Sot S
Sot S
Getting Started
Sanctum of the Spider
The PCs should start the adventure at 2nd level. If they are not an established group, for the sake of
getting the story moving, it can be determined that the PCs all know each other and have been
adventuring for a time. It is perfectly alright to have them start as strangers if that is how you choose to
begin things.
Essential Questions
Answers to these questions can help solidify the characters’ connection to the story. Feel free to use some
or none, as you wish.
• One of you has been seeking the notorious slaver Milos for a long time. Which one of you is it,
and why do you seek him?
• One (or two) of you is helping the previous PC find Milos. Why are you putting your life at risk
to find the slaver?
• One of you is being hunted by agents of a man named Pairagno. Why is he hounding you?
• One of you owes a debt to Amon Darix, the CEO of Darix-Voss Systems, an important computer
R&D firm. What is the nature of the debt, and how do you feel about it?
Overview
The adventure begins with the party having arrived at The Black Ball, a dive tavern located in The Dregs.
The Dregs is the most lawless of Vorakis’ districts. They were told that it was their best chance to find
work and/or information.
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Sanctum of the Spider
Scene 1
The Black Ball
Roleplaying Encounter/Combat Encounter
Vorakis, The Gateway to the Spires has a reputation for devouring the meek, for in this
lair of civilization, only the strong survive. Even the heartiest avoid the shadowed streets
of the Dregs, where predators lurk with steel in their fists and murder in their hearts.
Because of this, the murky drinking dens of the district bustle with activity after dark.
One such den is the Black Ball.
1. Enter Lalika
The outer door opens silently and tiny bare feet are seen on the top of the stairs moments
before a slip of a Halfing girl enters the shadowy drinking den. The disheveled starveling
scampers down the uneven steps.
Straightening her stained threadbare shift, she quickly scans the room and adroitly
weaves her way through the crowd, aptly avoiding the groping hands of sodden patrons.
With the agility of an alley cat, she slips under a bench and crawls to the end to peer
up from between [random PC]’s feet.
She whispers “Oh, please… please help me”. “The bad men are coming”.
Lalika is genuinely terrified. She is being hunted by a group that is intent on killing her. She is
not equipped to deal with them, and is actively seeking someone to protect her. That said, she is
not completely helpless. She is a child of the mean streets of the Dregs, so she is also very good at
manipulation. She will say or do anything she can to get the PCs to champion her when the dark
priests come for her.
When the inevitable question is asked, “who are the bad men?” Proceed to the next part of the
scene.
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Sanctum of the Spider
The ugly priests are silent, because they’ve had their tongues removed.
They cannot be reasoned with or coerced by anything short of magical interference. They are
under the influence of a rare, addictive substance called Black Mushroom. It makes them behave
like automatons, to the point that they can only be directed by a Templar with a special implant
imbedded in his vocal cords.
The dwarven Templar has such an implanted device. It can be seen blinking redly on the side of
his throat.
Templar is not interested in discussion or debate. He is looking for Lalika, and the only thing will
stop him is death. He will not answer any questions. He will merely direct the closest priests to
engage those posing the biggest threat or dare to speak to him. If a particularly witty or cutting
remark is made by a PC, the dwarf will order multiple priests to focus on that PC.
This is intended to be a donnybrook. An all-out melee to get the juices flowing and get the
players into the story. Nothing does that like the tried-and-true barfight.
The priests are not particularly formidable, even with their greater numbers. They are under the
influence of mind-altering drugs, so feel free to have them act last in the initiative. Up to 10
barflies (including the one from below) can join the fight if it seems that the PCs are having a too
easy time of it.
To make things more complicated, a mangy one-eyed cur sitting a stool near the bar is intent on
getting rewarded for helping out the Rector’s men. He looks from the PC above Lalika to the
bench they are sitting on and what it conceals. After the first round of combat he makes his move.
His purple tongue rasps on dry lips as a gleam appears in his rheumy yellow eye. He rises and
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Sanctum of the Spider
moves toward the bench, claw-like hand extended in eager anticipation of snatching the girl and
making away with her.
To spot the creepy old man making his move requires a Perception (Seeing) vs his Dexterity
(Stealth) of +1.
Amid the chaos, an elf coolly sits a stool at the end of the bar. One of his finely manicured
hands rests on the handle of a leathern jack while the other idly taps tapered chin. His
golden eyes glint in the flickering light of a nearby candle. His coal black cloak is casually
thrown over the shoulder of his open-necked snow-white laced shirt. He is quite possibly
the prettiest person ever to walk Valkana.
Kai Shuran is a spy and a killer for one of the richest families in all of Valkana. He has come to
collect one of his agents, Lalika, and found the PCs dispatching a group of the Rector’s men. To
him, this is a windfall. He needs a group of brave, and preferably ignorant, tools willing to do a
dangerous job for him.
He will not participate in the fight unless attacked first, or if it looks like the PCs aren’t going to
win. At which time he will smoothly draw his chromed blaster and begin to target the priests.
Locals (including the authorities) fear The Rector and his agents, so he tells the PCs that it is very likely a
barfly is informing on them right now. Unless they’d wish to follow him to safety it is very likely they
will be arrested soon.
They are under no obligation for his help. They are offered a hot meal and warm lodgings. All he asks is
that they listen to an employment opportunity from his employer.
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Sanctum of the Spider
Scene 2
Nykos rises from his seat, setting aside one of the hookah’s stems.
Intelligence [Historical Lore] TN 11: “vin” is a moniker used by some of the oldest families of Nestora. It
means “son of”
Intelligence [Computers] TN 11: Darix-Voss Systems is a prominent computer research and
development firm in Nestora. CEO is Amon Darix.
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Sanctum of the Spider
1. Story of Nadya
Kai Shuran smiles broadly at you. “My friends, the reason I bring you here is that we
have need of men...” he pauses and nods apologetically to [female PCs] “people… who
have the cunning to complete a delicate task.”
Nykos pulls from his hookah and clears his throat. “Something very dear to me was
stolen that I want returned.”
“Her name is Nadya… and no more beautiful woman has walked Valkana. “
“When I freed her from that villain Milos, I was not aware that she was coveted by
another, yet she was stolen from my very home…”
He stands and turns his back on you, shoulders tight with strain and opens the door
to a glassed in wine cellar.
“Were it possible, I would walk into the lair of the great villain and retrieve her
myself.” With a shake of his head the merchant prince falls silent, steps through the
doorway and closes the door behind him.
Nykos is madly in love with Nadya. Her abduction gives him deep shame and he is nearly suicidal with
anguish. Were it not for Kai Shuran, Nykos would have rushed after the girl and very likely met his end.
It was Kai Shuran who convinced the love-sick man to hire free-agents to do his dirty work for him.
Nykos feels beaten and emasculated over this and is willing to do, say or agree to anything to get Nadya
back. He understands that doing business while emotional is dangerous, so he allows Kai Shuran to
handle the information and negotiations.
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Sanctum of the Spider
He is not sure what the creature was, but has a good idea. If pressed he states that Lalika claims
that it is a giant spider.
If the players opted to answer the questions in the beginning, the name Pairagno should cause at
least one of the PCs to react.
Lalika will show them the least watched section of the temple wall. Kai Shuran assures them that Nykos
makes no claim to any treasure recovered regardless of what it is. The group must leave now.
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Scene 3
Hall of Purity
Combat Encounter/Exploration Encounter
1. Main Worship Chamber
The Halfling girl leads you topside where on the twilight shrouded streets, you dart from
a shadowed alley up to the base of a low wall that surrounds the white marble structure of
the Hall of Purity. Locals, who consider themselves stolid to the dangers of the dark, shun
this district of the city reserved for the Voraki elite, where the penalty for trespassing is
swift and severe.
To scale the short, seven-foot wall and drop to the damp earth on the other side, unheard, requires a
Dexterity [Stealth] TN 15. For anyone failing, mark them for later.
The garden beyond the wall is magnificently arranged with lush shrubbery creating deeper shadows for
the PCs to hide. There are white pebbled paths that crisscross the sward in a measured aesthetic grace
leading to intricately carved wooden bridges over small brooks and flowerbeds.
Beyond the gardens is a white fluted-column building whose marble steps lead to broad peristyle and
covered porch. The light of a low glowing lamp is reflected in a heavy golden door set into the porch.
This is a side entrance reserved for faithful entering and leaving the gardens.
Perception [Seeing] TN 17 to see the motion sensors built into the base of two of the pillars. They can be
disabled if the PCs hit Defense 17 and do at least 6 damage. Disabled/destroyed motion sensors will
enable the PCs to bypass the Jaakar fight as the beasts are not released from their cages beneath the porch.
If the sensors are not taken care of, the Jaakar are released and the PCs are stalked by them.
Perception [Hearing] vs Jaakar Dexterity [Stealth] of +6. Those fail are surprised round 1.
A low burbling rumble from across the garden freezes your marrow. Before you can
discern the meaning of the alien noise, a roar of giant cat sounds. A dark shape darts from
the cover of a line of bushes nearest the building and streaks toward [marked PC who
failed Dexterity (Stealth)].
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Sanctum of the Spider
2. Upper Hall
The golden door opens freely to a wide chamber that flickers with several brass lanterns bolted
into the wall. Each has a focusing lens on one side to direct light in a tight beam. Several gaily-
hued woven rungs line the floor, perfectly arranged in rows and columns. Atop a white marble
dais stands an altar covered in a snowy white cloth. Standing proudly in the center is a golden
chalice, covered by a red purificator, it gleams proudly in the dancing beams of light.
A loud snore, like the grating of stone blocks, mars the aesthetic peace of the chamber of
worship. The echoing sound originates from the vestibule. Booted feet poke out from the
antechamber, propped on a velvet stool.
Odam [the drunk technician] is little more than a boy (17). His grimy cap lies next to the padded chair
which he’s moved from a side room so he can sleep without being seen from the main entrance. Beside
him is a twine wrapped wine bottle lay on its side a sticky pool of wasted liquid discoloring the rug. The
wine is exceptionally fine for a mere servant.
The other alcoves, three in total, leading off of the main chamber have closed doors that lead to small
prayer rooms and a cloak room.
Odam forgot to activate the automated guards at sundown. He was distracted by Beliza and her gift of
wine.
All he knows regarding the lower temple is that it is forbidden to non-faithful. He was hired to replace
“Romald” who was promoted and taken beyond the Black Door that leads to the lower temple. [Track B]
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Sanctum of the Spider
Just below the main temple. I can lead you there if you wish, but I don’t have a key to
gain access below.
The key to the Black Door is the dogtag that was on the Templar in the Black Ball fight. Without it the
door will not open and the lock must be overridden requiring an Intelligence (Computers) TN 17 check.
Breaking down the door is daunting and very noisy. Should the PCs try, sic the automated guards on
them.
Beliza
The doe-eyed serving girl, is hiding behind a heavy wall hanging. Perception (Hearing) TN 9 to discover
her. At the sight of the PCs she falls to her knees and begs forgiveness (she mistakes them for faithful).
Who is Grossal?
A horrible bully. He is the overseer. He guards the servants’ quarters.
If threatened but not cowed, or if Beliza is hurt in any way, Odam will activate the Temple Guards. The
automated sentries will burst forth from hidden compartments in the wall and attack the PCs
immediately.
Beliza will gladly assist the PCs if they give a compelling reason for her to do so. Roleplay vs roll is
preferred, but if it comes down to a roll a Communication (any pertinent focus) TN 13 is required.
3. Servant Quarters
The well disguised sliding wall behind the altar opens to a plainly adorned hallway that
leads to a wooden door. Through the door the tell-tale hiss crack of a whip sounds,
followed by a wail. Mingled among the shrill cry is the low rumble of sadistic glee.
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Sanctum of the Spider
The door opens to a dimly lit chamber where supplicants kneel along one wall, eyes
closed. Several flinch as the sounds of torment assault them from the opposite wall. Tears
of terror glisten their faces. The oldest of them, lay on the floor beside them. Apparent
from the red stripes across her back and legs, she suffers the fate that they await.
Grossal is an enormous fat man with grotesque cybernetic implants consuming most of his body. Sweat
glistens on his pallid, bald head and mottled trunk, staining the wide scarlet sash tied above his loose,
flaring silk breeches, cuffed just above his wide bare feet.
He is beating the servant at his feet with a short braided whip. He shudders with ecstasy with each stroke
and whimper.
Beside him, leaning against the wall is a broad bladed powered, two-handed sword. It is curved in the
eastern fashion with a jewel crusted, golden handle.
After Grossal is dead the servants are terrified of the PCs unless pacified. Communication (Persuasion or
Leadership) TN 13.
They know their way all around the temple and will show them how to operate the hidden passage to
beneath the altar in the main worship hall or lead them to the back stair to the servant entrance.
4. Hidden Passage
Track A: Slave Entrance
Bare plaster walls of the stairs are lit by smoldering clay lamps and floored in plain gray
tiles. The corridor beyond abruptly ends with doors on either side.
The right is open and has storage for dining supplies. Fine silverware, serving trays,
as well as delicate porcelain dishes are neatly stored in racks and bins.
The left door is closed and locked with no way to open it from the hallway.
The left door is bolted from the inside with only a sliding wicket to allow anyone to see inside the dining
room beyond. The drone of chanting can be heard through the door. It intensifies when the wicket is
opened.
The dining room beyond the door has an ancient blind slave, named Sollum, who now stands just inside
the door. The far wall is an open doorway leading to the Hidden Temple.
Sollum is not a guard but has been driven mad by his torment so he is susceptible to trickery. A servant
can ask for the door to be opened and he will do it without hesitation.
PCs can bluff their way in with a Communication (Deception) vs Sollum’s Willpower (Self-Discipline)
of -1
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Sanctum of the Spider
When he draws aside the bolt and opens the door, he doesn’t interfere with the PCs actions.
Dark-wood lined passage opens to a grimly decorated room. Chained to the walls are the
limp forms of three young women. Their heads loll in time with a rhythmic drone coming
from the doorway at the far end. A slight turn of their heads in your direction shows the
glazed eyes of minds addled with drugs.
An orc stands before the open doorway leading to the temple beyond, wearing a black
masked hood as his only clothing. His mask is open at the bottom exposing his scarred
chin and filed teeth.
His massive hands rest on the end of a viciously curved sword.
The rippling muscles under his glistening skin pulse in time with a droning that
emanates from beyond an open doorway in the far wall.
Dexterity (Stealth) vs Motba’s Perception (Hearing) of +1 to surprise the orc. He is mute and cannot call
for help if he is attacked. The drugged girls are too out of it to offer any info or assistance.
Moments after Motba is dealt with, the droning beyond the arched doorway is broken up by the sudden
resonance of a gong. Then a weighty silence drops.
Scene 4
The vaulted ceiling tapers into darkness. The stone floor is lined with thick black rugs on
which writhe scores of sinuate limbs… scantily clad forms lost in degenerate sensation.
Light from tall iron braziers dance across an array of undulating flesh.
Figures stand sentinel long the walls wearing long white loincloths. Were it not for
the swell and fall of their massive chests, they could easily be taken for statues. Each
man’s head is covered in a conical black hood with masks that cover all of their face save
their mouths and chins. Their tree-trunk arms are folded across massive dark breasts.
Beyond the mass of sensual indulgence, atop a flight of narrow black stone steps, a
man in black robes sits a black throne. He ignores the room, while his eyes feast on the
pale naked flesh lying racked to the black stone altar before him.
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Sanctum of the Spider
The Guards cannot hear anything outside the room and have a -2 penalty to Perception (Hearing).
The black robed form on the black throne is Pairagno. His Shadow Spiders are perched beside him on the
wall, resting until needed. Nadya is on the altar. She is bound at wrist and ankle with her head lolling in
time to the droning (drug addled).
8 total Templars are arrayed around the temple. 2 on either side of the south door facing into the main
chamber. 4 more line the east and west walls (2 on each wall). 2 Templars are at the foot of the stairs
leading to the altar.
From somewhere unseen a bell tolls and the dark robed man behind the altar stands,
brandishing a jeweled ceremonial dagger in his hands as he raises the deadly sharp blade
above his head his hood falls back and his eyes burn with lust and power as he stares at
the quivering naked form on the table.
The PCs can move within 5 yards of a guard or 2 yards of a drug-addled cultist before there’s a
chance at being spotted. The lighting is poor and there’s much more interesting things to look at
other than the shadows.
Once the PCs do any action that attracts attention such as attacking or speaking, they gain a
surprise round. Then run combat as normal for at least 3 rounds. Then the Spider God makes his
appearance.
See Appendix 1 – Scene 4 Children of the Spider for the NPC combatants.
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Sanctum of the Spider
End Game
The terrible brute explodes in a clap of thunder that causes the entire temple to shake.
An awful wave of nausea washes over you followed by a weighty disquiet. It is then
you notice the cracks growing on the gigantic pillars, racing like vines webbing their way
up the supports. You watch in horror as the cracks begin to weaken the arches supporting
the great vaulted ceiling.
As blocks of masonry begin to disintegrate under the weight and fall in chunks you
get your leaden feet moving towards the most expedient exit, the black door.
Racing as the building begins to cave in upon itself, you reach the upper temple and out
before the entire structure of the temple collapses in an eruption that coats you in fine
dust.
Nadya is returned to Nykos and the PCs are given their monetary reward as well as the eternal gratitude
of the merchant prince. All promises made by Nykos during negotiations are honored, including having
Kai Shuran tasked with helping them track down Milos. Those who wish to enter into the prince’s service
may do so and will be treated as respected agents.
Not all of Pairagno’s faithful are dead. He had quite a lot of influence within Voarakis society, who now
are actively looking for their holy man’s killers. They will stop at nothing to find out who was responsible
and extract some revenge.
Milos the pirate, slaver and friend of Pairagno is still at large. One or more of the characters could be
seeking him for whatever reason they determined with the essential questions. Kai Shuran can consult his
web of informants and spies to find Milos’ whereabouts. This could lead to a secret hideout or forgotten
city within the Spires.
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Appendix 1
NPCs & Monsters
Scene 1: THE BLACK BALL Templar
Abilities (Focuses)
Cultists (10) 1 Accuracy (Blaster Pistols)
Abilities (Focuses)
0 Communication
1 Accuracy
1 Constitution
1 Communication
1 Dexterity
0 Constitution
2 Fighting (Heavy Blades)
0 Dexterity
0 Intelligence
1 Fighting (Bludgeons)
1 Perception (Seeing)
0 Intelligence
2 Strength (Intimidation)
1 Perception (Searching)
1 Willpower (Morale)
1 Strength (Intimidation)
Speed Health Defense Armor Rating
2 Willpower (Morale)
10 20 13 3
Speed Health Defense Armor Rating
Weapon Attack Roll Damage
0 15 12 0
Gladius (Longsword) +4 2d6+2
Weapon Attack Roll Damage
Heavy Blaster Pistol +4 2d6
Cudgel (club) +3 1d6+1
Special Features
Special Features
Favored Stunts: Mighty Blow, Skirmish
Favored Stunts: Disarm, Skirmish
Talents: Armor Training (Novice), Weapon & Shield
Weapons Groups: Brawling, Bludgeons, Staves
Style (Novice)
Equipment: Cudgel, Length of Rope (3’), Sack (head-
Weapons Groups: Blaster Pistol, Brawling, Heavy
sized)
Blades
Creepy Fanatics Equipment: Light Leather Jerkin, Steel Cap, Medium
Shield, Long Bladed Gladius (Longsword), Heavy
Blaster Pistol, Gold-plated Dog tag (with a magnetic
Barflies (up to 10) strip on the back) on a leather strap around neck
Abilities (Focuses) Heavy-Handed Dwarf Bully
0 Accuracy
1 Communication (Gambling)
2 Constitution (Drinking)
0 Dexterity
2 Fighting
-1 Intelligence
2 Perception
1 Strength
0 Willpower
Speed Health Defense Armor Rating
0 15 10 0
Weapon Attack Roll Damage
Dirk (Dagger) +2 1d6+1
Special Features
Favored Stunts: Knock Prone, Skirmish
Weapons Groups: Brawling, Bludgeons, Light
Blades
Equipment: Dirk, Sweat-Stained Clothes
Drunken Rascals
Appendix 1
NPCs & Monsters
Grossal Motba
Abilities (Focuses) Abilities (Focuses)
3 Accuracy (Blaster Pistols) 0 Accuracy (Brawling)
-1 Communication -1 Communication
4 Constitution (Stamina) 3 Constitution (Stamina)
2 Dexterity 0 Dexterity
3 Fighting (Cyborg Weapons) 4 Fighting
-1 Intelligence 1 Intelligence
2 Perception (Seeing) 1 Perception
4 Strength (Might) 5 Strength (Intimidation)
-1 Willpower (Morale) 2 Willpower
Speed Health Defense Armor Rating Speed Health Defense Armor Rating
8 30 12 5 10 35 10 0
Weapon Attack Roll Damage Weapon Attack Roll Damage
Blaster Arm +5 2d6+2 Two-Handed Sword +4 3d6+5
Cyborg Weapons +5 2d6+4 Special Features
Special Features Favored Stunts: Mighty Blow, Threaten
Favored Stunts: Knock Prone, Mighty Blow Talents: Dark Sight, Two-Hander Style, Unarmed
Cyborg Armor: Metal shell of the cyborg provides a Style, Armor Training (Novice)
natural armor of 5. However, the Pierce Armor stunt Weapons Groups: Brawling, Bludgeons, Heavy
allows an attacker to hit his remaining fleshy bits, Blades, Staves
bypassing all armor. Equipment: Conical Hooded Mask, Two-Handed
Irredeemably Mad: The cyborg is immune to Sword
attempts to persuade or otherwise reason with it, as Orc Tormentor
well as stunts based on personal interactions.
Kill the Flesh: An attacker may spend 4 SP to strike
the cyborg’s vital organs. If it takes 10 or more
damage to its vital organs their vital organic parts
die and it ceases to function.
Weapon Groups: Blaster Pistols and Cyborg
Weapons.
Cyborg Servant Forman
Appendix 1
NPCs & Monsters
Scene 4: CHILDREN OF THE SPIDER
Cultists (20) Templars (8)
Abilities (Focuses) Abilities (Focuses)
1 Accuracy 1 Accuracy (Blaster Pistols)
1 Communication 0 Communication
0 Constitution
1 Constitution
0 Dexterity
1 Dexterity
1 Fighting (Bludgeons)
2 Fighting (Heavy Blades)
0 Intelligence
1 Perception (Searching) 0 Intelligence
1 Strength (Intimidation) 1 Perception (Seeing)
2 Willpower (Morale) 2 Strength (Intimidation)
Speed Health Defense Armor Rating 1 Willpower (Morale)
0 15 12 0 Speed Health Defense Armor Rating
Weapon Attack Roll Damage 10 20 13 0
Fist +0 1d3+1 Weapon Attack Roll Damage
Special Features Fists +4 1d3+2
Favored Stunts: Disarm, Skirmish
Special Features
Weapons Groups: Brawling, Bludgeons, Staves
Favored Stunts: Mighty Blow, Skirmish
Equipment: None
Talents: Armor Training (Novice), Weapon & Shield
Drugged Faithful
Style (Novice)
Weapons Groups: Blaster Pistol, Brawling, Heavy
Blades
Equipment: Conical Black Hood, Gold-plated Dog
tag (with a magnetic strip on the back) on a leather
strap around neck
Nearly Naked Sentries
Appendix 1
NPCs & Monsters
Chaos Spider
Abilities (Focuses)
3 Accuracy (Bite)
-1 Communication
5 Constitution (Stamina)
3 Dexterity (Stealth)
3 Fighting
0 Intelligence
2 Perception (Touch)
5 Strength (Intimidation, Jumping)
2 Willpower (Morale)
Speed Health Defense Armor Rating
14 70 12 6
Weapon Attack Roll Damage
Bite +5 3d6+3
Special Features
Favored Stunts: Knock Prone, Chaos Venom [Stunts]
Exoskeleton: The tough exoskeleton of a chaos
spider gives the creature an AR of 6.
Chaos Venom Stunt: A chaos spider can use its
chaos venom to purchase effects on the Chaos Stunts
Chart (below).
Wall Crawler: A chaos spider can walk up walls and
even on ceilings.
Web: As a major action the chaos spider can shoot a
web at a visible enemy within 12 yards. The target
must make a successful TN 11 Dexterity (Acrobatics)
test or become immobilized. The target or an ally can
free the victim by taking a major action and making a
successful TN 13 Strength (Might) test. This is the
only action the immobilized character can take until
freed.
Spider God
Appendix 2
Maps
Appendix 2
Maps
Servants Quarters
Appendix 2
Maps
Tormentor’s Room
Appendix 2
Maps
Secret Temple