TEXT: TG2301SW 
  The Wicked, Woeful Web 
  By Thom Wilson 
  For Swords & WizardryTM 
  Characters Level 1-2 
  SW1 
  ThrowiGames LLC 
  throwigames.com 
  
  Table of Contents 
  ThrowiGames LLC 
  Version 1.01—S&W version 
  Playtest Date:  August 14th, 2014 
  Creation Date:  September 1st, 2017 
  By Thom Wilson 
  TG2301SW—The Wicked, Woeful Web 
  Adventure Background 
  1   
     The Problem at Hand 
  2   
     Adventure Plot 
  2   
     Adventure Hooks 
  3   
     Final Adventure Details 
  3   
  Esherten 
  4   
     Encounter: Just in Time! 
  5   
  The Woeful Forest 
  6   
  Cave-Tomb of Yemtal-Dul 
  7   
  Giant Fly Nest 
  10   
  Silver Crescent Monastery 
  13 
  Appendix 
  16 
     New Monsters 
  16 
     New Treasure 
  17 
     Yemtal-Dul’s Treasure 
  17 
  Contributors 
  Playtesters:  Ben Wilson, Calvin Norway, 
  Efraim Hermes, Kristina Norway, Steve 
  Dziedzic 
  Author:  Thom Wilson 
  Cartography:  Thom Wilson 
  Editing:  Efraim Hermes 
  Illustrations:  © Outland Entertainment, 
  2017, © Purple Duck Games, 2017 
   
  Legal and Notice 
  Copyright © 2017 by Thomas R. Wilson, 
  throwigames.com.  All rights reserved 
  worldwide.  May not be copied or distrib-
  uted without prior written permission with 
  the exception of personal roleplaying use. 
  Silver Crescent Monastery 
  To Esherten 
  M7 
  M5 
  M4 
  M3 
  M2 
  M1 
  Spider Nests 
  M8 
  M6A 
  M6B 
  
   
  The Woeful, Wicked Web 
  By Thom Wilson 
  A Low-Level Adventure 
  Character Levels 1-2 
  In addition to the complex envi-
  ronmental conditions needed for 
  the herb, Flame Flower is also a 
  favorite meal for large insects, es-
  pecially the Giant Fly.  Before the 
  herb is cultivated, it secretes an oil 
  that has addictive properties that 
  insects crave.  In particular, Giant 
  Flies will ravenously feast on the 
  herb, disregarding or destroying 
  any threat in its way.  Unprotected 
  crops are quickly consumed by the 
  insects.   
   
  The monks of the Silver Crescent 
  Monastery have carefully bred and 
  trained 
  large 
  spiders 
  to 
  live 
  amongst the villagers and protect 
  the crops.  The spiders, roughly 1’ 
  in length, are big enough to enjoy 
  the giant flies as meals while leav-
  ing the people of Esherten alone.  
  The villagers stay clear of the large 
  spiders who primarily exist in 
  large webs above the crops. 
   
  Although several dozen large spi-
  ders protect the crops, the giant 
  flies continue to descend on the 
  village each day.  The monks sus-
  pect that there is a nearby hive  
  that continually replenishes the 
  giant fly population.  The monks 
  are a peaceful people and do not 
  wish to search out and destroy this 
  hive, preferring to let the spiders 
  feed on their natural enemy in-
  stead.  The villagers have no time 
  nor the resources to search out the 
  hive to end the fly problem once 
  and for all.  They are content to 
  allow the spiders to do their busi-
  ness as they always have.   
   
  Adventure Background 
   
  The sleepy foothill village of Esh-
  erten has quietly thrived in eastern 
  Nolgur-Wul, far removed from the 
  jungle wars to its west.  A symbi-
  otic relationship between villagers 
  and the mysterious monastery in 
  the Nul-Gat-Fal mountains has 
  existed for 
  generations.  The 
  monks of the Silver Crescent Mon-
  astery rely upon the crops grown 
  by the villagers in Esherten.  In 
  return, the monks provide protec-
  tion in the form of large spiders 
  that hunt and destroy the village’s 
  main threat, giant flies that de-
  scend on the village each day, 
  seeking the special crops grown 
  there. 
   
  Several generations ago, the villag-
  ers discovered that their lands 
  could produce an extremely rare 
  herb called the Flame Flower.  This 
  orange and red leafy plant can be 
  crushed and boiled to produce a 
  potent healing elixir.  The Flame 
  Flower can only grow in regions 
  where the soil is moist and rich, 
  and the air temperature warm and 
  dry.  Esherten’s location at the 
  western edge of the swamplands 
  of Nolgur-Wul receives the bless-
  ings of rich soil and dry air from 
  the eastern winds of Lunramal.  
  The village is one of only a few 
  locations in Ornaklia to have the 
  perfect conditions to grow the 
  Flame Flower plant. 
  1 
  
  The Problem At Hand 
   
  The balance of spiders and flies 
  has been sufficient for years until 
  very recently.  Several days ago, 
  the large spiders stopped produc-
  ing the sticky webs used for catch-
  ing flies.  In the last two days, they 
  have left their webs and moved 
  eastward in to the Woeful Forest.  
  Without the spiders, the giant flies 
  have returned each day in stagger-
  ing numbers to feast upon the un-
  protected crops. Villagers have 
  tried to fight off the flies, resorting 
  to makeshift hemp nets and com-
  mon farming tools as weapons.  
  The number of flies are too great 
  for the village to combat.  The 
  monks have sent more large spi-
  ders to the village, only to watch 
  them abandon the webs to shuffle 
  off to the forest.  Everyone is per-
  plexed.   
  Adventure Plot 
   
  Unbeknownst to the villagers and 
  monks, an evil abomination of a 
  creature has recently moved into 
  the Woeful Forest.  An ancient de-
  monic spider has found an ancient 
  cave-tomb within the forest to be a 
  wonderful new home.  Uuglankaz, 
  a foul being from a different time 
  and world has been quietly travel-
  ing Ornaklia for hundreds of years.  
  She moves from place to place, 
  feeding on the bodies and souls of 
  hapless humans.  Her silent call to 
  common and large spiders can 
  reach miles; in fact, she has begun 
  summoning them to her lair in the 
  last week, including those guard-
  ing Esherten.   
  2 
  Uuglankaz intends to rebuild her 
  spider army and assault nearby 
  villages for souls and flesh.  She 
  can control all the spiders within a 
  ten mile radius.  Once she has 
  enough large spiders, she’ll start 
  hunting for humans.  She is cur-
  rently unaware of Esherten and the 
  monastery but has found it inter-
  esting that so many large spiders 
  have quickly shown up to her lair 
  from the east.  Within a few days, 
  her curiosity will force her to ven-
  ture out that way. 
   
  The ancient cave-tomb is a long 
  forgotten burial chamber of an old 
  desert warlord.  Uuglankaz sensed 
  the magic that emanated from the 
  cave and decided to explore.  Al-
  though she cannot use the magical 
  items found within, she can har-
  ness the energy to enhance her spi-
  der summoning abilities. 
   
  Over one hundred years ago, Yem-
  tal-Dul, a self proclaimed desert 
  warlord was finally defeated after 
  years of atrocities in southern Lun-
  ramal.  Mortally wounded, he fled 
  the desert westward and found the 
  plush and untamed lands of Nol-
  gur-Wul.  Unable to heal from his 
  battle injuries, he succumbed in a 
  cave in the foothills of the Ogre’s 
  Teeth (the same mountain range 
  known as Nul-Gat-Fal).  His natu-
  ral tomb was sealed by a cave-in 
  years later.  His skeletal remains, 
  magical items, and journal are 
  found deep within the cave (see 
  area C-4). 
   
   
  
  3 
  Adventure Hooks 
   
  Monks from the Silver Crescent 
  Monastery have sent their messen-
  ger birds (rock doves) to nearby 
  villages, seeking help.  Most Nol-
  gur-Wul residents avoid Esherten 
  and its large spider habitat.  At the 
  point the players begin the adven-
  ture, the monks have received no 
  help and are desperate. 
   
  The adventurers can begin this 
  adventure in many ways: 
   
   
  Stopping at a nearby village, 
  they’ve heard about the monks 
  and their need for help. 
   
  The adventurers stop at Esh-
  erten while traveling through 
  Nolgur-Wul. 
   
  The adventurers have experi-
  enced the migrating spiders or 
  the swarms of giant flies and 
  are seeking the source. 
   
  The monastery monks are provid-
  ing a reward of 500 gold pieces 
  and 10 special healing elixirs.  
  Only the monks know how to cul-
  tivate and brew the Flame Flower 
  herb into the healing elixir.  See the 
  Appendix for details on the Flame 
  Flower Elixir. 
  Final Adventure Details 
   
  The Silver Crescent monks have  
  bred their large spiders to be fairly 
  docile, especially towards humans. 
  Although under the demonic sway 
  of Uuglankaz, they will initially 
  resist attacking Esherten villagers 
  or monks.   The adventurers will 
  not see the same restraint.  The evil 
  abomination will have to use more 
  of her demonic energy to force the 
  large spiders to attack the village. 
   
  The adventurers will arrive in Esh-
  erten about a week before Uug-
  lankaz unleashes her spider horde 
  on the surrounding area.  The best 
  way to eliminate Uuglankaz is to 
  infiltrate her lair and destroy her. 
   
  Additionally, the adventurers may 
  see the opportunity to help the 
  village even further by finding the 
  giant fly nest and killing the fly 
  queen. 
  
  Esherten 
   
  Found nestled in the foothills of 
  the Nul-Gat-Fal mountains, the 
  small village of Esherten is the 
  home to just over a hundred peo-
  ple.  Most villagers farm the spe-
  cial crops found within the town 
  center.  There are no businesses in 
  Esherten; the villagers generally 
  prefer that strangers continue on 
  their way. 
   
  No road travels directly to Esh-
  erten; only hidden hunting trails 
  lead to the small village.  There is a 
  direct route to Silver Crescent 
  Monastery, however.  The monks 
  are gracious and good hosts to any 
  visitor. 
   
  The village of Esherten has fifteen 
  two-story homes, two small ware-
  houses, and a meeting house.  The 
  town is led by a five person coun-
  cil of three farmers and two monks 
  from the monastery.  
  Jolena, a middle-aged widower, is 
  the senior-most council member; 
  her words are the most listened to.  
  She is kind, wise, and more accept-
  ing than the other villagers.  Hur-
  mel, a farmer of 33 seasons, has 
  been on the council for over ten 
  years.  Unlike Jolena, he is untrust-
  ing and a bit hot tempered.  Guxup 
  the Grey looks older than his ac-
  tual age (several giant fly bites has 
  weathered him terribly).  He is a 
  man of few words but often has 
  great ideas. 
   
  Brothers Finn and Norli are the 
  Silver Crescent monks that serve 
  on the town council.  They are de-
  vout followers of Juntol-Ka and are 
  most concerned with the well-
  being of the villagers and the 
  Flame Flower crops.  They will 
  usually abstain from voting on 
  matters that do not concern the 
  monastery.  These five members 
  will meet with adventurers who 
  arrive to help the town. 
  4 
  Esherten 
   
  Woeful 
  Forest 
  MH 
  
  5 
  Unlike most villages, the town 
  structures surround the core crops.  
  The large spiders use the rooflines 
  to cast their webs to protect the 
  crops from giant flies.  The villag-
  ers do have additional crops out-
  side the center of town, but these 
  are common food items such as 
  garden 
  vegetables 
  and 
  grains.  
  Only the Flame Flower crops exist 
  in the center of town. 
   
  Most buildings have a intercon-
  nected front porch that is used for 
  travel between homes, the crop, 
  and warehouses.  The entire roof-
  line is enclosed in webs.  Two 
  locked gates are found on the 
  north and south sides of the vil-
  lage; the north gate provides ac-
  cess to the trail leading to the Sil-
  ver Crescent Monastery, and the 
  south gate to the hunting trails. 
  Encounter:  Just in Time! 
   
  When the adventurers arrive in 
  Esherten, the village populace will 
  be battling giant flies as they de-
  scend on the crops.  Here is the 
  opportunity to help the village and 
  gain their trust! 
   
  Six farmers are defending the 
  crops, swinging shovels and stab-
  bing with pitchforks.  Twenty gi-
  ant flies are descending and attack-
  ing the farmers or landing on the 
  orange and red leaves to feast.  
  Once a giant fly lands to feed, they 
  ignore any attackers until dead.  
  Unfortunately, once a giant fly in-
  jects its filthy mandibles into the 
  plant, it is ruined and cannot be 
  used by the monks. 
  20 Giant Flies  (AC: 8 [11], HD: 
  1d4 hit points, Attacks: Sting 
  (1d2), Saving Throw: 18, Special: 
  Disease, Move: 3/12, Alignment: 
  Neutrality, Challenge Level/XP: 
  A/5) - see more details in the Ap-
  pendix section (New Monsters). 
  The farmers are simple common-
  ers—(Human Man in the S&W 
  monster chapter).  Any farmer bit-
  ten by a giant fly will likely flee 
  back to their home.  An additional 
  d6 villagers may emerge from their 
  homes 
  to 
  help 
  if 
  necessary 
  (including women and children).  
  Villagers bit by a Giant Fly will 
  become sick for 24 hours.  Several 
  bites may result in death. 
   
  Giant Flies will fight until they can 
  get to a Flame Flower plant.  They 
  do not flee combat.  If left alone, 
  the insect will consume plants at a 
  rate of one plant every five min-
  utes until the addictive properties 
  of the plant put them in a coma-
  tose state (generally after about 
  twenty plants). 
   
  The Flame Flower plant is highly 
  resistant to heat and fire but exces-
  sive exposure to flames will de-
  stroy it.  Villagers will become up-
  set if adventurers use fire in their 
  attacks against the insects.  Addi-
  tionally, the spider webs are ex-
  tremely susceptible to fire; since all 
  the homes are connected through 
  the 
  spider 
  webs, 
  uncontained 
  flames could spread from the silk 
  to the wooden homes.  Any homes 
  destroyed by the adventurer’s fire 
  will upset the villagers and likely 
  lead them to asking the adventur-
  ers to leave after the threat is over. 
  
  Once the battle is complete, surviv-
  ing villagers will thank the adven-
  turers for their help (assuming 
  they didn’t cause too much dam-
  age) and will summon the council 
  from the monastery to meet with 
  them.  The council will arrive 
  within an hours to talk to the ad-
  venturers in the Meeting Hall (area 
  MH). 
   
  Brothers Finn and Norli will urge 
  the adventurers to further aid the 
  village and monastery by seeking 
  out the source of their problem.  
  The rest of the council will agree.  
  The only thing that the villagers 
  and monks will know is that all 
  forms of spiders are making their 
  way into the Woeful Forest.  The 
  spiders are not aggressive but will 
  seek ways to escape containment 
  or navigate obstacles to get to the 
  forest.  The council will tell the 
  adventurers that if the Giant Flies 
  continue to ravage the crops un-
  checked, that the crops will be 
  fully destroyed in less than one 
  week.  The herbs are needed for 
  healing elixirs for the sick and in-
  firmed in the region; without the 
  elixirs, many people will die. 
   
  The Giant Fly attacks will continue 
  two to three times per day, with 
  4d6 Giant Flies in each attack.  The 
  insects will not attack after dark or 
  before sunrise.  The Giant Fly at-
  tacks always come from the north-
  west. 
  The Woeful Forest 
   
  Named for the sorrowful sound 
  the wind makes as it travels 
  through the timber, the Woeful 
  Forest is fairly open and clear.  
  Unlike the jungles to the west, the 
  trees are tall and bare up to the 
  midway mark of the trunk.  Few 
  shrubs and undergrowth populate 
  the landscape due to the overly 
  rich soil.  Common predators exist 
  within the forest; Table 2-1 lists 
  possible encounters for adventur-
  ers travelling through the wood. 
  Woeful Forest Wandering Monsters 
  2d6 Roll 
  Foe 
  2 
  Uuglankaz, Demon Spider 
  3 
  d2 Giant Spiders, HD 2+2 
  4 
  d6 Large Spiders, HD 1+1 
  5 
  d3 Wolves 
  6 
  d6 Bandits 
  7-12 
  Nothing encountered 
  Table 2-1 
  6 
  It takes little effort to find the spi-
  der migration, either a Tracking 
  skill or by seeing the actual spiders 
  moving toward Uuglankaz’s lair.  
  Migration tracks will clearly lead 
  to the cave mouth deep within the 
  woods. 
   
  Uuglankaz no longer fears hu-
  mans, her ego and confidence 
  boosted from hundreds of years of 
  killing and feeding.  The cave 
  mouth is unguarded.  Adventurers 
  will sense or notice by smell some-
  thing foul and ancient within the 
  cave.  Prayers to lawful gods may 
  reveal an evil presence lurking in 
  
  7 
  the darkness beyond.  (Terra Minor 
  note:  prayers to Juntol-Ka will reveal 
  the evil within the cave). 
  Cave-Tomb of Yemtal-Dul 
   
  Natural rock formations spanning 
  several hundred feet of winding 
  and interconnected tunnels make 
  up this unplanned burial chamber 
  of the desert warlord Yemtal-Dul.  
  All tunnels and chambers eventu-
  ally reach the final resting place of 
  the remains of the warlord and the 
  current lair of Uuglankaz the 
  Wicked. 
   
  Each small chamber within the 
  cavern network contains thou-
  sands of tiny spiders (non combat-
  ants), the remains of woodland 
  animals, and possibly large or gi-
  ant spiders.  See each encounter 
  area for details.  Note that the en-
  tire network of caves are dark; ad-
  venturers will need their own light 
  source or be penalized –2 to all 
  actions. 
  Encounter Area C-1 
   
  Tiny spiders swarm over the re-
  mains of a fallen deer, dragged 
  here by the two giant spiders 
  perched in webs along the ceiling 
  of the chamber.  The giant spiders 
  will wait until the last adventurer 
  leaves the room before attacking 
  from the rear.  The giant spiders 
  can be seen with a careful scan of 
  the ceiling area. 
  2 Giant Spiders  (AC: 6 [13], 
  HD: 2+2, Attacks: Bite (1d6 + 
  poison), Saving Throw: 16, Spe-
  cial: Poison (+1 save or die), 
  Surprise; Move: 18, Alignment: 
  Chaos, Challenge Level/XP: 
  5/240) - see S&W rulebook, 
  page 113.  For 1st level charac-
  ters, substitute the smaller HD 
  1+1 variety of spiders. 
  These two old spiders are espe-
  cially foul and will gladly capture 
  one or more adventurers to present 
  to Uuglankaz as gifts.  A careful 
  search of their webs will reveal 
  several 
  decaying 
  corpses 
  and 
  skeletal remains of animals, hu-
  manoids (likely goblins) and hu-
  mans (likely bandits).  Further 
  searching will discover a leather 
  pouch containing 13 sp, a golden 
  ring worth 125 sp, and a pair of 
  loaded dice (they roll a 2 or 12, 
  50% of the time) worth 50 sp to a 
  collector or gambler. 
  
  Encounter Area C-2 
   
  Hundreds of deformed egg sacks 
  hang from the ceiling and cling to 
  the walls of this chamber.  Uug-
  lankaz has bred with giant male 
  spiders to create additional off-
  spring.  The remains of several 
  deceased males litter the floor, dis-
  posed of after use by the demonic 
  creature. 
   
  Most egg sacks will begin to rup-
  ture in the coming week, releasing 
  dozens of six inch spiderlings in 
  the form of their mother. These 
  spiderlings have a lifespan of only 
  48 hours; the mix of Ornaklia spi-
  der and Uuglankaz isn’t viable for 
  long term survival.   
   
  Uuglankaz can sense any disrup-
  tion to their gestation; if adventur-
  ers destroy the egg sacks, she will 
  rush to this chamber to kill any  
  intruders.  Uuglankaz has a +1 to 
  all actions in this chamber. 
  Spiderlings (AC: 9 [10] HD: 1 
  hit point, Attacks: Swarm Bite 
  (1 hit point), Saving Throw: 
  none, Special: Swarm (10d6 spi-
  ders), Move: 6, Alignment: 
  Neutrality, Challenge Level/
  XP: A/1) 
  Note that an adventurer can kill up 
  to d6 spiderlings in a single bludg-
  eoning 
  attack 
  (e.g. 
  concussion 
  weapons or with their boot).  A 
  bladed weapon attack only affects 
  d3 spiderlings.  There is nothing of 
  value in this chamber. 
  8 
  Encounter Area C-3 
   
  Several dozen large spiders await 
  instructions from Uuglankaz, rest-
  ing in their webs.  Most are of the 
  same size and shape, roughly 1’ in 
  length.  Spiders bred by the monks 
  have a silver crescent moon on 
  their abdomens.  When adventur-
  ers enter this area, large spiders 
  not bred by the monks will move 
  to attack the group. 
  3d6 Large Spiders (AC: 8 [11], 
  HD: 1+1, Attacks: Bite (1 hp + 
  poison), Saving Throw: 17, Spe-
  cial: Poison (+2 save or die), 
  Move: 9, Alignment: Neutral-
  ity, Challenge Level/XP: 3/60) 
  The Silver Crescent Monastery spi-
  ders will not attack the adventur-
  ers unless provoked. 
   
  Dozens of skeletal remains hang 
  from webs and litter the floor.  A 
  prolonged search should reveal 11 
  sp and an ornate dagger worth 25 
  gp. 
  Encounter Area C-4 
   
  Three long tunnels enter this large 
  chamber, from the western, south-
  ern, and eastern sides.  The room is 
  shaped like a one-sided bowl, with 
  the north end being the deepest 
  point in the area.  When the adven-
  turers enter this area, they will no-
  tice the foulest of small emanating 
  from the north end of the chamber. 
  A massive refuse pile of corpses 
  and excrement sits against the back 
  wall, a very massive spider-like  
  
  creature sitting atop it.  This foul 
  abomination looks like a spider but 
  has several foreign features; its 
  face has elements of tortured hu-
  man expression, large horns pro-
  trude from the back of its head, 
  and two small deformed leather 
  wings lay folded against its thorax.    
  Each of its eight knobby legs ends 
  in a flattened hoof.  A stumpy 
  thick tail hangs limply from under 
  the abdomen. 
   
  This creature is nothing like a spi-
  der yet moves and acts like one.  
  Adventurers will surely be con-
  fused by its features.  Those 
  trained in magic will immediately 
  feel the presence of evil power. 
  Uunglankaz the Wicked, De-
  monic Spider (AC: 2 [17], HD 
  4+1, Attacks: Bite (2d4 + poi-
  son), Saving Throw: 12, Special: 
  Poison (paralyze victim for 1 
  hour), can teleport 50’ in any 
  direction once per day; con-
  sumes souls by devouring the 
  heart and brain of her victim, 
  creating an undead version of 
  that victim; can use human 
  speech; 
   
  Move: 
  6/teleport, 
  Alignment: Chaos; Challenge 
  Level/XP: 8/880) See more de-
  tails in the Appendix section. 
  9 
  The spider will waste no time en-
  gaging the adventurers in hostile 
  conversation; she will belittle the 
  group and guarantee their demise.  
  If the group responds with hostile 
  comments, she will immediately 
  attack, jumping off her throne-pile 
  and targeting the strongest looking  
  party member.  If she needs assis-
  tance, she will summon any of the 
  giant or large spiders left in the 
  caverns to her aid.  She will save 
  her teleportation ability for retreat-
  ing if the combat goes unfavorably. 
   
  During the battle, she will taunt 
  and insult adventurers.  She hopes 
  to infuriate them and force them in 
  to making a mistake.   
   
  If the adventurers kill her but 
  don’t burn her remains within 
  thirty minutes, her body will trans-
  port back to her plane of origin to 
  heal.  Once fully healed, she will  
  try to find a way back to Ornaklia 
  to destroy those that defeated her.  
  [GM note:  it may take her a while to 
  get back to this plane] 
   
  The room is littered with dead 
  creatures of all types.  Humanoids, 
  woodland animals, spiders, and 
  other 
  indistinguishable 
  corpses 
  cover most of the floor, especially 
  close to her throne-pile.  A quick 
  search of the area will reveal a few 
  trinkets but a long and careful 
  search will likely lead to great dis-
  covery. 
  Search Results 
  Search 
  Results 
  Quick 
  37 sp, silver ring (25 gp), ruby 
  necklace (125 gp), quality lock-
  pick set (adds +10% to Delicate 
  Tasks), mace 
  Careful 
  *above* plus 86 sp, 6 gp, a 
  Dagger of Sharpness (adds +1 
  damage), 6 Arrows of Fire 
  (adds 1d4 fire damage) 
  Extensive 
  *above* plus Yemtal-Dul’s 
  remains (see Appendix) 
  Table 3-1 
  
  Giant Fly Nest 
   
  The  Nul-Gat-Fal mountains rise 
  sharply to the northwest of Esh-
  erten, even shadowing the Silver 
  Crescent Monastery in its lofty 
  perch.  Towering crags filled with 
  natural caves can be found two 
  miles west of the monk’s abode 
  and three miles northwest of Esh-
  erten.  Within these natural caves 
  with dozens of cliff-side entrances 
  thrive a massive nest of giant flies.  
  Nests of this size are rarely seen; 
  they are usually destroyed before 
  getting this big.  Due to its location 
  in the wild, and the Flame Flower 
  crops just a few miles away, the 
  giant fly habitat has grown to dis-
  gusting proportions. 
   
  A bloated fly queen in the nest 
  produces hundreds of offspring 
  per day.  Most die upon the webs 
  of Esherten, eaten by the trained 
  large spiders.  Some are consumed 
  by the hive queen so that she can 
  continue thrive and produce off-
  spring.  As of late, the nest has 
  thrived; since the spiders left the 
  village unprotected, their numbers 
  have grown. 
   
  Soldier flies have returned to the 
  queen with the addictive nectar of 
  the Flame Flower.  Her hunger for 
  the plant will shift her offspring 
  production to producing less giant 
  flies overall, but to increase soldier 
  flies.  Within one week, she will 
  begin creating only stronger and 
  bigger flies to assault Esherten.  
  More details about the different fly 
  types are found in the Appendix 
  section of the book. 
  Eliminating Uuglankaz will lift her 
  sway over the creatures of the for-
  est, including the silver crescent 
  spiders.  They will return to the 
  village and the work they were 
  trained to do.  If adventurers get in 
  their way, they will first attempt to 
  flee from harm but will resort to 
  attacking any that prevent them 
  from returning to Esherten if flee-
  ing fails. 
   
  Adventurers will receive the re-
  ward promised by the monks if 
  they free the large spiders from 
  their hypnotic state.  The Flame 
  Flower Elixirs are extremely rare 
  and powerful, and can fetch in-
  credible prices in city markets.  See 
  the Appendix for elixir details. 
   
  The Esherten council will thank 
  the adventurers and let them stay 
  in town for as long as they need.  
  The adventurers will also be told 
  that they are welcome to return at 
  any time.  The monks of the Silver 
  Crescent Monastery will provide 
  healing services to the group and 
  will sell their elixirs to them at a 
  discounted rate. 
   
  The villagers will grant the request 
  for up to 2-3 live Flame Flower 
  plants if asked; the secret to creat-
  ing the elixir is known only by the 
  monks of the Silver Crescent Mon-
  astery.  The recipe to the Flame 
  Flower Elixir can be found at the 
  monastery, in area M-6a or M-6b. 
  10 
  
  11 
  Several entrances lead to the giant 
  fly hive.  Areas marked E on the 
  map indicate an entrance in to the 
  cliff-side tunnels.  Climbing the 
  cliffs to get to the entrances is chal-
  lenging; each adventurer must 
  make a check for the climb.  The 
  GM may elect to make this check 
  once or several times throughout 
  the climb—ropes may decrease the 
  difficulty. 
   
  Giant flies enter and leave the en-
  trances every few minutes during 
  the daylight hours.  It will be very 
  difficult to sneak into the tunnels 
  without being detected.  There is a 
  50% chance that the group may 
  encounter d6 giant flies while they 
  are traversing the tunnels.  At any 
  given time, there are 50-100 giant 
  flies in the hive, either within the 
  tunnels or out in the wild. 
  Encounter Area N-1 
   
  Several tunnels empty into this 
  giant cavern, now used as a gen-
  eral breeding and feeding area.  
  2d6 Giant Flies are found here 
  during the day, double that num-
  ber during the night. 
  Giant Flies  (AC: 8 [11], HD: 
  1d4 hit points, Attacks: Sting 
  (1d2), Saving Throw: 18, Spe-
  cial: 
  Disease, 
  Move: 
  3/12, 
  Alignment: Neutrality, Chal-
  lenge Level/XP: A/5) - see 
  more details in the Appendix 
  section (New Monsters). 
  Piles of refuse, dead flies, and old 
  mining equipment can be found in 
  the chamber. 
  Encounter Area N-2 
   
  Many tunnels and chambers close 
  to the cliff’s edge finally meet up at 
  this singular point in the moun-
  tain.  The remnants of an old 
  wooden bridge hang at both edges 
  of a great chasm in center of this 
  area.  The distance between the 
  two ledges is over thirty feet.  Gi-
  ant Flies buzz back and forth over 
  this area without difficulty; the 
  path by foot is blocked by the large 
  gap in the floor running the entire 
  length of the chamber. 
   
  Adventurers will have to find a 
  way to cross the chasm to get to 
  the rest of the tunnels in the moun-
  tain; there is no other way to get to 
  the other side.  To complicate mat-
  ters, there is always d6 Giant Flies 
  traveling through this area.  They 
  will stop to harass adventurers as 
  much as possible.  Any commotion 
  in this area may attract one of the 
  Soldier Flies nearby in area N-4. 
  Encounter Area N-3 
   
  Hundreds of gestating larvae and 
  fly pupae are found in this area.  
  Giant Flies can mature in only a 
  few days.  This chamber is always 
  full of activity as Giant Flies coax 
  pupae out of their protective shells 
  and directly in to service of the 
  queen.  2d6 workers are found 
  here; there is a 50% chance that d3 
  soldier flies are also here protect-
  ing the young. 
   
  Destroying the squirming larvae 
  and dormant pupae would se-
  verely impact the hive’s numbers. 
  
  Encounter Area N-4 
   
  The last chamber before the queen 
  sees plenty of activity as worker 
  flies bring food to the queen in 
  area N-5.  The area is protected by 
  6 Soldier Flies, bred to defend the 
  queen to their death.  An addi-
  tional d6 worker flies may be 
  pressed in to defense if the soldiers 
  fail to protect their queen. 
  6 Soldier Flies  (AC: 7 [12], 
  HD: 1d6 hit points, Attacks: 
  Sting (1d4), Saving Throw: 17, 
  Special: Disease, Move: 4/15, 
  Alignment: Neutrality, Chal-
  lenge Level/XP: B/10)  
  A careful search of the area will 
  uncover long abandoned mining 
  supplies and the skeletal remains 
  of what appears to be a dwarven 
  miner.  Stashed in his leather jerkin 
  is a burlap pouch containing 44 sp 
  and 2 gp.  Also, a bone tube con-
  taining a small vellum map is care-
  fully hidden in an inside pocket.  
  [GM Note: For details on the map, go 
  to the company website to download a 
  free add-on adventure] 
  Encounter Area N-5 
   
  Dozens of worker flies move about 
  the chamber attending their queen.  
  The bloated disgusting creature 
  lays upon a heap of dung, while 
  eating every waking moment of 
  the day.  She is constantly produc-
  ing egg larvae that workers are 
  moving from the chamber to area 
  N-3.  Male flies attend her as 
  needed.  3d6 Giant Flies will de-
  fend the queen to their death. 
   
  Soldier flies are not permitted in 
  this area; they cannot refrain from 
  attempting to reproduce with the 
  queen.  The queen emits a strong 
  pheromone that makes soldier flies 
  insane with lust.  Soldier flies are 
  allowed no further than area N-4. 
   
  The queen prefers to mate with the 
  largest worker flies.  Once  the 
  mating process is over, she kills 
  the male and devours him.  She 
  usually selects one male each day 
  for this purpose.  As mentioned 
  above, these males are never sol-
  dier flies as they do not produce 
  the best offspring. 
  12 
  E 
  E 
  E 
  E 
  E 
  
  Queen Fly  (AC: 6 [13], HD: 
  1+1, Attacks: Sting (1d6), Sav-
  ing Throw: 16, Special: Disease, 
  Produce Eggs 50-100 per day; 
  Move: 1/3, Alignment: Neu-
  trality, 
  Challenge 
  Level/XP: 
  2/30) - see more details in the 
  Appendix section (New Mon-
  sters). 
  A thorough search of the dung pile 
  and surrounding area will turn up 
  10d6 sp, d6 gp, several daggers, 
  short swords, long swords, hand 
  axes, and arrows.  Additionally, if 
  the 
  queen 
  is 
  cut 
  open 
  and 
  searched, adventurers will find a 
  Ring of Earth Control lodged in 
  one of her internal organs.  This 
  ring provides a +1 bonus to any 
  action using the earth element.   
   
  Killing the queen fly will stop fly 
  production for several weeks until 
  a new queen is established.  Wip-
  ing out the larvae, pupae, and 
  queen destroys the hive once and 
  for all.  Giant Flies will finally die 
  out, finally ridding Esherten of 
  their problem. 
   
  Several small tunnels lead out of 
  this chamber, many of which de-
  scend into the deeper areas of the 
  abandoned mine.  The map found 
  in area N-4 will provide some di-
  rections for those exploring fur-
  ther.  Details of that area and pos-
  sible encounters are left to the 
  downloadable document found at 
  the company website. 
  Silver Crescent Monastery 
   
  Hundreds of years before Esherten 
  became an established village, a 
  group of enlightened men gath-
  ered in the Golden City to discuss 
  faith and the old gods.  Many of 
  these gods were silent and no 
  longer listened to their followers.  
  Rumors of new gods were emerg-
  ing from the east and were intrigu-
  ing to those whose faith was wan-
  ing.  This group of men known as 
  the Discoverers embarked on a 
  journey into Nolgur-Wul and Lun-
  ramal to search for knowledge.  
  What they found shattered the 
  faith of many in Ornaklia. 
   
  They search abandoned cities and 
  temples in the jungles of Nolgur-
  Wul, listened to the wise men of 
  the Nul-Gat-Fal mountain villages, 
  and heard the stories of the desert 
  travelers of Lunramal.  At the end 
  of their year long journey, they 
  discovered a new set of gods, re-
  cently emerged from their eternal 
  sleep.  These gods were of the 
  same age as the old gods but had 
  been dormant for thousands of 
  years.  Their ‘Awakening’ was due 
  in part to their counterparts, the 
  old gods, tiring of their duties and 
  the lackluster faith of their follow-
  ers.  The new gods were excited 
  and were actively involved in their 
  growing number of followers. 
   
  Juntol-Ka was one of the recently 
  reawakened gods, and his promise 
  of health, fertility and survival was 
  a fitting mantra for those in the 
  southeast of Ornaklia.  Disease in 
  the jungles of Nolgur-Wul and the 
  13 
  
  endless desert storms in Lunramal 
  had decimated the population in 
  those provinces; the people looked 
  to Juntol-Ka to restore their lives.  
  The god listened and elected 
  champions to spread the his word 
  throughout the region.  Two mem-
  bers of the Discoverers became the 
  champions of Juntol-Ka and settled 
  in the Nul-Gat-Fal mountains.  
  Eventually, they built the Silver 
  Crescent Monastery, named for its 
  location on a small moon-shaped 
  peak in the range.  Here, they 
  helped spread the word of health 
  and survival to the region, and 
  educated the nearby villages in the 
  ways of farming and hunting. 
   
  The first two Silver Crescent 
  monks,  Hoplandi and Tromus, 
  have long since passed away but 
  several generations of their stu-
  dents continue the work of Juntol-
  Ka.  Years ago, a novice monk dis-
  covered a rare plant growing in the 
  foothills of the mountains that had 
  amazing healing properties when 
  prepared correctly.  The Flame 
  Flower is difficult to prepare; it 
  took the monks hundreds of at-
  tempts to figure out the best 
  method to create the healing elixir 
  from the plant.  The recipe is a 
  closely guarded secret.  The monks 
  use the plants grown by Esherten 
  farmers to create hundreds of elix-
  irs that they distribute to the sur-
  rounding villages.  They freely 
  give the elixirs to those followers 
  in need and will not sell them to 
  travelers or those unworthy.  The 
  monks usually have several dozen 
  elixirs in storage at any time.  See 
  the Appendix for more details on 
  the Flame Flower healing elixir. 
  14 
  Monastery Area M-1 
   
  Travelers and guests visiting the 
  monastery will enter here, a simple 
  outdoor reception area.  Two 
  monks are always on duty here, on 
  the lookout for the injured or 
  weary.  Guests are not permitted 
  any further without the approval 
  of one of the senior monks. 
  Silver Crescent Monk (AC:  9 [10], 
  Level: 1, Attacks: Fists (1d4), Sav-
  ing Throw: 15, Special: Thief-type 
  skills, Move: 12, Alignment: Law, 
  Challenge 
  Level/XP: 
  1/10).  
  Higher ranking monks are levels 2 
  or 3, depending on their position 
  within the monastery. 
  Monastery Area M-2 
   
  This rooms serves several pur-
  poses; the grand hall is used by the 
  monks 
  for 
  communal 
  meals, 
  prayer, distribution of elixirs to the 
  worthy, and meetings between the 
  monks and visitors.  Only the clos-
  est and most trusted visitors get 
  beyond this room. 
   
  An immense statue of Juntol-Ka 
  fills the north side of this room.  
  Several tables and chairs, enough 
  for 
  50 
  people, 
  are 
  scattered 
  throughout the area. 
  Monastery Area M-3 
   
  A small kitchen is used to prepare 
  the simple meals for the monks 
  and visitors.  Two fireplaces are 
  used for cooking, and shelves and 
  cabinets are filled with common 
  kitchen cutlery, wooden plates, 
  and garden vegetables. 
  
  15 
  Monastery Area M-4 
   
  Twelve separate bookshelves line 
  three walls in this large room.  
  Two small tables with four chairs 
  are in the middle of the room, used 
  for studying.  Books fill the shelves 
  to near overflowing; titles on 
  woodland animals, plants, herbs, 
  and different religions of Ornaklia 
  are found throughout the room. 
   
  1-2 monks are usually here, even 
  in the early morning hours.  Edu-
  cation and learning are an essential 
  part of monastery life. 
  Monastery Area M-5 
   
  Fourteen simple rooms fill this 
  wing of the monastery.  Each room 
  has two small beds, a stool, and a 
  simple closet.  At night, most of 
  these 
  rooms 
  contain 
  resting 
  monks. 
  Monastery Area M-6a and M6-b 
   
  The two senior monks of the mon-
  astery each have a separate room 
  at the end of the wing.  All deci-
  sions are made by these two 
  monks.  Brothers Finn and Norli 
  are both the senior monks at the 
  monastery and serve on the Esh-
  erten council.  Their rooms are the 
  same as the others in area M-5 ex-
  cept for the number of beds. 
   
  The Flame Flower elixir recipe is 
  hidden in a secret panel in the wall 
  of each room (M-6a south wall, M-
  6b north wall) so that Finn and 
  Norli can both get to it.  The hid-
  den lock box is hard to find and  
  Monastery Area M-7 
   
  Monks are first trained in natural 
  and magical healing, but later 
  come to this wing of the monastery 
  for combat training.  The Silver 
  Crescent monks are known for 
  their efficient use of the quarter-
  staff.  There are usually d6 monks 
  training in this area during the day 
  time hours. 
  equally hard to unlock without the 
  key.  Brothers Finn and Norli each 
  have a key on a chain around their 
  necks and under their robes.  The 
  recipe lists the steps to preparing 
  the flower and creating the elixir, 
  but most importantly includes the 
  blessing chant to Juntol-Ka, an es-
  sential part of the process.  If the 
  elixir is created without the bless-
  ing, it is nothing more than a sim-
  ple healing ointment.  The blessing 
  adds the additional properties, 
  making it much more powerful. 
   
  Brothers Finn and Norli are rarely 
  in their rooms, except for in the 
  evening hours. 
  Monastery Area M-8 
   
  Two monks guard the door to the 
  elixir room.  Each morning until 
  noon, 1-2 novices and one of the 
  senior monks will be creating elix-
  irs.  Several small fireplaces slowly 
  cook the herbs down to a broth 
  while monks prepare the plants at 
  work tables.  A locked storage 
  cabinet holds 10d6 healing elixirs.  
  This area is guarded at all times.   
  
  Appendix 
   
  This section contains additional 
  information to support the adven-
  ture and Terra Minor game world. 
  New Monsters 
   
  Giant Fly 
  These disease-spreading, giant air-
  borne insects plague the jungles of 
  Nolgur-Wul and areas where the 
  addictive Flame Flower plants are 
  found.  Roughly 12 to 18 inches in 
  length, these uncoordinated bugs 
  infect their prey to the point of col-
  lapse, before feeding on their flesh 
  and laying their eggs.  Any bite 
  from a Giant Fly sickens the victim 
  (-1 to all actions for 1 hour) if they 
  fail a saving throw. 
  Giant Fly  (AC: 8 [11], HD: 1d4 hit 
  points, Attacks: Sting (1d2), Saving 
  Throw: 18, Special: Disease, Move: 
  3/12, Alignment: Neutrality, Chal-
  lenge Level/XP: A/5); No. Found: 
  2d6; Treasure:  usually nothing 
  Giant Fly Queen 
  Every Giant Fly hive has one 
  queen who produces 50-100 eggs 
  per day.  The gestation period 
  from larvae to pupae to giant fly is 
  less than seven days.  The queen is 
  much bigger than the worker flies, 
  nearly double their length and up 
  to 3’ long.  She mates with the big-
  gest worker males to produce 
  more workers and occasionally 
  soldier flies.  She eats the male af-
  ter mating.  Worker flies bring her 
  female pupae for food.  Queens are 
  also known to eat human flesh on 
  occasion.   
  16 
  Queen Fly  (AC: 6 [13], HD: 1+1, 
  Attacks: 
  Sting 
  (1d6), 
  Saving 
  Throw: 16, Special: Disease, Pro-
  duce Eggs 50-100 per day; Move: 
  1/3, Alignment: Neutrality, Chal-
  lenge Level/XP: 2/30); No. Found: 
  1; Treasure:  occasional 1-2 items 
  within digestive system 
  Soldier Fly 
  Occasionally, the Fly Queen pro-
  duces a rare strain of fly that 
  grows bigger and stronger than the 
  workers.  These flies are used pro-
  tect the queen.  They deal more 
  damage than the worker with their 
  oversized and sharper mandibles.  
  Soldier flies will abandon their 
  protective duties and try to mate 
  with the queen if they are in her 
  presence too long.  They always 
  fight to the death. 
  Soldier Flies  (AC: 7 [12], HD: 1d6 
  hit points, Attacks: Sting (1d4), 
  Saving Throw: 17, Special: Dis-
  ease, 
  Move: 
  4/15, 
  Alignment: 
  Neutrality, Challenge Level/XP: 
  B/10);  No. Found: 1d6; Treasure:  
  usually nothing  
  Silver Crescent Spider, Large 
  A carefully bred large spider by 
  the Silver Crescent monks.  Unusu-
  ally docile, these spiders feast on 
  large insects and common vegeta-
  bles.  They will only attack human 
  if provoked.  They are usually 
  around 1’ in length but have been 
  found to be bigger in rare occa-
  sions.  A silver crescent moon is 
  always found on top side of their 
  abdomen or thorax. 
  
  Silver Crescent Spider (AC: 8 [11], 
  HD: 1+1, Attacks: Bite (1 hp + poi-
  son), Saving Throw: 17, Special: 
  Poison (paralyzes victim for d6 
  minutes), Webs (creates silky web 
  strands—victim at –2 actions after 
  contact with web); Move: 12, 
  Alignment: Neutrality, Challenge 
  Level/XP: 3/60);  No. Found: 4d6; 
  Treasure: none 
  17 
  New Treasure Items 
   
  Flame Flower Elixir 
  Created from the orange and red 
  leafy plant, this elixir has potent 
  properties.  If consumed, it heals 
  1d4 HP of damage.  Drinking this 
  elixir also cures all sicknesses, dis-
  eases and infections, and restores 
  any temporary loss of Constitution 
  points.  If the elixir is not blessed 
  by a devout follower of Juntol-Ka, 
  it heals but 1d2 HP and has no ad-
  ditional benefits. 
   
  If sold, the Flame Flower Elixir can 
  fetch up to 100 gp.  The only 
  known crop of Flame Flower 
  plants are in Esherten. 
  Uunglankaz the Wicked 
  A vile and wicked demonic spider, 
  Uunglankaz  has been stalking the 
  world of Ornaklia for ages.  Bed-
  time stories of a talking spider that 
  eats little children can be heard in 
  every corner of known world. 
   
  Although 
  her 
  evil 
  venom 
  is 
  enough to make the bravest foes 
  flee, she can also consume a hu-
  man’s soul, often while they are 
  still breathing.  Eating the soul 
  adds d6 years to her life.  The soul-
  less victim rises in a few days as a 
  mindless zombie. 
  Uunglankaz the Wicked, De-
  monic Spider (AC: 2 [17], HD 4+1, 
  Attacks: Bite (2d4 + poison), Sav-
  ing Throw: 12, Special: Poison 
  (paralyze victim for 1 hour), can 
  teleport 50’ in any direction once 
  per day; consumes souls by de-
  vouring the heart and brain of her 
  victim, creating an undead version 
  of that victim; can use human 
  speech;  Move: 6/teleport, Align-
  ment: Chaos; Challenge Level/XP: 
  8/880); No Found: 1 (unique); 
  Treasure:  wide assortment, de-
  pends on location 
  Yemtal-Dul’s Treasure 
   
  Over a hundred years ago, the leg-
  endary Lunramalian warlord ex-
  pired in Nolgur-Wul after fleeing 
  his homeland.  Finding a cave to 
  rest, Yemtal-Dul succumbed to his 
  battle wounds and died.  His re-
  mains are found in Encounter Area 
  C-4 (page 9) under a huge refuse 
  pile made by Uunglankaz. 
   
  A golden scimitar ―Aanfal-ten‖ is 
  actually a Scimitar of Speed 
  (provides +1 to initiative).  The 
  warlord’s helmet is a Helm of 
  Mental Strength (adds +1 to 
  ―mental‖ saving throws).  A jag-
  ged dagger is the Vicious Blade of 
  Pain (adds +2 damage).  Two 
  leather sacks contain 2,000 sp and 
  1,000 gp.  A daily journal, partially 
  wet from moisture, records his 
  conquests and achievements. 
  
  Bringing Your Brain Back to the Game 
  ThrowiGames.com 
  The Wicked, Woeful Web 
  TG2301SW 
  The monks of Esherten have always used trained spiders to protect their crops 
  from the nearby giant fly hives.  That was until several days ago, when the al-
  ways obedient arachnids left the small settlement and disappeared into the 
  Woeful Forest.  The giant flies, attracted to the Flame Flower nectar grown in 
  the village, have found the crop unprotected.  Monks and villagers are grow-
  ing weary from their constant battle with the insects.  They need help!  Who 
  can help them bring back their trained guards? 
  For 4-8 characters of 1st to 2nd level, for use with Swords & WizardryTM 
  An adventure within the Terra Minor World, by ThrowiGames 
  Many free materials 
  and adventures are 
  found at the Throwi-
  Games  website, in-
  cluding 
  the 
  Terra 
  Minor World Guide! 
  Look for other S&W adven-
  tures from ThrowiGames: 
   
  SW2 The Shambling Thieves 
  SW3  Ham Sri’s Revenge 
  SW4  A Fouling at Glasswater 
   
  And many more! 
  
SOURCE: textdata/thevault/Swords & Wizardry (osr) [multi]/SnW 1e & 2e/Adventures & Settings/SnW - SW1 The Wicked Woeful Web.pdf