so i found this silly spider toy at a cheap shop during the period leading up to halloween, so i decided to buy it (it was like $2) and then i told my players that it would be attacking them when i get back from my current work rotation.
upon seeing this spider i had a few different ideas come to mind, stuff like the “random encounter” in out of the abyss (its not really a random encounter) or “part of the main plot” of scenic dunsmouth (if you have read SD then you understand why i used the quotation marks). but i didnt want to just steal this wholesale, just to grab an idea or two from it and then make it work for me for my next adventure.
so whilist i am getting the details for the spiders and other stuff that might be around the area (im thinking of a island in the middle of nowhere or something like that), i will tease you with some stuff that will help you out when you have been messed up by the spiders or their venom.
Antivenom - 50 GP, a clear liquid that smells of mixed spices and tastes like mixed spices, this vial of liquid provides advantage to saves against poison for 1 hour.
Spider Balm - 200 GP, a pale green balm that smells of aloe and tastes horrible, this small jar of ointment contains 1D4 (2) uses, when rubbed onto the wound or eaten it removes any poisoned condition and provides advantage to saves against poison for 1 hour
Spider milk - 100 GP, a milky white liquid that smells like nothing and tastes like burning, this vial of liquid is venom milked from a spider, can be used to make 1D3+1 (2) uses of antivenom or used to coat 1 short sword or 2 knives to do the following extra damage, CON save DC 12 or 2D6 damage, save for half.
Spider repellant - 300 GP, a white blam with little bits of black through it that smells like dead spiders and tastes like dead spiders. the balm when placed upon the body will repel spiders for 1D3 (1) hours. giant/massive spiders may fly into a rage (51%) or be repelled, if in a rage they gain advantage to all attacks against the creature wearing the balm and double any modifiers to damage they may have (eg 1D8+3 becomes 1D8+6)
Spidersilk armour - 750 GP, this thin armour has a white hue to it and weighs almost nothing, armour made from spidersilk is treated a leather armour yet provides protection as if wearing chainmail (AC 16). any attack or damage from fire or acid reduces the AC by 1 until it reaches, then the spidersilk armour disintegrates
Web walking boots - magic item, these thin leather boots have been woven with spidersilk, when worn the user can walk along spiderwebs (as long they are large enough to support the creature's weight) as though they were normal terrain, the creature can also attempt a perception check at disadvantage DC 17 to know if someone or something else is on the same length of web.
well, thats it for now. lets hope i can actually keep blogging