In the Hall of the Drider Queen

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Summary

An "army" of spiders organised like social insects with a Drider Queen (a centaur-like creature with the body of a giant spider and a female upper body) as their lead has occupied a cave network. The PCs team up to enter the caves and force their way to find the Queen. Their goal may be to kill the Drider Queen, save captured friends or collect the queen's venom glands.

This is a modified version of the Into my Parlor mission, by Kyria and Yuni.

System: Bondage Adventure

Keywords: Spider Webs, Venom, Oviposition

Enemies

The spiders are acting like social insects. Normally, they live in caves where they breed eggs into all kinds of humanoid preys. When they get too numerous, a young drider leaves the caves with half of its inhabitants. They wander a bit, looking for a new place to settle in. On the way, they forage for their own subsistence but also carry away future egg-feeding preys. For some reasons, their eggs only hatches in female bodies, so they eat the males and lay eggs in females.

The enemies are described in the original document:

Most enemies are able to inject venom into their victims (Venomous Bite). That venom attacks the brains of their victim who may experience different sensations. To some it acts like a powerful aphrodisiac that fills them with bliss and lust. To some others it stimulates their pain centres, making them endure inhuman agony. The player decides which kind of effect her character suffers. On a purely mechanical level, the effects are the same: Teased, Filled or Stimulated.

Large spiders

HP:5 Defense: 9+2

Those spiders are about 30-cm tall and 50-cm in diameter. They behave like social insects with only a collective type of intelligence. They act like scouts and foragers. Their main weapon are the webs they weave everywhere they to entrap their enemies, whom they attack only once they are properly entangled.

Passive abilities:

  • Skittery
  • Web Traps

Abilities

  • Weave Trap
  • Getitoff!
  • Pounce
  • Web Wrap

Giant spiders

HP:20 Defense: 9

Those spiders are about one metre tall and two-metre in diameter. Stronger and more intelligent than the Large Spiders, they are the work force of the colony. They are employed as guards, hunters, carriers, etc. Although laying eggs is not the main goal, they will attempt to do it on a helpless enemy.

Passive abilities:

  • Web Traps

Abilities

  • Webbing Spray
  • Lasso
  • Web Wrap
  • Venomous Bite
  • Oviposition

Spidermorphs

HP:20 Defense: 10

Those spiders are marginally larger than Giant Spiders and about the same strength. They look similar but have a redder shade and their brains are much more developed, giving them a human-like intelligence. They act like chiefs, organising defence and attack. They do not lay eggs.

Passive abilities:

  • Web Traps

Abilities

  • Webbing Spray
  • Pounce
  • Drag
  • Web Wrap
  • Playtime

Driders

HP:30 Defense: 9

Those spiders are about two-metre tall and two-metre in diameter. They look like female centaurs, with a female upper body attached to the front of a giant spider body. They are intelligent, cunning enemies. Rarer than Spidermorphs, they form the "nobility" of the colony, ready to take the place of the Drider Queen, should she come to a premature death. The strongest among them will eventually leave the nest with half of the colony to founder a new colony elsewhere.

Passive abilities:

  • Web Traps

Abilities

  • Webbing Spray
  • Pounce
  • Drag
  • Web Wrap
  • Playtime
  • Oviposition

Drider Queen

HP:50 Defense: 11

The Drider Queen looks like Driders but are three-metre tall and 2.5-m in diameter. There is only one queen per colony. They main function is to lay eggs and in her cave are held most of the female captives pumped full of eggs. However, if attacked, they are dangerous opponents.

Passive abilities:

  • Web Traps

Abilities

  • Webbing Spray
  • Living Webs
  • Web Rain
  • Summon Large Spiders
  • Milking Sac
  • Oviposition Spire

Drider nest

The Drider nest is organised in three levels around the Queen's cave, each level being deeper than the previous one. The adventurers enters at level 1. The content of each room is determined by dice rolls. They cannot leave a room before having defeated all its enemies.

To keep things balanced, the number of enemies depends on the size of the party, which will be noted as N in the following sections.

Each time the PC kill all their enemies they recover half their maximum number of HP.

Level 1

This is the entrance to the nest, a long, winding tunnel filled with spider webs. The spiders use it as a buffer between their living quarters and the outside. It is normally devoid of enemies but they will soon arrive if the PC disturb the webs too much.

It takes three steps to cross the tunnel. Each PC rolls 1d20 at each step:

Entrance tunnel webs
1d20 Outcome
1 You fall head-long in a spider web: Spider Web level 6
2-5 You step into a spider web: 1d4+1 spider web level
6-20 You manage to cross that section without touching any spider-web

Two turns after the first triggered trap 2N Large Spiders come to investigate. If the PC are still in the tunnel, a fight starts. At the end of the fight the PC can leave the tunnel without making any more trap roll.

Once they have defeated their enemies, the PC have three turns to free themselves. Afterwards, each turn they spend has a 50% chance of seeing a new party of spiders entering the room (roll the enemies again). If they are not immobilised, they can choose to leave the room even if they are not totally rid of bindings.

Level 2

Those are the rooms that are regularly patrolled by the scouts and guards. They are mostly populated by Large and Giant Spiders that patrol them continuously to repel intruders.

Exits:

Number of exits: 1d5

If it has only one, that means it is a dead-end and the adventurers have to retrace their steps to the previous room. Already visited rooms have a 50% chance of being empty. If a room has 5 exits, one of them leads to the next level. Which one it is is obvious because it is barred by a spider web that the adventurers have to cross in order to proceed further (Each PC rolls as though she had failed a trap roll).

Enemies:

  • Nd2 Giant Spiders
  • (Nd3)/2 Large Spiders (rounded up).
  • Nd2 Spider Webs

Once they have defeated their enemies, the PC have two turns to free themselves. Afterwards, each turn they spend has a 50% chance of seeing a new party of spiders entering the room (roll the enemies again, ignoring the spider webs). If they are not immobilised, they can choose to leave the room even if they are not totally rid of bindings.

Level 3

Those are the caves where the Spidermorphs and Driders live. They are more comfy, more organised places, each room having its own purpose.

Roll 1d6 to determine which kind of room it is:

1: Empty room

This room is empty. You can stay there for as long as you want and nobody will disturb you. The only problem is that it is a dead-end.

2: Spidermorph dormitory

Nd2 Spidermorphs

1d4 exits

3: Milking room

1d4 exits

The walls and ceiling of this wide room are covered with hanging bags of gossamer. Screams of agony fill the air. Those are tentacle-filled milking sacs, which pump the bound victim full of nerve-wrecking fluids while milking the victim to provide food for the colony.

Each time the PCs enter this room they risk to be swallowed by an empty sac. Each player rolls 1d20 against this table:

Milking sac trap
1d20 Outcome
1 You are totally engulfed by the sac at level 5, are Stunned for one turn and immediately receive 1d6 damage
2-3 You are totally engulfed by the sac at level 4
4-6 The sac only swallows your upper half. You are at level 3. Any subsequent damages or stimulation is halved.
7-8 Only your head gets swallowed. You do not suffer from the sac's attacks but you are Hooded at level 3 and Immobilised.
9-20 You manage to avoid being swallowed. You may assist your unlucky companions.

Milking sac

  • Does 2d6 damage per round until escaped
  • Victim is considered Pleasured to a degree noted by the roll until the next turn.
  • Victims in a milking sac may only struggle with the sac.
2d6 Effect Level
2-5 No additional effect
6-7 Victim is Teased
8-9 Victim is Filled
10-11 Victim is Stimulated
12 Victim is Stunned

Upon escaping the sac, each PC immediately recovers all the HP lost in it.

4: Staircase

This staircase leads to the Drider Queen room.

5: Spider nursery

3d6 Large Spiders

1d4 exits

6: Drider dormitory

1d3 Driders

1d4 exits

Drider Queen Cave

Drider Queen Dead-end