TEXT: TANGLE IN THE
  SILVER VINES
  BY DAVE OLSON
  ADVENTURE SIX
  REALITY BLURS 
  
  ADVENTURE SIX
  TANGLE IN THE
  SILVER VINES
  WRITING
  DAVE OLSON 
  EDITING & PROOFING
  JEFF SCIFERT & TOM CADORETTE
  LAYOUT & GRAPHIC DESIGN
  SEAN PRESTON
  This product is compatible with the Fantasy Craft Roleplaying Game and requires the Fantasy Craft 
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  and Fantasy Craft branding elements are trademarks are Crafty Games LLC, and are used with 
  permission.
  Old School Fantasy, Tangle in the Silver Vines, Reality Blurs, and all unique characters, creatures, 
  and locations are copyright 2009-2011 Reality Blurs.
  Visit our website at www.realityblurs.com for freebies, downloads, and updates.
  
  3
  TANGLE IN THE 
  SILVER VINES
  INTRODUCTION
  The elves of the Silver Vines are in trouble, though few in the upper 
  echelons of the city would agree. An aggressive race of spider 
  creatures called the attercop is growing stronger and stronger in 
  the heart of the forest, and the elves have no standing plan to deal 
  with the deadly threat. Some say it is the foolishness of the elders, 
  while others say there is a more deliberate motivation at work. 
  An elven princess seeks outside help..., but is it too late to save the 
  Silver Vines from destruction?
  Old School Fantasy #6 Tangle in the Silver Vines is a 
  continuation of the Old School Fantasy series, but previous 
  experience with the other adventures is not necessary to enjoy this 
  adventure.
  AN ADVENTURE UNTO ITSELF
  This adventure stands alone, but if you have played 
  through some or all of the previous installments, there 
  are special motivations you can use to hook your players. 
  In Old School Fantasy #2: Darkness Over Keryhk 
  Nhor, the heroes had a chance to rescue the slumbering 
  elven princess Emilee in the dwarven hold; if they 
  succeeded heroically, you can use her in place of Hanalee 
  to recruit the characters.
  
  4 
  ANOTHER AVENUE OF APPROACH
  In Old School Fantasy #4 Slave Pens of Moss Stone, 
  the heroes would have been introduced to Emilee’s sister 
  Hanalee, who was mounting a daring raid on a gnoll slave 
  encampment. In this case, if the heroes were successful in 
  rescuing the slaves of Moss Stone, they likely earned her 
  respect. You can use this previous relationship to bring the 
  heroes into the adventure in Scene 1.
  The villainous traitor at the end of this scenario is revealed 
  to be a servant of Lord Gravespawn, a powerful lich 
  who is spreading his influence and power through many 
  different plans and puppets. Though he does not feature 
  prominently in this adventure, the tendrils of his plans 
  and machinations will be felt by those who look for them. 
  We have plans for Lord Gravespawn in the future
  
  5
  SYNOPSIS
  The heroes are approached by Hanalee, a beautiful elven princess 
  and accomplished warrior-mage from the Silver Vines. She 
  beseeches the heroes for help, hearing of their fame and exploits, 
  and asks them to accompany her to the elven city to help her drive 
  back a force of spider invaders called attercops.
  The journey can take as long or as short as necessary. Upon 
  arriving at the great Golden Oak Gate that protects the elven 
  tree-city, the heroes and Hanalee are ambushed by a group of 
  attercops. The brazen nature of the attack so close to the Silver 
  Vines proves that the spider menaces are growing bolder and 
  bolder by the day. Hanalee rushes to gather the Silver Council, 
  the ruling body of the Silver Vines, while the heroes are left to 
  explore the magical tree-city of the elves for a short period.
  At the meeting of the Silver Council, the heroes are introduced to 
  meet the three most important elders -: Master Lonaress, Mistress 
  Rhenaria, and Master Galafar. These three are the guiding voices 
  of the Silver Vines, and they oppose action against the attercop for 
  fear of a more deadly reprisal. After the meeting, Master Galafar 
  meets with Hanalee and the heroes separately and approves their 
  actions, giving them information and instructions to root out the 
  evil in the attercops’ realm. He also suspects a traitor amongst 
  the Silver Council so he cautions them against betrayal — it is 
  Master Galafar who is the traitor, manipulating the heroes to 
  incite the attercops into full-scale war with the elves, an event that 
  will pleases his master, Lord Gravespawn.
  Master Galafar’s information leads the heroes deep into the 
  darkest part of the woods in search of the Pyramid of Spith-
  Raaku, the center of the attercops’ evil lair. Giant spiders, 
  attercops, shadow creatures, and other predators must be dealt 
  with before the heroes reach the pyramid, which sits in a small 
  valley entirely engulfed by the thick foliage overhead, creating the 
  shadowed Valley of Webs.
  
  6 
  The heroes penetrate the Pyramid of Spith-Raaku and fight 
  their way to the center, navigating its treacherous passages and 
  trap-filled halls. At the top they come face to face with Saran-
  Ra, queen of the attercops, who reveals that there is indeed a 
  traitor amongst the elders of the Silver Council. Saran-Ra does 
  not reveal the individual’s identity, but she reveals clues that the 
  heroes can use to solve the mystery.
  After dealing with Saran-Ra the heroes return to the Silver 
  Vines and interrupt a meeting of the Silver Council. Here they 
  have a chance to present their evidence and draw out the traitor. 
  The exact results depend on how well the heroes do in this scene, 
  but Master Galafar comes out at the end and proclaims victory 
  for Lord Gravespawn. Several other members are revealed to be 
  traitors as well and the council chamber becomes a scene of battle 
  as Master Galafar and his allies fight the heroes.
  When the dust settles and the traitors dealt with, Hanalee thanks 
  the heroes, though it is certainly troubling that a powerful lich like 
  Lord Gravespawn has taken an interest in elven affairs.
  LORE 
  ATTERCOPS
  Attercops are ugly, cruel bipedal creatures, with hunched shoulders 
  and stooping gaits. They have mottled purple skin and pale 
  bellies, with short spindly legs and long arms that reach nearly to 
  their ankles. They have a set of wicked mandibles on either side 
  of their mouths capable of dealing out great damage and they 
  have a natural poison that can be injected from their bite. The 
  poison is very dangerous and similar to giant spider poison. They 
  are intelligent, though rarely organized, and are also skilled trap 
  makers.
  
  7
  PYRAMID OF SPITH-RAAKU
  A strange pyramid lies in the deepest part of the High Horn 
  Forest. It predates the attercops, who have moved in only in 
  the last hundred years or so, dedicating it to their spider deity 
  Spith-Raaku. But the pyramid predates them by time untold, 
  and even the elves of the Silver Vines cannot explain its presence 
  or purpose — it’s always just “been there.” The exact details of 
  this mysterious pyramid are ultimately left up to the GM, but 
  for the purposes of this scenario it is assumed that it was erected 
  in honor of some nameless evil deity who demanded blood 
  sacrifices. 
  THE SILVER VINES
  A hidden city of elves in the High Horn Forest, the Silver Vines 
  is called the City of Trees as it is located in the upper canopies 
  of the incredibly tall oak trees of the forest. The city holds about 
  3,000 residents, all of them elves, and the architecture is natural 
  woodwork built in and around the trunks of the trees. The Silver 
  Vines is governed by a body of elders called the Silver Council 
  who handle the day to day activities, while the king who sits on 
  the throne is merely a ceremonial title and holds no real authority.
   
  The elves of the Silver Vines produce fine quality goods, including 
  bows and arrows of unmatched design. The popular elven bow is 
  available for purchase for the cost of 500 silver. It has the following 
  stats, assuming standard arrows are used: 
  Silver Vines Bow (dmg 1d6 lethal; threat 18–20;: range 60 ft. × 
  6; qualities: AP 2, cavalry, poisonous). 
  Also, consider having several magical items available for sale as 
  the elves attunement to the magical world is almost as strong as 
  the natural world; roll randomly to determine what items are 
  available (see Table 7.15, Fantasy Craft, page 350).
  
  8 
  PLACES OF INTEREST
  GOLDEN OAK GATE
  The entrance to the Silver Vines is via the Golden Oak Gate, a 
  massive golden oak tree around one hundred feet in diameter. 
  Magic keeps the entrance sealed, but the correct series of knocks 
  and taps will open a door in the tree trunk, revealing a spiraling 
  staircase leading up. The gate seals after the last entrant has 
  passed through.
  HIGH HORN FOREST
  The ancient forest that holds both the Silver Vines and the 
  attercops’ realm is a wide expanse of towering trees. It is a largely 
  deciduous forest, with many oaks (silver and golden oaks close to 
  the Silver Vines) dominating the region.
  PYRAMID OF SPITH-RAAKU
  In the center of the Valley of Webs sits a strange stepped pyramid 
  that has been taken over by the attercops and rededicated to their 
  spider god, Spith-Raaku. More details can be found under Lore.
  SILVER COUNCIL CHAMBER
  The meeting place of the Silver Council is a natural amphitheater 
  made up from the branching boughs of a massive silver oak tree. 
  The silver-tinged leaves sparkle in the sunshine overhead and keep 
  out the rain while allowing the dappled sunlight to filter down.
  THE SILVER VINES
  The City of Trees is the home to Hanalee and the Silver Council 
  along with roughly 3,000 other elves. More information can be 
  found under Lore.
  VALLEY OF WEBS
  The attercops of the High Horn Forest moved into the valley that 
  held an ancient stepped pyramid and made it their own. Attercops 
  dwell in the high canopy overhead and take their orders from 
  Saran-Ra, who lives within the pyramid. A permanent gloom and 
  shadow hangs over the entire area even in the brightest day.
  
  9
  ADVENTURE OVERVIEW
  SCENE ONE: TROUBLING EVENTS
  The heroes are approached by a beautiful elven woman, Hanalee 
  of the Silver Vines, who asks for their assistance in dealing with 
  an external threat to her elven home city. She’s vague, but curious 
  heroes can discern a few details up front about her attitude and 
  general viewpoints on the situation if they pry.
  SCENE TWO: GOLDEN OAK GATE AMBUSH
  Hanalee and the heroes reach the High Horn Forest, the home 
  of both the Silver Vines and the realm of the attercops. The 
  elven princess leads the heroes to the Golden Oak Gate, the 
  secret entrance to the City of Trees, but upon arriving they are 
  all ambushed by a force of attercops and spider minions. The 
  ambush serves to highlight the threat to the Silver Vines and how 
  close the creatures are to full-on invasion.
  SCENE THREE: THE CITY OF TREES
  The heroes arrive in the Silver Vines, City of Trees, and are free 
  to explore the beautiful elven city. They have a chance to purchase 
  supplies, stock up on necessary components, and get a feel for how 
  the citizens of the Silver Vines live out their lives.
  SCENE FOUR: GATHERING OF SILVER
  After exploring for a period, the heroes are summoned by an elven 
  page and brought to the chamber of the Silver Council. Here 
  Hanalee pleads the elders to do something about the attercops, 
  and the heroes have a chance to influence the proceedings and 
  make their own voice be heard. Ultimately, however, the Silver 
  Council votes to take no special action and to “wait and see what 
  happens”.
  
  10 
  SCENE FIVE: INTO THE SPIDER REALM
  With at least some level of approval from the Silver Council, the 
  heroes set out into the heart of the High Horn Forest. If Hanalee 
  stays behind, she gives them general directions otherwise she 
  leads the way. This part of the forest is noticeably darker and 
  more sinister, with traps and monsters waiting to spring upon the 
  unwary.
  SCENE SIX: PYRAMID OF SPITH-RAAKU
  After traversing the shadowed home of the attercops the heroes 
  finally arrive at the Valley of Webs with the ancient and mysterious 
  Pyramid of Spith-Raaku in its center. With no other options in 
  front of them, the Pyramid holds the best chance of providing 
  answers for the coming war against the Silver Vines.
  SCENE SEVEN: SAID THE SPIDER TO THE FLY
  In the third tier of the Pyramid of Spith-Raaku, the attercop 
  queen Saran-Ra keeps her alchemical laboratory and home. She’s 
  not alone, so the heroes are going to have a tough scrape in store 
  for them. Saran-Ra asks a few leading questions before the fray 
  begins, and the heroes are left wondering what exactly is going on 
  at the end of the scene.
  SCENE EIGHT: WEB OF DECEPTION
  Armed with the knowledge that Master Galafar is the traitor, 
  the heroes return to the Silver Vines and go to confront him at 
  a gathering of the Silver Council. There they must argue with 
  the other councilors and try to get the traitorous Master Galafar 
  to reveal himself, which he does once he realizes that the heroes 
  know too much.
  SCENE NINE: EPILOGUE
  If all goes well the heroes have saved a community of elves and 
  managed to put a stop to a dangerous band of attercops in the 
  heart of the High Horn Forest. They are regarded as heroes in the 
  Silver Vines, which can translate to an offer of home ownership if 
  they wanted a place to settle down.
  
  11
  MENACE
  Tangle in the Silver Vines assumes a Menace of III 
  (Challenging) or IV (Dangerous), though you can easily adjust 
  that if you like. Keep in mind that a higher or lower Menace will 
  adjust the number of Dramatic scenes. 
  SLIDING DCS
  To allow for play at any Threat Level, this adventure features 
  sliding DCs (see Fantasy Craft, page 370).
  
  12 
  DRAMATIS PERSONAE
  Attercop Warrior: Attercops are man-sized, bipedal creatures 
  with hunched purple bodies and pale bellies. They have a pair of 
  large mandibles that they use to tear up food and bite opponents, 
  and long claws that can be used to rend and gouge. They move 
  quickly, equally at home climbing trees or webs as they are on the 
  ground.
  Attercop Spellweaver: The spellweavers are the arcane casters 
  of the attercops, smarter than the warriors but weaker.
  Elven Traitor: Not all elves in the Silver Vines believe in the 
  virtues of the elven people, and the weaker-minded individuals 
  have been converted to the ideals of Lord Gravespawn by Master 
  Galafar. They appear as robed elves, but wield wavy long blades 
  distinct from other elven weapons.
  Giant Spider: An eight-legged monster almost as large as a man, 
  the giant spiders of the High Horn Forest are vicious creatures. 
  They are favored pets of the attercop who have a natural way to 
  communicate and control them, training them as fighters.
  Hanalee, Elven Warrior-Wizard: Much like her sister, Emilee, 
  Hanalee is a beautiful elven woman with long flowing blonde 
  locks, high cheekbones, and large almond-shaped eyes the color 
  of a spring rainstorm. She carries a sword at all times, a slim blade 
  of elven design, and her pouch of spell components is never far 
  from her belt.
  Hawk-Spider: Attercops have been breeding special hybrids of 
  spiders for a very long time, and one of the most successful is 
  the winged creature called the hawk-spider. It is smaller than a 
  regular giant spider, about the size of a large dog, with six hair 
  legs along its thorax and two more in the rear that have large bat-
  like wings attached.
  
  13
  Master Galafar: A handsome elf of some one hundred and fifty 
  years old, Master Galafar achieved his coveted position on the 
  Silver Council through brown nosing and a sycophantic attitude. 
  He oozes charm, but intelligent people are often able to see 
  through his perfect smile to the lies beneath it. Since he became 
  a follower of Lord Gravespawn he carries his blade and wears his 
  leather armor at all times.
  Saran-Ra, Attercop Queen: Saran-Ra is an attercop, though 
  slightly slimmer than the warriors and spellweavers. She is less 
  hunched than her kin but still has a purple hide and a pale belly. 
  Her mandibles are less pronounced, which makes her speech 
  easier to understand and less sinister. Saran-Ra relies on her 
  alchemical compounds to deter intruders.
  The Eyes of Spith-Raaku: A titanic spider of monstrous 
  proportions, the Eyes of Spith-Raaku is a creature completely 
  devoted to its horrible spider god and Saran-Ra. Other than its 
  size and more potent poison it appears as simply a very, very large 
  spider.
  Web Zombie: Wrapped in sticky webbing, these poor elves have 
  been killed by spiders or attercops and then brought back to life 
  through terrible necromantic magic. They are desiccated corpses 
  given unholy life with sticky hands and poisonous blood. 
  Wolf-Spider: Like the hawk-spiders, wolf-spiders are specially 
  bred hybrid of spiders and wolves. They have the jaws and heads 
  of wolves, snarling and vicious, with the many legs of a spider. 
  Unlike other spiders wolf-spiders only have a single set of eyes.
  
  14 
  THE ADVENTURE PROPER
  SCENE ONE: TROUBLING EVENTS
  GM’s Choice of Location
  OBJECTIVES
  A mysterious and beautiful elven stranger just walked in - time to 
  find out what’s going on!
  CHALLENGES
  The party must decide to assist Hanalee in her time of need.
  SYNOPSIS
  Scene Type: Standard
  GM Briefing: The setting for this scene is left up to the GM and 
  should be inserted as naturally as possible into actions the heroes 
  are already taking. Perhaps they are camping around a fire one 
  night, or maybe she finds them in whatever inn or tavern they 
  happen to be frequenting at that time. If the heroes have already 
  had pleasant interactions with Hanalee in previous adventures 
  (such as Old School Fantasy #4 Slave Pens of Moss Stone) 
  she greets them in a friendlier manner.
  Gear: The heroes are traveling with all adventuring gear on their 
  persons.
  LOCATION
  Wherever the GM wishes the characters to be at the time they are 
  approached . . .
  
  15
  Ambiance: Varies, GM discretion
  Terrain: Varies, GM discretion
  Cultural Interests: GM Preference 
  ACTION
  From out of the shadows a lithe woman steps into the light, 
  wearing form-fitting but functional leather armor and a long 
  blade sheathed at her side. She is an elf, a beautiful one at that, 
  though there is a coldness in her eyes that says she’s seen more 
  than her fair share of hardship. She approaches you quickly, her 
  lips drawn in a grim line.
  Hanalee does not waste any time getting down to details. She 
  tells the heroes that her home, the Silver Vines, is under attack by 
  a spreading force of spider-like creatures called attercops. Elven 
  heroes or others with a background closely tied to the forest can 
  make Knowledge checks (DC 15) to recall some information 
  about these creatures (as detailed under Lore: Attercops). 
  Hanalee explains that the ruling body of the Silver Vines, the 
  Silver Council, is acting as if the threat wasn’t real, and is even 
  preparing for a large festival in the coming weeks.
  The gist of it is that she needs help convincing the Silver Council 
  of the gravity of the threat, and if that doesn’t go as planned, 
  she needs staunch allies to mount an expedition into the realm 
  of the attercops to stop them once and for all. The attercops are 
  ruthlessly evil, but also sly and careful.
  Hanalee is willing to pay the heroes if they bring up reward, 
  though the exact terms are left up to negotiation. She is a princess 
  of the Silver Vines, and promises the favor of the elves if pressed.
  When the heroes have agreed, Hanalee insists upon leaving 
  immediately. The journey from their current location to the Silver 
  Vines is left up to the GM, and can be as interesting or boring as 
  the trip and time dictates. Hanalee does not share much personal 
  information, but charismatic heroes (Appearance bonus of +2 or 
  higher) can get her to divulge some of her background with a few 
  successful Influence checks over the course of the journey.
  
  16 
  CAST
  HANALEE, ELVEN WARRIOR-WIZARD (SPECIAL NPC)
  “The Silver Vines is my home. I will not let some spider-monstrosities take it 
  from me!”, “Words are not actions, and actions are what we need now.”
  Description: Much like her sister, Emilee, Hanalee is a beautiful 
  elven woman with long flowing blonde locks, high cheekbones, 
  and large almond-shaped eyes the color of a spring rainstorm. 
  She carries a sword at all times, a slim blade of elven design, and 
  her pouch of spell components is never far from her belt. Where 
  her sister was lost a 100 years ago in the depths of Keryhk Nhor, 
  Hanalee had to be strong, so there are unusual worry lines just 
  barely perceptible around her otherwise flawless eyes. The Silver 
  Vines are ruled by the Silver Council, so her role as princess and 
  eventual queen is mainly as political figurehead, though it is a role 
  she despises. Hanalee much prefers the life of an adventurer, so 
  she takes whatever chance she can get to leave and explore the 
  world.
  Motivations: Hanalee can fill the role of a ranged specialist or 
  magic-user in a party if they lack such a role, and her experience 
  and expertise with the forest makes her a valuable addition to any 
  party. If possible, allow one of the players to play as an NPC, to 
  avoid GM favoritism and to keep the focus on the players.
  
  17
  Hanalee, Elven Warrior-Wizard (Medium Fey Walker — 
  76 XP): Str 14, Dex 10, Con 10, Int 14, Wis 14, Cha 10; SZ M 
  (1×1, Reach 1); Spd 40 ft. ground (Run 200 ft.); Init V; Atk VI; Def 
  VI; Res III; Health III; Comp II; Skills: Investigate IV, Resolve 
  VI, Sneak IV, Spellcasting V; Spells: Entangle, Goodberry, Haste, 
  Mage Armor, Magic Missile; Qualities: Attractive I, burden of  ages, 
  class ability (Mage: arcane wellspring I), feat (Bow Basics, Bow Mastery, 
  Casting Basics), improved sense (hearing, sight), spell defense II, superior 
  runner I
  Attacks/Weapons: Magical Long Sword (dmg 1d12+3 lethal; threat 
  20; upgrades: poisonous), Silver Vines long bow + 30 standard 
  arrows (dmg 1d6 lethal; threat 18–20; range 60 ft. × 6; qualities: 
  AP 2, cavalry, poisonous)
  Gear: Partial leather armor (DR 1; Resist Fire 3; DP –1, ACP –0, 
  Spd +0 ft., Disguise +0), Mage’s pouch, mana potion, Greater 
  Ring of the Silver Vines (Bonus to skill ranks in Survival; see 
  Prizes section for details)
  Treasure: 1C, 1L, 1M
  NEXT STEPS
  The heroes must follow Hanalee to Silver Vines.
  
  18 
  SCENE 2: GOLDEN OAK GATE AMBUSH
  In the High Horn Forest just outside the Golden Oak Gate
  OBJECTIVES
  Monsters attacking? Time to hero it up and get to work saving, the 
  elven princess, though she is certainly no slouch herself!
  CHALLENGES
  Defeat the attercops after being ambushed!
  SYNOPSIS
  Scene Type: Standard
  GM Briefing: This is a combat scene, and should be quick and 
  brutal; the attercops are interested in killing Hanalee, though the 
  rest of the adventure assumes that they fail. The key in this scene 
  is to show that the attercops know the entrance to the Silver Vines, 
  so the threat is very real to the elven city.
  Gear: The heroes are traveling with all adventuring gear on their 
  persons.
  LOCATION
  The High Horn Forest, a deep, ancient track of foliage protecting 
  the elven city of Silver Vines.
  Ambiance: Typical forest sounds, twitters, whispers, with 
  ancient trees and dense foliage that creates a feeling of isolation 
  and awe.
  Terrain: Forest/jungle
  Cultural Interests: GM Preference 
  
  19
  ACTION
  The High Horn Forest is a deep and ancient forest, with mighty 
  oak trees and towering maples. Hanalee leads you expertly 
  through the dense region, taking lefts and rights that leave you 
  quite baffled if you had to find the way yourself. Eventually she 
  stops in front of a particularly impressive golden oak tree, with a 
  trunk easily one hundred feet in diameter. She pauses in front of 
  it, tapping lightly on the bark in specific places, with a rumbling 
  from somewhere high in the foliage above you in response. 
  Suddenly a movement out of the corner of your eye catches your 
  gaze.
  The entrance to the Silver Vines is via the Golden Oak Gate, the 
  trunk of which opens via ancient elven magic to reveal a spiraling 
  set of stairs leading up inside. The gate only opens when the 
  proper combination of knocks and taps is made against the trunk, 
  knowledge which is possessed by all of the residents of the Silver 
  Vines.
  As the heroes approach the Golden Oak Gate, they are being 
  watched. Characters can make an Awareness check versus the 
  Sneak skill of the attercop warriors to sense something is amiss; 
  those who are successful are not surprised when the ambush 
  breaks out. There are a total of two mobs of creatures – one 
  mob of attercop warriors, along with one mob of giant spiders. 
  The assailants leap out of their cleverly disguised hiding places 
  surrounding the Golden Oak Gate, surprising anyone who did not 
  succeed at their earlier Awareness check (assume Hanalee failed).
  The attercops and giant spiders go for Hanalee first, though they 
  quickly adjust tactics if the heroes prove themselves to be fierce 
  combatants. These attercops are completely loyal to their queen 
  and fight until death — retreat is not an option for them. They 
  are ferocious in battle, preferring to gang up on one opponent at 
  a time in order to swiftly deal with one target.
  
  20 
  Once the creatures are defeated, Hanalee thanks the heroes for 
  their help and points out that the attercops have never come this 
  close to the Silver Vines before. Her worry over the situation is 
  clear, and as they ascend the staircase inside the hollow golden 
  oak tree she tells them that she must inform the Silver Council 
  immediately, and that they are free to explore until she calls upon 
  them.
  CAST
  HANALEE, ELVEN WARRIOR-WIZARD (SPECIAL NPC)
  See Hanalee’s statistics in Scene 1.
  ATTERCOP WARRIOR (STANDARD NPC, ADVERSARY)
  “Fresh meat wanders into our hunting land”
  Description Attercops are man-sized, bipedal creatures with 
  hunched purple bodies and pale bellies. They have a pair of 
  large mandibles that they use to tear up food and bite opponents, 
  and long claws that can be used to rend and gouge. They move 
  quickly, equally at home climbing trees or webs as they are on 
  the ground. Attercops are inherently evil and malicious, but they 
  rarely organize. The attercops in the heart of the High Horn 
  Forest are under the leadership of Saran-Ra, an attercop queen, 
  who found the strange abandoned pyramid in the deepest part 
  of the forest. They renamed it the Pyramid of Spith-Raaku after 
  their profane spider god.
  Motivations: Attercop warriors are simpleminded, usually 
  ganging up on the smallest or weakest opponent. Though normally 
  not fatalistic, the ones in this part of the High Horn Forest under 
  the command of Saran-Ra fight until death at all times.
  
  21
  Attercop, Warrior (Medium Beast Walker — 66 XP): Str 
  12, Dex 14, Con 10, Int 6, Wis 8, Cha 4; SZ M (1×1, Reach 1); 
  Spd 40 ft. ground; Init V; Atk IV; Def IV; Res III; Health III; 
  Comp I; Skills: Athletics IV, Blend IV, Sneak IV; Qualities: Damage 
  reduction II, interests (Alignment (evil)), superior climber III, tricky (Venom 
  Master)
  Attacks/Weapons: Bite II (dmg 1d8+1 lethal + paralyzing poison; 
  threat 17–20; upgrades: finesse, venomous), Claw II ×2 (dmg 1d6+1 
  lethal; threat 19–20), Web (entangling attack I: 50 ft. ray; Fort DC 
  10 or become entangled for 1d6 rounds; notes: attercops and spiders 
  are immune to effects)
  Treasure: None
  
  22 
  GIANT SPIDER (STANDARD NPC, 
  ADVERSARY)
  *chittering sound*
  Description: An eight-legged monster almost as large as a man, 
  the giant spiders of the High Horn Forest are vicious creatures. 
  They are favored pets of the attercop who have a natural way to 
  communicate and control them, training them as fighters. The 
  giant spiders of the High Horn Forest are larger than normal, but 
  they usually keep out of the way of travelers. The elves have great 
  respect for them and do not slay them on sight unless absolutely 
  necessary. Attercops have always had an affinity with spiders and 
  other monsters like them.
  Motivations: Giant spiders attack in groups at the direction of 
  any nearby attercop. If left to their own devices they attack the 
  smallest looking prey.
  Spider, Giant (Small Animal Walker — 68 XP): Str 7, Dex 
  13, Con 10, Int 2, Wis 10, Cha 2; SZ S (1×1, Reach 1); Spd 30 ft. 
  ground; Init V; Atk I; Def V; Res V; Health II; Comp —; Skills: 
  Athletics X, Blend VI, Sneak IV; Qualities: Blindsight, darkvision II, 
  superior climber III, superior jumper III, tricky (Venom Master)
  Attacks/Weapons: Bite II (dmg 1d6-2 lethal + paralyzing poison; 
  threat 17–20; upgrades: finesse, venomous), Web (entangling attack 
  I: 50 ft. ray; Fort DC 10 or become entangled for 1d6 rounds; notes: 
  attercops and spiders are immune to effects)
  Treasure: None
  NEXT STEPS
  The heroes arrive in the elven city of Silver Vines and explore the 
  city and all its wonderments for a bit.
  
  23
  SCENE 3: THE CITY OF TREES
  Inside Silver Vines
  OBJECTIVES
  Take in the sights and sounds of a city few non-elven eyes have 
  seen.
  CHALLENGES
  Other than keeping from being overwhelmed by the natural 
  beauty of the city, not much!
  SYNOPSIS
  Scene Type: Standard
  GM Briefing: Impress upon the heroes the almost alien beauty 
  of the elven city, and to allow them to rest for a short period. They 
  can explore the Silver Vines and get a feel for how the elves view 
  the attercops, the Silver Council, and Hanalee before continuing 
  on to the next scene. If the heroes start to ask around, they may 
  begin to think there is something going on with the populace, 
  which it is.
  Gear: The heroes are traveling with all adventuring gear on their 
  persons. 
  LOCATION
  The Silver Vines is a thriving city built into the canopy of the 
  trees, with heavy protective wards and magic keeping it hidden 
  from even aerial viewers. Elegant walkways circle the trees that 
  reach even higher into the sky, though the dappled sunlight 
  streaming through the above foliage is much brighter than on the 
  ground. Buildings have been built into the sides and into the trees 
  themselves.
  
  24 
  Ambiance: A sense of peace and of being one with the natural 
  surroundings permeates the city, a myriad of wonderments assault 
  the senses of any outsiders.
  Terrain: Indoors/settled
  Cultural Interests: GM Preference 
  ACTION
  Upon reaching the landing at the top of the spiraling staircase 
  in the hollow trunk of the golden oak tree you gaze upon a place 
  few non-elven eyes have witnessed. The Silver Vines is a thriving 
  city built into the canopy of the trees, with heavy protective wards 
  and magic keeping it hidden from even aerial viewers. Elegant 
  walkways circle the trees that reach even higher into the sky, 
  though the dappled sunlight streaming through the above foliage 
  is much brighter than on the ground. Buildings have been built 
  into the sides and into the trees themselves - the elves are masters 
  of natural engineering to build their homes in such a fashion. All 
  around finely dressed elves pass by, though the curious looks they 
  give you indicate they don’t receive many strangers here. Truly 
  the Silver Vines is one of the wonders of the world.
  The Silver Vines is home to roughly 3,000 elves and spreads out 
  over a wide area, though there are three distinct levels that make 
  up the city (upper, middle, and lower). Hanalee tells the heroes 
  that she must inform the Silver Council immediately, and that 
  they are free to explore and visit her home while she prepares.
  As most of this scene is dictated by the actions of the heroes, 
  the GM should react accordingly to where they want to go. 
  Below is some information if the heroes start asking about the 
  attercops, Hanalee, or the Silver Council; otherwise you can use 
  the information in the Place of Interest section to help flesh out 
  possible actions.
  Master Galafar, with the help from his sinister patron Lord 
  Gravespawn, has managed to craft a mind-altering spell that 
  affects everyone living in the Silver Vines. It is subtle and not 
  immediately noticeable, but it slowly erases specific memories 
  within the residents, specifically anything to do with the attercops 
  
  25
  (as was dictated by Master Galafar when he cast the insidious 
  ritual). The only way to break the spell is to find its source or kill 
  its creator, and since the source of the spell is hidden away by a 
  master sorcerer, the heroes have a chance to cancel the spell by 
  defeating Master Galafar in Scene 9.
  Attercops: The elves of the Silver Vines know the attercops 
  exist and know they are malignant creatures of evil designs, but 
  few actively believe the city is under threat by them. Even some 
  of the warriors are not afraid to admit they have never fought 
  an attercop. Heroes suspecting magical tampering can make a 
  Knowledge check (DC 25); with a success they determine there is 
  something magical at work, but it is subtle and almost impossible 
  to pinpoint.
  Hanalee: The elven princess is well regarded by the citizens of 
  the Silver Vines, who view her headstrong ways as “the follies of 
  youth” (though she is more than a hundred years old!). Due to 
  the effects of the subtle enchantment, none of the residents really 
  believe her when she rattles on about attercops and the threat they 
  pose to the Silver Vines.
  The Silver Council: The wise elders of the Silver Council guide 
  the Silver Vines and have so far not gone astray in the past several 
  hundred years. The council is made up of seven members, but 
  the three most vocal and important are Master Lonaress, Mistress 
  Rhenaria, and Master Galafar. The elves of the Silver Vines have 
  nothing but praise for these elders.
  CAST
  Varies, use GM judgment.
  NEXT STEPS
  The heroes are summoned before the Silver Council and must 
  make their case that the attercops are a threat to the city!
  
  26 
  SCENE 4: GATHERING OF SILVER
  Inside Silver Vines
  OBJECTIVES
  Though their efforts are in vain, the heroes should be trying to 
  convince the Silver Council to agree to something - anything - to 
  investigate the attercops and their goals.
  CHALLENGES
  Convincing the Silver Council that the attercops are a threat to 
  the city!
  SYNOPSIS
  Scene Type: Standard
  GM Briefing: The important part of this scene is to impart 
  upon the heroes that the Silver Council is corrupt and ineffectual, 
  from whatever cause. They listen to the pleas of Hanalee and 
  the heroes, but they simply do not see the facts in front of their 
  faces. If this sort of scene does not interest your players, consider 
  abbreviating it to its base interactions, moving on quickly to the 
  end with the meeting with Master Galafar.
  Gear: The heroes are traveling with all adventuring gear on their 
  persons. 
  LOCATION
  Silver Council chambers
  Ambiance: Characterized by the same sense of natural 
  integration as the rest of the city, the amphitheater of the Silver 
  Council is serene and imbued with a sense of ancient history.
  Terrain: Indoors/settled
  Cultural Interests: GM Preference 
  
  27
  ACTION
  As the sun begins to set, changing the colors of the leaves overhead 
  from green to yellow, a young elven boy approaches you. He 
  blows a small whistle which gives out a haunting tune and motions 
  for you to follow him. Elves around you whisper just outside of 
  earshot. Following, the boy leads you into the center of the Silver 
  Vines where a particularly impressive silver oak tree has opened 
  up it boughs to create a large natural amphitheater. Seven hooded 
  elves, male and female, stand in a circle awaiting your arrival as 
  Hanalee moves up to greet you.
  The heroes are being summoned by an elven page to the 
  chamber of the Silver Council which is nestled in the branching 
  boughs of a massive silver oak tree. The seven members of the 
  Silver Council are present along with Hanalee, though the hasty 
  nature of the meeting means that there are no other attendees in 
  the stands.
  Hanalee greets the heroes warmly and explains that the Silver 
  Council has agreed to meet on short notice to discuss the situation 
  with the attercops. She points the three most influential members 
  of the council: Master Lonaress, Mistress Rhenaria, and Master 
  Galafar. The other four simply follow the direction set by these 
  three, so they are the ones to convince. Hanalee’s goal is to get a 
  council sanctioned group to infiltrate the attercop realm and find 
  out anything that might indicate a larger plan.
  Master Lonaress is the oldest member of the Silver Council and 
  leads the discussion. He first welcomes the heroes to the chamber 
  and then invites them to introduce themselves before the council. 
  Once introductions are out of the way, Hanalee steps forward 
  and explains that the attercops are becoming more and more 
  forward with their advances and attacks, pointing out that a band 
  of attercops and giant spiders attacked the heroes and herself in 
  front of the Golden Oak Gate.
  Hanalee looks to the heroes throughout the proceedings for 
  support and opinions, so this scene should have a bit of back and 
  forth between the heroes, Hanalee, and the council members. 
  This particular part of the scene can last as long as it takes for the 
  
  28 
  characters to get the impression that the council is going to take 
  no action, even with the evidence of the attercop attack at the 
  Golden Oak Gate. Master Lonaress ends with suggesting sending 
  a peace-seeking ensemble to the attercop realm to discuss terms, 
  but no plan is finalized.
  Hanalee is clearly upset with the apparent lack of action on the 
  part of the Silver Council. As the councilor’s break up, Master 
  Galafar approaches her and the heroes and asks to speak with 
  them privately. Off to the side, Master Galafar tells them that he 
  believes the Silver Council is becoming anemic and ineffectual in 
  their governing, and that strong actions are needed now.
  He suggests that the heroes take on the task of infiltrating the 
  attercop realm to find out what’s going on, and stop it before it 
  becomes too large of a problem for the Silver Vines to handle. 
  He also suggests Hanalee accompany them, but that decision is 
  ultimately left up to the players. If someone brings it up, Galafar 
  agrees that there does appear to be something strange with the 
  rest of the council, and it is possible that there is a traitor amongst 
  them. Who the traitor is and what they seek to gain is another 
  question, however.
  As a gift, he gives each of the heroes a Lesser Ring of the Silver 
  Vines. This is a minor magical item that bears the symbol of the 
  elven city and bestows bonus skill ranks in Survival when worn 
  (see Prizes section for details). Hanalee doesn’t need one as she 
  already has the greater version of the same ring.
  Master Galafar does want the heroes to go into the attercop 
  realm so much as he wants a full-scale war. He doesn’t expect the 
  heroes to do anything but get killed, and he expects that when the 
  attercops find the rings identifying them as agents of the Silver 
  Vines, it will incite them to mobilize. At least that’s what he wants, 
  as that’s what Lord Gravespawn wants. Without this catalyzing 
  event, the attercops are content to remain in their place, even 
  with their queen Saran-Ra under the influence of Gravespawn. 
  All that the situation needs is a light to ignite the powder keg, and 
  Galafar is counting on the heroes to be that light.
  
  29
  CAST
  The members of the Silver Council do not require statistics 
  (except Master Galafar, but for this scene’s purposes, his statistics 
  are unimportant and are described later), as the interactions with 
  them are mostly for show – they will not agree to the heroes’ pleas. 
  However, should the GM feel that statistics are warranted, use the 
  relevant statistics of the Nobleman NPC from the Fantasy Craft 
  Rogues Gallery (see Fantasy Craft, page 247) as a guide.
  NEXT STEPS
  Taking Master Galafar’s advice, the heroes head out to infiltrate 
  the attercop realm!
  SILVER COUNCILOR OVERVIEW
  Here is a summary of each of the primary councilor’s 
  attitudes for the Silver Council meeting.
  Master Lonaress: Oldest and (supposedly) wisest. He 
  advises caution to what he considers a “no threat situation 
  to the safety of the Silver Vines”. He dismisses any 
  evidence as circumstantial.
  Mistress Rhenaria: Nearly as old as Master Lonaress, 
  she actively voices her opinion of “live and let live.” To 
  her eyes, the activities of the attercops are not enough to 
  warrant anything more than a few more guards posted 
  around the perimeter of the city, certainly not enough to 
  get worked up over or worried about.
  Master Galafar: Supports Master Lonaress and is 
  generally a “yes elf ” to the older councilors. He makes 
  a point of chiming in his opinion of approval for the 
  suggestions put forth by Master Lonaress and offers very 
  little of his own opinion.
  
  30 
  SCENE 5: INTO THE SPIDER REALM
  The High Horn Forest
  OBJECTIVES
  The attercops are clearly threatening the elves of the Silver Vines, 
  and now it’s time to find out why - if possible, at least. Attercops 
  aren’t known for their social skills, but someone or something 
  must be organizing these monsters.
  CHALLENGES
  Surviving the journey and dangers throughout the ancient High 
  Horn Forest!
  SYNOPSIS
  Scene Type: Standard
  GM Briefing: Get the heroes a little bit on edge during this scene 
  by throwing a few traps and random encounters their way. They 
  have their first opportunity to run into some of the new types 
  of spiders the attercops breed (wolf spiders and hawk spiders 
  primarily) so the heroes should be wary and on their toes. Play up 
  the sinister nature of the surrounding forest.
  Gear: The heroes are traveling with all adventuring gear on their 
  persons. 
  LOCATION
  The depths of the High Horn Forest.
  Ambiance: Dark and foreboding forest region, where danger 
  lurks in every crevasse and shadow!
  Terrain: Forest/jungle
  Cultural Interests: GM Preference 
  
  31
  ACTION
  Setting out from the Silver Vines, the High Horn Forest quickly takes a darker 
  tone. The tall oak trees change subtly to the point where the shadows lengthen 
  and strange moss hangs from the low-hanging branches. Everything about this 
  part of  the forest reeks of  danger and menace, as if  the trees themselves didn’t 
  want you here. But this is where the attercops dwell, so in you must go.
  The journey to the deepest part of the High Horn Forest takes 
  roughly two days from the Silver Vines. As the heroes go deeper 
  in, the sunlight high above gets choked by the strangling branches, 
  creating a gloomy twilight at the best of times and terrifying pitch 
  darkness at night. Hanalee suggests not traveling at night for this 
  reason.
  This scene can be as long or as short as necessary. Below are four 
  encounters that can be used to throw at the heroes along the way 
  to highlight the dangers of this realm. Use them as you see fit, 
  either randomly or at placed intervals.
  1-Attercop Trap: Attercops are cunning, malicious creatures 
  who enjoy setting traps. The most common are pit traps that 
  they set along the forest floor in narrow areas. As the heroes are 
  traveling, they come upon a thick tangle of thicketweeds, difficult 
  to cut through and damp enough to resist burning. Heroes (or 
  Hanalee) making a Survival check (Average DC) can find a 
  “passage” through this tangle large enough to walk, though 
  the narrowness makes single file necessary. As they maneuver 
  through, have the lead hero make an Awareness check (Tricky 
  DC). Success indicates he spots the unusual ground covering just 
  ahead and can avoid the spiked pit trap. Failure means he does not 
  and plummets through the covered pit trap, a distance of thirty 
  feet down. The spikes are also laced with spider venom. Feel free 
  to use this encounter more than once.
  Spiked Pit Trap (3d6 lethal damage + knockout poison; 
  upgrades: poison) 
  
  32 
  2-Winged Surprise: A strange rustling in the branches overhead 
  of the heroes is the only indication they get that they are entering 
  a nest of flying hawk-spiders. Each hero gets a Notice check versus 
  the Sneak skill of the hawk-spiders to avoid surprise from the mob 
  of creatures as they swoop down from above. The creatures see 
  the heroes as trespassing in their nest, so they fight until death. 
  Brave heroes searching the branches above for treasure can make 
  a Climb check (DC 15) to find a treasure cache (2C, 2L) hidden in 
  webbing along with the rotting remains of a few elves.
  3- Pack of Wolf-Spiders: This encounter is best used at night 
  when the heroes are gathered around their campfire. A strange 
  howling hiss echoes out in the darkness, answered by another one 
  much closer, and then another one that seems to be at the very 
  edge of the firelight. Give the heroes a few rounds to prepare 
  before they see sinister red eyes alight in the shadows around 
  them. A pack of wolf-spiders are out looking for food, and they 
  just happen to come across a plump group of heroes ripe for the 
  picking. There are two mobs of wolf-spiders, though they only 
  fight until they are reduced to half their numbers or fewer with 
  the remaining yelping and retreating into the darkness.
  4-Attercop Foraging Party: A large force of attercops live and 
  eat in this part of the High Horn Forest, so running into a group 
  of them out foraging for food and dead meat is not unusual. 
  With successful Sneak checks versus the attercops Notice skill, the 
  heroes can sneak up on the mob of creatures, which are occupied 
  with a newly found deer carcass. They carefully wrap the body in 
  webbing and then carry it back to their nest some distance away. 
  It should be noted that only a handful of attercops actually live 
  near the Pyramid of Spith-Raaku - most live in the trees in the 
  surrounding area outside the Valley of Webs.
  
  33
  CAST
  ATTERCOP WARRIOR (STANDARD NPC, ADVERSARY)
  See Attercop Warrior statistics in Scene 1.
  WOLF-SPIDER (STANDARD NPC, ADVERSARY)
  *snarling chittering*
  Description: Like the hawk-spiders, wolf-spiders are specially 
  bred hybrid of spiders and wolves. They have the jaws and heads 
  of wolves, snarling and vicious, with the many legs of a spider. 
  Unlike other spiders wolf-spiders only have a single set of eyes. 
  Ancient attercop magic has managed to cross-breed several types 
  of new spiders over the centuries. The wolf-spiders are one of 
  the most successful, combing wolves and spiders into a horrible 
  creature capable of poisoning prey and then devouring it with its 
  powerful jaws. These are not common creatures, and rarely only 
  encountered outside of large attercop populations.
  Motivations: Wolf-spiders use pack tactics to take down prey 
  unless they are otherwise directed by attercops
  Wolf-Spider (Medium Animal Walker — 90 XP): Str 16, 
  Dex 18, Con 12, Int 2, Wis 10, Cha 2; SZ M (1×1, Reach 1); 
  Spd 50 ft. ground (Run 250 ft.); Init VI; Atk VI; Def V; Res V; 
  Health IV; Comp —; Skills: Athletics V, Blend IV, Intimidate VI, 
  Sneak IV; Qualities: Feat (Wolf  Pack Basics, Wolf  Pack Mastery), 
  superior climber III, superior jumper III, superior runner I,  tricky (Called 
  Shot, Venom Master)
  Attacks/Weapons: Bite II (dmg 1d8+3 lethal + paralyzing poison; 
  threat 17–20; upgrades: finesse, venomous), Web (entangling attack 
  I: 50 ft. ray; Fort DC 10 or become entangled for 1d6 rounds; notes: 
  attercops and spiders are immune to effects)
  Treasure: None
  
  34 
  HAWK-SPIDER (STANDARD NPC, ADVERSARY)
  *flapping wings followed by a chittering, scraping sound*
  Description: Attercops have been breeding special hybrids of 
  spiders for a very long time, and one of the most successful is 
  the winged creature called the hawk-spider. It is smaller than a 
  regular giant spider, about the size of a large dog, with six hair 
  legs along its thorax and two more in the rear that have large 
  bat-like wings attached. Like the wolf-spiders, hawk-spiders are a 
  successful crossbreed created by ancient attercop magic centuries 
  ago. Most of the secrets have been lost now, but it was enough to 
  create these creatures that breed amongst themselves now. They 
  dwell in the tall trees of the High Horn Forest and prey on small 
  game (or small folk).
  Motivations: Hawk-spiders swoop down at opponents from 
  above, trying to stay out of melee reach for as long as possible. 
  Heroes readying an action can attack one as they swoop down.
  Hawk-Spider (Small Animal Flyer/Walker — 87 XP): Str 
  10, Dex 18, Con 10, Int 2, Wis 10, Cha 2; SZ S (1×1, Reach 1); 
  Spd 60 ft. winged flight, 40 ft. ground (Run 200 ft.); Init VI; Atk 
  VI; Def V; Res III; Health III; Comp —; Skills: Athletics V, Blend 
  IV, Intimidate VI, Sneak VIII; Qualities: Superior climber III, superior 
  jumper III, superior runner I,  tricky (Venom Master)
  Attacks/Weapons: Bite II (dmg 1d6 lethal + paralyzing poison; 
  threat 17–20; upgrades: finesse, venomous), Web (entangling attack 
  I: 50 ft. ray; Fort DC 10 or become entangled for 1d6 rounds; notes: 
  attercops and spiders are immune to effects)
  Treasure: None
  NEXT STEPS
  After traversing the shadowed home of the attercops the heroes 
  finally arrive at the Valley of Webs with the ancient and mysterious 
  Pyramid of Spith-Raaku in its center. 
  
  35
  SCENE 6: PYRAMID OF 
  SPITH-RAAKU
  Inside the Pyramid of Spith-Raaku
  OBJECTIVES
  A giant strange pyramid in the heart of the forest? Time to 
  investigate and see what’s happening here, because it normally 
  isn’t good!
  CHALLENGES
  Surviving the exploration of the Pyramid of Spith-Raaku.
  SYNOPSIS
  Scene Type: Varies by interior location inside the Pyramid of 
  Spith-Raaku.
  GM Briefing: There are a lot of nasty critters and traps in the 
  Pyramid of Spith-Raaku, so this section should have a feel of a 
  good old-fashioned dungeon crawl. The large size of the passages 
  and rooms should give the players a chill as they realize that it 
  wasn’t built by attercops.
  Gear: The heroes are traveling with all adventuring gear on their 
  persons. 
  LOCATION
  Inside the sinister Pyramid of Spith-Raaku!
  Ambiance: Sinister and emanating evil, the pyramid exudes a 
  sense of anxiety to any trespassers!
  Terrain: Indoors/settled
  Cultural Interests: GM Preference
  
  36 
  ACTION
  The shadowed forest around you breaks open to a wide valley, though the 
  canopy of  dark foliage above creates a roof-like dome over the entire area. The 
  sides of  the valley slope down at an angle, covered with gnarled roots, lead to 
  a strange sight. In the center some several hundred feet away from your current 
  position stands a large pyramid, with four stepped layers each resting upon the 
  previous. The pyramid is made of  gray stone and contains a single entrance on 
  the ground floor. The top of  the pyramid reaches above the lip of  the valley and 
  each level is roughly forty feet high. There appears to be a few attercop figures 
  milling about the entrance.
  P0 OUTSIDE THE PYRAMID
  Scene Type:  Standard.
  DESCRIPTION
  The entrance to the strange pyramid in this shadowed valley is 
  ten feet tall and half as wide. Standing guard in front of the open 
  entrance is a group of attercops.
  DETAILS
  There is one mob of attercop warriors and two attercop 
  spellweavers guarding the entrance to the Pyramid of Spith-
  Raaku. They are fanatically loyal to Saran-Ra and do not allow 
  any in save other attercops and spider creatures.
  P1 WELL OF BLOOD LEVEL 1
  Scene Type:  Standard.
  DESCRIPTION
  This dome-like chamber is easily forty feet in diameter with 
  several passages splitting off. In contrast to the gray stone of the 
  rest of the pyramid, this area is a rust-colored, almost like dried 
  blood, with splatter patterns at strange angles. In the ceiling some 
  forty feet above you can see a hole, presumably leading up to the 
  next layer in the pyramid.
  
  37
  DETAILS
  Sacrifices would be made at the top of the pyramid to whatever 
  terrible entity the pyramid was originally dedicated to, with the 
  flowing blood cascading down the levels and ending in this round 
  chamber. Now the hole in the ceiling that leads up to P6 is the only 
  way to access the upper layers. While creepy and a bit unsettling, 
  nothing dwells in this chamber.
  P2 HUSKS IN THE CEILING
  Scene Type:  Standard.
  DESCRIPTION
  This large room is mostly barren, or at least barren on the floor. 
  Hanging from the ceiling are a dozen or more cocoons  wrapped 
  in spider webbing, each large enough to hold a man or an elf, and 
  some are beginning to wriggle suspiciously.
  DETAILS
  Saran-Ra has been experimenting with keeping webbed food alive 
  during the feeding process. This had the unforeseen side effect of 
  creating a totally obedient web zombie, so Saran-Ra decided to 
  use them throughout the Pyramid of Spith-Raaku as food and 
  guard. There are two mobs of web zombies in this chamber, and 
  they free themselves in only 1 round. They are undead monsters 
  who fight until they are destroyed.
  P3 CHAPEL OF SPITH-RAAKU
  Scene Type:  Standard.
  DESCRIPTION
  This long chamber is dominated by a tall statue of thirty- foot- tall 
  humanoid spider standing upright on its rear two legs. The next 
  set of legs holds a scythe, while the next set each hold a long blade, 
  and the final pair are clasped together in a prayer. It is made of 
  a black marble, wholly unnatural to this region, and gives off a 
  feeling of vague menace, as if its eight ruby eyes were watching 
  you intently. An altar sits in front of the statue.
  
  38 
  DETAILS
  The statue at the end of the chamber is of Spith-Raaku, brought 
  from far-away lands by Saran-Ra when she emigrated to the High 
  Horn Forest. There is always a mob of attercop spellweavers and 
  mob of giant spiders here, worshipping at the statue. They attack 
  any intruders.
  The ruby eyes can be removed with a successful Strength check 
  (Average DC) (after a Climb check (DC 10) to scramble up the 
  spider god statue). They are each worth 500 silver pieces, though 
  the consequences of taking the eyes of a god’s statue should 
  certainly outweigh the potential value of the gems. The nature of 
  any curses that come about as a result of theft here are left up to 
  the GM (use the Bestow Curse spell as a guide (see Fantasy Craft, 
  page 117)).
  P4 HAWK-SPIDER NEST
  Scene Type:  Standard.
  DESCRIPTION
  You hear a strange chirping skittering sound as you approach this 
  area, and looking inside you see its source. The ceiling, forty feet 
  up, is covered with thick webs, and in those thick webs you see 
  numerous dark shapes moving, flapping, and crawling.
  DETAILS
  Most of the hawk-spiders in the High Horn Forest dwell outside 
  the Pyramid of Spith-Raaku, but Saran-Ra wanted a force 
  local to the pyramid so that she could perform experiments and 
  research on the strange creatures. They also serve as competent 
  guards; there are two mobs of hawk-spiders, and they flap awake 
  if anyone enters the chambers.
  Hidden amongst the thick webbing (which burns) can be found 
  a treasure cache (2A, 2L) from digested victims.
  
  39
  P5 THE MANY EYES OF SPITH-RAAKU
  Scene Type:  Dramatic.
  DESCRIPTION
  This chamber is empty except for the terrifying huge spider that 
  sits in the center. It is easily twenty feet across with hideously long 
  legs and a menacing ruby red glow from its eight eyes.
  DETAILS
  A favorite pet of Saran-Ra, this titanic spider is called the Eyes 
  of Spith-Raaku, and is a special gift from the spider god. It is not 
  mindless, but is quite simple and can recognize friend from foe 
  easily enough. While it is huge, it fits through all of the passages 
  on the main floor and chases opponents for the glory of Spith-
  Raaku.
  P6 WELL OF BLOOD LEVEL 2
  Scene Type:  Standard.
  DESCRIPTION
  Like the below chamber, this is a wide and tall dome, though the 
  crimson splatter patterns are less prevalent they still exist along 
  the walls. Even more disturbing are the dozen of webbed cocoons 
  that hang from the ceiling. Perhaps it’s a trick of the wind but you 
  swear some of them are moving. Another hole in the ceiling leads 
  up to the next layer of the pyramid.
  DETAILS
  In this room there is one mob of web zombies that wriggles free 
  in a round after the first hero enters. They do not pursue anyone 
  below this second layer of the pyramid.
  
  40 
  P7 ANCIENT SEPULCHERS
  Scene Type:  Standard.
  DESCRIPTION
  This chamber is covered with dust and seems to have been 
  undisturbed for quite a long time. Four unusually tall sarcophagi, 
  each twelve feet high, line the west wall, standing upright, but 
  otherwise this large area is empty.
  DETAILS
  There are two rooms that bear identical contents and descriptions. 
  The sarcophagi covers have been scratched and damaged to the 
  point where they only vaguely resemble humanoid shapes; no 
  details can be discerned as to what was once inside. Each is made 
  of stone and the lids are quite heavy to remove (Strength check 
  (Tricky DC)), though there is nothing but dust inside. This room 
  and the others on the second tier of the pyramid are from the 
  original constructors of the building.
  P8 WEBS OF SPITH-RAAKU
  Scene Type:  Standard.
  DESCRIPTION
  Whatever is in this room is obscured by thick, sticky webs that 
  have encompassed the entire area.
  DETAILS
  The webs that fill this room are sacred to Spith-Raaku and defy 
  attempts to destroy or cut them away. They can be removed by 
  applying the blood of a web zombie which dissolves the webs, 
  revealing a locked chest (it can be opened with a successful Disable 
  check (Tricky DC; treat as a padlock for purposes of Disabling the 
  lock)). Inside the chest are several magical items (roll randomly to 
  determine what items are available (see Table 7.15, Fantasy Craft, 
  page 350), one item per hero).
  
  41
  P9 SECRET CHAMBER
  Scene Type:  Standard.
  DESCRIPTION
  Moving the ceiling panel requires a bit of effort, but you manage 
  to slide it out of the way. The top of the tiered pyramid is a single 
  domed chamber. Faded glyphs adorn the walls in what appears 
  to be a haphazard fashion, covered in dust, their meaning lost to 
  the epochs of time. A strange crystal sits on a pedestal, giving off 
  a pulsating purple glow that serves as the only natural light in the 
  room.
  DETAILS
  To access the secret chamber a tile in the center of the dome 
  must be moved, and the ceiling is forty feet high. Sliding the stone 
  requires a Strength roll (Tricky DC). It is likely that the heroes go 
  through Scene 7 before they have a chance to find the top tier, 
  and this is by design.
  Inside is where Saran-Ra communicates with Lord Gravespawn 
  as well as Master Galafar, using the crystal to connect with others 
  attuned to it. If the heroes approach, the crystal flares to life 
  and produces an apparition of Master Galafar who asks “Have 
  you been greeted by the visitors I sent?” before realizing that he’s not 
  talking to Saran-Ra. Once he realizes this he disables his crystal 
  immediately, leaving the heroes with the knowledge that at least 
  Master Galafar has been in communication with the queen of the 
  attercops. Though she is the queen of the attercops, Saran-Ra’s 
  rule is not absolute, and so she has been in communication with 
  Galafar to have a group of unwitting heroes come and die in the 
  Valley of Webs in order to incite the attercops to attack the Silver 
  Vines with a full invasion.
  
  CAST
  ATTERCOP 
  SPELLWEAVER 
  (STANDARD 
  NPC, 
  ADVERSARY)
  “Glory to Spith-Raaku and the rise of  the attercops!”
  Description: The spellweavers are the arcane casters of the 
  attercops, smarter than the warriors but weaker in strength. 
  Attercops are inherently evil and malicious, but they rarely 
  organize. The attercops in the heart of the High Horn Forest are 
  under the leadership of Saran-Ra, an attercop queen, who found 
  the strange abandoned pyramid in the deepest part of the forest. 
  They renamed it the Pyramid of Spith-Raaku after their profane 
  spider god.
  Motivations: Smarter but less strong than the warriors, the 
  spellweavers could be considered priests or clerics of Spith-Raaku 
  (though their magic is arcane in nature). They prefer to hang in 
  the back and avoid melee combat, letting loose with their web 
  spits and spells to help the stronger warriors and other spiders 
  attack helpless opponents.
  Attercop, Spellweaver (Medium Beast Walker —70 XP): 
  Str 8, Dex 14, Con 10, Int 12, Wis 8, Cha 4; SZ M (1×1, Reach 
  1); Spd 40 ft. ground; Init V; Atk IV; Def IV; Res III; Health III; 
  Comp I; Skills: Athletics IV, Blend IV, Sneak IV, Spellcasting IV; 
  Spells: Devotion Hammer, Fireball I, Scare I, Sleep I; Qualities: 
  Damage reduction II, interests (Alignment (evil)), superior climber III, tricky 
  (Venom Master)
  Attacks/Weapons: Bite II (dmg 1d8-1 lethal + paralyzing poison; 
  threat 17–20; upgrades: finesse, venomous), Claw II ×2 (dmg 1d6-1 
  lethal; threat 19–20), Web (entangling attack I: 50 ft. ray; Fort DC 
  10 or become entangled for 1d6 rounds; notes: attercops and spiders 
  are immune to effects)
  Treasure: None
  
  43
  ATTERCOP WARRIOR (STANDARD NPC, ADVERSARY)
  See Attercop Warrior statistics in Scene 1.
  HAWK-SPIDER (STANDARD NPC, ADVERSARY)
  See Hawk-Spider statistics in Scene 5.
  THE EYES OF SPITH-RAAKU (SPECIAL NPC, 
  ADVERSARY)
  *rumble rumble* “Who dares to disturb this holy temple of  Spith-Raaku?”
  Description A titanic spider of monstrous proportions, the Eyes 
  of Spith-Raaku is a creature completely devoted to its horrible 
  spider god and Saran-Ra. Other than its size and more potent 
  poison it appears as simply a very, very large spider. The Eyes of 
  Spith-Raaku was born in some far away plane near to its spider 
  god master. It is not entirely unique, having come from a brood 
  of titanically huge spiders, but Spith-Raaku does not usually send 
  more than one to tend to its flock.
  Motivations: This is a tough monster and one of the toughest 
  creatures in the whole scenario. There is no dishonor if the heroes 
  retreat, and though the Eyes of Spith-Raaku is fast it does not 
  pursue opponents beyond the Valley of Webs.
  The Eyes of Spith-Raaku (Huge Beast Walker — 134 
  XP): Str 22, Dex 16, Con 16, Int 6, Wis 10, Cha 2; SZ H (6×6, 
  Reach 2); Spd 40 ft. ground; Init IV; Atk VIII; Def III; Res VIII; 
  Health VI; Comp I; Skills: Athletics VIII, Intimidate VIII, Notice 
  IV, Sneak VI; Qualities: damage reduction II, dramatic entrance, dread, 
  sterner stuff, superior climber IV, tough II, tricky (Venom Master), unnerving
  Attacks/Weapons: Bite IV (dmg 2d12+6 lethal + paralyzing poison; 
  threat 16–20; upgrades: venomous), Web (entangling attack II: 60 
  ft. ray; Fort DC 15 or become entangled for 2d6 rounds; notes: 
  attercops and spiders are immune to effects)
  Treasure: 2C, 2L, 2M
  
  44 
  WEB ZOMBIE (STANDARD NPC, ADVERSARY)
  “moaning and shuffling”
  Description: Wrapped in sticky webbing, these poor elves have 
  been killed by spiders or attercops and then brought back to life 
  through terrible necromantic magic. They are desiccated corpses 
  given unholy life with sticky hands and poisonous blood. Web 
  zombies are a happy accident brought on by Saran-Ra. She was 
  seeking a way to keep victims alive after they were poisoned, 
  cocooned in spider webs, and ended up creating these strange 
  undead monsters. They serve as both food and guards for the 
  Pyramid of Spith-Raaku in certain areas.
  Motivations: Web zombies are mindless undead monsters who 
  guard specific areas of the Pyramid of Spith-Raaku. They are 
  completely loyal to Saran-Ra and lay down their undead lives to 
  defeat non-attercop intruders into the pyramid.
  Risen Web Zombie (Medium Folk Undead Walker — 
  40 XP): Str 12, Dex 8, Con 12, Int 4, Wis 12, Cha 12; SZ M 
  (1×1, Reach 1); Spd 20 ft. ground; Init II; Atk III; Def II; Res 
  IV; Health III; Comp I; Skills: Athletics III, Notice III; Qualities: 
  Achilles  heel (divine), condition immunity (bleeding, paralyzed, sickened, 
  stunned), contagion immunity, damage immunity (Constitution damage, stress, 
  subdual), darkvision I, devour, grappler, light-sensitive, monstrous defense I, 
  natural defense (acid), shambling
  Attacks/Weapons: Bite I (dmg 1d8+1 lethal; threat 18–20), Claw I 
  ×2 (dmg 1d6+1 lethal; threat 20)
  Treasure: None
  NEXT STEPS
  The heroes have made it to the third tier of the Pyramid of Spith-
  Raaku and must now face the attercop queen, Saran-Ra!
  
  45
  SCENE 7: SAID THE SPIDER
   TO THE FLY
  Inside the Pyramid of Spith-Raaku
  OBJECTIVES
  In this third tier of the pyramid lies the queen of the attercops. 
  Time to get to business.
  CHALLENGES
  Defeat Saran-Ra and her minions!
  SYNOPSIS
  Scene Type: Dramatic
  GM Briefing: Before the fray begins, Saran-Ra tries to engage 
  the heroes in conversation, asking them questions about the 
  nature of their visit and who sent them. She does her best to pull 
  information out of them rather than reveal any herself, but she 
  can let slip that there is indeed a traitor in the Silver Vines.
  Gear: The heroes are traveling with all adventuring gear on 
  their persons. 
  LOCATION
  Inside the Pyramid of Spith-Raaku.
  Ambiance: Damp and dark and musty, with cobwebs and inky 
  blackness in every corner!
  Terrain: Indoors/settled
  Cultural Interests: GM Preference 
  
  46 
  ACTION
  Like the two below it, the hole in the ceiling opens into another dome, presumably 
  the third tier of  the pyramid. This one is quite different, however, with no 
  corresponding hole in the ceiling at all. Tables lie around with piles of  notes, 
  beakers and jars filled with multi-colored liquids, and several spiders lay split 
  open, their insides carefully removed and placed next to them. Two passages, 
  one going east and the other west, expand into chambers that are filled with 
  more of  this strange alchemical equipment.
  Saran-Ra and her retinue (one mob of attercop warriors, one 
  mob of attercop spellweavers, and one mob of giant spiders) 
  appear after only few moments. The attercop queen stays behind 
  her minions but does not immediately engage in combat. She 
  begins by asking questions along the lines of “who sent you?”, “what 
  is your goal?”, “just what do you think you’re doing?”, and so on.
  Once she is satisfied that the heroes are mere patsies for the 
  Silver Vines (or if Hanalee is present), she orders her attercop 
  and spider minions to kill them. She helps out as much as she can, 
  hurling her alchemical substances into combat; while she doesn’t 
  care that much for the attercops or spiders, she does her best to 
  not catch them in the blasts.
  If Saran-Ra loses at least half of her wound points she uses her 
  escape contingency plan to flee to the edge of the Valley of Webs. 
  From there, she leaves the area to plot for a future day.
  All of the notes from Saran-Ra are in a strange attercop language 
  which appears as little more than scratches and lines. Deciphering 
  it takes a long time (1d4 months)), but once cracked it reveals that 
  she was trying to recreate the ancient attercop breed magic of old, 
  the same magic that created the wolf-spiders and hawk-spiders. 
  How close she came is up to the GM, but the secrets contained 
  therein would be extremely valuable to any mage interested in 
  creating new species of monsters.
  One of the formulas the heroes can find with a successful Search 
  check (Average DC) is for the mind-altering poison that is being 
  used to charm the residents of the Silver Vines into forgetting 
  about the attercops. It is written in Common and there are notes 
  indicating that the ingredients are delivered to Master Galafar in 
  the elven city for delivery out to the larger community.
  
  47
  CAST
  ATTERCOP 
  SPELLWEAVER 
  (STANDARD 
  NPC, 
  ADVERSARY)
  See Attercop Spellweaver statistics in Scene 6.
  ATTERCOP WARRIOR (STANDARD NPC, ADVERSARY)
  See Attercop Warrior statistics in Scene 1.
  GIANT SPIDER (STANDARD NPC, ADVERSARY)
  See Giant Spider statistics in Scene 1.
  SARAN-RA, 
  ATTERCOP 
  QUEEN 
  (SPECIAL 
  NPC, 
  ADVERSARY, VILLAIN)
  “Curious that you are here. Curious indeed. I shall dissect you to find out what 
  goes on inside your heads.”
  Description: Saran-Ra is an attercop, though slightly slimmer 
  than the warriors and spellweavers. She is less hunched than her 
  kin but still has a purple hide and a pale belly. Her mandibles are 
  less pronounced, which makes her speech easier to understand 
  and less sinister. Saran-Ra relies on her alchemical compounds 
  to deter intruders. Saran-Ra was born as one of the smartest 
  attercops, and her intelligence and ruthlessness brought her the 
  direct attention of Spith-Raaku. She was commanded by her 
  deity to take over the abandoned pyramid in the heart of the 
  High Horn Forest and convert it over to a temple to Spith-Raaku, 
  and to gather a large force of attercops. Her zeal for destruction 
  and interest in alchemy brought her to the attention of Lord 
  Gravespawn, who saw a powerful ally in this attercop queen. She 
  was then connected with Master Galafar in the Silver Vines and 
  together they concocted a plan to wipe the elves out, a goal of 
  their lich master.
  
  48 
  Motivations: Saran-Ra is an intelligent opponent who tries to 
  only fight when she has the upper hand. In the third tier of the 
  Pyramid of Spith-Raaku she keeps a retinue of attercop warriors 
  and spellweavers just in case. If things go bad she uses her 
  emergency contingency item (Ring of Teleportation).
  Saran-Ra, Attercop Queen (Medium Beast Walker 
  —113 XP): Str 8, Dex 16, Con 10, Int 20, Wis 16, Cha 14; SZ 
  M (1×1, Reach 1); Spd 40 ft. ground; Init V; Atk IV; Def IV; 
  Res VI; Health IV; Comp IV; Skills: Athletics VI, Crafting VIII, 
  Intimidate VIII; Qualities: Class ability (Alchemist: alchemical harmony, 
  transmutation), damage reduction II, feat (Alchemy Basics, Alchemy Mastery, 
  Alchemy Supremacy), interests (Alignment (evil), Chemistry), superior climber 
  III, tricky (Venom Master)
  Attacks/Weapons: Bite II (dmg 1d8-1 lethal + paralyzing poison; 
  threat 17–20; upgrades: finesse, venomous), Claw II ×2 (dmg 1d6-1 
  lethal; threat 19–20), Web (entangling attack I: 50 ft. ray; Fort DC 
  10 or become entangled for 1d6 rounds; notes: attercops and spiders 
  are immune to effects)
  Gear: Firebomb vial ×3 (as Fireball I spell), flashbomb vial ×3 (as 
  Devotion Hammer spell), terrorbomb vial ×3 (as Scare I spell)
  Treasure: None
  NEXT STEPS
  Armed with the knowledge that Master Galafar is the traitor, 
  the heroes return to the Silver Vines and go to confront him at a 
  gathering of the Silver Council.
  
  49
  SCENE 8: WEB OF DECEPTION
  Inside Silver Vines
  OBJECTIVES
  Convince the elves of the Silver Vines that one of their councilors 
  is actually a traitor in league with not only the attercops but also a 
  terrible and powerful lich named Lord Gravespawn.
  CHALLENGES
  Revealing Master Galafar as the traitor and gaining the belief of 
  the Silver Council.
  SYNOPSIS
  Scene Type: Dramatic
  GM Briefing: Due to the brainwashing alchemical substance 
  provided by Saran-Ra, the elves of the Silver Vines are going to 
  take any attack on one of their councilors as an inexcusable act of 
  aggression, so the heroes have to play it smart. This scene should 
  behave like a courtroom drama until Master Galafar is revealed 
  as a traitor.
  Gear: The heroes are traveling with all adventuring gear on 
  their persons. 
  LOCATION
  Silver Council chambers
  Ambiance: Characterized by the same sense of natural 
  integration as the rest of the city, the amphitheater of the Silver 
  Council is serene and imbued with a sense of ancient history.
  Terrain: Indoors/settled
  Cultural Interests: GM Preference 
  
  50 
  ACTION
  The identity of  the traitor in the Silver Vines is known, and now it’s time to 
  get some real answers as to what’s going on and why you were played for fools. 
  You pass quickly through the Golden Oak Gate, seeing a large crowd gathered 
  around the meeting place of  the Silver Council. You can hear the lilting tongue 
  of  Master Galafar speaking passionately about something.
  As the heroes approach the meeting place of the Silver Council, 
  Hanalee informs them that they need to get Master Galafar to 
  admit his guilt. A good way to do this is to find the crystal that he 
  used to communicate with Saran-Ra, a task that can be completed 
  by one group of heroes while the other goes to stall at the Silver 
  Council.
  Breaking into Master Galafar’s house requires a successful 
  Disable check (Tricky DC; treat as a padlock for purposes of 
  Disabling the lock) and to find the crystal in a secret wall chest 
  takes a successful Search check (Tricky DC); each attempt takes 
  five minutes.
  At the Silver Council Chamber, Master Galafar is arguing 
  against the actions of Hanalee and the recently arrived “heroes,” 
  declaring them enemies of the Silver Vines. Hanalee is visibly upset 
  and in no shape to argue intelligently, so this is a good chance for a 
  charismatic hero to step up. This scene should be played out like a 
  courtroom drama, and that can be achieved by having the heroes 
  make a series of cooperative opposed Influence checks against 
  Master Galafar. Apply the following check modifiers, in addition 
  to any standard Disposition and Persuasion modifiers that the 
  GM feels appropriate (see Table 2.12, Fantasy Craft, page 75).
  Pointing out that Master Galafar gave them official rings: +2
  Providing physical evidence of his communications with Saran-
  Ra (paperwork): +4
  Showing the two communication crystals: +8
  
  51
  Once Master Galafar has lost two opposed Influence checks 
  he backs up and snarls at the gathered elves, raising his hand 
  and making a gesture. This is a predetermined signal for other 
  likeminded elven traitors to rise up and kill the heroes. A battle 
  should follow, with Master Galafar and two mobs of elven traitors 
  attacking the heroes and Hanalee; you can use the presence of 
  loyal elven guards if the heroes are doing poorly (use the relevant 
  statistics of the Man-at-Arms NPC with the Elf Rogue Template 
  from the Fantasy Craft Rogues Gallery (see Fantasy Craft, pages 
  246 and 248) as a guide.
  Master Galafar’s attack and betrayal is enough to convince the 
  rest of the Silver Council to fully investigate the attercop matter. 
  They also discover that the traitor was using the alchemical poison 
  provided by Saran-Ra to contaminate the water supply in the 
  Silver Vines, so that is also brought to an end.
  CAST
  MASTER GALAFAR (SPECIAL NPC, ADVERSARY, 
  VILLAIN)
  (before Scene 8) “I completely agree”, “I think Master Lonaress 
  is absolutely correct, but here’s what we need now” 
  (after Scene 8) “Lord Gravespawn is going to cleanse this world 
  of all life, starting with the Silver Vines!”
  Description: A handsome elf of some one hundred and fifty 
  years old, Master Galafar achieved his coveted position on the 
  Silver Council through brownnosing and a sycophantic attitude. 
  He oozes charm, but intelligent people are often able to see 
  through his perfect smile to the lies behind it. Since he became a 
  follower of Lord Gravespawn he carries his blade and wears his 
  leather armor at all times. Master Galafar grew up in the Silver 
  Vines as the son of a minor politician in the Silver Council. He 
  was fascinated with politics and wanted a seat on the council, 
  
  52 
  as he truly felt that his ideas were the right ideas for the elven 
  community. Many years he struggled to make it, and in his 
  darkest hour he found a strange crystal buried deep in his father’s 
  house. It pulsated with purple energy, and when he touched it 
  he was connected directly to the mind of the powerful lich Lord 
  Gravespawn. The two of them communicated over a long period, 
  and Master Galafar was converted completely over to the service 
  of the lich. With his unseen lord’s help, Master Galafar managed 
  to get a position on the Silver Council, instructed to bring about 
  the destruction of the elves of the Silver Vines with the help of 
  Saran-Ra and the attercops.
  Motivations: Master Galafar is an accomplished swordsman 
  and keeps his cool in the heat of battle. He doesn’t have an exit 
  strategy, however, beyond fighting his way out, so it’s up to you 
  whether he lives or dies. He could make an excellent long-term 
  villain, someone with political connections in the wide world who 
  can make life very difficult for the heroes in civilized lands.
  Master Galafar (Medium Fey Walker — 107 XP): Str 10, 
  Dex 16, Con 10, Int 18, Wis 12, Cha 10; SZ M (1×1, Reach 1); 
  Spd 40 ft. ground; Init VI; Atk VI; Def VI; Res VI; Health IV; 
  Comp V; Skills: Impress VIII, Intimidate X, Resolve VIII, Sense 
  Motive X; Qualities: Attractive I, burden of  ages, class ability (Courtier: 
  only the finest, never outdone, slanderous), feat (Repartee Basics, Repartee 
  Mastery), improved sense (hearing, sight), interests (Politics), tricky (Parry)
  Attacks/Weapons: Magical Long Sword (dmg 1d12+3 lethal; threat 
  20; upgrades: poisonous), Silver Vines long bow + 30 standard 
  arrows (dmg 1d6 lethal; threat 18–20; range 60 ft. × 6; qualities: 
  AP 2, cavalry, poisonous)
  Gear: Magical partial leather armor (DR 1; Resist Fire 3; DP –1, 
  ACP –0, Spd +0 ft., Disguise +0; notes: see Prizes section for 
  details), Greater Ring of the Silver Vines (bonus skill ranks in 
  Survival; see Prizes section for details)
  Treasure: 2C, 2L, 2M
  
  53
  ELVEN TRAITOR (STANDARD NPC, ADVERSARY)
   
  “We die for the glory of Lord Gravespawn!”
  Description: Not all elves in the Silver Vines believe in the 
  virtues of the elven people, and the weaker-minded individuals 
  have been converted to the ideals of Lord Gravespawn by Master 
  Galafar. They appear as robed elves, but wield wavy long blades 
  distinct from other elven weapons. Master Galafar has been a 
  devotee of Lord Gravespawn for several years, and during that 
  time he has gathered a small cult around himself. These are elves 
  disenfranchised with the ways of the Silver Vines, who see the 
  guidance and wisdom of the lich Lord Gravespawn as the only path 
  to righteousness. They are each very deluded and crazy, willing 
  to die for what they believe. They have little actual information 
  about Lord Gravespawn’s plots, nor any direct contact with the 
  lich.
  Motivations: These elves are not particularly effective combatants, 
  but are willing to die to protect Master Galafar. There is little 
  hope of rehabilitating them, though devoted heroes can certainly 
  try and succeed with enough time and effort.
  Elven Traitor (Medium Fey Walker — 31 XP): Str 10, Dex 
  14, Con 8, Int 10, Wis 12, Cha 10; SZ M (1×1, Reach 1); Spd 40 
  ft. ground; Init II; Atk II; Def III; Res IV; Health II; Comp II; 
  Skills: Resolve V; Qualities: Attractive I, burden of  ages, class ability 
  (Sage: assistance I), improved sense (hearing, sight), interests (Alignment (evil)
  Attacks/Weapons: Wavy Long Sword (dmg 1d12 lethal; threat 20; 
  upgrades: poisonous)
  Gear: Partial leather armor (DR 1; Resist Fire 3; DP –1, ACP –0, 
  Spd +0 ft., Disguise +0)
  Treasure: 1C
  NEXT STEPS
  The heroes have defeated the traitorous elves and the evil 
  attercops, saving the elven city of Silver Vines.
  
  54 
  SCENE 9: EPILOGUE
  AFTERMATH
  If all goes well the heroes have saved a community of elves and 
  managed to put a stop to a dangerous band of attercops in the 
  heart of the High Horn Forest. They are regarded as heroes in the 
  Silver Vines, which can translate to an offer of home ownership if 
  they wanted a place to settle down.
   
  ADVENTURE HOOKS
  Of course, as with any good scenario, there are many questions 
  left unanswered. 
  What did Lord Gravespawn want with the elves? 
  How many other people are under the lich’s direct control? 
  Who built the pyramid in the High Horn Forest that the attercops 
  were using? 
  How does the spider god Spith-Raaku deal with those who kill its 
  minions and steal its treasures?
   
  All good questions that can lead to further adventures!
  
  55
  REWARDS AND PENALTIES
  Don’t forget to add XP for adversaries (listed in their stat blocks). 
  Scene 1: Troubling Events
  A. Agreeing to assist Hanalee to convince the Silver Council
  25 XP
  Scene 2: Golden Oak Gate Ambush
  A. Defeating the attercop ambush
  50 XP
  Scene 3: The Silver Vines, City of Trees
  A. Determining at least three facts about Silver Vines or its populace
  25 XP
  Scene 4: Gathering of Silver
  A. Three successful Impress checks to convince the Silver Council
  50 XP
  A. Allowing Hanalee to accompany the quest
  25 XP
  Scene 5: Into the Realms of the Spider
  A. Successfully navigating the wilds of the forest
  50 XP
  Scene 6: Pyramid of Spith-Raaku
  A. Successfully obtaining the ruby eyes of the spider statue
  25 XP
  B. Leaving the ruby eyes of the statue in place
  50 XP
  A. Defeating and killing the Eyes of Spith-Raaku
  100 XP
  B. Avoiding the Eyes of Spith-Raaku
  25 XP
  A. Finding the locked chest in P8
  50 XP
  A. Finding the secret chamber In P9 and obtaining the crystal
  50 XP
  Scene 7: Said the Spider to the Fly
  A. Defeating Saran-Ra
  100 XP
  B. Allowing Saran-Ra to escape
  50 XP
  A. Finding the formula for the mind-altering poison
  50 XP
  Scene 8: Web of Deception
  A. Breaking into Master Galafar’s house and obtaining the crystal
  75 XP
  A. Exposing Master Galafar’s treachery in the courtroom drama
  100 XP
  
  56 
  PRIZES
  These are a few of Prizes the party may earn in this adventure. 
  This is, of course, just a limited example, as heroes with enough 
  ambitions might earn a Favor from the Silver Council or Hanalee. 
  Heroes might also earn a Holding in the form of a permanent 
  residence in Silver Vines.
  MAGICAL LEATHER ARMOR
  Item: Partial Leather Armor
  Charm: Lesser Defense Bonus (+1 at Level 1–6, +2 at Level 
  7–12, +3 at Level 13–18, +4 at Level 19–20)
  Reputation Value: 4 (Level 1–6), 8 (Level 7–12), 14 (Level 13–
  18), 22 (Level 19–20)
  RING OF THE SILVER VINES, LESSER
  Item: Ring
  Charm: Lesser Skill Ranks (+1 at Level 1–6, +2 at Level 7–12, 
  +3 at Level 13–18, +4 at Level 19–20)
  Reputation Value: 4 (Level 1–6), 8 (Level 7–12), 12 (Level 13–
  18), 16 (Level 19–20)
  RING OF THE SILVER VINES, GREATER
  Item: Ring
  Charm: Greater Skill Ranks (+2 at Level 1–2, +3 at Level 3–6, 
  +4 at Level 7–10, +5 at Level 11–14, +6 at Level 15–18, +7 at 
  Level 19–20)
  Reputation Value: 8 (Level 1–2), 12 (Level 3–6), 16 (Level 
  7–10), 20 (Level 11–14), 24 (Level 15–18), 28 (Level 19–20)
  RING OF TELEPORTATION
  Item: Ring
  Charm: Lesser Spell Effect (Teleport I – 1 use per scene at Level 
  4-8, 2 uses per scene at Level 9-12, 3 uses per scene at Level 13-
  17, 4 uses per scene at Level 18-20)
  Reputation Value: 5 (Level 4-8), 10 (Level 9–12), 15 (Level 13–
  17), 20 (Level 18–20)
  
  MAGICAL LONG SWORD
  Item: Long Sword (1-handed item)
  Charm: Lesser Damage Bonus (+1 at Level 1–6, +2 at Level 
  7–12, +3 at Level 13–18, +4 at Level 19–20)
  Reputation Value: 5 (Level 1–6), 15 (Level 7–12), 25 (Level 
  13–18), 35 (Level 19–20)
  
  OPEN GAME LICENSE
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  15. COPYRIGHT NOTICE: Open Game License v1.0a Copyright 2000, Wizards of 
  the Coast, Inc. System Rules Document Copyright 2000, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by 
  E. Gary Gygax and Dave Arneson. Spycraft 2.0 Rulebook, Copyright 2005, Alderac 
  Entertainment Group, Inc.; Authors Alexander Flagg, Scott Gearin, and Patrick 
  Kapera. Spycraft Espionage Handbook Copyright 2002, Alderac Entertainment 
  Group, Inc.; Authors Patrick Kapera and Kevin Wilson; Fantasy Craft RPG Rulebook, 
  Copyright 2009, Crafty Games LLC; Authors: Alex Flagg, Scott Gearin, and Patrick 
  Kapera; Old School Fantasy: #6 Tangle in the Silver Vines, Copyright 2011, Reality 
  Blurs LLC; Authors: Dave Olson
  
   
   
  Pyramid of Spith-Raaku 
  Side view 
  Pyramid of Spith-Raaku 
  Level 1 
  Pyramid of Spith-Raaku 
  Level 2 
  Pyramid of Spith-Raaku 
  Level 3 
  Pyramid of Spith-Raaku 
  Level 4 
  P1 
  P2 
  P3 
  P4 
  P5 
  P6 
  P7 
  P7 
  P8 
  Scene 7 
  P9 
  20 ft 
  
SOURCE: textdata/thevault/FantasyCraft/Adventure Modules/Fantasy Craft - Old School Fantasy - 6 - Tangle in the Silver Vines.pdf