of Greater Faremh, these were 
  abandoned as resources were moved elsewhere.  
  SOCIAL OVERVIEW 
  Driders 
  Small colonies of driders exist in the forest. 
  
   
   
  Page 9 
  Driders are highly sought for the arena as their 
  cunning and abilities make for grand spectacles. 
  House Faremhi pays handsomely for live 
  driders. Free driders value their freedom highly 
  and do anything not to be captured.  
  House Faremhi maintains a small group of 
  them as elite warriors, defending the Spiderfen 
  Forest from the safety of the trees. Driders in 
  Faremhi service are treated well: given quality 
  equipment, mates and vast amounts of food.  
  Ettercaps 
  The ettercaps form a large group in the 
  forest. Although many attempts were made to 
  subjugate or enslave them, they escape and die 
  rather than submit.  
  Some settlements made deals with them, 
  offering the sick or injured to them in return for 
  their protection. Ettercaps inevitably turn on the 
  slaves, but offering a live tribute sometimes 
  placates them until reinforcements appear.  
  Adventurers and soldiers are often sent to 
  eradicate or diminish the Ettercap population 
  and the despots and overseers often pay a 
  bounty for Ettercap heads. 
  Fey 
  The fey creatures of the Spiderfen Forest are 
  viewed as pest to be removed whenever 
  possible. Local officials make temporary alliance 
  with them to oppose other creatures. The fey, 
  with their many abilities, are notoriously 
  difficult to control by mundane means and thus 
  are often killed whenever possible.  
  Many fey lords openly attack anyone 
  coming near their domains. Since House 
  Faremhi slaves are not equipped very well, they 
  ignore areas where the fey dwell. 
  Foreign Nobles 
  Spiderfen has a small population of foreign 
  nobles. These nobles are people who came 
  through the Mists and paid for their freedom. 
  Most of them now live in small homes in 
  Aosbaile. These nobles typically have a small 
  household with a few slaves. 
  Few keep up a rich lifestyle as they are 
  weighed down by taxes and fees to maintain 
  their freedom. Many are willing to employ 
  adventurers and anyone willing to work for a 
  stipend to get things done.  
  These nobles form a powerful power group 
  within Spiderfen. They support the despot to 
  ensure their taxes are eased. They live in fear of 
  their freedom being taken away and as such 
  they support the existing system.  
  Many receive subsidies from the hajit 
  matrons, using them to bypass the edict against 
  owning property in town. Few realize they are 
  pawns of the hajit, instead believing they serve 
  the criminal underworld, which is not wrong. 
  Hajit and hareen 
  Though the edict preventing hajit from 
  owning property within the walls was for the 
  hajit, all halflings are forbidden from doing so.  
  The 
  hajit 
  form 
  one 
  of 
  the 
  largest 
  communities in Spiderfen proper. The matrons 
  support the lifestyles of many in foreign nobles, 
  using them as front to own and operate houses 
  in town. The hajit run most criminal activity in 
  town and are involved in any gladiatorial bouts.  
  Communities of hareen lives along the 
  Kiflan River where they operate small fishing 
  vessels and sell fish at the market daily. They 
  are content to live isolated from others. 
  Slaves 
  Spiderfen is always flushed with slaves. 
  Caravans of slaves arrive every day, bringing 
  their lot of slaves to the arena for triage.  
  The combat-trained and the comely slaves 
  are the most sought out. Slaves with unique or 
  rare skills, such as blacksmiths, glass blowers, 
  leatherworkers, carpenters, or spell casters are 
  sold immediately.  
  Anyone else is sent to the arena where they 
  are pitted against each other in death matches 
  designed to weed out the weakest. Those who 
  are killed are raised as zombies to grow the 
  armies of House Faremhi. Surviving the arena 
  generally leads to off-the-book purchases, with 
  the new master paying Despot Pirith directly. 
  
   
   
  Spiderfen 
  Other slaves are sent into logging camp in 
  the forest. These camps are little more than 
  death traps as there is limited security and 
  insufficient safety measures. Still some slaves 
  prefer the relative freedom of these camps to 
  service in the army.  
  Soldiers 
  House Faremhi’s greatest strength is its 
  access to slave, giving them the largest standing 
  army. Despite their high numbers, this force is 
  split across the Spiderfen Forest and forced to 
  patrol its dangerous paths on a constant basis. 
  House Faremhi soldiers are equipped simply 
  and fight in phalanx formation.  
  Most soldiers have experience only in 
  fighting against spiders and other forest 
  predators. They have seen little-to-no active 
  duty against other military formations.  
  Undead 
  Skeletons 
  and 
  zombies 
  serve 
  House 
  Faremhi, typically in support roles, such as 
  beasts of burden. They only see the battlefield 
  during prolonged campaigns as replacements 
  and reinforcements. House Faremhi values 
  slaves that can command these creatures and 
  treat those better than others, because its own 
  members have limited access to such powers. 
  Intelligent undead on the other hand are 
  highly valued for their resiliency and power. If 
  they obey the commands of the House, they are 
  given much freedom. Ghouls and vampire are 
  prized above all and offered living (or dead) 
  slaves to secure their loyalty. 
  Any official alliance with these creatures is 
  kept quiet to avoid alarming the slaves. 
  ARMIES OF SPIDERFEN 
  The best way to define the armies of 
  Spiderfen is “numerous”. Because of House 
  Faremhi’s control of the incoming slave trade, 
  they have a great supply of slaves. This 
  abundance translates to its armies of poorly-
  trained, poorly-equipped slaves.  
  Every unit of between ten and twenty 
  (8+2d6) is led by an officer. This officer is often a 
  veteran of the battlefield or of the arena and 
  enjoys better equipment and extra training. 
  House Faremhi prefers to avoid mercenaries 
  and allies because they have proved unreliable 
  in past. The one exception is with spell casters 
  such as healers and necromancers.  
  Gathered in mass formation and equipped 
  with spears and clubs, Spiderfen armies operate 
  different whether they are operating on the 
  offensive or the defensive. 
  On the offensive 
  When they attack other groups, Spiderfen 
  armies do so by using their overwhelming 
  numbers to swarm the defenders’ positions. 
  Faremhi doctrine favors encircling tactics. 
  The center is occupied by large number of 
  slaves, backed by magic support to make the 
  troops able to hold long enough for the wings to 
  overrun the enemy line. 
  The elite troops attack the end of the enemy 
  formation, looking to roll up their line. Then as 
  battle line collapses, the enemy turns defeat into 
  a rout and any reserves are throw in to complete 
  the destruction of the enemy army. 
  On the defensive 
  When forced to go on the defensive, 
  Spiderfen armies engage in partisan action: 
  attacking supply points and convoys. Faremhi 
  generals who do not seize initiative and attack 
  find themselves shamed out of their command. 
  If forced to give battle, generals attempt to 
  destroy the enemy in one swoop, eliminating 
  the enemy army and going back on the 
  offensive. 
  Undead forces 
  With 
  their 
  many 
  low-quality 
  troops, 
  military campaigns begin with many living 
  troops but end with masses of undead. These 
  creatures form vanguard and are sent on frontal 
  assaults designed to tie up the enemy. They are 
  not valued because their presence in large 
  numbers affects the morale of living troops. 
   
   
  
   
   
  Page 11 
  SPIDERFEN 
  Aosbaile 
  Aosbaile is the oldest section of town. It is a 
  maze of narrow, winding streets broken by 
  plazas with bronze and stone statues of former 
  despots or overseers looking glowering at the 
  passers below them. The homes are a mix of 
  wood and brick, with whitewashed plastered 
  walls giving the area an air of quiet isolation.   
  The quarter is home to nobles of minor 
  houses, but also retired adventurers who bought 
  their freedom. Their homes are surrounded by 
  tall walls topped with broken glass to keep 
  away unwanted visitors.  
  As the oldest quarter, Aosbaile has a very 
  extensive underground network dug by halfling 
  servants. The network of tunnels and passages 
  allow for the passage of illicit goods, messages, 
  and people. 
  Many members of House Faremhi own 
  property here, but leave them vacant for 
  extended periods. Hajit matrons use homes of 
  traveling masters as their own palaces, using the 
  opportunity to create secret rooms in the walls, 
  crawlspaces, floors or attics allow spies and 
  eavesdroppers free run of the place. Very little 
  happens here without the hajit matrons hearing 
  about it.  
  Hajit Suburb 
  Despot’s 
  Palace 
  Arena 
  Temple of 
  Man 
  Aosbaile 
  Great Market 
  Ptahn-Town 
  River port 
  Kiln 
  District 
  
   
   
  Spiderfen 
  Arena 
  The arena is the heart of the city, a place 
  where everyone in Spiderfen can enjoy the 
  brutal, bloody spectacles given on a weekly 
  basis.  
  Weekly shows feature gladiators from 
  prestigious schools, pitting techniques from 
  beyond and within the Mists against each other. 
  Master-at-arms seeking to create or expand their 
  schools’ teachings participate in these games.  
  Beneath the arena is an extensive network of 
  passages that serves both as a sewer system and 
  as a home for new arrivals, before they are sent 
  into the arena to fight for the amusement of the 
  crowd. Hajit and rebels use these tunnels to 
  move illicit supplies. Guarded iron gates control 
  the flow and prevent slaves from escaping. 
  With so many slaves arriving daily from the 
  Wall of Mists, the arena weeds out the weakest 
  of them in daily slave-on-slave bouts. Drawing 
  little attention from the crowds, these bouts are 
  deadly, brutal and deadly fought with simple 
  weapons: from stones to clubs to spears. 
  Two hajit sisters, Shofla and Turna, operate 
  the arena and arrange bouts. A large portion of 
  their time is spent spreading the word and 
  handling bets. They are part of the Gladiator’s 
  Union and use their positions to fund and 
  support the union.  
  Anyone wishing to take part in a bout can 
  approach the sisters and participate in a variety 
  of battles, from group battles to single battles. 
  Despot’s Palace 
  The Despot’s Palace is a fortified manor 
  made of specially treated oak wood making it 
  resistant to the elements. The decoration is 
  simple with an eye to appearing “natural”. Dark 
  rosewood paneling covers every surface inside 
  the palace. Its dark grain and hardness make it 
  highly valued by the despots of Spiderfen.  
  The palace has three main sections. The first 
  is reserved for the despot’s guards. This elite 
  corps is fanatically devoted to the despot and to 
  House Faremhi. Their numbers range from 
  twenty to fifty, but have a similar number of 
  bound devils (bearded devils and erinyes) 
  backing them up. 
  The second section is the Despot’s public 
  halls. These halls are designed to impress 
  visitors and where the despots hold cold and 
  have public diners. An army of slaves busy itself 
  here day and night. 
  The third section is the Despot’s private 
  rooms. These have the sleeping quarters for the 
  despot, his wife and his concubines. These 
  rooms are smaller and kept dark. Imps and 
  quasits discreetly patrol the halls. Hand-picked 
  servants are the only one allowed to access. 
  Hajit Suburb 
  Easily the second most powerful group 
  (after the First Ones) in Spiderfen are the hajit 
  matrons. In the seventh century, the matrons’ 
  power grew so powerful that they controlled the 
  city. The despots had to obtain the approval or 
  at least their support to pass any new law or tax. 
  During Baron Garzog’s campaign in 635IC, 
  the matrons sided with the newcomer and used 
  their powers to block and disrupt the traffic 
  across the city. With the danger passed, the 
  despot expelled all hajit from the city, 
  preventing them from owning property.  
  Every major hajit family owns a house in 
  this suburb and uses it to conduct business. The 
  suburb has a secret network that allows hajit to 
  enter and leave the town without paying or 
  reporting to the guards. 
  If one seeks something illegal or frowned 
  upon, the matrons can provide it. However, 
  they typically demand service from those who 
  seek their assistance. Such service aim to prove 
  the petitioner can pay and that they would not 
  betray the matron to their enemies.  
  Kiln District 
  Around Spiderfen are many kilns used to 
  slow-burn wood pieces into charcoal. This large-
  scale operation is what brings in much wealth 
  into the city, after logging. The kilns operate 
  year-round, which often bathe the city in a haze 
  of smoke. The charcoal is highly prized by the 
  slaves who huddle together during the cold 
  
   
   
  Page 13 
  months. Charcoal uses wood chips made from 
  leftover pieces from the lumber mills. 
  Operating one of these mills is a privilege 
  House Faremhi reserves for itself. This does not 
  stop small-time operators from creating illegal 
  charcoal and smuggling outside the forest.  
  Paper Mills 
  With the abundance of wood, a healthy 
  paper industry provides quality paper. Kalibans 
  and anukas are highly-prized to work making 
  paper. Despite the harsh condition, this is 
  considered one of the safest positions one can 
  have in Spiderfen. 
  Slaves with skills in printing and binding 
  receive rich sums to ply their trades.  
  Although most paper created here is 
  common, 
  customers 
  sometimes 
  demand 
  exceptional quality paper that must be made 
  using rare reeds or plants. If the order is 
  sufficiently lucrative, mill owners work through 
  their masters or the Church of Man to secure the 
  plants they need.  
  River Port 
  The River Port is a district of warehouses 
  and drinking halls. Passage and service on 
  barges and riverboats can be arranged here. 
  Captains are always on the lookout for added 
  muscle and charge low prices to those who 
  agree to help during trips. 
  The Pike Fangs, a tribe of aquatic ogres 
  swim the waters of the bay, forced to gather 
  timber out of the water and to the lumber and 
  paper mills. The Pike Fangs hate the First Ones 
  and their minions and are known to attack 
  lonely travelers. Rumors that they work for 
  rebel 
  factions 
  circulate 
  with 
  surprising 
  regularity. 
  Sewers 
  Spiderfen does not have a sewer system. 
  Waste waters flow in the tight streets towards 
  the river. The Riverport is the only place with 
  canals. 
  Throughout the city’s history, attempts at 
  creating a comprehensive sewer system never 
  completed. Hajit are typically suspected of and 
  involved in embezzlement of efforts because of 
  which, the city has a number of tunneled 
  sections that flood after a rainfall.  
  Rebel groups use these as safe houses, 
  storehouses and meeting places.  
  Ptahn-Town 
  Just outside the walls, this district is where 
  tanners as furriers ply their trade. It takes its 
  name from the large population of ptahn. The 
  district reeks of urine and rot as work on pelts 
  goes on day and night.  
  Despot Pirith has been investing in the area, 
  leading to stories of him wanting to wall the 
  district next. Other rumors are that he wants to 
  bring more ptahn to sacrifice in some unholy 
  ritual. 
  Temple of Man 
  Standing next to the market, the Temple of 
  Man sees the most public traffic in town. Priests 
  of Soffro maintain it and the market.  
  The temple houses groups of rebels seeking 
  to overthrow the First Ones. This group clashes 
  with the hajit over how and when to strike 
  against the hated First Ones.  
  TOWNS AND CITIES 
  Artank’s Rest 
  This riverside village of a dozen wooden 
  huts built along a single central road. The 
  village is a hub for bandits on both sides of the 
  river. The village has a mausoleum to Artank, 
  one of Saggakar’s first generals. 
  Its ruler, Tomë of House Faremhi, is a lazy 
  slob who is a family shame. Many House 
  members would not-so-secretly pay to have him 
  removed and killed. 
  More details about this village appear in 
  ToS1-08 Sailing down the Kiflan. 
  
   
   
  Spiderfen 
  Baron’s Pool 
  The village of Baron’s Pool was named after 
  Baron Garzog. It stands on the north bank of 
  Kiflan River at a point where it widens and its 
  current slows down. 
  Taking a First One bride to legitimize his 
  rule, he drowned in a fountain under a statue of 
  himself. His wife claimed the land as her own, 
  but she was soon drowned in the same pool and 
  the burgeoning empire died.  
  The settlement today has a single tower 
  where the Baron’s keep rose, and a few stone 
  and wood buildings containing a barrack, a 
  store, and the blacksmith’s shop. The rest of the 
  settlement is composed of tents and other 
  temporary huts built in the ruins of once 
  grandiose home.  
  Today, the city is ruled by a cult dedicated 
  to the Law run by lacedons (aquatic ghouls). 
  The baron was animated as a zombie while wife 
  is now a lacedon (aquatic ghoul). As a priestess 
  of the Law, she commands other undead around 
  her. 
  Although Baron’s Pool is officially in the 
  nation of Brumis, Innika and its inhabitants 
  consider themselves part of Faremh. 
  Few have any design or desire to call 
  Baron’s Pool home. It is a place to meet people 
  in a neutral setting. Spies and secrets are traded 
  under the tents of the village.  
  FIRST ONES HOUSES 
  Although House Faremhi likes to pretend it 
  is the only house in the Spiderfen forest, it is far 
  from the truth. And several minor houses 
  control tiny elements and locations across the 
  Forest. 
  House Bourket 
  This 
  small 
  house 
  owns 
  several 
  fruit 
  orchards by the Kiflan 
  River 
  in 
  the 
  eastern 
  Spiderfen Forest. They 
  draw significant revenues 
  from the sale of the plants 
  and fruits. The family has a 
  small dojo that trains quality 
  botanists, druids and rangers 
  from across the world. Being trained here is a 
  great honor and those who receive the blessings 
  of House Bourket are considered better trained. 
  The House has a small military force of 
  anukas and hareen. Yet, the bulk of their forces 
  reside in its many trained beasts that help 
  defend the orchards. Bears and wolves, but also 
  ferrets, squirrels, cats and dogs defend the lands 
  of House Bourket. 
  The head of the house is an aging First One 
  woman 
  called 
  Shozana 
  whose 
  mind 
  is 
  beginning to slip, causing a succession struggle. 
  Colors: White and Black, but they use black 
  flowers. 
  House Faremhi 
  House Faremhi is the 
  biggest 
  and 
  most 
  powerful house in the 
  north. They hold many 
  fortresses and the flow of 
  goods. 
  Even 
  if 
  they 
  control both sides of the 
  river, the House’s main 
  interests lie to the south 
  even if more and more of its 
  scions are looking to the north and the more 
  chaotic Grand Despotate of Brumis for their 
  fortune. 
  Baron’s Tower 
  
   
   
  Page 15 
  House Faremhi controls Spiderfen and the 
  most lucrative trades of lumber, charcoal, and 
  slaves. These three form the pillars of House 
  Faremhi’s power and anyone attempting to 
  endanger or weaken that grip is targeted for a 
  quick death.  
  Colors: Black and White, but they typically 
  use black flowers 
  House Garzog 
  House Garzog is a 
  small house with only 
  one known member, the 
  ghoul Innika. From the 
  town of Baron’s Pool, she 
  schemes and plots for the 
  assistance 
  of 
  her 
  “children”, 
  the 
  many 
  undead that serve her.  
  Her friendship and allegiance are for sale to 
  the highest bidder and her whims change 
  frequently, making her a weak ally at best. 
  Many would like to see her and her ghouls 
  killed, but getting the deed done is proving 
  more difficult than expected. 
  House Surgraz 
  House 
  Surgraz 
  is 
  often believed to be a 
  house of halfling havers, 
  but that is only partially 
  true. Crushed by the taxes 
  of ArchDespot Gaztokel’s 
  reign, 
  they 
  chose 
  to 
  concentrate their holdings 
  north of the Kiflan River, in 
  Brumis. Still, they hold a fair amount of sway 
  among the hajit communities in Faremh. They 
  facilitate commerce, both legal and illegal, up 
  and down river and on both banks of river. T 
  The First Ones of House Surgraz are 
  reclusive spiderlings, who prefer to work 
  through intermediaries than to appear in 
  person. Their secrecy makes them even difficult 
  to locate. 
  House Surgraz is on friendly terms with 
  House Faremhi but keeps its options open. 
  Should conflict erupt in the ArchDespotate, they 
  would most likely support one side with troops 
  and the other with weapons. 
  MAJOR NPCS 
  Darkeyes of House Faremhi (kaliban-haver, 
  dilettante) The despot’s “brother” is a dilettante 
  who spends his time researching prophecies and 
  soothsayers. His brother uses him as a diplomat, 
  when he wants talks to fail. Darkeyes often calls 
  upon adventurers to perform tasks for him. He 
  has a reputation for being soft with his slaves. 
  Mikito of House Faremhi (male First Ones, 
  general of the Faremhi armies) Mikito is the 
  despot’s first cousin and the general of the 
  armies of Spiderfen. He is planning a full-scale 
  invasion of the capital of Farelis, discretely 
  forming a corps of elite troops while displaying 
  the low-quality troops to visitors and travelers. 
  
   
   
  Spiderfen 
  Pirith of House Faremhi (male First One, 
  Despot of Spiderfen) Pirith took over two 
  decades ago after the loss of Markelis. His reign 
  has been steady and calm, allowing the city of 
  Spiderfen to thrive and prosper. He lives to 
  humiliate his wife through the Great Game they 
  play. Pirith remains childless, even though he, 
  like his father, sired many havers.  
  Shofla and Turna (female hajit) The two 
  sisters operate the games and the biggest 
  gambling dens in Spiderfen. They fix matches 
  that are most likely to pay big both at the gates. 
  Ur’Ta’Sha’Le’Mnazzar (male hajit, head 
  diplomat) Mnazzar is the Despot head diplomat, 
  and a good one. He works to maintain the status 
  quo in Spiderfen and keep his lord busy with 
  games. 
  Vronka of House Faremhi (female First 
  One, despot’s wife) Lady Vronka was a 
  debutante in Farelis when she caught the eye of 
  ArchDespot 
  Gaztokel. 
  She 
  gave 
  him 
  an 
  illegitimate daughter, Prince Mehryeh before 
  she was married off to Despot Pirith to ensure 
  peace with House Faremhi. She hates her 
  husband and has not given him any legitimate 
  heirs, 
  something 
  she 
  really 
  savors. 
  She 
  maintains many close ties to House Ougozar 
  and serves as a proxy agent.   
  ADVENTURING 
  IN 
  SPIDERFEN 
  The flow of the Kiflan River is controlled by 
  a series of locks. House Faremhi spends lavish 
  sums maintaining them and garrisoning them. 
  This makes these bridges of the river extremely 
  valuable to bandits and traders alike and many 
  locks serve as hubs to many settlements or 
  trading posts. Bounty hunters can make a name 
  for themselves by bringing to justice anyone 
  who damages or defaces the locks or the dams. 
  The fauna, though dominated by arachnids, 
  is diverse and quite plentiful, including hares, 
  martens, raccoons, squirrels, and toads. 
  Gemstones, 
  particularly 
  agates 
  and 
  tourmalines are found throughout the Spiderfen 
  Forest. When a rich deposit is discovered, 
  prospectors, miners, and speculators flock to the 
  area, 
  creating 
  tiny 
  settlement 
  that 
  often 
  vanishing with the first snow. Thousands of 
  gems are found yearly in the forest and 
  enterprising treasure hunters could make it big 
  in a very short time. 
  Unique Dangers 
  Bone Wood 
  In the eastern section of the Spiderfen is an 
  area known as Bone Wood. Here, a bone-
  chilling fog covers the forest floor and anyone 
  who dies within this area rises as a skeleton at 
  midnight. The area is infested with undead 
  creatures. The reason for this effect is unknown 
  though many speculate on the presence of an 
  artifact that has such a power.  
  Fey portals 
  Hidden in hollows, glens and in clearings, 
  the Spiderfen Forest is home to many Fey 
  Portals. These portals are home to a variety of 
  fey creatures.  
  Fey courts grew around these areas with 
  local kings and queens common. Many of these 
  creatures have First Ones blood, and share the 
  First Ones’ dark desires to control and expand 
  their power.  
  Many enclaves are extremely isolationist, 
  fighting against any and all outsiders. These fey 
  enclaves use armies of animals and  
  Great Web 
  This area, roughly a half-mile across (1 km), 
  is close to the Wall of Mists. One of the greatest 
  mysteries under the green canopy is an area 
  called the Great Web. An effect like a guards and 
  wards spell replacing the fog with spider webs. 
  Spiders, skeletons and zombies do not seem 
  affected by the effect and move about freely. 
  Most other life forms avoid the area. 
  Rumors of great treasures and powerful 
  artefacts hidden at the center of it keep 
  ambitious First Ones and treasure hunters 
  coming.  
  
   
   
  Page 17 
  Spiders’ Den 
  A recurrent tale among woodsmen is that of 
  the Spiders’ Den, a deep cavern that is home to 
  the mother of spiders, some say, of all the 
  spiders in the forest. This creature is said to be 
  so large that its bulk would occupy half the city 
  of Spiderfen.  
  Whispers of a spider goddess secretly 
  worshipped or appeased by House Faremhi are 
  harshly repressed.  
  PLOT HOOKS 
  Beast Hunters 
  Beasts and monsters are always in high 
  demand in the arena. Exotic beasts bring in big 
  business. Shofla (see Major NPCs) hires the PCs 
  to obtain a rare or unique creature and bring it 
  back for display.  
  Corruption 
  The lands of House Faremhi are ripe with 
  corruption. However, this is not the overt type 
  found elsewhere, it is personal and made up of 
  many transgressions that individually are 
  insignificant but that paralyze the whole. The 
  hajit encourage this state of affair as it allows 
  them to prosper. 
  A hajit matron reaches out for adventurers 
  to plant evidence of corruption on someone they 
  cannot bring down using other means. 
  Despot’s Heir 
  Despot Pirith wants to discover why his 
  wife is not giving him the children he wants to 
  ensure the stability of his line. He sends the PCs 
  to investigate the story of a particular witch 
  whose brews have both made wives highly 
  fertile or completely barren. Some say that she 
  takes the children from the womb of one 
  woman and into another’s. If that is the case, 
  does the Despot have children somewhere? 
  Night Lords 
  Vampire spawns threaten logging camps in 
  the forest. Investigators discovered that their 
  master disappeared and the creatures blame the 
  slaves. The PCs may either take on the whole 
  clan of vampires or make a deal with them and 
  find their missing master.  
  However, who has the means to kidnap a 
  vampire lord is one with much power. 
  The Untouchables 
  The PCs are commanded to eliminate 
  corruption in Spiderfen, and are given vast 
  powers to accomplish want they want or need 
  to do it. This brings the PCs to face off against 
  the hajit matrons, rebel factions, and foreign 
  meddlers. The matrons in particular will stop at 
  nothing to turn the tables and continue their 
  current rackets, even resorting to intimidation, 
  torture, and murder turn the spotlight away 
  from their own activity. 
  Such an adventure is sure to create a variety 
  of enemies for the PCs to have to deal with. 
  These include bounty hunters, assassins, and 
  petty thieves trying to blame them.  
  
   
   
  Spiderfen 
  BESTIARY 
  5TH EDITION 
  Despot’s Guard 
  Dressed in shining armor covered in spider motifs, the 
  Despot’s Guard are the elite defender of the Despot of 
  Spiderfen. 
  DESPOT’S GUARD 
  Medium human, any alignement  
  Armor Class 19 (half plate, shield) 
  Hit Points 30 (4d8+12) 
  Speed 30ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 (+3) 14 (+2) 17 (+3) 12 (+1) 14 (+2) 12 (+1) 
  Saving Throws Str +6, Con +6 
  Skill Athletics +6, Perception +5 
  Senses passive Perception 15 
  Languages Common 
  Challenge 3 (700 XP) 
  Pack Tactics. The despot's guard has advantage on an 
  attack roll against a creature if at least one ally is 
  within 5 feet and the ally isn't incapacitated. 
  Steadfast. The despot's guard is immune to the 
  frightened condition while it has an ally it can see 
  within 30 feet. 
  ACTIONS 
  Multiattack. The despot's guard makes two melee 
  attacks. 
  Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 7 (1d8 + 3) piercing damage, or 8 
  (1d10 + 3) piercing damage if used with two hands 
  to make a melee attack. 
  Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 
  5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) 
  piercing damage, or 7 (1d8 + 3) piercing damage if 
  used with two hands to make a melee attack. 
  Shield Bash. Melee Weapon Attack: +6 to hit, reach 5 
  ft., one target. Hit: 5 (1d4 + 3) bludgeoning 
  damage. If the target Large or smaller, it must 
  succeed on a DC 14 Strength save throw or be 
  knocked prone. 
  Javelin. Melee or Ranged Weapon Attack: +6 to hit, 
  reach 5 ft. or range 30/120 ft., one target. Hit: 6 
  (1d6 + 3) piercing damage. 
  Leadership (Recharges after a Short or Long Rest). 
  As a bonus action, a despot's guard can provide 
  encouragement to an ally it can see with 30 feet. 
  The target ally can add +1d4 to one attack or 
  saving throw on its next turn. The despot's guard 
  cannot benefit from its own leadership ability. 
  Faremhi Slave-Soldier 
  Dressed in rags and carrying a simple shield to defend 
  himself.  
  FAREMHI SLAVE-SOLDIER 
  Medium humanoid (any race), any alignment 
  Armor Class 12 (shield) 
  Hit Points 11 (2d8+2) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  13 (+1) 11 (+0) 12 (+1) 11 (+0) 11 (+0) 8 (-1) 
  Senses blind, passive Perception 10 
  Languages any one language (usually Common) 
  Challenge 1/8 (25 XP) 
  REACTION 
  Phalanx Tactics. When a slave-soldier is adjacent to 
  an ally with a shield, he may use his reaction to 
  gain a +2 bonus to AC against an attack he is 
  aware of. 
  ACTIONS 
  Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 
  5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) 
  piercing damage, or 5 (1d8 + 1) piercing damage if 
  used with two hands to make a melee attack. 
  
   
   
  Page 19 
  Gladiator-Slave 
  This scarred slave wears an armor designed for show rather 
  than function.  
  GLADIATOR-SLAVE 
  Medium human, neutral  
  Armor Class 15 (leather, shield) 
  Hit Points 11 (5d8+10) 
  Speed 30ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  13 (+1) 14 (+2) 12 (+1) 10 (+0) 10 (+0) 10 (+0) 
  Senses passive Perception 10 
  Languages any one language (usually Common) 
  Challenge 1/4 (50 XP) 
  Battle Display. When a gladiator-slave scores a 
  critical hit, he may make an additional attack 
  against the same target as a bonus action.  
  ACTIONS 
  Multiattack. The gladiator-slave makes two melee 
  attacks. 
  Short sword. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 5 (1d6 + 2) piercing damage. 
  Hareen Skirmisher 
  Hareen form up the vanguard of House Faremhi as they do 
  not perform well in formation. 
  HAREEN SKIRMISHER 
  Small halfling (hareen), neutral  
  Armor Class 14 (chain shirt) 
  Hit Points 18 (4d6+4) 
  Speed 25ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12 (+1) 12 (+1) 12 (+1) 8 (-1) 
  10 (+0) 8 (-1) 
  Skill Stealth +3, Survival +3 
  Senses passive Perception 10 
  Languages Common, Hajit 
  Challenge 1/4 (50 XP) 
  Lucky. When you roll a 1 on the d20 for an attack roll, 
  ability check, or saving throw, you can reroll the 
  die and must use the new roll. 
  Halfling Nimbleness. You can move through the 
  space of any creature that is of a size larger than 
  yours. 
  ACTIONS 
  Greataxe. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one target. Hit: 7 (1d12 +1) slashing damage. 
  Javelin. Melee or Ranged Weapon Attack: +3 to hit, 
  reach 5 ft. or range 30/120 ft., one target. Hit: 4 
  (1d6 +1) piercing damage. 
  Spiderfen Hunting Spiders 
  Spiderfen hunting spiders are a dull flat grey color that 
  allows them to blend into their surroundings. They 
  grow whiter the bigger they become. They are ambush 
  predators. 
  The following entries present a series of the most 
  common types of spiders found within the forest. 
  However, any spider can be found within the 
  forest.  
  SWARM OF SPIDERFEN HUNTING SPIDERS 
  Medium swarm of Tiny beasts, unaligned 
  Armor Class 14 
  Hit Points 36 (8d8) 
  Speed 30 ft., climb 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  8 (-1) 
  18 (+4) 11 (+0) 2 (-4) 
  11 (+0) 4 (-3) 
  Damage Resistances bludgeoning, piercing, slashing 
  Condition 
  Immunities 
  charmed, 
  frightened, 
  grappled, paralyzed, petrified, prone, restrained, 
  stunned 
  Senses blindsight 10 ft., darkvision 60 ft., passive 
  Perception 10 
  Languages --- 
  Challenge 1 (200 XP) 
  Dull grey. While among webs, Spiderfen spiders 
  have advantage on Perception and Stealth checks. 
  Spider Climb. A spider can climb difficult surfaces, 
  including upside down on ceilings, without 
  needing to make an ability check. 
  Swarm. The swarm can occupy another creature's 
  space and vice versa, and the swarm can move 
  through any opening large enough for a Tiny 
  spider. The swarm can't regain hit points or gain 
  temporary hit points. 
  Web Walking. Spiderfen spiders are not impeded by 
  the present of webs and can move normally 
  through them. 
  ACTIONS 
  Bites. Melee Weapon Attack: +6 to hit, reach 0 ft., one 
  creature in the swarm's space. Hit: 7 (2d6) piercing 
  
   
   
  Spiderfen 
  damage, or 3 (1d6) piercing damage if the swarm 
  has half of its hit points or fewer. The target must 
  make a DC 10 Constitution saving throw, or be 
  restrained. A restrained target that fails a second 
  saving throw gains the poisoned condition and 
  takes 7 (2d6) poison damage each turn until they 
  are no longer restrained. 
  GREY SPIDER 
  Large beast, unaligned 
  Armor Class 14 
  Hit Points 26 (4d10+4) 
  Speed 30 ft., climb 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14 (+2) 16 (+3) 12 (+1) 3 (-4) 
  11 (+0) 4 (-3) 
  Skills Stealth +7 
  Senses blindsight 10 ft., darkvision 60 ft., passive 
  Perception 10 
  Languages --- 
  Challenge 1 (200 XP) 
  Dull grey. While among webs, Spiderfen spiders 
  have advantage on Perception and Stealth checks. 
  Spider Climb. A spider can climb difficult surfaces, 
  including upside down on ceilings, without 
  needing to make an ability check. 
  Web Walking. Spiderfen spiders are not impeded by 
  the present of webs and can move normally 
  through them. 
  ACTIONS 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  creature in the swarm's space. Hit: 7 (1d8+3) 
  piercing damage. The target must make a DC 12 
  Strength saving throw, or be restrained. A 
  restrained target takes 7 (2d6) poison damage each 
  turn until they are no longer restrained. 
  HUNTING SPIDER 
  Medium beast, unaligned 
  Armor Class 13 
  Hit Points 11 (2d8+2) 
  Speed 40 ft., climb 40 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12 (+1) 16 (+3) 13 (+1) 3 (-4) 
  12 (+1) 4 (-3) 
  Skills Perception +3, Stealth +7 
  Senses blindsight 10 ft., darkvision 60 ft., passive 
  Perception 13 
  Languages --- 
  Challenge 1/4 (50 XP) 
  Dull grey. While among webs, Spiderfen spiders 
  have advantage on Perception and Stealth checks. 
  Spider Climb. A spider can climb difficult surfaces, 
  including upside down on ceilings, without 
  needing to make an ability check. 
  Web Walking. Spiderfen spiders are not impeded by 
  the present of webs and can move normally 
  through them. 
  ACTIONS 
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  creature in the swarm's space. Hit: 6 (1d6+3) 
  piercing damage. The target must make a DC 11 
  Strength saving throw, or be restrained. A 
  restrained target that fails a second saving throw 
  gains the poisoned condition and takes 7 (2d6) 
  poison damage each turn until they are no longer 
  restrained. 
  WHITE SPIDER 
  Large beast, unaligned 
  Armor Class 16 
  Hit Points 30 (4d10+8) 
  Speed 30 ft., climb 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 (+3) 16 (+3) 15 (+2) 3 (-4) 
  11 (+0) 4 (-3) 
  Skills Stealth +7 
  Damage Resistances bludgeoning, piercing, and 
  slashing from nonmagical weapons 
  Senses blindsight 10 ft., darkvision 60 ft., passive 
  Perception 10 
  Languages --- 
  Challenge 3 (700 XP) 
  Dull grey. While among webs, Spiderfen spiders 
  have advantage on Perception and Stealth checks. 
  Spider Climb. A spider can climb difficult surfaces, 
  including upside down on ceilings, without 
  needing to make an ability check. 
  Web Walking. Spiderfen spiders are not impeded by 
  the present of webs and can move normally 
  through them. 
  ACTIONS 
  Multiattack. A white spider makes three attacks, one 
  with its bite and two with its legs. 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  creature in the swarm's space. Hit: 12 (2d8+3) 
  piercing damage. The target must make a DC 12 
  Strength saving throw, or be poisoned for 1 minute 
  and restrained. A restrained target takes 9 (2d8) 
  poison damage each turn until they are no longer 
  restrained. 
  Leg. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  creature in the swarm's space. Hit: 8 (1d10+3) 
  bludgeoning damage.  
  
   
   
  Page 21 
   
   
   
  
   
   
  Spiderfen 
  PATHFINDER RPG 
  Faremhi Despot’s Guard 
  DESPOT'S GUARD 
  CR 6 
  Kaliban fighter 7 
  LE Medium humanoid 
  Init +2; Senses darkvision 60ft.; Perception +1 
  DEFENSE 
  AC 27, touch 13, flat-footed 24 (+10 armor, +2 Dex, +1 
  dodge, +4 shield) 
  hp 74 (7d10+28) 
  Fort +7, Ref +4, Will +3 (+2 vs. fear) 
  Defensive Abilities ferocity 
  OFFENSE 
  Speed 30 ft. 
  Melee +1 longsword +14/+9 (1d8+8/19-20) or 
   
  mwk longsword +14/+9 (1d8+7/19-20) 
  Ranged javelin +9/+4 (1d6+4) 
  Special Attacks weapon training (heavy blades +1) 
  STATISTICS 
  Str 18, Dex 15, Con 14, Int 8, Wis 12, Cha 8 
  Base Atk +7; CMB +11; CMD 24 
  Feats Dodge, Endurance, Nimble Moves, Shield 
  Focus, Step Up, Toughness, Vital Strike, Weapon 
  Focus 
  (longsword), 
  Weapon 
  Specialization 
  (longsword) 
  Skills Survival +11 
  Languages Common, Kaliban 
  SQ armor training 2, kaliban blooded, kaliban's 
  endurance 
  Combat Gear potion of cure serious wounds, potion of 
  enlarge person, potion of shield of faith; Other Gear +1 
  full plate, +1 heavy wooden shield, +1 longsword 
  Faremhi Gladiators 
  FAREMHI GLADIATOR 
  CR 5 
  Human warrior 5 
  N Medium humanoid (human) 
  Init +3; Senses Perception +8 
  DEFENSE 
  AC 18, touch 9, flat-footed 18 (+7 armor, -1 Dex, +2 
  shield) 
  hp 59 (7d10+21) 
  Fort +7, Ref +1, Will +3 
  OFFENSE 
  Speed 20 ft. 
  Melee +1 longsword +10/+5 (1d8+2/ 19-20) or 
   
  club +8/ +3 (1d6+2) 
  Ranged mwk light crossbow +7 (1d8/ 19-20) 
  STATISTICS 
  Str 13, Dex 9, Con 14, Int 10, Wis 12, Cha 8 
  Base Atk +7; CMB +8; CMD 17 
  Feats Combat Reflexes, Improved Initiative, Power 
  Attack, Step Up, Weapon Focus (longsword) 
  Skills Intimidate +9, Perception +8, Sense Motive +8 
  Languages Common 
  Combat Gear potion of barkskin, potion of bear's 
  endurance, potion of cure moderate wounds, screaming 
  bolt; Other Gear masterwork banded mail, 
  masterwork light steel shield, +1 longsword, club, 
  masterwork light crossbow with 20 bolts 
  FAREMHI GLADIATOR CHAMPION 
  CR 8 
  Human warrior 10 
  N Medium humanoid (human) 
  Init +3; Senses Perception +4 
  DEFENSE 
  AC 19, touch 15, flat-footed 15 (+3 armor, +1 
  deflection, +3 Dex, +1 dodge, +3 shield) 
  hp 75 (10d10+20) 
  Fort +7, Ref +6, Will +2 
  OFFENSE 
  Speed 30 ft. 
  Melee +1 macahuitl +12/+7 (1d8+3/ 19-20) or 
  mwk light mace +11/+6 (1d6+1)  
  Ranged dart +13 (1d4+2) or  
   
  net +9 ranged touch (entangle) 
  STATISTICS 
  
   
   
  Page 23 
  Str 14, Dex 16, Con 10, Int 10, Wis 8, Cha 11 
  Base Atk +10; CMB +12; CMD 27 
  Feats Dazzling Display, Dodge, Power Attack, Shield 
  Focus, Step Up, Toughness, Weapon Focus 
  (macahuitl) 
  Skills Acrobatics +12, Intimidate +8, 
  Perception +4, Sense Motive +9 
  Languages Common 
  Combat 
  Gear 
  potion 
  of 
  cure 
  moderate 
  wounds, 
  potion 
  of 
  heroism; Other Gear +1 chain 
  shirt, +1 macahuitl, darts (10), 
  net, masterwork light mace, 
  trident, belt of giant strength +2, 
  ring of protection +1 
  Faremhi Slave-
  Warriors 
  FAREMHI TRAINED SLAVE 
  CR 1/3 
  Kaliban Warrior 1 
  CN Medium humanoid (kaliban) 
  Init +1; Senses Perception -1 
  DEFENSE 
  AC 15, touch 11, flat-footed 14 (+2 
  armor, +1 Dex, +2 shield) 
  hp 7 (1d10+1) 
  Fort +3, Ref +1, Will -1 
  Defensive Abilities ferocity 
  OFFENSE 
  Speed 30 ft. 
  Melee battleaxe +4 (1d10+3 /x3) or 
   
  club +3 (1d6+3) 
  Ranged sling +2 (1d4+2) 
  STATISTICS 
  Str 15, Dex 13, Con 12, Int 8, Wis 8, 
  Cha 9 
  Base Atk +1; CMB +3; CMD 14 
  Feats Endurance, Weapon Focus 
  (battleaxe) 
  Skills Handle Animal +3, Ride +5 
  Languages Common, Kaliban 
  SQ 
  kaliban 
  blooded, 
  Kaliban’s 
  endurance 
  Other Gear 
  leather 
  armor, 
  club, 
  battleaxe, sling with 20 bullets, 
  heavy wooden shield 
  SPECIAL ABILITIES 
  Ferocity: 
  Kalibans 
  remains 
  conscious and can continue 
  fighting even if their hit point total is below 0. 
  Kalibans are still staggered and loses 1 hit point 
  each round. A kaliban dies when its hit point total 
  reaches a negative amount equal to its Constitution 
  score. A kaliban may use this ability up to once per 
  day. A kaliban may opt not to use their ferocity. 
  FAREMHI UNTRAINED SLAVE 
  CR 1/4 
  Human commoner 1 
  N Medium humanoid (human) 
  Init +0; Senses Perception +4 
  DEFENSE 
  AC 11, touch 10, flat-footed 11 
  hp 7 (1d6+4) 
  Fort +1, Ref +0, Will +0 
  OFFENSE 
  Speed 35 ft. 
  Melee longspear +2 (1d8+3) or 
   
  club +2 (1d6+3) 
  TACTICS 
  Morale: 
  Knowing 
  they 
  have 
  nowhere to go, villeins fight to the 
  death. However, the last man 
  standing tries to make a break 
  for it. 
  STATISTICS 
  Str 14, Dex 10, Con 13, Int 8, 
  Wis 11, Cha 9 
  Base Atk +0; CMB +2; CMD 
  12 
  Feats 
  Fleet, 
  Simple 
  Weapon 
  Proficiency 
  (longspear), 
  Toughness 
  Skills 
  Handle 
  Animal 
  +3, 
  Perception +4, Ride +4 
  Languages Common 
  Other 
  Gear 
  club, 
  longspear, 
  padded armor 
  Spiderfen 
  Hunting Spiders 
  Spiderfen hunting spiders are a dull 
  flat grey color that allows them to 
  blend into their surroundings. They 
  grow whiter the bigger they become. 
  They are ambush predators. 
  The following entries present a 
  series of the most common types of 
  spiders found within the forest. 
  However, any spider can be 
  
   
   
  Spiderfen 
  found within the forest.  
  HUNTING SPIDER 
  CR 1/2 
  N Small vermin 
  Init +2; Senses darkvision 60 ft., tremorsense 60 ft.; 
  Perception +4 
  DEFENSE 
  AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size) 
  hp 11 (2d8+2) 
  Fort +4, Ref +2, Will +0 
  Immune mind-affecting effects 
  OFFENSE 
  Speed 30 ft., climb 30 ft. 
  Melee bite +2 (1d4 plus poison) 
  Special Attack web (+4 ranged, DC 12, hp 2) 
  STATISTICS 
  Str 10, Dex 15, Con 12, Int —, Wis 10, Cha 2 
  Base Atk +1; CMB +0; CMD 12 (24 vs. trip) 
  Skills Acrobatics +10, Climb +24, Perception +4, 
  Stealth 
  +10 
  (+25 
  when 
  stationary); 
  Racial 
  Modifiers 
  +8 
  Acrobatics, 
  +16 
  Climb, 
  +4 
  Perception, +4 Stealth (+15 when stationary) 
  SPECIAL ABILITIES 
  Poison (Ex) Bite—injury; save Fort DC 14 (includes +2 
  racial bonus); frequency 1/round for 4 rounds; effect 
  1d2 Dex; cure 1 save. 
  ECOLOGY 
  Environment Spiderfen forest 
  Organization solitary, pair, or colony (3-20) 
  Treasure incidental 
  GREY SPIDER 
  CR 3 
  N Large vermin  
  Init +2; Senses darkvision 60 ft., tremorsense 60 ft.; 
  Perception +4 
  DEFENSE 
  AC 15, touch 11, flat-footed 13 (+2 Dex, +4 natural, –1 
  size) 
  hp 37 (5d8+15) 
  Fort +7, Ref +3, Will +1 
  Immune mind-affecting effects 
  OFFENSE 
  Speed 30 ft., climb 30 ft. 
  Melee bite +6 (1d8+6 plus poison) 
  Space 10 ft.; Reach 5 ft. 
  Special Attacks web (+4 ranged, DC 19, 5 hp) 
  STATISTICS 
  Str 19, Dex 15, Con 16, Int —, Wis 10, Cha 2 
  Base Atk +3; CMB +8; CMD 20 (32 vs. trip) 
  Skills Climb* +20, Perception +4, Stealth* +2 (+6 
  webs); Racial Modifiers +8 Climb, +4 Perception, 
  +4 Stealth (+8 webs) 
  SQ strong webs 
  SPECIAL ABILITIES 
  Poison (Ex) Bite—injury; save Fort DC 17; frequency 
  1/round for 6 rounds; effect 1d4 Dex and dazed for 
  1 round; cure 1 save. Save DC is Con-based with a 
  +2 racial bonus. 
  ECOLOGY 
  Environment Spiderfen forest 
  Organization solitary, pair, or colony (3–10) 
  Treasure incidental 
  WHITE SPIDER 
  CR 8 
  N Gargantuan vermin 
  Init +1; Senses darkvision 60 ft., tremorsense 60 ft.; 
  Perception +4 
  DEFENSE 
  AC 21, touch 7, flat-footed 20 (+1 Dex, +14 natural, –4 
  size) 
  hp 115 (10d8+70) 
  Fort +14, Ref +4, Will +3 
  Defensive Abilities barbed hairs; Immune mind-
  affecting effects 
  OFFENSE 
  Speed 30 ft., climb 30 ft. 
  Melee bite +15 (3d6+18 plus poison) and two legs +10 
  (1d6+6) 
  Space 20 ft.; Reach 20 ft. 
  STATISTICS 
  Str 35, Dex 13, Con 24, Int —, Wis 10, Cha 2 
  Base Atk +7; CMB +23; CMD 34 (46 vs. trip) 
  Skills Climb +28*, Perception +4, Stealth –7 (–3 in 
  webs); Racial Modifiers +8 Climb, +4 Perception, 
  +4 Stealth (+8 in webs) 
  SPECIAL ABILITIES 
  Poison (Ex) Bite—injury; save Fort DC 24; frequency 
  1/round for 6 rounds; effect 1d6 Str and paralyzed 
  for 1d6 rounds; cure 2 consecutive saves.  Save DC 
  is Constitution-based with a +2 racial bonus. 
  ECOLOGY 
  Environment Spiderfen forest 
  Organization solitary, pair, or colony (3–8) 
  Treasure incidental 
   
   
  
   
   
   
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/First Ones Ent/Tyrants of Saggakar - Spiderfen Terror in the Trees.pdf