TEXT: An Introductory Adventure  
  for 1st-Level Characters.
  
   
  
  2
  Gauntlet of Spiragos
  Original Design: Rich Thomas
  Developer: Scott Holden 
  Contributor: Matt Franklin 
  Art Director: Rich Thomas
  Typesetting and Design: Mike Chaney
  Cover: Rich Thomas
  Interior Art: James Denton, Brian Leblanc, Todd Secord,  
  Rich Thomas, John Wilson
  Cartography: John Wilson
  Gauntlet of Spiragos is © 2014 Onyx Path and Nocturnal Publishing, LLC. All rights reserved. Reference to other copyrighted material in 
  no way constitutes a challenge to the respective copyright holders of that material. Scarred Lands, Onyx Path, Nocturnal Publishing, and their 
  associated logos are trademarks of Onyx Path and Nocturnal Publishing. 
  Open game content may only be used under and in the terms of the Open Game License. Onyx Path and Nocturnal Publishing, LLC are 
  not affiliated with Wizards of the Coast™. Onyx Path and Nocturnal Publishing, LLC make no claim to or challenge to any trademarks held by 
  Wizards of the Coast™.
  This printing of Gauntlet of Spiragos is done under Version 1.0a of the Open Gaming License, and the System Reference Document, by 
  permission from Wizards of the Coast, Inc. 
  Designation of Product Identity: The following items are hereby designated as Product Identity in accordance with Section 1(e) of the Open 
  Game License, version 1.0: Gauntlet of Spiragos, all proper nouns, capitalized terms, italicized terms, artwork, maps, symbols, depictions, and 
  illustrations, except such elements that already appear in the System Reference Document or have been released as Open Content. 
  Designation of Open Content: The Open Content in this issue includes the new monsters, new magic items, and all material in the appendix. 
  All other material is Product Identity, especially place names, character names, locations, story elements, and fiction. No other portion of this 
  work may be reproduced in any form without permission. 
  Some of the portions of this book which are delineated OGC originate from the System Reference Document and are copyright © 2000 Wizards 
  of the Coast, Inc. The remainder of these OGC portions of these book are hereby added to Open Game Content and, if so used, should bear the 
  COPYRIGHT NOTICE “Gauntlet of Spiragos,” copyright © 2014 Onyx Path and Nocturnal Publishing, LLC, all rights reserved.
  Visit www.theonyxpath.com 
  
  3
  Table of Contents
  Introduction 
  4
  Synopsis 
  4
  Background 
  5
  Preparation 
  5
  Involving the PCs 
  5
  Creagfort 
  5
  Getting Started: Mysterious Map 
  6
  Map? What Map? 
  6
  What Do the PCs Already Know? 
  6
  General Knowledge  
  9
  From the Map 
  9
  Chapter One:Toward the Devil’s March 
  10
  Encounter #1:  
  Charming Songstress 
  10
  Combat 
  11
  Encounter #2: Knives in the Dark 
  13
  Combat 
  13
  Encounter #3: Ravenous Hounds 
  13
  Combat 
  15
  Chapter Two: The Chasm of Flies 
  17
  Vertical Adventuring 
  18
  What Did That Thing Say? 
  18
  Experience and Leveling Up 
  20
  Optional Encounter:  
  Spider-Eye Goblin Scouts 
  20
  Combat 
  20
  The Upper Chasm 
  20
  Climbing Difficulty 
  20
  The Columns 
  21
  Encounter #1:  
  Agitated Chasm Spiders 
  22
  Combat 
  22
  Encounter #2:  
  Spider-Eye Goblin Defense 
  22
  The Iron Walls 
  22
  1st-Level Characters Beware!  
  23
  The Fastness 
  23
  Guard Posts 
  24
  Getting Down 
  24
  Chapter Three: The Iron Cavern 
  25
  Goblin Defense 
  26
  Great Goblin Mound 
  26
  Second Wave 
  27
  Combat 
  27
  Chapter Four: The Iron Tunnels 
  28
  Tunnel One: Goblin Barracks 
  28
  Tunnel Two: Warriors’ Quarters 
  29
  Tunnel Three: Goblin Shrine 
  29
  Tunnel Four: Spider Hatchery 
  30
  Tunnel Five: Matriarch’s Maze 
  30
  Champion’s Chamber 
  30
  Matriarch’s Quarters 
  31
  Combat 
  31
  Victory 
  31
  Give Them a Hand 
  31
  The Necromancer 
  32
  Leaving the Chasm 
  33
  Appendix One: Creatures 
  34
  Belsamaug 
  34
  Chasm Spider 
  34
  Dananshee 
  35
  Grim Puppeteer 
  35
  Scythe Falcon 
  36
  Undead Hound 
  36
  NPCs and Unique Creatures 
  37
  Appendix Two: Spider-Eye Goblins 
  39
  Spider-Eye Goblin Lore 
  40
  Behavior 
  41
  Appendix Three: Magic Items 
  42
  
  4
  Gauntlet of Spiragos
  G
  auntlet of Spiragos is an adventure designed for four 
  characters of 1st level, although it can easily be modified 
  for larger or smaller groups or for characters of up to 4th level. 
  You can modify the difficulty by increasing or decreasing enemy 
  hit points and numbers; you might also alter the DCs of ability-
  based and skill-based challenges accordingly. Another option for 
  making the adventure more challenging is to stress the rigors 
  of the characters’ journey, gradually imposing the effects of 
  fatigue or exhaustion on them until they can take a long rest. 
  For more powerful PCs (those starting at 4th level or 
  higher), you may need to replace the spider-eye goblins and 
  chasm spiders with more powerful creatures, such as narleths, 
  ettercaps, and giant spiders, and perhaps by adding more foes 
  and possibly raising difficulty DCs of certain skill checks and 
  terrain challenges. 
  Assuming a standard rate of character advancement, a 
  party of four 1st-level characters should reach 3rd level by 
  the end of this adventure. 
  “Gauntlet of Spiragos” may serve as a stand-alone 
  campaign, the starting place for a series of adventures, or 
  as an anomalous quest tucked between the chapters of an 
  established party.
  To assist in expanding the story, we have also raised 
  the possibility of including a rogue necromancer who 
  continually harasses the party after a certain point in the 
  adventure. At any point where such an enemy’s involvement 
  might not interrupt the flow of the overall narrative, and 
  could lead to some interesting challenges, notes have been 
  provided. 
  Synopsis
  The characters obtain a treasure map with an eight-
  armed symbol, strange writing, and the drawing of a chasm 
  with spiders and flies in it. As well, three unique items, 
  actually titanic artifacts, are illustrated upon it: a gauntlet, 
  a ring, and a dagger. Whether through their own research, 
  or simply being informed by a knowledgeable NPC, the 
  players decipher the meaning of the map and then travel 
  through the wilderness to the Devil’s March. The location 
  indicated on the map is called the Chasm of Flies, so named 
  
  5
  Introduction
  because, for several generations after the Titanswar, huge 
  clouds of enormous black, biting flies swarmed in and out 
  of the rift in the ground. Eventually, they attracted giant 
  spiders, which grew fat feeding on the flies, and the chasm 
  gradually became a place of webs and cocoons. 
  In the chasm, the PCs are confronted with physical and 
  terrain challenges—ledges, dangling strands of clinging 
  gossamer, cracks and crevices, with enormous webs at 
  various places blocking line of sight (and also stopping 
  some falls)—as well as spider-eye goblins and various giant 
  spiders. They must find the tunnel which houses the tribal 
  goblin matriarch, along with the goblins’ treasure, where 
  they must defeat the ruler and her champion. While the 
  players will never be able to gain the gauntlet, which they 
  eventually discover houses the entire complex, they can find 
  the ring and the dagger reduced to usable sizes, along with 
  various treasures taken by the goblins from raid victims 
  and ill-fated adventurers. 
  Background
  Powerful artifacts of the titans have been discovered by 
  a tribe of spider-eye goblins, who reside in a dangerous 
  cavernous lair called the Chasm of Flies. The chasm is 
  actually a crater created when Spiragos, an eight-armed 
  lesser titan known as the Ambusher, fought and was slain 
  by Vangal the Ravager; during the battle, a lunge from 
  Spiragos missed its mark, slamming its hand into the earth 
  nearly to the elbow. Vangal then hacked that arm off so 
  that the hand, forearm, and gauntlet were left embedded 
  in the terrain. As time went on, the titan flesh rotted and 
  attracted flies, which grew unnaturally large and in turn 
  attracted giant spiders. 
  Spiragos was wielding a dagger in the lost arm and also 
  bore a ring on one of the fingers. These powerful magic 
  items gradually atrophied and constricted in the absence 
  of the titan’s powerful essence, and they have since been 
  recovered by the inhabitants of the chasm, a tribe of spider-
  eye goblins. The gauntlet, still occupied by the skeletal 
  remains of the titan, has retained its enormity and remains 
  in the hole as the metal-walled fortress of the goblins. 
  The bones themselves, which were not consumed by the 
  ravenous monster flies, serve as primary structural supports 
  of the spider-eye goblins’ lair. In some places, they have 
  been hollowed out and used as passageways as well. The 
  spider-eye goblins and their giant spider mounts and allies 
  patrol and ambush invaders in the upper areas above the 
  wrist. Below the wrist lie the living quarters of the goblins. 
  Preparation
  Text that appears in a shaded field should be read aloud 
  or paraphrased to the players as it occurs. Unshaded text 
  boxes or sidebars contain pertinent information for the 
  DM alone. Monster and NPC statistics are provided with 
  each encounter or, where appropriate (to avoid repetition), 
  the relevant stats from elsewhere in this adventure may be 
  referenced. 
  Involving the PCs
  The adventure as written assumes that the PCs have 
  somehow come into possession of an old map, possibly from 
  a previous adventure or encounter or perhaps inherited 
  by one of the characters. See the section entitled “Map? 
  What Map?” for further suggestions on getting the map 
  into the hands of the players. The markings on the map 
  bear investigation, which prompts the adventure. 
  Creagfort
  While not absolutely necessary, this adventure assumes the 
  PCs will set off from Creagfort, the northernmost “civilized” 
  settlement in the Bronze Hills of the northern Fangsfall 
  Peninsula, a few dozen miles south of the border between 
  the Hills and the Devil’s March. Hewn into the sloped side 
  of a tall crag, the fort comprises a small concentric keep, 
  with a stout curtain wall encircling the settlement, all built 
  around a lucrative copper mine. The approach from any 
  side, other than the winding road leading up to the fort’s 
  main gates, is a treacherous climb. 
  Creagfort is commanded by Lady Elyn Barathos, a cleric 
  of Corean knighted by Lord Killian Vrail. Her assignment 
  is to protect Fangsfall’s interests in the copper mines of 
  the region and to patrol against titanspawn incursions. 
  She is served by a garrison of the Fangsfall Army, led by 
  Captain Zedaias Black. The rest of the fort is populated 
  by support personnel for the soldiers and by the miners 
  and their families. 
  Given that Creagfort is somewhat removed from its 
  patron city, and does not lie along the coast, the rampant 
  overpopulation by refugees flooding Fangsfall is not 
  so keenly felt here. Further, the imposing landscape, 
  constructed fortifications, and army garrison deter ne’er-
  do-wells and vagrants uninterested in honest labor. There 
  is thus an appreciable degree of civility in general, especially 
  in and around the central keep, where representatives of 
  merchant guilds and independent miners gravitate to 
  oversee their own regional interests. 
  Luxury, on the other hand, is rare in the extreme. 
  Creagfort’s primary reason for being is to serve as 
  headquarters for a brigade of the Fangsfall Army tasked 
  with policing a broad, rugged region. Beholden to Corean 
  as the forces of Lord Vrail already are, having a cleric of that 
  deity commanding them has a noticeable effect on their 
  bearing and behavior; Corean is said to hold compassion 
  as the greater virtue over strict adherence to legal code, 
  but any visitor who tarries too far from the path of the 
  Paladin Champion risks a none-too-gentle nudge in a more 
  desirable direction.
  
  6
  Gauntlet of Spiragos
  Player characters who seek to cause trouble or even act 
  questionably would be well served to arrange their arrival under 
  the banner of an individual or group with political or business 
  ties to the area. Alternately, PCs familiar with Fangsfall history 
  or who are devoted to Enkili may benefit from frequent and 
  earnest devotions to that “unofficial” deity of the area. Finally, 
  unsavory characters with no reason for staying in Creagsfort 
  or who are not aware of the religious politics of the area are 
  best advised to get in, keep their heads down, and move along 
  quickly. By contrast, characters of a particularly noble mien may 
  be welcomed to the area. Most likely, though, they will simply 
  be ignored and remain free to conduct their own affairs. 
  If they have not found it previously, while they are in 
  Creagfort, the players should somehow acquire the map to 
  the “Chasm of Flies,” about 60 miles north-northeast of 
  the fort via rocky, inhospitable terrain, where the Bronze 
  Hills fade into the sickly plains of the Devil’s March. 
  CREAGFORT
  Small village, lawful neutral
  Population. 145 (112 human, 33 other)
  Government. Satrapy. 
  Defense. Concentric fortress walls; narrow, gated 
  causeway entrance. 60 soldiers of the Fangsfall Army (use 
  “guard” stats). 
  Commerce. Copper mines. Basic supplies are readily 
  available, particularly those involving survival or travel in 
  hilly terrain, such as ropes and climbing kits. A few common 
  magic items, such as potions of healing, may be made 
  available through Lady Elyn or Captain Black. 
  Organizations. Church of Corean. Fangsfall Army. Miner’s 
  and Teamster’s Guild. 
  NOTABLE NPCS
  Fort Commander. Lady Elyn Barathos (LG female 
  human cleric 8)
  Fangsfall Army Captain. Zedaias Black (LN male 
  human veteran)
  Copper Mine Foreman. Gramdul Stoneheim (N male 
  dwarf brute)
  Getting Started: Mysterious Map
  The players have come into possession of a torn and 
  stained parchment, upon which are scrawled a series of 
  symbols that seems to indicate the route to a cleft or chasm 
  in the Devil’s March. The symbols include an eight-armed 
  rune, strange writing, and the drawing of a chasm with 
  spiders and flies within it. Three magic items are also 
  drawn on the map: a gauntlet, a ring and a nasty looking 
  dagger. Any of the player characters can attempt skill checks 
  to glean all six items of information from the parchment. 
  Map? What Map?
  How the PCs get hold of the map is entirely up to you. 
  Barring events tied to a larger story, it could be that the PCs 
  simply bought the map from a scholar or at an antiquities shop. 
  It is also possible that they receive the map directly from Lady 
  Barathos or Captain Black as part of an official request. As 
  rugged and as broad the Bronze Hills are, the Fangsfall Army 
  might welcome help in clearing out errant titanspawn threats.
  Lady Barathos is a busy woman, and it may be more likely 
  that the Captain would handle business of this nature. If 
  there is some need for the PCs to be granted an audience 
  with the commander herself, consider the possibility that 
  the spider-eye goblins have been emboldened by raids on 
  random caravans; they have been making concerted guerilla 
  attacks on mining operations in the Bronze Hills looking 
  for a suitable cavern to establish a second colony. 
  On the other hand, perhaps Fangsfall is dealing with an 
  increase in hostilities from Dunahnae to the north and can’t 
  spare forces for such a relatively minor threat. For a bit of 
  additional intrigue, Lady Barathos might claim such a reason, 
  while in actuality she is dealing with political circumstances 
  that prevent her from officially dispatching soldiers under the 
  Fangsfall banner out beyond the borders of the Bronze Hills. 
  PCs who come on business could instead be given the 
  map by Copper Mine foreman Gramdul Stoneheim as an 
  afterthought once said business has been conducted. After 
  all, the map speaks of a “Chasm of Flies,” which implies a 
  deep hole in the earth, and what dwarf wouldn’t want to 
  know what’s down there? Of course, the characters may 
  need to finagle more information out of Stoneheim than he 
  means to share. Is he commissioning freelance adventurers 
  as a cover for Lady Barathos? Does he know more about 
  the nature of Spiragos’ treasures than he’s letting on? And 
  if so, how did he come to possess such knowledge?
  Alternately, the map could be discovered on the body of a 
  thief’s victim after the PCs interrupt a mugging just outside 
  the garrison walls (or on the body of said thief if the characters 
  manage to dispatch the wretch). Perhaps the map is slid 
  under their door as they sleep in the local inn, supplied by 
  a mysterious cabal whose secret wish is to have the artifacts 
  of Spiragos returned to the world. This set of circumstances 
  could easily be bundled with either of the “official business” 
  scenarios above, or wrapped into something else.
  Ultimately, the specific means by which the player 
  characters come into possession of the map should take the 
  general behavior of the party into consideration. In short, 
  the method of the map’s introduction is very flexible: It 
  can be part of your current game’s long-term campaign, or 
  simply a one-off adventure. 
  What Do the PCs Already Know?
  Characters trained in Linguistics or in certain types of 
  Knowledge might also have a chance of knowing some bits 
  and pieces of lore about Spiragos, the Devil’s March, and 
  the Chasm of Flies. 
  
  7
  Introduction
  
  8
  Gauntlet of Spiragos
  
  9
  Introduction
  General Knowledge 
  Before starting the adventure, with or without the map, 
  characters who are trained in the following skill(s) may make 
  checks to determine what, if anything, they know about 
  the Fangsfall region and the Devil’s March to the north. 
  A character receives all information from lower DCs as 
  well; i.e., if a character gets a result of 17 on an Intelligence 
  (History) check, she learns all of the information below 
  under “Intelligence (History or Religion).” 
  Intelligence (History or Religion)
  DC 5: During the Divine War that ended nearly two 
  centuries ago, the gods Tanil, Denev, and Corean captured 
  the titan Gaurak the Devourer and plucked his monstrous 
  teeth from his maw before entombing him. The titanic fangs 
  crashed down, some as large as mountains, across what is 
  now called the Fangsfall Peninsula; one of the jagged incisors 
  smashed into the ground near the tiny city of Lambport. 
  The people there took to quarrying the fine, hard minerals 
  of the titan’s tooth in order to build their houses and their 
  city wall. They dubbed their city Fangsfall in honor of the 
  gods’ defeat of Gaurak. 
  DC10: The Devil’s March was the site of a great battle 
  in the Divine War, in which the forces of the titanic Hag-
  Queen, Mormo, and her Asaathi Empire fought against 
  a great human army. In desperation, the generals of the 
  decimated and embattled human forces performed a 
  necromantic True Ritual. All of the dead from both sides 
  of the conflict rose up, shattering the asaatthi armies and 
  wounding Mormo herself. The summoned undead were 
  not all destroyed, and some continue to roam the March 
  to this day. 
  DC 15: While humans and asaatthi made up the bulk of 
  the opposing armies, many other races, including demons 
  and other infernal creatures, were also summoned en 
  masse—particularly by asaatthi sorcerers. The land is thus 
  now poisoned by necromantic energies, titan blood, and 
  demonic influence. 
  Intelligence (Nature)
  DC 5: The Devil’s March is not inhabited by any of 
  the divine races. Twisted varieties of goblins and other 
  titanspawn dwell there, primarily. But the region is also 
  known for many undead creatures, and even, it is said, 
  the devils and other infernal beings that give it its name. 
  DC 10: The March is a blighted area that cannot support 
  life. Foraging for food and water there may prove very 
  difficult as a result. Travelers there should stock up well 
  on provisions. 
  From the Map
  A character who examines the mysterious map may make 
  any of the following checks if she is trained in the relevant 
  skill(s). The writings are an odd, debased form of Primordial 
  runes that spell out, roughly, “Gauntlet of Spiragos in the 
  Devil’s March.”
  Intelligence (History)
  DC 10: The area indicated on the map is called the Chasm 
  of Flies because, for decades following the Titanswar, huge 
  clouds of black flies swarmed around the opening and into 
  the chasm. As with most creatures corrupted by titan blood, 
  these files grew to monstrosities, raven-sized and deadly. 
  DC 15: The name of the cavern has become something 
  of a misnomer, however, for the chasm is now inhabited 
  not by flies but by all sorts of spiders, drawn to the flies 
  as a food source.
  DC 20: The chasm was created during a fight to the death 
  between a lesser titan named Spiragos and the god Vangal 
  the Ravager. The two behemoths battled across the Devil’s 
  March until, at last, Vangal was victorious in destroying 
  Spiragos by cutting off most of its eight arms. 
  Intelligence (Arcana or Religion)
  DC 15: The eight armed symbol on the map is that of 
  Spiragos, the lesser titan of ambushes, one of the offspring 
  of Kadum. Spiragos attempted to ambush the warrior god 
  Vangal, but was slain by him in what later became known 
  as the Devil’s March. 
  DC 20: Spiragos wielded multiple magic items wrested 
  from those it had ambushed. These included magical 
  gauntlets, rings, and weapons. The titans and gods are 
  known to have adjusted their body sizes to fit any given 
  situation; the titans generally favored enormity, but the 
  possibility nonetheless exists that even the enormous 
  equipment of a titan might shrink to accommodate a 
  human or other smaller being. 
  
  10
  Gauntlet of Spiragos
  Chapter One: 
  Toward the Devil’s March
  A
  lthough the length of the PCs’ journey can vary depending 
  on their route (particularly if the party sets out from 
  somewhere other than Creagfort), it is roughly 60 miles as 
  the crow flies from Creagfort to the chasm. Given the rough 
  terrain of the hills and the lack of roads and scarcity of even 
  simple game trails, the journey should take 4 to 7 days in total 
  (assuming the PCs don’t get off track or entirely lost in the 
  wilderness) for most parties; if there is a ranger with Natural 
  Explorer (desert or mountain) in the group, then the trip will 
  take less time. 
  During the journey, the following optional encounters can 
  take place as indicated if you wish. Of course you should 
  feel free to introduce other encounters as necessary. Don’t 
  forget that in the world of Scarn, and particularly on the 
  continent of Ghelspad—where the chaotic energies of the 
  defeated titans still warp the land—bizarre weather effects and 
  terrain challenges can be as deadly as any creature encounter. 
  Encounter #1:  
  Charming Songstress
  This encounter should take place at least 2 days before 
  the PCs reach the Devil’s March. As the PCs awake in 
  the morning, read the following to the character with the 
  highest Charisma: 
  
  11
  Chapter One: Toward the Devil's March
  Out of the corner of your eye, you think you see movement in the brush. 
  You rub the sleep from your eyes and look again, briefly catching sight 
  of a lithe, naked form, probably female, running away through the 
  trees and behind a small fold in the landscape. Its behavior suggests 
  the figure was frightened by the presence of the party, but somehow 
  you get the feeling that it was intrigued by you as well. 
  The stranger quickly disappears in the shadows. Straining to 
  see in the darkness, you are not able to determine exactly where 
  it is, but you feel almost certain that you are once again being 
  watched from a distance.
  The trees open up into a hollow in the hills; there the 
  fleeing figure waits, half crouched with her back to a 
  thick tree. She appears diminutive and vulnerable, but 
  an evil intent is immediately apparent in the grin she 
  casts in your direction. Her hand, already reaching 
  down, ruffles what you mistook at first as a deep 
  shadow. The shadow bares its fangs and reveals itself 
  as a huge, black, shaggy-coated wolf, growling as it 
  pads forward—a worg. As the monstrosity launches 
  itself toward you, you hear the shriek of a hunting bird 
  from above and behind, and then the woman steps 
  backward into the tree and disappears. A sound like 
  the tinkling of broken glass disperses into the leaves. 
  Combat
  The dananshee begins combat with barkskin 
  already cast. She uses tree stride to travel from 
  tree to tree, keeping her distance from the 
  PCs; as she does so, she uses her enthralling 
  song to keep as many enemies incapacitated 
  as possible, and she casts charm person on the 
  most physically powerful-looking PC who seems 
  unaffected by her song. 
  The worg attacks whatever active enemy is closest to it, 
  while the falcon uses its diving charge to harry any mobile, 
  lightly armored enemies. 
  If both pets are slain, the dananshee tries to escape using 
  tree stride. Her interest was in a quick strike against easy 
  prey, not a fight to the death. 
  Encounter Difficulty—Medium 
  Dananshee (1): hp 18 (see p. 35)
  Wolf (1): hp 13 (MM 341)
  Scythe falcon (1): hp 9 (see p. 36)
  Treasure: Scattered among the roots of several trees are 
  skeletal remains of those unfortunates the dananshee has 
  succeeded in luring to their deaths. The PCs can discover 
  75 gp worth of equipment, trade goods, and/or loose coins, 
  as decided by the GM depending on their needs.
  If the character makes a DC 10 Intelligence (Nature) 
  check, he recognizes the running form as that of a fey 
  creature, likely a dryad. On a result of 15 or higher, however, 
  he also recalls that some dryads on Scarn are known for 
  luring travelers to their deaths. 
  If the character makes a DC 15 Wisdom (Insight) check, 
  he realizes the running shape seemed to be trying to lure 
  him away from the party. 
  Assuming the PC seems ready to rejoin the party rather than 
  follow the running figure, the dananshee begins singing (softly, 
  so only the PC can hear) in order to draw him toward her. 
  Whether the PC follows alone or gathers the rest of the 
  party, read the following if they follow her trail:
  
  12
  Gauntlet of Spiragos
  
  13
  Chapter One: Toward the Devil's March
  Encounter #2: Knives in the Dark
  This attack should take place during a moonlit night, 
  sometime before the PCs reach the Devil’s March. The 
  belsamaug is remarkably stealthy, and it’s also invisible 
  as long as it avoids areas of moonlight; check for surprise 
  normally, but note that any character or creature that 
  normally has advantage on Wisdom (Perception) checks 
  relying on sight does not gain that advantage here. 
  Read the following: 
  Something disturbs an already dreamless, uncomfortable sleep. You 
  awake with a start, trying to see what woke you, but the moons 
  are hidden by dull, gray clouds. Out of the corner of your eye, 
  you think you see a dark form creeping among your fellow party 
  members, but when you turn to look, nothing is there. Nonetheless, 
  a faint sense of dread washes over you and your drowsiness gives 
  way to alarm as you start to rise, fumbling for your equipment. 
  Combat
  The belsamaug uses surprise and the shadows to strike 
  and retreat through the scrubland, keeping out of the 
  moonlight as much as possible so that it remains invisible. 
  It will neither surrender nor retreat. If the PCs somehow 
  manage to capture or incapacitate it, they may learn that 
  it does not want them to reach the Devil’s March for some 
  reason—but it gives away no more information than that. 
  The Devil’s March
  “…soil grossly poisoned with blood and an atmosphere swimming with evil spirits, Devil’s March supports little life in 
  what, to all appearances, seems an hospitable, grassy plain. The March marked the front line for some of the largest 
  battles of the Divine War…. Regardless of the conditions of the plain, though, the peoples of Ghelspad best be wary, 
  for it seems the titanspawn population of this region grows bolder by the day.”
  —Scarred Lands Gazetteer: Ghelspad 
  “Devil’s March is all but incapable of supporting life. From a safe distance, the plain appears grassy and healthy. 
  However, everything down to the grasses [is] blighted. Nothing that is natural exists on the March; much of what 
  does is undead.… It is not until travelers are less than a day’s journey away that the smell begins. Virtually no divine 
  races call the March home, although merchants from Fangsfall sometimes traverse the westernmost portion in order 
  to shave off both time and shipping costs…..” 
  —Scarred Lands Campaign Setting: Ghelspad 
  The region known as the Devil’s March is a blighted, inhospitable place. While the scope of this adventure does not 
  extend into an exploration of the March beyond a quick journey a day or two in, be sure to stress the ill reputation 
  and the hostile nature of the March. 
  Plant life here tends to be sparse, coarse, and naturally defensive; thorns, toxins, and razorvine are common. Characters 
  trying to forage or hunt for food or find potable water on this journey will be sorely disappointed. In game terms, all 
  Wisdom (Survival) checks made to forage for food or water here suffer disadvantage. 
  For the purpose of tracking with Wisdom (Survival) checks, treat all areas of the Devil’s March as either packed 
  dirt (DC 15) or bare stone (DC 20). 
  Following rain storms, flash floods are also a possibility, and travel near bodies of water or between steep walls of 
  stone increases the relative danger. 
  While it’s not required, we also recommend referring to “Chapter One: Badlands” in Wilderness & Wasteland: Scarred 
  Lands Encounters. 
  Encounter Difficulty—Medium 
  Belsamaug (1): hp 24 (see p. 34)
  Encounter #3: Ravenous Hounds
  This encounter should take place on the first day into 
  the Devil’s March. Read to following to the players shortly 
  after they leave the Bronze Hills:
  While this area first looked like rocky plains with stretches of verdant, 
  healthy grass, the rank smell of decayed flesh calls for immediate 
  reconsideration. The grass is patchy, with large swaths of blighted and 
  unnatural growth, which does indeed belie your initial impression. 
  You hear the baying of hounds in the distance. 
  As the PCs head deeper into the March, read the following: 
  The charnel reek continues to assault your nostrils and seems less 
  a product of recent corpses than a curse arising inherently from the 
  ancient mounds of the dead. Half-buried in the straggling grasses 
  and scrub bushes are the glint of rusted metals too deteriorated to 
  still be called weapons or armor, along with the occasional ivory 
  flash of long-dead bone. 
  You still hear the baying of hounds. Sometimes you think they grow 
  fainter, but on the whole, they have definitely moved closer to you. 
  
  14
  Gauntlet of Spiragos
  
  15
  Chapter One: Toward the Devil's March
  The PCs begin to enter a rockier, more broken part of 
  the March. Ravines and gullies are part of the landscape in 
  every direction, and huge, tilted rock slabs periodically rise 
  out of the ground. Eventually, at some point, the PCs will 
  find that their path unavoidably must take them through a 
  ravine, its sheer cliff edges rising on either side but opening 
  wider and growing flatter as they progress. 
  Read aloud: 
  The tiniest sound echoes off the walls of the ravine. Your 
  imagination, unsettled by the ever-present hints of necrosis 
  throughout the March, fills your head with all sorts of sinister 
  possibilities regarding the source of those sounds. 
  Suddenly, ahead of you, a battered and bleeding humanoid 
  form lurches through a gap between some shattered boulders and 
  scrambles toward your party. A noise somewhere between a call 
  for help and the raving of a lunatic bleats from its throat. As it 
  flails desperately up the sloped ravine wall in your direction, you 
  realize it is a man, but a man in dire straits—torn, bloody, and 
  staggering. Dry bones crunch and scatter across its path. You 
  realize with a start that the gravel littering the floor of the ravine 
  is actually pulverized bone and animal detritus. 
  As you watch, aghast, from perhaps a hundred feet away, roiling 
  blisters fester, burst, and reform on the poor man’s flesh. The 
  noises he makes are little more than wet, choking gasps, and you 
  realize that part of his face has melted away, as if eaten by acid, 
  leaving a mask of blood and raw tissue. 
  Then, seemingly from nowhere, two great hounds leap from the 
  rocks to either side and smash the man to the ground, quickly 
  ripping what’s left of him in pieces with violent jerks of their 
  thick necks. Fortunately, you have the impression that there was 
  no kinder fate your party could have offered him at this point. 
  The hounds look balefully up at you as they crouch over their prey, 
  bits of gore spilling from their diseased jowls. You feel yourself being 
  sized up as they coldly, mechanically chew their kill. Now, given a 
  moment to reflect, you can see the glint of bone jutting from obviously 
  undead flesh. They raise their heads and howl in discordant unison. 
  Combat
  The undead hounds soon leap to the attack if the PCs 
  do not attack them first. They fight until destroyed. 
  Encounter Difficulty—Hard
  Undead hounds (2): hp 14, 11 (see p. 36)
  Any attempt to revive the unfortunate man, a half-elf, 
  is unsuccessful: the damage is too severe, and his life has 
  fled. The ragged state of any equipment on him that 
  
  16
  Gauntlet of Spiragos
  A Potential Foe
  The half-elf warrior slain by the undead hounds is the last survivor of an adventuring band that was set upon by a 
  rogue necromancer (see p. 37). This foul wizard (who only enters into this adventure if you want him to) sent a 
  pack of undead hounds and a pair of acid shamblers after the half-elf and his party, and the hounds have since been 
  tracking down the scattered survivors.
  As mentioned, the necromancer plays no explicit part in the rest of this adventure. To aid you in integrating this enemy 
  into your game, however, additional notes have been provided when his sudden appearance or influence would not 
  interrupt the overall flow of the story. (Not that we assume the necromancer is a human male, but he could easily be 
  female and of some other race, as dictated by your campaign.) The necromancer’s favorite tactic is to animate any 
  creatures the party has killed and send them against the PCs once more (as zombies). 
  Be judicious with this extra threat, of course; the party might be overwhelmed by effectively having to fight every 
  creature they encounter twice from this point forward. Remember also that the necromancer has no direct connection 
  to the Chasm of Flies or to the spider-eye goblin tribe inhabiting it, and he would likely be just as unwelcome there 
  as the PCs themselves. 
  wasn’t mangled by the hounds suggests he lost his gear in 
  a panicked flight and has been fleeing through the Devil’s 
  March for at least a day or two. 
  Treasure: At your discretion, the body of the slain man can 
  possess any sort of gear or even a minor magic item the party 
  may need; for example, if one or more PCs are sorely wounded, 
  consider having them find a potion of healing or two on the body. 
  If you foresee the party having a hard time climbing down 
  into the Lower Chasm in Chapter 3, they might find a 
  scroll of feather fall here, allowing them to jump down safely. 
  
  17
  Chapter Two: The Chasm of Flies
  Chapter Two:  
  The Chasm of Flies
  T
  he Chasm of Flies is a ragged slash cut into a torn and 
  rocky area of outthrust tors and low hills. During Spiragos’ 
  attack on Vangal, the Ambusher miscalculated an opportunity 
  for a killing stroke, and struck violently at Vangal with one 
  of its eight limbs. The force of the blow was such that, when 
  Vangal dodged aside, the dagger smashed into the earth and 
  Spiragos’ arm sank in up to its elbow. 
  As Spiragos struggled against the earth’s grip, Vangal 
  slashed through its forearm and rained several punishing 
  blows down upon the crippled lesser titan. The tide of the 
  battle was thus turned in the favor of the Ravager, and the 
  Ambusher was driven across the March. Spiragos’ hand was 
  thus left buried deep in the hole it had carved through the 
  living rock, and Vangal, caring nothing for the spoils of 
  war, moved swiftly on to further acts of carnage. 
  As the flesh of the titan grew foul and turn to rot, flies 
  feasting upon it gave rise to colonies, breeding millions 
  of their maggots in the cool, dark chasm. Over the next 
  several decades, though no other area of the March offered 
  sufficient nourishment to sustain even a fly’s life, the putrid 
  titan flesh warped and perverted the insects into ravenous, 
  hawk-sized creatures.
  Even the flesh of the titanic arm could offer only a 
  limited supply of sustenance, however. In time, the buzzing 
  denizens of the chasm found themselves suddenly without a 
  viable food source. Within a relatively brief period of time, 
  something akin to natural order began to reassert itself. 
  Although no common arachnid would have survived one 
  hour against the beastly flies, grown fat on titanic essence, a 
  breed of giant spiders moved in and the flies gradually lost 
  ground to the superior predators. In nearly as few decades 
  as it had taken to clean away the flesh of Spriagos, the flies 
  themselves were devoured or driven off. 
  Other than occasional wanderers or headstrong 
  adventurers seeking artifacts of the Divine War, no sentient 
  living creature laid eyes upon the bottom of the Chasm 
  of Flies for nearly a full century after the fall of Spiragos. 
  So it remained until a small group of spider-eye goblins 
  descended from a tribe loyal to Spiragos found the chasm 
  
  18
  Gauntlet of Spiragos
  and tamed, or at least overpowered the giant arachnids 
  that dwelt there. These goblins made their new home in 
  the chasm and now use it as a base for their raids into the 
  more civilized lands to the south. 
  Several generations of the goblins have now occupied 
  the chasm by the time the party arrives, each generation 
  fortifying the entrance to their stronghold in Spiragos’s 
  gauntlet with rubble and traps. 
  Read to the players this description of the upper area:
  As you work your way around a great tor of broken boulders 
  and slabs of rock, you see before you an enormous rift torn in the 
  earth. Surely this is the so-called Chasm of Flies. Two tattered 
  rope bridges sag across the gaping expanse, while a third hangs 
  from one end into the chasm below. As you approach the ledge, 
  an acrid updraft wafts skyward from the depths. Peering down 
  into it, you can see ragged stone walls that drop away into the 
  shadows below. You can just make out tattered swaths of massive 
  spider webs hanging from the walls or stretching across the chasm 
  in layers further down. 
  At this point, or as the PCs examine or circumnavigate 
  the chasm, each may make a Wisdom (Perception) check: 
  Read all applicable results to the player of the character 
  with the highest result. 
  DC 7: From what you can see in the first 30 or 40 feet, 
  the rock walls look very rough and pitted, with crevices, 
  holes, and chimneys that might aid in climbing. Of course, 
  those holes could also hide enemies or dangerous creatures 
  of various sizes. 
  DC 10: A rank odor arises from the chasm, but there is 
  also a hint of cooking fires wafting up from below. One 
  of the intact rope bridges is composed, at least in part, of 
  thick strands of spider silk; it looks like you can traverse 
  the thing without fear of getting stuck.
  DC 12: Some of the swaths of webbing below seem to 
  move against the more general air currents; something other 
  than the wind appears to be moving them. Just poking 
  through the webs, perhaps 15 or 20 feet below, you see 
  what may be the tops of large stone columns or perhaps 
  massive stalagmites jutting up from deeper in the chasm. 
  You glimpse a brief whiff of smoke wafting upward around 
  one of them, but it quickly dissipates. 
  DC 17: But for the wind, the place is dead silent. For a 
  moment, though, you are certain you heard a skittering 
  sound, as if some great clawed or spined legs were scrabbling 
  against stone. 
  Vertical Adventuring
  The Chasm is an unusual place to explore in that it’s 
  primarily a vertical space. This situation provides unique 
  challenges to the PCs, as detailed below, but also for you 
  (the DM) and your players as they try to orient themselves 
  on the map. We’ve provided both a standard, top-down 
  map of several cross-sections of the chasm and also side 
  view maps to help place the characters and their challenges. 
  You and your players are advised to review the Acrobatics 
  and Athletics skills and how they can be used for climbing, 
  hanging, swinging, as so on as the PCs traverse the chasm. 
  Be aware that falling down the chasm is actually much 
  less hazardous than it might sound, since anyone falling 
  will almost certainly be caught, eventually by spider web 
  sheeting. However, not also that characters caught in this 
  manner are likely to alert the chasm inhabitants, or at least 
  the spiders who built the webs. 
  What Did That Thing Say?
  The spider-eye goblins speak a debased dialect of Goblin, 
  blended with a smattering of Titan Speech and some crude 
  words from the Common (Ledean) tongue. Their speech is 
  also punctuated with odd clicks and hisses. In combat, they 
  have evolved a clicking and chittering battle language, but 
  also enjoy taunting their opponents in their nasty version 
  of Common phrases and insults. 
  Interacting with the spider-eye goblins (whether fighting 
  with them, fleeing from them, watching them flee, or 
  whatever else may occur) might grant tactical information 
  to characters who understand the language. This also allows 
  for the possibility of expanding on the lore of the place if 
  any player characters wear markings of certain gods or call 
  upon those deities for their blessings while within earshot 
  of an opponent. 
  In particular, Chasm inhabitants hate Vangal outright, for 
  it was he who maimed and then eventually slew Spiragos. 
  They might also loathe Belsameth, who fatally wounded 
  Spiragos’ commanding titan, Kadum. Only advanced 
  loremasters would be able to discuss intelligently the titanic 
  genealogy of the spider-eye goblin, but their physiological 
  similarity to Spiragos and the fact that the titan effectively 
  created their dwelling points to an obvious connection. 
  As noted in the appendix under the description of spider-
  eye goblins, any PC who is trained in History, Nature, 
  or Religion can make a skill check to learn more about 
  spider-eye goblins, who are generally known to worship 
  the goddess of vengeance, Sethris. Or at least it has been 
  that way since the end of the Divine War. Closely tied to 
  spiders and arachnid symbolism as she is, this makes sense. 
  Later on, however, the party will discover evidence to 
  suggest that this particular tribe worships Spiragos itself, 
  and not Sethris. Is it possible that these goblins actually 
  sprang from Spiragos himself, or were twisted into their 
  current form by him during the long centuries before 
  the Titanswar? A lone goblin tribe shifting from a living 
  
  19
  Chapter Two: The Chasm of Flies
  
  20
  Gauntlet of Spiragos
  goddess to a long-dead lesser titan might have some major 
  religious ramifications. 
  Further, how likely is it that Sethris would respond to 
  invocations or repentant appeals from her prodigal sons 
  and daughters? Would the party benefit from invoking that 
  cruel goddess herself while interacting with the goblins 
  below? These are questions mainly for the party to debate 
  amongst itself, if indeed they are keen enough to pick up 
  on the information as it becomes relevant. 
  The decision to draw upon and develop the theological 
  considerations of the goblin tribe in a mechanical way is, 
  as always, up to you as the DM. 
  Experience and Leveling Up
  If the PCs have fought through the first three encounters 
  in this adventure, they should be roughly half way to 
  2nd level at this point. If they have also encountered the 
  necromancer and/or any creatures he has animated, they 
  might be closer to 2nd level, and possibly even ready to 
  level up. If so, that’s fine. Go ahead and let them reach 
  2nd level before descending into the chasm. 
  In fact, you might even consider adding one more 
  encounter before they journey down into the chasm, 
  expressly for the purpose of letting them gain enough 
  XP to reach 2nd level. If so, use the optional “Spider-Eye 
  Goblin Scouts” encounter below. 
  If they are still 1st level when they enter the chasm, that’s 
  fine too, but they should definitely reach 2nd level by the 
  time they reach the Iron Walls and the Fastness near the 
  end of this chapter: Further on, Chapter Three assumes 
  they have reached 2nd level, and the encounters therein 
  might prove too difficult for them otherwise. 
  Optional Encounter:  
  Spider-Eye Goblin Scouts
  If you desire, as the party first surveys the chasm, they 
  can be confronted by two spider-eye goblins mounted on 
  their giant wolf spider mounts. They are heading out to 
  scout the surrounding countryside. 
  As noted elsewhere in this chapter, goblins and spiders can 
  also attack at virtually any point during the PCs’ descent. 
  Combat
  The spider-eye goblins and their steeds use the terrain to 
  great advantage, attacking from above and then climbing 
  up beyond reach whenever possible. 
  If they are clearly outclassed or should a goblin or a spider 
  mount be killed, the remaining mounted goblin tries to 
  flee back down to its tribe below and warn them. Strangely, 
  the goblins do not call out a warning cry or alarum upon 
  engaging the PCs, nor do they make any more noise than 
  absolutely necessary when fleeing. These creatures seem 
  to have elevated stealth and ambush attacks from mere 
  tactics and strategy to almost reverent virtues. 
  Encounter Difficulty—Medium
  Spider-eye goblins (2): hp 13 each (see p. 39) 
  Giant wolf spider (2): hp 11 each (MM 330)
  The Upper Chasm
  Except during the day time in the very upper reaches—the 
  first 30 feet or so—the chasm is dimly lit at all times; the 
  billowing sheets of webbing stretch across, blocking the 
  sunlight from above. In any case, given the high walls of 
  the chasm, sunlight shines down directly only at noon. 
  During any time of day other than for a few hours around 
  high noon, treat the entire shaft as being dimly lit. 
  The walls are less rough and cracked as one descends than 
  they were right near the chasm’s upper edge, yet the rock walls 
  in this section (i.e., before reaching the upper edge of Spiragos’s 
  gauntlet) contain more large holes and crevices at random. 
  Climbing should thus become suitably harder without ropes 
  and other climbing gear. Running at an angle down deeper into 
  the chasm are two massive stone columns roughly 25 feet thick. 
  While the players will not realize it unless they have 
  sufficient knowledge or insight to do so, these columns 
  are actually the severed forearm bones of Spiragos. The 
  bones, which continue down through the wrist, hand, and 
  fingers below, were hollowed out after the chasm flies had 
  been purged or driven out and the giant spiders had been 
  mastered. They now form narrow passageways that the 
  spider-eye goblins use to travel up and down. 
  As the PCs approach the iron walls of Spiragos’s gauntlet, 
  roughly 100 feet down into the chasm, unless the goblins 
  below have been alerted to the intruders’ presence, the 
  thin smoke of cooking fires wafting up from below should 
  become readily apparent. 
  Climbing Difficulty
  The difficulty for Strength (Athletics) checks to climb 
  down or along the Upper Chasm begins at DC 8 for the 
  top 50 feet, then increases to DC 12 for the lower 50 feet, as 
  the holes and rough patches in the walls grow further apart. 
  Characters climbing down using a rope tied off above 
  can do so with a DC 5 Strength (Athletics) check. 
  Feel free to adjudicate the relative difficulty for any other 
  methods of descent. 
  As the players begin their descent, however they go about 
  it, read this:
  The light from above, diffused by layers of thick webbing, dimly 
  reveals two immense columns that angle down deeper into the 
  shadows of the chasm. You think perhaps they might be petrified 
  tree trunks, although they are truly massive: about 25 feet in 
  
  21
  Chapter Two: The Chasm of Flies
  cross-section! Webs are strung everywhere, running from these 
  massive columns across to the walls of the chasm. 
  Here and there you spot swollen, bulbous masses of silk dotting the 
  great tangled webs. The exposed, rusted corner of a battleaxe poking 
  out from one such bundle bears testament to the remains of ill-fated 
  wanderers who came before you. Well outside your reach and long 
  decayed, their names and deeds are forever lost to history. You consider 
  a silent prayer that the webs choking this place hold less tightly to lost 
  souls than to bodies. It then occurs to you that the departed could not 
  have progressed much farther than you already have. 
  Following one web with your eyes, you notice that the nature of the 
  walls has changed as well. They are smoother and probably harder 
  to climb, with large holes and crevices appearing randomly. The 
  surface of the columns looks to be pitted and may be easier to traverse. 
  Spiragos’s Remains
  It is up to you when to reveal the fact that the columns are Spiragos’s bones, and ultimately that the spider-eye goblin 
  fastness is actually inside the titan’s sunken gauntlet. The descriptions here are worded so that the mystery of just what 
  these structures are can be maintained until the very end of the adventure, if desired. At this point, the bones are 
  literally all that’s left of Spiragos, and that any titan blood or marrow was devoured by flies, carved away by goblins, 
  or simply dried up long ago. 
  If you like the idea, however, it could be that small pockets of ichor still exist somewhere deep inside the chasm. This 
  might add a bit of flavor when setting the scene for a particular encounter, or it could offer devious players a chance 
  to acquire valuable and dangerous titan’s blood (see Chapter 7, Scarred Lands Players Guide). The hazards that 
  doing so would bring down upon their heads is, of course, left to you to decide. 
  Restless Dead
  If the rogue necromancer responsible for the undead hounds back at the ravine has become a factor in this campaign, 
  and if he is still alive, you may consider reanimating some of the dead goblins or giant wolf spiders to harass or unsettle 
  the party. This is only recommended for 2nd-level PCs or better, and even then only if they are finding the challenges 
  already laid out to be somewhat lacking. 
  Aside from goblins, skeletal warriors might suddenly cut themselves free from the webs, drop all around the party, and 
  then rise to the attack with ancient, rusted weapons—or they might simply remain stuck in their wrappings, writhing 
  and rattling, bemoaning their fates and grasping futilely in the direction of a random PC. 
  For added suspense, perhaps a member of the party is suddenly clutched by a bound, hanging skeleton, who beseeches 
  the character for help in a faint, reedy whisper that attracts the attention of nearby chasm spiders, or worse. (Assume 
  that only one of the skeleton’s hands is free and thus grant the PC advantage on checks to escape the grapple.) The 
  skeleton itself is unlikely to inflict any actual damage, as it remains encumbered by the webbing. 
  There is no particular benefit in attempting to free the remains of fallen adventurers from the webs. In all likelihood, 
  at worst, they would only tumble down, get up, and attack the party as mentioned above. Nothing that resides in 
  the Chasm of Flies for an extended period of time can help but be influenced by the essence of the Ambusher. Any 
  valuables would have been scavenged by the goblins long ago. 
  Again, all of this is entirely optional, as the rogue necromancer need not necessarily appear in the adventure at all. 
  The Columns
  As the PCs descend, if they are within 20 feet of one 
  of the massive columns, they may each make a DC 15 
  Intelligence (Investigation) check to locate one or more 
  openings in the columns that look large enough for a Small 
  creature to fit through. 
  These openings have actually been carved out of Spiragos’s 
  stony bones, allowing the goblins to enter and exit them, 
  using the bone shafts as tunnels to climb unnoticed up and 
  down the chasm. Any time you decide goblins are moving 
  up or down the bones when the PCs are within 20 feet of 
  such an opening, allow each character a DC 20 Wisdom 
  (Perception) check to notice a flicker of movement from 
  within one of the holes. 
  The holes in the walls themselves are used by chasm 
  spiders as nests. The spiders won’t attack unless their 
  nests are invaded or a PC spends at least 2 minutes on the 
  same stretch of webbing outside a nest. Depending on how 
  frequently these holes are encountered, though, and how 
  hungry or aggressive the spiders are, the players may find 
  themselves unable to stop and rest. 
  Note too that if the players are unable to rest for a 
  significant period of time, the rigors of the descent may 
  eventually impose 1 or more levels of exhaustion. 
  
  22
  Gauntlet of Spiragos
  If at any point a PC enters one of the columns, read this:
  The surface of these stone columns is rough and pitted. It seems likely 
  that they would provide easy hand and footholds naturally, but the 
  insides consist of tunnels bored through a petrified porous substance. 
  What you once thought might be the mineralized forms of ancient 
  tree trunks now appears to be a material not unlike charcoal grey 
  sea coral. Tightly woven webs have been draped along some of the 
  passageways, but you can divine no readily apparent purpose for them. 
  Within each of the columns lurks a grim puppeteer, 
  a monstrous giant spider that serves as a sort of “guard 
  dog” for the spider-eye goblins; while not fully tamed or 
  trained by the goblins, they do dwell in harmony here. 
  The grim puppeteers use the corpse or the skeleton of a 
  fallen adventurer as a puppet to attempt to fool the PCs 
  into believing there is a living member of the divine races 
  cringing in fear just around the corner. Once the players 
  have been fooled, the grim puppeteer focuses all its efforts 
  against whichever PC first attempts to assist the puppet. 
  If the rogue necromancer has been persecuting the party 
  (see “Restless Dead” above), note characters might believe the 
  puppeteer’s corpses to be animated undead. If so, run with it 
  and let them find out the hard way what is really going on here. 
  Grim puppeteer (1 in each column): hp 32 each (see p. 35)
  Encounter #1:  
  Agitated Chasm Spiders
  Once the PCs are about half-way through the upper 
  chasm and into the thick webbing layers—roughly 50 to 60 
  feet down from the surface—they must each make a DC 
  10 Strength (Athletics) or Dexterity (Acrobatics) checks 
  made to swing, crawl, slide, or climb at half speed through 
  the webs. 
  After 2d4 rounds of this progress, several chasm spiders, 
  disturbed by the characters’ movements, scuttle forth to 
  attack. 
  Unlike the larger giant spiders, these creatures do not 
  seem terribly involved in the lives of the spider-eye goblins. 
  While they serve as a convenient security system, they are 
  naturally reclusive, silent, and either wild or feral. Thus, 
  there is no fear of a desperate chasm spider running away 
  to alert the goblins. They are only interested in eating and 
  defending their nests. 
  Combat
  Chasm spiders swarm toward the noisiest PC(s), attacking 
  from multiple directions. 
  Encounter Difficulty—Medium 
  Chasm spiders (5): hp 7, 6, 5, 5, 3 (see p. 34)
  Encounter #2:  
  Spider-Eye Goblin Defense
  The agitation of the chasm spiders above never goes 
  entirely unnoticed by the spider-eye goblins below on the 
  guard post level (see “The Fastness” in the next section). 
  Once the characters reach this point—just above the top 
  edge of the iron gauntlet, roughly 80 or 90 feet into the 
  chasm—the disturbance prompts several spider-eye goblin 
  defenders led by a mounted goblin “raidmaster” to circle 
  upward and attack the PCs. 
  Encounter Difficulty—Deadly 
  Spider-eye raidmaster (1): hp 22 (see p. 35)
  Spider-eye goblins (2): hp 13, 12
  The Iron Walls
  When the PCs have descended just a little over 100 
  feet into the chasm, the material of the walls changes very 
  suddenly from natural stone to a dark grey, barely glinting 
  metallic surface. It is almost entirely devoid of pock marks 
  or blemishes and as hard as iron. 
  Climbing here, due to the sheer nature of the walls, is much 
  more difficult. Unaided, a DC 15 Strength (Athletics) check 
  is required to climb here, although characters using ropes 
  or climbing along the sticky webs will have an easier time, 
  just DC 5 (although the latter may find themselves moving 
  extremely slowly as they get stuck repeatedly and have to pull 
  themselves and their climbing gear free of the spider webs). 
  
  23
  Chapter Two: The Chasm of Flies
  Because the walls here are of iron, it is almost impossible to benefit 
  from using pitons or climbing kits; ropes must be attached above the 
  top edge of Spiragos’s gauntlet. 
  1st-Level Characters Beware! 
  At this point, the PCs should have reached 2nd level. If they 
  have not yet leveled up, then allow them to do so here. The 
  remainder of the adventure is balanced for 2nd-level characters. 
  The Fastness
  Having now descended to roughly 100 feet, well 
  beyond where the mouth of the chasm is obscured by 
  webbing above, the PCs are now surrounded by almost 
  complete darkness. Light is visible above, but it makes 
  no difference here, where it is almost impossible for 
  a human to see her own hand in front of her face. 
  Once the party passes the metal rim lining the 
  stone wall above, the diameter of the place also seems 
  a little reduced, being somewhat wider open above. 
  The strange stony columns still descend through this 
  entire area; here, they have been used by the spider-eye 
  goblins as struts for a series of crude wooden structures 
  built out over the edge of the metal rim running in 
  a perfect line around the chasm. 
  Extending across the area and thus connecting the 
  small wooden buildings are makeshift platforms and ramparts 
  that close off the lowest reaches. As elsewhere, spider silk strands 
  and spider webbing has been used to “glue” the supports and 
  
  24
  Gauntlet of Spiragos
  planks 
  to the 
  metal walls 
  and seal the gaps 
  in the woodwork. Thus, only the interior of the columns 
  allows access to the deeper areas.
  This is the entrance to the spider-eye goblins’ fastness. 
  Because of the multiple wooden structures, support ropes, 
  webs, and web sheeting, the PCs are unable to see the extent of 
  the metal “funnel” extending for another 130 feet or so below. 
  When the PCs reach the wooden platforms, read the 
  following: 
  rope ladders, and sheets of spider webbing have been added in 
  no particularly organized fashion, block the view and hindering 
  access to the areas below. 
  The chasm grows narrower as you descend. Through the thick 
  sheets of webbing, you note the glint of metal along the tightening 
  walls; a metallic tang fills your nostrils, and every sound seems 
  to echo dully from below, as if from the inside of a church bell. 
  Just below, a network of roughly hewn logs and scavenged bits of 
  wood radiates out from the stone columns, forming what can only 
  be described as a tremendous platform filling the chasm below—
  although calling it a platform is perhaps generous. The wood is 
  lashed together crudely with ropes spun from spider silk, and here 
  and there pieces of wagons and other worked wood, small boulders, 
  Once you’ve read the description above, allow each PC 
  to make a DC 15 Wisdom (Perception) check to notice 
  movement on the lattice of logs below. If any character 
  gets a 20 or higher on this check, he or she also notices a 
  tiny, rough wooden structure connected to the platform 
  against the nearest chasm wall; inside, the character notices 
  movement of some small creature, probably a goblin. 
  Guard Posts
  There are actually eight such buildings around the 
  circumference of the chasm, located about every 60 
  feet along the outer edge of the gauntlet’s iron rim. 
  These are the goblins’ upper guard posts. Because of 
  the webs strewn throughout the area, it is virtually 
  impossible to see more than one guard post at a 
  time—effective visibility here, even with a bright light 
  source, is effectively about 30 feet, maximum. Anything 
  beyond 15 feet has concealment. 
  Each guard post contains 1d3-1 spider-eye goblins. 
  The rest of the tribe dwells below, in the lower caverns. 
  Encounter Difficulty—Varies
  Spider-eye goblins (1d3-1 x 8): hp 13 each
  Getting Down
  There are two ways the PCs can get down past this level, 
  assuming they either sneak past or slay the goblin guards 
  here. 
  Trapdoors: A character who searches the platform, making 
  a DC 15 Intelligence (Investigation) check, notices that 
  some of the patches of webbing conceal hidden trapdoors. 
  These doors are held shut by masses of webbing, and each 
  requires a DC 18 Strength check to wrench open, or 15 points of 
  damage to smash through; the doors have immunity to necrotic, 
  poison, and psychic damage, and resistance to acid, cold, and 
  piercing damage. They have vulnerability to fire damage. 
  Columns: As noted previously, the chasm’s two massive 
  columns have been hollowed out to create a series of vertical 
  tunnels for the spider-eye goblins. Characters of Medium size 
  may find these tunnels uncomfortably tight, and Medium 
  characters in heavy armor (except dwarves) move at half 
  speed within them, but they are able to squeeze through. 
  Larger characters cannot fit into the column tunnels. 
  Note that characters who enter the tunnels here will have 
  bypassed the grim puppeteer guardians above, but those 
  spiders are quite cunning, and if they sense a disturbance in 
  the columns below, they may move downward to investigate. 
  Failing that, they may be lying in wait for the PCs to come 
  back up through the columns. 
  
  25
  Chapter Three: The Iron Cavern
  Chapter Three: The Iron Cavern
  I
  f the player characters make enough of a commotion as they 
  approach or pass through the guard post level, it is entirely 
  possible that the goblin guards will have sent a runner below 
  to warn the tribe—that is their role here, after all. 
  This is the main living area of the goblin tribe: a huge, 
  metal-walled space dominated by an immense pile of 
  boulders honeycombed with narrow passages. If the players 
  have not already guessed it, the upper levels of the chasm were 
  largely unpatrolled and left to the wild chasm spiders. The 
  PCs have now pushed through what amounted to a passive 
  early warning system and are now in a heavily engineered 
  maze, the result of long term, deliberate engineering by 
  titanspawn who clearly do not wish to receive guests and 
  for whom the art of ambushing is not only a survival skill 
  but a religious imperative. 
  Every goblin and spider from this point on will be 
  actively and intelligently working to distract, disorient, 
  and dispatch the party. 
  Assuming the PCs look down into this area from above 
  and have a light source bright enough, read the following:
  Pausing briefly to look down, you look down upon a huge chamber. 
  You estimate that the floor lies at least 100 feet below the platform 
  of the guard level above, although distances are hard to judge 
  here. The only light is your own, although a dim radiance reflects 
  
  26
  Gauntlet of Spiragos
  from the metallic walls themselves. If there are torches lit below, 
  you cannot see them. 
  Through drapes of spider webs, you can see that the walls are 
  made of the same iron as the walls of the checkpoint above. While 
  the subtle metallic tang you noticed earlier still permeates the air, 
  the rank odor of goblinoids combines with the dry, foul stench of 
  their pet spiders to overpower your nostrils. 
  You can see some knotted spider silk ropes nearby that dangle 
  down, reaching the apex of a huge pile of boulders below. The 
  rocks form a rough pyramid shape directly below you, and occupy 
  the majority of the open space. As above, the entirety of the upper 
  chamber is filled with thick layers of webs. These pulse and shift 
  occasionally, suggesting the movement of the grotesque spiders 
  within them. 
  From below, you hear the odd chittering dialect of the spider-eyes’ 
  Goblin speech. 
  Amid the boulders below, many small, irregular sleeping 
  chambers have been fashioned between the fallen and 
  partially hewn stones, wherever space permits. The children 
  and other noncombatant members of the tribe hide 
  within these crevices, ready to clamber out through the 
  roof passage and escape into the chasm. Several giant wolf 
  spiders are trained to aid in just these sorts of evacuations, 
  and those bearing precious young goblins avoid combat 
  unless attacked directly. 
  Goblin Defense
  The combat-ready adults of the tribe harry intruders 
  with darts and javelins as they descend. The descent from 
  the guard level to the tip of the boulder pile below is 75 
  feet in total. 
  In order to climb down to the top of the boulder mound 
  using the goblins’ knotted ropes, the PCs must make DC 
  5 Strength (Athletics) checks. Any time a character takes 
  damage while climbing down, she must make a DC 8 
  Dexterity saving throw to avoid falling. 
  Note that, while descending, the PCs do not enjoy the 
  same protection from falling damage here that was afforded 
  them by the copious amount of webbing in the Upper 
  Chasm. Here, the webbing hangs only in the uppermost 
  sections of the cavern, on the bottom side of the guard 
  platform. 
  Aside from taking falling damage, a character who falls—
  assuming he or she survives—is also separated from the main 
  group by a considerable distance and thus vulnerable to 
  being swarmed by goblins. 
  The value of a feather fall spell here cannot be overstated, 
  and you might even suggest to the players that taking the 
  time to prepare for the descent is a wise choice. 
  Encounter Difficulty—Deadly
  Spider-eye goblins (5): hp 15, 13, 12, 11, 8
  Once the PCs make it all the way down to the floor of 
  the chamber, the remaining goblins retreat to the tunnels, 
  hoping to draw the PCs in after them. 
  Keep careful track of what goblins survive here, for the 
  survivors will assault the PCs again soon. (See “Second 
  Wave.”)
  Great Goblin Mound
  The great mound in which the majority of the tribe dwells 
  takes up almost the entirety of the lower floor of the cavern, 
  rising nearly 50 feet from the floor at its highest point. It 
  is made up not only of massive boulders, but other smaller 
  rocks from the chasm and pieces of debris and detritus 
  the spider-eye goblins have gathered. All of the smaller 
  elements have been more or less thrown loosely together and 
  draped with tattered webbing with little apparent concern 
  for structural stability. This makes the climbing surface 
  treacherous and requires a more difficult climbing check 
  than the rough and blocky surface would normally need. 
  Each PC who attempts to move up or down the slope 
  of the mound must make a DC 5 Dexterity (Acrobatics) 
  check to do so. Failure by 5 or more means the PC stumbles 
  and rolls 1d4 x 5 feet, landing prone and taking 1d3 
  bludgeoning damage. 
  There are many narrow spaces between the boulders 
  that lead into the interior of the mound, but only a Small 
  character can travel through them without squeezing (and 
  all the penalties that entails). The tribe has living chambers 
  throughout the mound, but most of these chambers are 
  within the lowest 30 feet of the pile. These generally consist 
  of large hollowed out areas between and inside of larger 
  boulders—many of which are the various wrist and hand 
  bones of Spiragos itself, if the players have already caught on. 
  Any PCs venturing into the mound may encounter light 
  sources hitherto indiscernible from above, but the goblins 
  will quickly extinguish their fires to plunge the intruders 
  into darkness, particularly if the enemies are clearly divine 
  races without low-light vision or darkvision. 
  There is little of value in these living spaces, which 
  typically serve as little more than sleeping quarters of the 
  tribe. Diminutive PCs who opt to brave the interior of the 
  boulder mound may discover that the female guardians of 
  the tribe’s young can fight every bit as well as the males 
  of the tribe, even if they are primarily focused on getting 
  their children to safety without a fight. 
  There are 4 female goblins guarding the young. Unless 
  the PCs do enter the mound, however, these females do 
  not attack; when they do, one pair remains with the young 
  while the other pair engages the PCs. 
  
  27
  Chapter Three: The Iron Cavern
  Encounter Difficulty—Easy 
  Spider-eye goblins (4): hp 14, 13, 11, 9
  Young spider-eye goblins (7): hp 1 each (noncombatant)
  Second Wave
  Once the PCs are at least half-way down any side of the 
  mound, read this:
  You can see now that the floor of this entire chamber is littered with 
  scraps of garbage and broken items worn out and discarded by the 
  tribe that lives in the heap of boulders rising above. A wet sludge 
  surrounds the base of the mound, forming a sort of lake or moat, 
  and the nauseating reek of rot and decay plays inside your nostrils. 
  There are four large, dark tunnels leading away along one side 
  of the chamber; nearly opposite them, a larger tunnel blocked 
  with a crude wall of rocks and debris stands alone to one side. 
  At this distance, the foremost PC(s) can make a DC 
  12 Wisdom (Perception) check to notice that some of 
  the debris blocking the largest tunnel seems to be lashed 
  together to form a crude door.
  Combat
  The spider-eye goblins are fighting for their home now, 
  and any appearance of passiveness has given way to primal 
  fear and outrage. The remaining goblins from the previous 
  attack, when the PCs were descending the ropes from 
  above, now return; they rely on their climb speed to keep 
  them safe as they maneuver along the treacherous slope. 
  The tribe’s remaining raidmaster also mounts his steed 
  and has his highly trained spider mount make shove 
  attacks (see PHB, “Shoving a Creature”), trying to knock 
  enemies down the boulder pile; on a successful attack, the 
  spider deals no damage, but pushes the character, who 
  falls and rolls 1d4 x 5 feet, landing prone and taking 1d3 
  bludgeoning damage. 
  Any PCs who are knocked down from the boulder mound 
  and fall into the muck at its base find it to be only about a 
  foot deep. However, it still counts as difficult terrain. Worse, 
  though, any PC who falls in must make a DC 11 Fortitude 
  saving throw or be sickened by the awful stench for 1d4 + 1 
  rounds. The goblins are unaffected by the stench, although 
  the moat area counts as difficult terrain for them as well. 
  If none of the goblins survived the previous battle on the 
  Great Mound, then 3 new goblins join the raidmaster in 
  the battle now. If any goblins survived at the Great Mound, 
  then no new goblins join the fight here. 
  While this combat is going on, the females and any young 
  within the mound attempt to escape out through the roof 
  opening if they are still alive and haven’t fled already. 
  Encounter Difficulty—Medium to Deadly 
  Spider-eye raidmaster (1): hp 18 (see p. 39)
  Giant wolf spider (1): hp 14
  Spider-eye goblins (up to 5): hp* 15, 13, 12, 11, 8
  * Unless damaged previously during the “Goblin 
  Defense.”
  Victory
  If the raidmaster is killed, the remaining goblins flee 
  toward the largest, walled-up tunnel (Tunnel Five). 
  
  28
  Gauntlet of Spiragos
  Chapter Four:  
  The Iron Tunnels
  T
  he four smaller iron tunnels (actually formed by the fingers 
  of Spiragos’s gauntlet) have been adapted for specific uses 
  by the tribe: 
  Tunnel One (pinky finger). The smallest tunnel is a 
  barracks for the male goblins that have not yet mated, as 
  well as a storage area. 
  Tunnel Two (ring finger). The next smallest provides 
  living quarters for warriors and raidmasters. 
  Tunnel Three (middle finger). This tunnel, the largest 
  of the four consecutive tunnels, contains congregational 
  areas for the worship of the titans. 
  Tunnel Four (index finger). The fourth tunnel, similar 
  in size to tunnel two, houses stables and hatcheries for the 
  tribe’s giant wolf spiders. 
  Tunnel Five (thumb). The final tunnel, larger than any 
  of the others, is home to the tribe’s matriarch and her 
  champion. It is sealed by a barricaded door carved from a 
  piece of Spiragos’s bone. 
  If the shaman from Tunnel Three is still alive, it attempts 
  to gather the remaining goblins and warriors from the 
  second tunnel in order to defend the chapel. Otherwise, 
  they all attempt to escape into the large, walled-up Tunnel 
  Five, where they seek to defend the tribal matriarch.
  Read each description as the party looks into the 
  appropriate tunnel:
  Tunnel One: Goblin Barracks
  The first, smallest tunnel lies furthest from the big, sealed tunnel. 
  The ground outside is a combination of dirt, debris, rotting food, 
  and other refuse. The air is rank, and you observe once again that 
  the tunnel is completely enclosed by metal, with no air currents to 
  stir the miasma of many goblins billeted so close together. 
  
  29
  Chapter Four: The Iron Tunnels
  As you round the corner, you see that two spider-eye goblins stand 
  by an odd-looking ballista at the opening of the tunnel. Near the 
  entrance are stacked six spears and a box of spare cords and crude 
  tools for adjusting the missile launchers. 
  Ballistae
  Currently, each of these tunnels is guarded by a crude, 
  small, yet cunningly contrived ballista, which requires 
  just one spider-eye goblin to operate, although two 
  goblins often operate them. The goblins controlling 
  these devices continue to fire until they are attacked 
  directly, at which point they attempt to flee toward the 
  other tunnels, hoping to trick the party into pursuit (and 
  thus into the line of fire of another ballista). 
  GOBLIN BALLISTA
  Medium object
  Armor Class 15
  Hit Points 30
  Damage Immunities poison, psychic
  The goblin ballista is a massive crossbow that fires 
  heavy bolts akin to javelins. Before it can be fired, it 
  must be loaded and aimed. It takes one action to load 
  the ballista, one action to aim it, and one action to fire it. 
  Bolt. Ranged Weapon Attack. +5 to hit, range 
  100/400 ft., one target. Hit: 10 (3d6) piercing 
  damage. 
  Encounter Difficulty—Easy 
  Spider-eye goblins (2): hp 16, 15
  Further back, the tunnel is filled with a huge column 
  lying along the length of the tunnel, partially buried in 
  the ground. This one is not nearly as massive as the two 
  in the chasm. Still, an opening and passageway have been 
  bored through the huge thing, and inside are chambers 
  carved out alongside the lengthwise passage. Each contains 
  a webbing hammock and some personal items such as extra 
  weapons, pieces of armor, and some miscellaneous booty 
  taken from looted caravans. 
  Within the rock column, the air is stilted and smells 
  strongly of goblin sweat. 
  If the area is searched, each PC can make a DC 15 
  Intelligence (Investigation) check to discover the equivalent 
  of 5d10 gp for each successful check. 
  If the PCs pass through the horizontal column, they 
  discover a second carved living area. This space has fewer, 
  but more spacious living areas within it. If they search here, 
  each PC can make a DC 15 Intelligence (Investigation) 
  check to discover the equivalent of 6d10 gp for each 
  successful check. 
  Tunnel Three: Goblin Shrine
  As soon as one or more PCs move into view, the rearmost 
  goblin opens fire with the ballista, while the other takes a 
  defensive position to protect his companion while he reloads. 
  Encounter Difficulty—Easy 
  Spider-eye goblins (2): hp 14, 8 (see p. 39)
  Posts have been sunk into the ground to provide 
  scaffolding for half a dozen goblins’ spiderweb hammocks. 
  Some weapons and pieces of armor, as well as sacks of 
  personal belongings hang next to the hammocks. 
  Treasure: If the area is searched, have each PC make a 
  DC 10 Intelligence (Investigation) check to discover the 
  equivalent of 3d10 gp for each successful check. 
  Tunnel Two: Warriors’ Quarters
  Outside this tunnel, another ballista sits at ready, again manned 
  by two more spider-eye goblins. There is also a dry smell like a 
  tomb filled with bones. 
  Guarding this tunnel are two more spider-eye goblins. 
  One takes up a defensive stance to keep the PCs away from 
  his ally, who operates the ballista. 
  Here, behind two more goblins manning yet another ballista, the 
  iron-walled tunnel begins to slant downward. Hanging from the 
  walls are wispy curtains of spider webbing. While the iron tang 
  and rank odors of the goblins remain strong here, there is another 
  scent in the air, a sweet, burning smell. A flickering glow radiates 
  from further down.
  Encounter Difficulty—Easy 
  Spider-eye goblins (2): hp 18, 11
  If the players explore deeper down the decline toward 
  the light, read the following: 
  At the end of the tunnel, the walls come together to form a sort 
  of amphitheater, within which a crude altar has been set up. A 
  rough eight-armed effigy has been carved out of the same petrified 
  material as the giant columns. At the base of the altar, there is a 
  bloody heap—and in a moment, it dawns on you that the heap is 
  actually the partially dismembered remains of a bound halfling, 
  face frozen in a gory mask of remarkable agony. You look away 
  before the contents of your stomach can curdle any more than 
  they have already today.
  Oil lamps have been hung around the altar, and your stomach 
  turns once more when you recognize the smell as that of burning 
  fat. You have little doubt of the source. It emanates from the 
  lamps in thick, rolling puffs. Numerous hanging spider web 
  
  30
  Gauntlet of Spiragos
  curtains have been dyed various garish colors, although they are 
  tainted with a sickly yellow. 
  Strung across the rear of the area, a crude patchwork curtain has 
  been assembled from the untanned skins and clothes of humanoids 
  unfortunate enough to fall into the goblins’ grasp. 
  As the PCs take in this initial view of the room, they may 
  be distracted enough that the occupants gain surprise: Have 
  the PCs make Wisdom (Perception) checks against the 
  Dexterity (Stealth) checks of the tribe’s assistant shaman, 
  the goblin who guards her, and the giant wolf spider that 
  lurks in the webs on the wall. 
  Encounter Difficulty—Medium
  Spider-eye goblin shaman (1): hp 14 (see p. 40)
  Spider-eye goblin (1): hp 12
  Giant wolf spider (1): hp 14 (MM 330)
  Tunnel Four: Spider Hatchery
  caverns, aside from the noncombatants and young who 
  attempted to flee earlier, will gather here in a last-ditch 
  defense of their home and their matriarch. 
  The entrance to this area is not a door and has no roof; 
  there was a gap in Spiragos’s metal gauntlet, where the 
  thumb attached, and the goblins enter and exit by climbing 
  up and over the barricade. The goblins inside may try to 
  snipe or ambush the party from the massive network of 
  webbing above the tunnel entrance as the PCs try to smash 
  through the blockage.
  If the PCs try to assault this tunnel first, before dealing 
  with all of the other four tunnels, then the remaining 
  goblins in those other locations wait until the PCs break 
  through the barricade here and then attack from behind, 
  ideally from stealth. 
  Barricade. The barricade requires a DC 25 Strength check 
  to push through, or 70 points of damage to smash apart; 
  it has immunity to necrotic, poison, and psychic damage, 
  and resistance to acid, cold, fire, piercing, and slashing 
  damage. It has vulnerability to sonic damage. 
  Once the PCs break through the crude outer barricade, 
  read this:
  The twisted goblins assigned here have positioned their ballista 
  near the entrance on the only level part of this tunnel. Even from 
  a distance, you can see that the tunnel beyond descends rapidly 
  into the earth. The entire length of the metal-walled tunnel is filled 
  with coarse, rope-sized spider webs. Although the usual faint light 
  reflects back from the walls here, the density of webbing halfway 
  down the dropping tunnel completely chokes out the light. 
  The goblins use this area for breeding and also training 
  their giant wolf spider mounts. One round after the two 
  spider-eye goblins here engage the PCs, two giant wolf spiders 
  burst forth from the webs behind them to join the fray. 
  Encounter Difficulty—Hard
  Spider-eye goblins (2): hp 13, 9
  Giant wolf spiders (2): hp 13, 11
  Tunnel Five: Matriarch’s Maze
  Beyond the massive makeshift door lies the living area 
  of the spider-eye goblin matriarch and her personal guard, 
  the tribal champion, a huge brute of a goblin with an extra 
  pair of arms like Spiragos, the Eight-Armed. This tunnel 
  has also been fortified as a last refuge and vault for the 
  loot the goblins have wrested from their victims; it houses 
  the treasures of Spiragos, which are the party’s ultimate 
  objectives. 
  The goblins have carved a twisting path through one of the 
  petrified, rock-like masses as an entrance to the matriarch’s 
  personal quarters, and secured it with a barricade. Note 
  that any and all spider-eye goblins from other areas of the 
  As you finally break through the barricade, you see a stone wall 
  rising up in front of you. A narrow opening running from floor 
  to ceiling has been carved into the face of that wall, forming a 
  sort of path one might climb down, hand over hand, to get deeper 
  inside. There is a sharp turn downward. 
  The ever-present tang of goblin reek and rusting metal continues 
  to be the predominant odor, but you notice that the sickly sweet 
  bouquet of filth from the lake in the cavern behind you fades by 
  degrees beyond the rubble door. 
  The PCs can enter the quarters of the matriarch only 
  by climbing downward at the end of the tunnel: DC 8 
  Strength (Athletics). 
  Champion’s Chamber
  The chamber beyond the descent (located roughly where 
  Spiragos’s knuckle would once have resided) displays 
  a pathetic attempt at finery, with soiled, hacked, and 
  bloodstained tapestries draped on the floor and walls. 
  Shattered pieces of humanoid goods and furniture looted 
  from caravans and travelers are haphazardly shoved into 
  niches or stuck into cracks in the walls. Only the most 
  unbalanced minds of the divine races might consider the 
  place luxurious; it is a cluttered mess at best, and perhaps 
  vaguely obscene and disturbing to most. 
  As the PCs descend into the makeshift royal bed chamber, 
  read the following:
  
  31
  Chapter Four: The Iron Tunnels
  You clamber down through the roof of this odd chamber into a 
  scene you have trouble taking in all at once. What could once 
  have been called finery has been placed haphazardly, but with 
  apparent purpose. Chaos is the dominating element of design, 
  with soiled, hacked, and bloodstained tapestries draped across the 
  floor and walls. Shattered pieces of stolen goods and furniture 
  looted from caravans and travelers are haphazardly shoved into 
  niches or stuck into cracks in the walls. 
  Only the most unbalanced minds of the divine races might consider 
  the place luxurious; it is a cluttered mess at best, thrown into 
  piles that must seem appealing to the twisted spider-eye goblin 
  aesthetic. Not even a common goblin would be comfortable here, 
  you’re certain. 
  In the center of the room, sitting so still that you first mistook 
  it for a statue or shrine, an oversized spider-eye goblin sits with 
  arms crossed. The brute makes no attempt to hide from you. As 
  you set foot inside the chamber, he rises to his full height—as big 
  as a dwarf, and nearly as burly. When he unfurls his arms, you 
  realize that he has two extra sets of them (eight limbs in all!), 
  just like the fallen titan Spiragos. 
  He inhales with a snort, then lets loose a battle cry that shakes 
  the room.
  With their champion and their queen vanquished from 
  the mortal realm, the tribe’s spirit is broken. Any surviving 
  goblins, including those who managed to flee the chasm, 
  realize this instinctively and instantaneously, and they cry 
  out in mourning. Any survivors in the lair flee immediately 
  (though, if you prefer, they may take up concealed positions 
  in the fastness and the chasm above to launch half-hearted 
  ambushes as the party leaves the caverns). 
  Before the PCs leave this foul place, they have one final 
  task to accomplish. One of the tapestries in the champion’s 
  room hides a hidden opening. Either a DC 15 Wisdom 
  (Perception) or a DC 5 Intelligence (Investigation) check 
  is required to find the door. 
  The opening leads into a short, 15-foot hallway lined 
  in sticky spider webbing (DC 10 Strength per square to 
  move through, 5 feet per round). The PCs can also destroy 
  the webbing or weaken the glue using alcohol; even the 
  amount in an average bottle of wine or aleskin is capable of 
  dissolving the adhesive quality of an entire 5-foot square of 
  these webs. (If the PCs have no alcohol on them, perhaps 
  some the goblin champion’s loot from a caravan included 
  a shipment of low-quality spirits.) 
  Webbing. 5 hp per 5-ft. square; vulnerability to fire damage; 
  immunity to bludgeoning, poison, and psychic damage; 
  resistance to cold, force, piercing, and thunder damage.
  Once they have made their way through the webbed 
  tunnel, the PCs enter the goblins’ treasure chamber, which 
  contains haphazard piles of treasure looted from travelers 
  (your discretion, but not more than 200 gp worth per party 
  member)—as well as the Ring of Spiragos and the Dagger of 
  Spiragos (see p. 42). 
  Give Them a Hand
  If the players still haven’t pieced together the secret of 
  the Chasm of Flies yet, the moment of realization that the 
  gauntlet is not sitting alongside the ring and dagger presents 
  an excellent opportunity to reveal that the spider-eye goblin 
  lair lies within the Gauntlet of Spiragos itself. 
  Given that the ring and dagger were not directly touching 
  its body, and therefore its titanic essence, they “atrophied” 
  over time and shrank in size to their present state. The 
  gauntlet, though, filled as it was by the Ambusher’s 
  amputated limb, remained in the huge form Spiragos had 
  assumed to combat Vangal. Although the flies which gave the 
  chasm its name picked the bones clean many decades ago, 
  and the spider-eye goblins have been tunneling through the 
  skeletal remains in the decades since, it would be necessary 
  to completely remove every last one of those bones from 
  the gauntlet in order for it to constrict down to something 
  a mortal might wield. 
  Of course, the engineering feat required to wholly remove 
  just one of those massive, petrified columns would sorely 
  Matriarch’s Quarters
  A little further down the steeply descending tunnel, which 
  requires a DC 8 Strength (Athletics) check to climb, lies the 
  matriarch’s private chamber. 
  With her champion now defeated—presumably along with 
  the rest of her tribe—the spider-eye goblin matriarch is left 
  with no further defenses but her pet giant spider and the 
  spells she wields. Even thoughts of remaining hidden to later 
  rebuild her army have fled from her mind with the party still 
  trespassing in her private quarters; the prey has penetrated 
  into the spider’s lair, and the instinctive part of her brain 
  influenced by generations of cohabitation with giant spiders 
  demands death—one final homage to the Ambusher. 
  Combat
  Assuming she is aware of the PCs’ approach—which is 
  almost certain at this juncture unless they have somehow 
  managed to be incredibly stealthy—the matriarch has already 
  cast barkskin upon herself when they arrive. 
  Encounter Difficulty—Hard
  Spider-eye goblin matriarch (1): hp 24 (see p. 38)
  Giant spider (1): hp 26 (MM 328)
  Victory
  The spider-eye goblin matriarch lies in a growing pool of 
  greenish blood on the hollowed floor of the throne room. 
  
  32
  Gauntlet of Spiragos
  test the best minds of Ghelspad, to say nothing of their 
  purse strings. It would also be difficult to predict just how 
  much time would be required thereafter for the gauntlet 
  to shrink sufficiently. The ring and dagger suggest a period 
  of at least decades, and perhaps a hundred years or more. 
  That sort of long-term investment is ill suited to a troupe 
  of adventurers seeking easy riches in the Scarred Lands. 
  Unfortunately for the players, they will just have to accept 
  that they are not likely to see the gauntlet donned by a 
  mortal hand within their characters’ natural lifetimes.
  The Necromancer
  If you opted to include the necromancer from the 
  encounter with the hounds in Chapter One, and if that 
  NPC is still alive or has not yet made his presence known, 
  now might be an ideal opportunity to do so. Think of all 
  the slain goblins, spiders of various sizes, and possibly even 
  expired party members littering the gauntlet; they present a 
  veritable field day for any enterprising practitioner of black 
  magic, and his appearance would be quite in keeping with 
  the history of the Devil’s March. 
  Bear in mind, though, that the players are likely exhausted 
  and depleted by their battles. Whether the necromancer 
  continues harassing the players is entirely up to you. 
  Does the necromancer continue to remain just out of 
  reach, an unseen menace while the party tries to focus on 
  other business? Will this dark wizard become the primary 
  focus of another adventure? 
  Overstaying the Welcome
  Once they find the Ring and Dagger of Spiragos, the PCs have little more to accomplish in this dark place. They may 
  go about collecting whatever bits of treasure they can carry, but the Chasm of Flies has been reduced to an open 
  grave for the time being. 
  After a day or so in the Chasm, any members of the party devoted to Corean, Madriel, Tanil, or Hedrada begin to 
  feel increasingly uneasy in the depths. If the PCs show no obvious signs of getting ready to depart within a day of the 
  victory over the matriarch, you may decree that those characters need to begin making Wisdom saving throws 
  (DC 5 + 1 per hour they remain without actively preparing to leave). A failure leaves them unnerved until they depart, 
  with the great dread they feel imposing disadvantage on all ability and skill checks. 
  If the PCs stubbornly refuse to leave, you can increase this effect to frightened. Once the afflicted character steps past 
  the rim of the gauntlet, back up into the natural stone chasm, the effect dissipates. 
  Of course, this fear could also affect any character who does not worship the titans. 
  
  33
  Leaving the Chasm
  Leaving the Chasm
  Just what options are available to them at this point 
  depends largely on how and why they set out for the Chasm 
  of Flies in the first place. Were they sent on a quest by Lady 
  Elyn Barathos or Captain Zedaias Black, the commanders of 
  Creagfort? Were they dispatched on a surveying expedition 
  by Copper Mine foreman Gramdul Stoneheim? Was their 
  discovery of the Chasm map a matter of happenstance, 
  thievery, or something else? Do the characters fulfill their 
  end of any bargains they might have made regarding the 
  chasm and its contents? 
  One other possibility worth discussing is that, supposing 
  the party simply has no further business in Creagfort or 
  Fangsfall, they may wish to push on further into and through 
  the March, or perhaps south and east into the Swamp of 
  Kan Thet. They would have a long distance to travel either 
  way before reaching civilization—or at least any civilization 
  they’d wish to encounter. 
  What about the Chasm of Flies itself? And the Gauntlet of 
  Spiragos? Should this insidious location simply be left alone? 
  Won’t its stench attract yet another titanspawn threat in 
  years to come? Are the players equipped to seal the Chasm 
  on their own? (Or might they come back when they are?) 
  Is it worth their time and energy to petition Lady Barathos 
  or even Lord Killian Vrail to collapse the chasm on itself? 
  Can some attempt be made to remove the remaining titan 
  bones so that the gauntlet might shrink until no creatures 
  of any dangerous size might make it their home again? 
  Whichever direction they take, the PCs are at least a 
  couple of days into badlands, and they are now laden with 
  whatever recovered treasures they claimed from the goblins. 
  Battle-wearied as they are, they may be a desirable target 
  for any bandits who spot them before they can reach safe 
  haven. They must also still contend with the hazards and 
  denizens of the Devil’s March on the way out. And perhaps 
  now, with the unholy, titanic stink of the Ring and Dagger 
  of Spiragos on them, the PCs will find that other titanspawn 
  are drawn to them. 
  Scarn is never a forgiving place. The players have charged 
  into a nightmare and lived to tell about it, but no one will 
  much care if they don’t make it home in one piece. Even 
  if they get back, they might find themselves stabbed in the 
  back at the city gates or ambushed and forced into slavery. 
  The journey to the Chasm of Flies may have drawn to 
  a close, but by all means consider this the opening act of 
  whatever further adventures await!
  
  34
  Gauntlet of Spiragos
  Appendix One: Creatures
  T
  he various generic monsters found in this adventure are listed here. Note that NPCs and unique monsters have their own 
  section, below, and spider-eye goblins have their own full section as well. 
  Belsamaug
  When the moon looks down upon Scarn, Belsameth’s 
  children roam the night and hunt unwary prey. The belsamaug 
  were once a vicious race of goblinoids, twisted and blessed by 
  their dark goddess; sinister creatures, they emphasize their 
  narrow frames and opal eyes with skintight leather, and often 
  adorn themselves with past victims’ knives and daggers, which 
  they usually keep as trophies of their kills. 
  Belsamaug
  Small fey, neutral evil
  Armor Class 14 (studded leather)
  Hit Points 24 (7d6]
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1)
  15 (+2)
  10 (+0)
  11 (+0)
  11 (+0)
  14 (+2)
  Skills Perception +4, Stealth +6
  Senses blindsight 30 ft., darkvision 120 ft., passive 
  Perception 14
  Languages Common, Undercommon
  Challenge 1 (200 XP)
  Invisibility. A belsamaug is invisible except in areas of dim 
  light resulting from moonlight. 
  Lethal Blades. While it is invisible, the belsamaug deals an 
  extra 2 (1d4) damage when it hits with a dagger attack. 
  Meld into Earth. With each sunrise, a belsamaug melds 
  into whatever earth or rock it is standing on, leaving only 
  a Tiny basalt stone to mark the place of its passing. When 
  moonlight again touches the basalt stone, the stone vanishes 
  and the belsamaug rises once again to hunt. This effect 
  cannot be resisted by the belsamaug, and it takes 2 rounds 
  to meld or to rise. During this time, the belsamaug is stunned. 
  This ability otherwise functions as the spell meld into stone. 
  Should a belsamaug’s basalt stone ever be destroyed, the 
  belsamaug is killed instantly. The stone has AC 7, 20 hp, 
  immunity to acid, fire, necrotic, poison, and psychic damage, 
  as well as resistance to cold and to piercing and slashing 
  damage from nonmagical weapons. It has vulnerability to 
  thunder damage. 
  Recall Dagger. As a bonus action, a belsamaug can recall 
  a lost, thrown, or otherwise missing dagger to a sheathe 
  anywhere on its person. 
  Multiattack. The belsamaug makes two dagger attacks.
  Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. 
  or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
  Chasm Spider
  Roughly the size of a large house cat, the chasm spiders 
  of the Chasm of Flies are fearless and very aggressive. They 
  generally attack in numbers, relying on their poison to bring 
  down larger prey or interlopers. 
  Chasm Spider
  Tiny beast, unaligned
  Armor Class 12
  Hit Points 5 (2d4)
  Speed 30 ft., climb 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  6 (-2)
  15 (+2)
  11 (+0)
  2 (-4)
  11 (+0)
  4 (-3)
  Skills Stealth +6
  Senses blindsight 10 ft., darkvision 60 ft., passive Perception 
  13
  Languages —
  Challenge 1/8 (25 XP)
  Spider Climb. The 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 spider knows 
  the exact location of any other creature in contact with the 
  same web. 
  Web Walker. The spider ignores movement restrictions 
  caused by webbing.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 1 piercing damage, and the target must make 
  a DC 10 Constitution saving throw, taking 5 (2d4) 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. 
  
  35
  Appendix One: Creatures
  Dananshee
  Dananshee are supernaturally beautiful faerie creatures, 
  close kin to dryads. They have delicate features, dark skin, 
  and hair of red, gold, or light brown. They appear dressed 
  in very little clothing, and what they do wear is always made 
  of leaves and other natural materials. 
  Dananshee 
  Medium fey, neutral evil
  Armor Class 12 (16 with barkskin)
  Hit Points 18 (4d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1)
  14 (+2)
  11 (+0)
  12 (+2)
  16 (+3)
  17 (+3)
  Skills Perception +5, Stealth +4
  Senses darkvision 60 ft., passive Perception 15
  Languages Common, Sylvan
  Challenge 1/2 (100 XP)
  Innate Spellcasting. The dananshee’s innate spellcasting 
  ability is Charisma (spell save DC 13, +5 to hit with spell 
  attacks). The dananshee can innately cast the following 
  spells, requiring no components:
    At will: guidance, minor illusion
    3/day each: charm person
    1/day each: barkskin
  Speak with Beasts and Plants. The dananshee can 
  communicate with beasts and plants as if they shared a 
  language.
  Tree Stride. Once on her turn, a dananshee can use 10 feet 
  of her movement to step magically into one living tree within 
  her reach and emerge from a second living tree within 60 
  feet of the first tree, appearing in an unoccupied space within 
  5 feet of the second tree. Both trees must be Large or bigger. 
  Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 
  5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing 
  damage.
  Enthralling Song. The dananshee sings a magical melody. 
  Every humanoid within 100 feet of the dananshee that can 
  hear the song must succeed on a DC 13 Wisdom saving 
  throw or be charmed until the song ends. While charmed 
  in this way, a target is incapacitated and has a speed of 0. 
  Each target can repeat the saving throw at the end of each 
  of its turns, ending the effect on itself on a success. If the 
  target’s saving throw is successful, the target is immune to any 
  dananshee’s enthralling song for 1 hour. 
  The dananshee must use a bonus action each round to 
  continue singing. It can stop singing at any time. The song 
  ends if the dananshee is incapacitated. 
  Grim Puppeteer
  The grim puppeteer is a large arachnid predator that 
  drains prey of vital fluids, then uses the spent corpse as 
  bait to attract future meals. These corpses are strung up like 
  marionettes with the puppeteer’s webs and manipulated to 
  lure passing creatures into range of its bite. The puppeteer 
  then hoists the new carcass up to be dined upon at leisure; 
  if necessary, it tracks prey that wanders off, then drags the 
  limp body back to its web to be devoured. 
  Grim Puppeteer 
  Large monstrosity, unaligned
  Armor Class 14 (natural armor)
  Hit Points 32 (5d10 + 5)
  Speed 30 ft., climb 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  16 (+3)
  12 (+1)
  6 (−2)
  11 (+0)
  10 (+0)
  Skills Stealth +7
  Senses blindsight 10 ft., darkvision 60 ft., passive Perception 
  10
  Languages —
  Challenge 1 (200 XP)
  Grim Puppetry. The grim puppeteer lures prey using its 
  web strands to manipulate the bodies of slain creatures as 
  puppets or marionettes, and it can mimic non-verbal human 
  and animal sounds to complete the illusion. A character 
  viewing this display may make a DC 13 Wisdom (Insight) 
  check to determine that there is something unusual or 
  unnatural about the puppet’s movement or sounds. 
  Grim puppeteers use corpses in cunning and appropriate 
  ways: a female humanoid’s corpse may be used to lure a 
  young male of the same species, or a jungle cat’s favorite 
  prey animal may be dangled to get the feline within range of 
  the puppeteer’s bite. The grim puppeteer knows instinctively 
  how to best use its puppet to fool a passerby, so an animal 
  corpse might seem lame, an easy target for a hunter or 
  predator; or a humanoid body might seem to moan as if in 
  pain and make vague gestures, or perhaps it might appear to 
  hide furtively behind the puppeteer’s tree or rock perch. 
  Spider Climb. The 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 spider knows 
  the exact location of any other creature in contact with the 
  same web. 
  Web Walker. The spider ignores movement restrictions 
  caused by webbing.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 6 (1d6 + 3) piercing damage, and the target 
  must make a DC 10 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. 
  
  36
  Gauntlet of Spiragos
  Scythe Falcon
  Unlike other small predators, the scythe falcon will 
  seek out prey considerably larger than itself. Armed with 
  extraordinary natural means of attack—the wickedly sharp, 
  hard, bony ridge at the forefront of its wings—a scythe falcon 
  uses a diving attack that shears through flesh and bone. 
  Scythe Falcon 
  Small beast, unaligned
  Armor Class 12
  Hit Points 9 (2d6 + 2)
  Speed 10 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  7 (-2)
  15 (+2)
  12 (+1)
  2 (−4)
  12 (+1)
  5 (−3)
  Skills Perception +5
  Senses passive Perception 15
  Languages —
  Challenge 1/4 (50 XP)
  Diving Charge. If the scythe falcon moves at least 20 feet 
  toward a target and then hits it with a wing slash attack on 
  the same turn, the target takes an extra 2 (1d4) slashing 
  damage. 
  Flyby. The scythe falcon doesn’t provoke opportunity attacks 
  when it flies out of an enemy’s reach. 
  Keen Sight. The scythe falcon has advantage on Wisdom 
  (Perception) checks that rely on sight. 
  Razor Wings. The scythe falcon scores a critical hit with its 
  wing slash attack on a 19 or 20. 
  Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 4 (1d4+2) slashing damage. 
  Wing Slash. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 4 (1d4+2) slashing damage. 
  Undead Hound
  Undead hounds are cunning and sadistic hunters. 
  Untiring, they hunt living prey both for pleasure and to 
  feast upon their flesh. Undead hounds are ideal weapons of 
  terror and war, used by necromancers on the unsuspecting 
  as well as in deliberate assaults against enemy forces and the 
  pursuit of fleeing foes. 
  Undead Hound
  Medium undead, chaotic evil
  Armor Class 13 (natural armor)
  Hit Points 13 (2d8 + 4)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  14 (+2)
  14 (+2)
  3 (-4)
  12 (+1)
  5 (-3)
  Skills Perception +3
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, poisoned
  Senses darkvision 60 ft., passive Perception 13
  Languages —
  Challenge 1/2 (100 XP)
  Keen Hearing and Smell. The undead hound has 
  advantage on Wisdom (Perception) checks that rely on 
  hearing or smell. 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage. If the target is a 
  creature, it must succeed on a DC 12 Strength saving throw 
  or be knocked prone. 
  
  37
  Appendix One: Creatures
  NPCs and Unique Creatures
  Several creatures encountered in this adventure are 
  specific individuals or unique examples of their race. 
  Necromancer
  Medium humanoid (human), neutral evil
  Armor Class 12 (15 with mage armor)
  Hit Points 27 (5d8 + 5)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  14 (+2)
  12 (+1)
  16 (+3)
  13 (+1)
  12 (+1)
  Saving Throws Int +5, Wis +3
  Skills Arcana +5, History +5
  Senses passive Perception 11
  Languages Abyssal, Common, Goblin, Zathisk
  Challenge 2 (450 XP)
  Spellcasting. The necromancer is a 5th-level spellcaster. 
  His spellcasting ability is Intelligence (spell save DC 13, +5 
  to hit with spell attacks). He has the following wizard spells 
  prepared:
  Cantrips (at will): chill touch, light, mage hand, minor illusion
  1st level (4 slots): expeditious retreat, mage armor, unseen 
  servant
  2nd level (3 slots): blindness/deafness, detect thoughts, ray 
  of enfeeblement
  3rd level (2 slots): animate dead, gaseous form
  Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 
  5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing 
  damage. 
  Possessions dagger, traveler’s clothes (black robes), 
  component pouch, belt pouch, spellbook, spell focus (crystal 
  orb), onyx gem (50 gp), potion of healing
  Spellbook all prepared spells, plus 1st—alarm, feather fall; 
  2nd—darkvision, spider climb; 3rd—phantom steed.
  Spider-Eye Goblin Champion
  Medium monstrosity, neutral evil
  Armor Class 15 (natural armor)
  Hit Points 39 (6d8 + 12)
  Speed 30 ft., climb 30 ft. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  15 (+2)
  13 (+1)
  8 (−1)
  11 (+0)
  6 (−2)
  Skills Perception +4, Stealth +6
  Damage Resistances poison
  Senses blindsight 10 ft., darkvision 60 ft., passive Perception 
  14
  Languages Goblin, Undercommon
  Challenge 2 (450 XP)
  Cunning Action. The champion can take the Dash, 
  Disengage, or Hide action as a bonus action on each of its 
  turns. 
  Keen Sight. The champion has advantage on Wisdom 
  (Perception) checks that rely on sight. 
  Spider Climb. The champion can climb difficult surfaces, 
  including upside down on ceilings, without needing to make 
  an ability check. 
  Multiattack. The spider-eye goblin champion makes four 
  claw attacks. If at least two claw attacks hit the same target, 
  the goblin can then make one bite attack against that target. 
  Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 4 (1d4 + 2) slashing damage. 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 4 (1d4 + 2) piercing damage, and the target 
  must make a DC 11 Constitution saving throw, taking 2 (1d4) 
  poison damage on a failed save, or half as much damage on 
  a successful one. If this 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. 
  Dart. Ranged Weapon Attack: +4 to hit, range 20/60 ft., 
  one target. Hit: 4 (1d4 + 2) piercing damage plus 2 (1d4) 
  poison damage. 
  
  38
  Gauntlet of Spiragos
  Spider-Eye Goblin Matriarch
  Small monstrosity, neutral evil
  Armor Class 14 (natural armor) 
  Hit Points 24 (7d6)
  Speed 30 ft., climb 20 ft. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  9 (−1)
  14 (+2)
  10 (+0)
  10 (+0)
  16 (+3)
  11 (+0)
  Skills Arcana +2, Medicine +5, Perception +7, Stealth +6
  Damage Resistances poison
  Senses darkvision 60 ft., passive Perception 17
  Languages Common, Goblin, Undercommon
  Challenge 1 (200 XP)
  Keen Sight. The matriarch has advantage on Wisdom 
  (Perception) checks that rely on sight. 
  Nimble Escape. The matriarch can take the Disengage or 
  Hide action as a bonus action on each of her turns. 
  Spellcasting. The matriarch is a 4th-level spellcaster. Her 
  spellcasting ability is Wisdom (spell save DC 13, +5 to hit 
  with spell attacks). She currently has the following spells 
  prepared:
  Cantrips (at will): acid splash, chill touch, mage hand, 
  resistance
  1st level (4 slots): charm animal (as charm person, but beasts 
  only), create or destroy water, faerie fire, speak with animals
  2nd level (3 slots): barkskin, spider climb, web
  Web Walker. The matriarch ignores movement restrictions 
  caused by webbing.
  Multiattack. The matriarch makes two claw attacks. If both 
  claw attacks hit the same target, she can then make one bite 
  attack against that target. 
  Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 4 (1d4 + 2) slashing damage. 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 4 (1d4 + 2) piercing damage, and the target must make a 
  DC 10 Constitution saving throw, taking 2 (1d4) poison damage 
  on a failed save, or half as much damage on a successful one. If 
  this 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.
  
  39
  Appendix Two: Spider-Eye Goblins
  Spider-Eye Goblin
  Small monstrosity, neutral evil
  Armor Class 13 (natural armor)
  Hit Points 13 (3d6 + 3)
  Speed 30 ft., climb 30 ft. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  9 (-1)
  13 (+1)
  12 (+1)
  8 (-1)
  11 (+0)
  6 (-2)
  Skills Perception +4, Stealth +5
  Damage Resistances poison
  Senses darkvision 60 ft., passive Perception 14
  Languages Goblin, Undercommon
  Challenge 1/2 (100 XP)
  Keen Sight. The spider-eye goblin has advantage on 
  Wisdom (Perception) checks that rely on sight. 
  Nimble Escape. The goblin can take the Disengage or Hide 
  action as a bonus action on each of its turns. 
  Multiattack. The spider-eye goblin makes two claw attacks. 
  If both claw attacks hit the same target, the goblin can then 
  make one bite attack against that target. 
  Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 3 (1d4 + 1) slashing damage. 
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 3 (1d4 + 1) piercing damage, and the target must 
  make a DC 10 Constitution saving throw, taking 2 (1d4) 
  poison damage on a failed save, or half as much damage on 
  a successful one. If this 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. 
  Dart. Ranged Weapon Attack: +3 to hit, range 20/60 ft., 
  one target. Hit: 3 (1d4 + 1) piercing damage. 
  Spider-Eye Raidmaster
  Small monstrosity, neutral evil
  Armor Class 13 (natural armor)
  Hit Points 22 (5d6 + 5)
  Speed 30 ft., climb 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  11 (+0) 
  13 (+1) 12 (+1) 8 (-1) 
  13 (+1) 8 (-1)
  Skills Perception +5, Stealth +5
  Damage Resistances poison
  Senses darkvision 60 ft., passive Perception 15
  Languages Goblin, Undercommon
  Challenge 1 (200 XP)
  Keen Sight. The spider-eye goblin has advantage on 
  Wisdom (Perception) checks that rely on sight. 
  Nimble Escape. The goblin can take the Disengage or Hide 
  action as a bonus action on each of its turns. 
  Multiattack. The spider-eye raidmaster makes two dart 
  attacks or two claw attacks. If both claw attacks hit the same 
  target, the goblin can then make one bite attack against that 
  target. 
  Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 3 (1d4 + 1) slashing damage. 
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 3 (1d4 + 1) piercing damage, and the target must 
  make a DC 10 Constitution saving throw, taking 2 (1d4) 
  poison damage on a failed save, or half as much damage on 
  a successful one. If this 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. 
  Dart. Ranged Weapon Attack: +3 to hit, range 20/60 ft., 
  one target. Hit: 3 (1d4 + 1) piercing damage. 
  Appendix Two:  
  Spider-Eye Goblins
  T
  his small humanoid has six long, slender arms ending in 
  wicked claws, along with a bizarre array of eight eyes above 
  its fanged maw. It wears scraps of cloth and bits of polished 
  stone, and it scampers about easily on one of its pairs of arms 
  and its legs. 
  
  40
  Gauntlet of Spiragos
  Spider-Eye Goblin Shaman
  Small monstrosity, neutral evil
  Armor Class 14 (natural armor)
  Hit Points 14 (4d6)
  Speed 30 ft., climb 20 ft. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  9 (−1)
  13 (+1)
  10 (+0)
  8 (−1)
  13 (+1)
  9 (−1)
  Skills Perception +5, Stealth +5
  Damage Resistances poison
  Senses darkvision 60 ft., passive Perception 15
  Languages Goblin, Undercommon
  Challenge 1/2 (100 XP)
  Keen Sight. The shaman has advantage on Wisdom 
  (Perception) checks that rely on sight. 
  Nimble Escape. The shaman can take the Disengage or 
  Hide action as a bonus action on each of her turns. 
  Spellcasting. The shaman is a 2nd-level spellcaster. Her 
  spellcasting ability is Wisdom (spell save DC 11, +3 to hit 
  with spell attacks). The shaman currently has the following 
  spells prepared:
  Cantrips (at will): acid splash, mending
  1st level (3 slots): faerie fire, healing word, speak with 
  animals
  Multiattack. The spider-eye goblin makes two claw attacks. 
  If both claw attacks hit the same target, the goblin can then 
  make one bite attack against that target. 
  Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 3 (1d4 + 1) slashing damage. 
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 3 (1d4 + 1) piercing damage, and the target 
  must make a DC 10 Constitution saving throw, 
  taking 2 (1d4) poison damage on a 
  failed save, or half as much damage on 
  a successful one. If this 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. 
  Dart. Ranged Weapon Attack: +3 to hit, range 20/60 
  ft., one target. Hit: 3 (1d4 + 1) piercing damage. 
  Spider-Eye Goblin Lore
  Goblinoids were among the titans’ 
  first attempts at creating humanoids. 
  They fell somewhat short of being a 
  desirable servitor race and were fast 
  forgotten. Over time, many tribes 
  soaked up aspects of the primordial 
  Scarn, evolving into the varieties 
  of goblinoid races that exist in 
  present times. 
  The following specific information about spider-eye 
  goblins can be obtained with a successful check, as indicated 
  below. 
  Intelligence (Nature) DC 5. Spider-eye goblins were infused 
  with a monstrous arachnid essence, becoming one of the 
  most hideous branches of an already ugly race. These multi-
  limbed, multi-eyed goblinoid creatures make their lairs in deep 
  jungle caves or in dark caverns close to the land’s surface. 
  Intelligence (Nature) DC 15. Like the common goblins 
  from which they descend, spider-eye goblins breed quickly; 
  like the spiders they resemble, they produce eggs, and in 
  much larger numbers than the broods common to typical 
  goblins. Fortunately, the female often eats the male after 
  mating, as well as many of her own young, which helps 
  to keep their disgusting population in check. As a result, 
  despite their prolific reproductive rates, their numbers in 
  any given tribe are no greater than those of most goblinoids.
  
  41
  Appendix Two: Spider-Eye Goblins
   Intelligence (History or Religion) DC 15. After the 
  titans fell, most spider-eye tribes took to worshiping the 
  goddess Sethris, Demon Witch of the Web. 
  Intelligence (History or Religion) DC 25. However, there 
  is evidence to suggest the spider-eye goblins occupying the 
  region around the Chasm of Flies turned their devotions 
  from Sethris, the Lady of Vengeance, toward the fallen lesser 
  titan known as Spiragos the Ambusher. Or perhaps these 
  goblins have always worshipped Spiragos and simply never 
  turned to the worship of the goddess of Vengeance in the 
  first place. Given their physical similarity to Spiragos, it is 
  possible, though by no means certain, that they were either 
  formed by the titan or twisted into his image. 
  Behavior
  Spider-eye goblins make their lairs in deep, dark places far 
  enough from divine races that they can’t easily be routed, 
  but close enough that they can still send long-range raiding 
  parties from time to time. Their typical ruling structure 
  is a matriarchy, with a female adept or witch most often 
  ruling the group. Any sizable spider-eye goblin tribe keeps 
  giant spiders as guardian beasts if not as trained mounts. 
  Spider-eye goblins are hostile and ferocious, but not 
  particularly courageous; in an extended fight, or a battle 
  against foes more numerous than themselves, a leaderless 
  gang demonstrates typical goblin cowardice. In defense of 
  their lair, though, they can be quite fearless. 
  Spider-eye tactics rely on ambush, making use of their 
  natural climbing ability to hide in the tree canopy or on 
  cavern ceilings, where they rain javelins and darts upon 
  their prey. Though not bright, they are cunning with traps. 
  
  42
  Gauntlet of Spiragos
  Dagger of Spiragos 
  The serrated blade of this foul weapon is made of some 
  strange, blackened metal. Its handle is made of sweat-
  darkened skin, perhaps crafted from human flesh, and the 
  tarnished silver pommel is a stylized, twisting spider. 
  Weapon (shortsword), rare, requires attunement
  You have a +1 bonus to attack rolls and damage rolls for 
  attacks you make with this magic weapon; despite being 
  the size of a typical shortsword, it can be wielded without 
  penalty by anyone proficient with either a shortsword or a 
  dagger. If you apply poison to the weapon, that poison’s 
  saving throw DC increases by 2. 
  Once per day, you can use a bonus action to cause thick, 
  black poison to coat the blade. The poison remains for 1 
  minute or until you hit with an attack using this weapon. 
  When you hit a creature with the poisoned weapon, the 
  target must make a DC 15 Constitution saving throw. On 
  a failed save, the target becomes poisoned for 1 minute and 
  takes 11 (2d10) poison damage. 
  The Dagger of Spiragos can be destroyed only by submerging 
  it in holy water for 33 days and then melting it in the fiery 
  heart’s-blood of a thulkan. 
  Appendix Three: Magic Items
  Ring of Spiragos
  This black band is shaped like a spider, four of its legs 
  extending around to either side and joining on the opposite 
  side of the wearer’s finger. Its eyes are tiny emeralds. 
  Ring, rare, requires attunement 
  You must be a druid, sorcerer, or warlock to become 
  attuned to this ring. 
  If you are a druid, then starting at 5th level, you can use 
  your wild shape feature to transform into a giant spider. 
  If you are a druid, sorcerer, or warlock, while you wear 
  this ring, you gain the following:
  Spells. You add bestow curse, spider climb, and web to 
  the list of spells you know or have prepared. 
  Spider Friend. Three times per day, you can cast the charm 
  monster spell (save DC 13) without using any components. 
  This spell targets only spiders, whether normal or of the 
  giant variety, and monsters that are spider-like in nature. 
  Virulence. Whenever you cast a spell that deals poison 
  damage or imposes the poisoned condition, the saving throw 
  DC of that spell increases by 1, if applicable. 
  Web Walker. You ignore movement restrictions caused 
  by webbing. 
  The Ring of Spiragos can be destroyed only if sundered by 
  a solar or a good-aligned demigod or deity. 
  
  43
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the 
  Coast, Inc. 
  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.
  Relics & Rituals. © 2001, Clark Peterson. 
  Wilderness & Wastelands: Scarred Lands Encounters. 
  © 2002, White Wolf Publishing, Inc. 
  Gauntlet of Spiragos. © 2014, Onyx Path and Nocturnal 
  Publishing, LLC.   
  
  FOR CENTURIES,  
  TITANS BESTRODE THE WORLD
  Colossal heads and shoulders lost in the clouds, carelessly smashing and crushing all  
  beneath. When the youngest of them had enough and declared war on their ancient parents, 
  even the land itself suffered. These scars of the Divine War, 
  which ended less than 200 years ago, have still not healed. 
  ONE SUCH SCAR IS  
  THE CHASM OF FLIES
  A rent in the earth created when the titan  
  Spiragos the Ambusher was smote down by one  
  of the young gods, Vangal the Ravager. 
  Now, the Chasm is inhabited by 
  spider-eye goblins and their 
  spider allies, but it is also 
  thought to be the resting place 
  of powerful artifacts from that  
  elder age. 
  “Gauntlet of Spiragos” is a Scarred 
  Lands adventure designed for 
  1st-level characters, although it can 
  easily be modified for characters 
  of 1st to 5th level.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Onyx Path/Scarred Lands - Gauntlet of Spiragos.pdf