Epic Encounters

Free Epic Encounters Adventure | The Threads of Fate (or How I Stopped Worrying And Learned to Love The Spider)

The Threads of Fate (or How I Stopped Worrying And Learned to Love The Spider)

The versatility of Epic Encounters is one of their greatest strengths, and bringing new adventures, new narratives, and new approaches to the miniatures, and to the maps, guarantees your players never know what to expect—but will always be excited. So, with that in mind, I’ve come up with a new adventure idea using two classic sets. But first, a little background to the adventure itself…

I love the stories of Clark Ashton Smith. If you’re not familiar with CAS then you’re a lucky, lucky person. Because there’s a whole new world of incredible weird fantasy and horror writing waiting for you. And most of his stories can be read online! For free! 

But it was his classic tale, The Seven Geases, which prompted the following adventure idea, and which you can create using the Web of the Spider Tyrant Epic Encounter. I’ve paired it with Chambers of the Serpent-Folk, as they seemed the ideal villains for the plot I’ll sketch out. If you’re a CAS fan, you’ll already know the connection I’m drawing, and if you’ve never read The Seven Geases, you’re in for a treat. Anyway, with no further ado, here’s the adventure idea.

Adventure Overview

Deep in the recesses of the earth, down below the memories of civilisations, past the remnants of life itself, there dwells fate. Held in the palm of the world’s hands, fate is spun from the web sac of the spider-god, Macha-Hewa. Each thread of shimmering silk is the destiny of a thousand lives, a thousand paths through time and space, the web of reality itself slung across the great abyss.

The weaver of time, the spider-god Macha-Hewa, dances over the abyss, endlessly spinning, and weaving the skein of time. Few know of the god; it is not of the variety to be worshipped, or seek adoration. Those few who do offer it obeisance do so furtively, through the most secret of rites. Until recently, at least, when the few devotees and the sages and philosophers who studied the deity, were simultaneously attacked. Across the world, across the cosmos perhaps, scores of the learned and the faithful were butchered. Obsidian knives tore open throats, and scythes spilled entrails across libraries and ritual rooms. 

The Serpent-folk believe they can reverse the decline of their species through altering the web of reality, and forcing Macha-Hewa to spin according to the dark prophecies and whims of the Nemetoa (the high priests of the Serpent-folk). 

Someone must stop them, must preserve the neutrality of Macha-Hewa, and ensure the threads of fate continue to be spun without interruption or prejudice, or the multiverse itself might be at stake!

Hooks

  • One of you worships or seeks to study the ways of Macha-Hewa, and were targetted by the Serpent-folk. Barely surviving the attack, you seek revenge. And to protect the web of reality. In that order.
  • You don’t know how you ended up in this series of ancient hallways, placed before a vast abyss. Not really. You just knew you must take that turn, follow that path, enter those caves. Every step felt preordained, as though you weren’t truly there, simply following a path laid out for you. But now, now you know you need to defend Macha-Hewa. It’s what the web of fate dictates.
  • You were brought along by the Serpent-folk as sacrifices, to be offered up to Macha-Hewa as distraction or as enticement you aren’t certain. But you managed to free yourself from your bonds, and now know you must defeat your captors before they can achieve their aims.  

Starting the Encounter

The characters should begin on one of the two rocky outcrops overlooking the abyss, with the Serpent-folk already on the web - with three nemetoa being able to reach Macha-Hewa on their next turn.

Running the Encounter

This is a battle taking place on the Web of the Spider Tyrant map. It’s the final, desperate attempt by the Serpent-folk to force Macha-Hewa, the spider-god, to obey their commands and spin time into the form they choose. 

  • Macha-Hewa must continue to spin at all times. It is uninterested in anything else, and moves randomly around the map, spinning out the web of fate. It will not attack the serpent-folk. It simply moves from one side of the map to the other.
  • Macha-Hewa can move through any creature on the map, as it deftly leaps over or swings under, to avoid obstacles. 
  • The Serpent-folk attempt to position three of the Nemetoa within 5 feet of the spider, so they can begin their ritual to control the spider-god. 
  • They attempt to paralyse Macha-Hewa with Hold Person cast at 4th level (and they'll target characters if they have to!), and then conduct the ritual.
  • The ritual takes three rounds to complete, with the Nemetoa needing to concentrate during its casting. They can defend themselves without breaking concentration, but can’t do anything else. 

Serpent-folk Behaviour

  • There are 9 Nemetoa, though only 3 are ever on the map at the same time. The rest are in some nearby antechamber, conducting propitiatory rites to subdue the other deities of the cosmic balance (or perhaps they’re hiding in terror, it’s up to you).
  • Brutes keep them protected, forming a guard around the Nemetoa, to prevent characters drawing too near.
  • The Serpent Queen, along with her bone naga, move around the edges of the web or find a defensible spot on the twin rocky promontories from which to hurl spells at the characters.
  • The rest of the Serpent-folk either pinion the characters with arrows, or close with any magic-users in order to prevent them taking out the Nemetoa at range. 

Environmental Dangers

  • It’s easy to walk across the web in a straight line in any direction. Changing direction, however, requires a DC14 Wisdom check. Time, for mortals, moves in a single direction. Forcing your body to resist the cosmic forces of the multiverse isn’t easy!
  • Any creature of medium or smaller size must succeed on a DC10 Dexterity saving throw whenever they suffer 15 hit points or more damage in a single attack, as they struggle not to fall into vast abyss below. Any creature who fails the test must succeed on a subsequent DC15 Dexterity saving throw in order to grab onto one of the strands of time. They can then haul themselves up, using an action on their next turn. They count as prone for the purposes of being attacked. 

Need to Even the Odds?

Tarantulas form peculiar symbiotic relationships with small toads, keeping them around to eat flies and insects the tarantula can’t be bothered to hunt for itself. Maybe Macha-Hewa keeps some giant frogs around to do the same job, albeit with slightly more cosmic importance. The giant frogs from the Village of the Goblin Chief would form quite a nice ally for the characters, and might help them bounce around the web a little more easily.

Alternatively, in an adventure where you wanted the spider to be the big bad, ally it with the Goblins of the Village set rather than the Labyrinth sets. Maybe even put the spider in the forest, and lean into the hobbit/Aragog feel of the adventure.

Endings…

There are lots of different ways for the encounter to develop, and to be resolved. It could be as simple as the characters killing the Nemetoa and driving off the Serpent-folk as a whole, thwarting their plan and ending the day as heroes. They might be able to find a means of communicating with Macha-Hewa, negotiating with it to briefly take over the duties of weaving the thread, so it can take care of the creatures attempting to pervert its natural function. Or, perhaps, just perhaps, the Serpent-folk succeed, and the characters need to travel across the full web of time and reality in order to restore the proper nature of things.

That much is up to you and your characters!

Here's the Stats

Macha-Hewa, the Weaver of Time

Gargantuan beast, neutral

Armor Class 24 (Natural Armor)

Hit Points 517 (45d10+270) 

Speed 30 ft., climb 40 ft.


STR 20 (+5)

DEX 21 (+5) 

CON 22 (+6) 

INT 19 (+4) 

WIS 18 (+4) 

CHA 16 (+3)


Skills Stealth +12

Senses Blindsight 10 Ft., Darkvision 60 Ft., passive Perception 10

Saving Throws Dex +11 Con +13, Int +11, Wis +8, Cha +9

Damage Immunities poison, force, cold, fire, lightning

Condition Immunities poisoned, charmed, frightened

Languages


Challenge 18 (10000 XP)

*Legendary Resistance (5/Day). If the Macha-Hewa fails a saving throw, it can choose to succeed instead.

Telepathy: Macha-Hewa can communicate telepathically with any creature within 100 feet. It projects its thoughts into their head, which are immediately comprehensible, as if spoken in the creature’s language. It rarely bothers to communicate; it’s thinking in nine or ten dimensions simultaneously, and this makes it hard to think. Understanding Macha-Hewa requires a DC15 Wisdom check.

Magic Resistance: The spider tyrant has magic resistance.

Spider Climb: The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Across the Threads: While on a web, Macha-Hewa can move through any creature in its path, without needing to deviate or change direction.

Time Itself: Macha-Hewa does not suffer any penalties or have to succeed on any checks while moving on its web.

Web Sense: While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.

Web Walker: The spider ignores movement restrictions caused by webbing.


Actions

Multiattack: The spider tyrant makes four attacks; three with its bite and one with its web web.

Bite: Melee Weapon Attack: +16 to hit, reach 5 ft., one creature. Hit: 47 (9d8 + 7) piercing damage plus 18 (4d8)poison damage. The target must make a DC 15 Constitution saving throw, taking the poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Web (Recharge 1-2): Ranged Weapon Attack: +16 to hit, reach 30/60 ft., one creature. The target is restrained by webbing, and suffers 27 (6d8) As an action, the restrained target can make a DC 16 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).


Legendary Action

Macha-Hewa can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Macha-Hewa regains spent legendary actions at the start of its turn.

Detect: Macha-Hewa can make a Wisdom (Perception) check.

Multiattack: Macha-Hewa makes a multiattack.

Web Drag (Costs two actions): Macha-Hewat makes a web drag attack.

Serpent Folk Half-blood

Armor Class 12

Hit Points 66 (12d8 + 12)

Speed 30 ft.


STR 16 (+3)

DEX 14 (+2)

CON 13 (+1)

INT 14 (+2)

WIS 12 (+1)

CHA 16 (+3)


Skills Deception +5, Stealth +4

Damage Immunities poison

Condition Immunities poisoned

Senses darkvision 60 ft., passive Perception 11

Languages Abyssal, Common, Ophidian

Challenge 3 (700 XP)


Special Abilities

Magic Resistance. The Half-blood has advantage on saving throws against spells and other magical effects.

Actions

Multiattack: The Half-blood makes two ranged attacks or two melee attacks, but can use its bite only once.

Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage.

Scimitar: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Longbow: Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 7 (2d6) poison damage.

Serpent Folk Nematoa 

Armor Class 15 (natural armor)

Hit Points 127 (15d10 + 45)

Speed 40 ft.


STR 19 (+4)

DEX 16 (+3)

CON 17 (+3)

INT 17 (+3)

WIS 15 (+2)

CHA 18 (+4)


Skills Perception +5, Stealth +6

Damage Immunities poison

Condition Immunities poisoned

Senses darkvision 60 ft., passive Perception 15

Languages Abyssal, Common, Draconic

Challenge 7 (2900 XP)

Special Abilities

Spellcasting: The Nematoa are trained in the ancient magical arts of their people. Their spellcasting ability is Charisma (spell save DC 15). They are 5th level spellcasters and can cast the following spells, requiring no material components:

At will: animal friendship (snakes only)

Cantrips: Guidance, Mending, Resistance, Sacred Flame

1st Level (4 slots): Bane, Command, Guiding Bolt, Inflict Wounds

2nd Level (3 slots): Blindness, Hold Person, Spiritual Weapon

3rd Level (2 slots): Beacon of Hope, Dispel Magic

Magic Resistance: The Nematoa has advantage on saving throws against spells and other magical effects.

Actions

Multiattack: The Nematoa makes three melee attacks, but can use its bite and constrict attacks only once each.

Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) poison damage.

Constrict: Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the Nematoa can't constrict another target.

Obsidian Knife: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Serpent Folk Brutes

Armor Class 18 (natural armour)

Hit Points 92 (18d8 + 11)

Speed 30 ft.


STR 18 (+4)

DEX 11 (+0)

CON 18 (+4)

INT 9 (-1)

WIS 10 (+0)

CHA 10 (+0)


Damage Immunities poison

Condition Immunities poisoned

Senses darkvision 60 ft., passive Perception 11

Languages Ophidian

Challenge 3 (700 XP)


Special Abilities

Magic Resistance: The Brute has advantage on saving throws against spells and other magical effects.

Actions

Multiattack: The Half-blood makes two two melee attacks, but can use its bite only once.

Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 10 (1d10 + 5) piercing damage plus 7 (2d6) poison damage

Axe: Melee Weapon Attack. +7 to hit, reach 5ft., one creature. Hit. 12 (1d12+7) slashing

Bone Naga

Armor Class 15 (natural armor)

Hit Points 58 (9d10+9)

Speed 30 ft.


STR 15 (+2)

DEX 16 (+3)

CON 12 (+1)

INT 15 (+2)

WIS 15 (+2)

CHA 16 (+3)


Damage Immunities poison

Condition Immunities charmed, exhaustion, paralyzed, poisoned

Senses darkvision 60 ft.

Languages Common plus one other language

Challenge 4 (1,100 XP)


Special Abilities

Spellcasting: The naga is a 5th-level spellcaster (spell save DC 12, +4 to hit with spell attacks) that needs only verbal components to cast its spells. Its spellcasting ability is Wisdom, and it has the following cleric spells prepared:

Cantrips (at will): mending, sacred flame, thaumaturgy

1st level (4 slots): command, shield of faith

2nd level (3 slots): calm emotions, hold person

3rd level (2 slots): bestow curse

 

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 10 (2d6 + 3) piercing damage plus 10 (3d6) poison damage.

Serpent Folk The Serpent Queen

Armor Class 15 (natural armor)

Hit Points 180 (23d10 + 54)

Speed 40 ft.


STR 19 (+4)

DEX 18 (+4)

CON 17 (+3)

INT 17 (+3)

WIS 20 (+5)

CHA 20 (+5)


Skills Perception +5, Stealth +6

Damage Immunities poison

Condition Immunities poisoned

Senses darkvision 60 ft., passive Perception 15

Languages Abyssal, Common, Draconic

Challenge 10 (5,900 XP)


Special Abilities

Spellcasting: The Serpent Queen is a powerful sorcerer. Her spellcasting ability is Charisma (spell save DC 18). She is an 8th level spellcaster and can cast the following spells, requiring no material components:

At will: animal friendship (snakes only)

Cantrips: Acid Splash, Blade Ward, Mage Hand, Minor Illusion

1st Level (4 slots): Burning Hands, Charm Person, Disguise Self, Mage Armour

2nd Level (3 slots): Cloud of Daggers, Hold Person, Suggestion

3rd Level (3 slots): Counterspell, Fireball

4th Level (2 slots): Stoneskin, Wall of Fire

Magic Resistance: The Serpent Queen has advantage on saving throws against spells and other magical effects.

Impossible Speed: The Serpent Queen is millennia old, has fought many battles and knows how to survive a fight. The Serpent Queen always makes the first attack in any combat, irrespective of Initiative scores. Once she has made this first attack, revert to using initiative order as normal. 

Actions

Multiattack: The Serpent Queen makes three melee attacks, but can use her bite and constrict attacks only once each.

Bite: Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 9 (1d8 + 5) piercing damage plus 10 (3d6) poison damage.

Constrict: Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the Serpent Queen can't constrict another target.

Sceptre: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) slashing damage.