Occasional Dungeon Encounters
Now and then, I’ll post a unique dungeon encounter fitted for you to place where ever you see fit in your game. These will be non-Fayn specific for the most part.
Today’s encounter is brought to you by real world science.
Yes, this thing actually exists.
Dungeon Encounter 1: The Sulfur Spider Swarm
This is best placed in a cavern not far from a surface entrance. The surface of the walls have a high sulfur content. The sulfur feeds microbes, which attract flies and other small insects, which attract spiders from the outside.
A large spider nest is blocking the cavern passage (a standard 10’ wide passage, but make it no more than 15’ feet across). The length of passage should be about 20-30’. In the nest are hundreds of normal spiders; monstrous spiders would upset the ecosystem of this encounter, so don’t use them here.
The webbing is too thick to wade or see through, so burning through is the only real method of passing, and therein lies the trap…
Any use of flame to destroy the webs… torches, fire spells, flaming swords, you name it… will do any excellent job of removing the obstruction not only because the webs themselves are flammable, but the thousands of desiccated husks of insects will easily burn.
However, any flame used will also burn the sulfur in the cavern walls. The initial ignition will happen 1d3 turns after the flame is applied, and the sulfur will flash ignite causing a 1d6 damage fireball reaching out in both directions for 1d4x10’. For each 10’ of passage beyond the first occupied by the webs, add an addition 1d6 to the fireball damage, thus a passage stretching 30’ will become a 3d6 fireball reaching out 1d4x10’ in each direction (roll the distance separately for each way).
A 3d6 fireball is very survivable. Each PC within the blast zone must save vs. breath weapon to take half damage, but… the spiders catch fire as well and will be ejected outward on each end. Each PC within the blast zone is subject to 3d8 flaming spiders landing on him, each causing 1 HP damage and possibly igniting any flammable material exposed.
Lastly, the burning sulfur releases a toxic gas that will expand out each direction for 2d6x10’. Anyone who breathes in the deadly fumes must save vs. poison each turn or lose 1 HP. The effects stop if the PC reaches fresh air. Not cavern air, outside air.
Be nice… don’t place this too far from the cavern entrance.
If your players’ party is a little too nonchalant about cutting through harmless looking spider webs, spring this one on them some time.

