Tuesday, December 1, 2015

Southland Adventure: Stone Grave-Gambling/Pleasure Den

A Fantasy Core and D&D 5th Edition Southland Adventure
© Jerry Harris 2015
(This link will take you to the Fantasy Core Playtest Rules.)

Gambling/Pleasure Den
6) The purpose of this section may not be immediately apparent as it fell into complete disuse during the war.  The entry chamber is a ruined mess of circular and rectangular tables for games of chance and skill played for money.  Unfortunately, the games and currency will be alien and worthless to the Characters.  The crook in the north passage featured a table and small lockbox (busted).  The small bedrooms down the hall are entirely too functional to be residences.  Let’s just say the occupants were in the entertainment business for the miners’ enjoyment.  The best that can be said is that this area is that it is very quiet and deserted.  Grimlock and Giant Spider patrols usually overlook it unless following someone.

Ref’s, do you like playing chatty monsters and have been somewhat frustrated with this adventure so far?  Here’s an option for this space.  There are intelligent non-humanoid creatures peppered throughout the Mount Connor complex.  This particular one, the Doppelganger, is alien to this world and was brought in by the Ancients.  (For what, we’ll never know.  Even it doesn’t remember.)  It is extremely long-lived and obviously able to blend in well. Given the dubious nature of this particular area, the Doppelganger could be introduced in any number of bad and embarrassing ways.

News of Stone Grave being opened up brought the Doppelganger inside to find magic items from Ancient times.  It snuck in with the Humanoids, but got careless and was detected and had to run for its life.  Then it ran into the Gargoyles, who seem to be able to detect it naturally, and it won’t risk going back in. 

For the moment, the Doppelganger is hungry and hurt and can only change form with painful effort.  In exchange for healing and food, it will be will to impart its knowledge of the Humanoid forces on the next level (give a general overview of type, numbers, and zones of control).  The Doppelganger will stay behind after the Characters leave. 

From here, perhaps it returns to the Residence Level, after the party has taken out the Gargoyles.  Certainly it won’t be able to make it past the Gnolls guarding the Noble Level without allying with the group or the group taking out the Gnolls first.  On the top level with its riches, the Doppelganger may stalk and infiltrate the party and try to take off with any choice items it can carry.  Or, if the group has had some losses, maybe it remembers their kindness and becomes a replacement Character.  Whatever seems most interesting.

The Doppelganger (FC)
HD 4d8+4, Hp 9 (full strength 36), AC 15 (Natural), Enhanced Init +3
Fort +4, Ref +5, Will +6
Melee: Slam +5 to hit 1d6+1
Ranged: 2 x Darts (8) +7 to hit 1d4 + Poison DC 12 Fort Sv or Stunned (with pain) 4 rds 

Disguise +9, Dopplegangers physically take another’s form.  They need to see and hear someone in person to do so.  It takes them only 1 rd to change form.  Their disguise will only drop if killed.  A True Seeing spell or some other magical sight device will see their true form, a pale, almost featureless humanoid.

Telepathic +6 (+4 Int, +2 HD)
DC 12 Sense Thoughts and Psychometry: These abilities are used to enhance their subterfuge.

The Doppelganger (5e)
HD 8d8 + 16, Hp 12 (full strength 52), AC 14 (None)
Str +0, Dex +4, Con +2, Int +0, Wis +1, Cha +2
Deception +6, Insight +3, Passive Perception 11
Condition Immunities: charmed
Darkvision 60 ft.

Shapechanger: The Doppelganger can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t
transformed. It reverts to its true form if it dies.
Read Thoughts: The oppelganger magically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the doppelganger can continue reading its thoughts, as long as the Doppelganger’s concentration isn’t broken (as if concentrating on a spell). While reading the target’s mind, the doppelganger has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.

Multiattack: The doppelganger makes two melee attacks.
Melee: Slam +6 to hit 7 (1d6 + 4) bludgeoning

Ambusher: The doppelganger has advantage on attack rolls against any creature it has surprised.

Surprise Attack: If the doppelganger surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.

Monday, November 30, 2015


Check your DearBritney e-mail.


Southland Adventure: Stone Grave-Recreation Alley

A Fantasy Core and D&D 5th Edition Southland Adventure
© Jerry Harris 2015
(This link will take you to the Fantasy Core Playtest Rules.)

Recreation Alley
This area serviced the miners’ various personal needs.  It included a Bathhouse, Mess Halls, Kitchen, Brewery, and (ahem) entertainment.  It all operated continuously, 24 hours a day.  During the war, some of the basic functions remained the same.  For now, one or two of the areas are currently occupied (your choice about one of the areas).  The Grimlocks patrol this area very reluctantly for a reason. 

5) When this area was an active mine, an unsurprisingly large amount of beer was consumed by the miners on their off-hours.  An onsite brewery was the most efficient way to service them.  When later converted to a survival bunker, the large vats became emergency water storage (and people had to look elsewhere to get buzzed).

The current residents are fairly obvious, although the lights are out (covered over).  Large strands of webbing stretch all across the chamber and floor.  Mummified corpses of Grimlocks and Humanoids hang from the ceiling.  Unfortunately, it’s even worse than you think.  This isn’t just a Giant Spider lair, it’s an Undead Giant Spider lair.  Who can say what magical alchemical demonic process conspired to bring these creatures to life, but they’re here and have to be dealt with if stirred up. 

When the Humanoids were cleaning out this level of undead, they left this chamber alone.  Perhaps lacking flaming oil (in sufficient quantities, it would create a devastating inferno), they had no means of destroying the lair.  Unfortunately with the presence of warm bodies in the level, the spiders have been aggressively hunting separated individuals and pairs, not to mention immediately defending their own lair against any intruders.  Worse, they’ve been capturing victims and turning them into Zombies.  The spiders have a purpose.  They’re attempting to accumulate a new army to retake the level.

The multitude of spider webs in the room creates a difficult terrain situation (whatever that means).  So, any running or full movement will trip the individual unless they make a DC 12 Ref check (5e DC 10 Dex check).  Any knock down will also put an individual into the webs.  From there, it’s a DC 12 (5e DC 10) Str Check or Escape Artist check to get loose.  The webs are flammable and the spiders will retreat from fire, but will actually put out small fires by smothering them with webs. 

[The Giant Spider stats are pretty different between FC and 5e.  Both will have the same tactics.  They seek to poison their opponents, drag them off when they are helpless, and string them up in their lair.  Within 24 hrs, the victim will become a Zombie if they aren’t broken loose and given healing treatment.] 

Giant Undead Spider (FC) (x 10)
HD 2, Hp 8, AC 14 (natural)
Fort +4, Ref +3, Will +0
Melee: Bite +4 to hit 1d6 + Necrotic Poison DC 12 Fort Sv or sickened 1 turn (all bonuses and skills go to 0), a victim failing the first saving throw, bit again, and failing a second saving throw is reduced to 0 hp and rendered unconscious.
Stealth +4 (DC 16 to Detect)

Giant Undead Spider (5e) (x 6)
HD 4d10 + 4, Hp 26, AC 14 (Natural)
Str +2, Dex +3, Con +1, Int −4, Wis +0, Cha −3
Stealth +7
Blindsight 10 ft., Darkvision 60 ft.
Passive Perception 10

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

Melee: Bite +5 to hit 7 (1d8 + 3) piercing and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) necrotic 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.

Ranged: Web (Recharge 5–6): +5 to hit, range 30/60 ft., The target is restrained by webbing. As an action, the restrained target can make a DC 12 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).

[The Zombies hanging from the ceiling are interesting.  The party will probably have their hands full with the spiders, but you could make it worse if needed.  Spiders would cut them loose and drop them on the characters.  Alternately, let the Players see them and find out they’re Zombies, and then leave the story thread dangling.  If the Characters return to this level, the spiders may have overrun the Grimlocks and the Humanoids and converted them.  The party then runs into a hoard of Zombies and spiders.]

Zombie (FC) (x?)                    
HD 2, Hp 8, AC 11 (Always strike last)
Fort +3, Ref +0, Will +0                                         
Melee: Slam +2 to hit, 1d8                                      
Swarm: If 2 or more make successful attacks one 1 victim in 1 rd, they Grapple the opponent.  DC 12 + 1 per additional attacker (up to DC 15 for 4 attacking the same victim) Str check or Escape Artist to break or automatically take 1d4 Bite/attacker/rd

Zombie (5e) (x?)
HD 3d8 + 9, Hp 22, AC 8 (Natural)
Str +1, Dex −2, Con +3, Int −4, Wis −2, Cha −3
Saving Throws: Wis +0
Passive Perception 8

Melee: Slam +3 to hit, 4 (1d6 + 1) bludgeoning

Undead Fortitude: If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Friday, November 27, 2015

Southland Adventure: Stone Grave-Market Alley

A Fantasy Core and D&D 5th Edition Southland Adventure
© Jerry Harris 2015
(This link will take you to the Fantasy Core Playtest Rules.)

The Market Alley
In Stone Grave’s mining days, this area was next to the main gate and the stalls here sold goods from the mine to outsiders and goods were brought in to sell to the miners.  Iron gates at either end of the alley locked up the area at night.  The main gate was buried in during the war and this area was used for storage of various survival goods.  The Humanoid raiders made a mess of this place searching valuables.  Any food items have long since rotted, but likely any reasonable common item might be found with enough searching and might be intact. 

Loitering around the alley and making noise will certainly draw attention from the Wandering Encounters described earlier.  The iron gates are currently open, but could be closed and wedged or fused shut to temporarily delay someone from entering or to trap someone inside from leaving.  (These tactics could be used by either the Players or the creatures.)

The Lost Squad
4) This is a group of Humanoids that survived the battle going on when the Characters entered the level and made it inside.  While Hobgoblins are normally disciplined warriors, this squad has been ambushed in the tunnel, stripped of their leadership, and are lost.  This group is holed up in an empty room trying to figure out what to do next.  In contrast to their normal behavior, they will hysterically attack anyone they come into contact with and run off in a rout if they are being defeated. 

They’re not going to be able to get past the Gargoyle sentries at either exit, so there’s a possibility a diminished group could be encountered more than once as they stumble around the level. 

Hobgoblin Soldier (FC) (x 10)
HD 1+2, Hp 6, AC 15 (Rough Hide, Light Wooden Shield)
Fort +4, Ref +1, Will –1
Melee: Longsword +2 to hit 1d8+1
Ranged: Short Bow +2 to hit 1d6, M

Hobgoblin (5e) (x 7)
HD 2d8 + 2, Hp 11, AC 18 (Chain Mail, Shield)
Str +1, Dex +1, Con +1, Int +0, Wis +0, Cha −1
Passive Perception 10

Martial Advantage: Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn’t incapacitated.

Melee: Longsword +3 to hit 5 (1d8 + 1) slashing
Ranged: Longbow +3 to hit, range 150/600 ft., 5 (1d8 + 1) piercing

Thursday, November 26, 2015

Southland Adventure: Stone Grave-Dangerous Plant Life

A Fantasy Core and D&D 5th Edition Southland Adventure
© Jerry Harris 2015
(This link will take you to the Fantasy Core Playtest Rules.)

Dangerous Plant Life
There are two farming plots and three water reservoirs in the main chamber that were installed during the war.  They provided some sustenance, waste material treatment, and water storage in a closed loop ecology.  It was a fairly desperate measure for food and fresh water.  It broke down immediately when the Catastrophe hit.  Unfortunately, it also mutated.            

The Water Tanks
2) These three large pits were used to treat waste water to make it drinkable and to water the plants.  At the bottom and around the edges are mossy vines which were used to process and clean the water.  Now, of course, they’re dangerous creatures which will grab anyone trying to get a drink or gets too close to the edge.  (If the Characters are fighting Grimlocks near here, have one of the wounded creatures get grabbed and dragged under first.)  The Vines will want to drag a victim into the water and drown them.  (For FC rules, on the third rd underwater, roll a DC 12 Fort Sv, add +1 each succeeding rd.)

Killer Vine (FC)
HD 4, Hp 17, AC 15          (Natural)
Fort +4, Ref +1, Will +1
Melee: 4 X Vine Whip +4 to hit each, 1d6
Constrict: 2 hits on same target and victim is entangled DC 12 Str or Escape Artist to get loose, or 1d6 automatic damage/rd
Will retreat from fire

Killer Vine (5e)
HD 6d8, Hp 27, AC 14 (Natural)
Str +2, Dex +2, Con +0, Int -4, Wis +2, Cha -3
Senses darkvision 60 ft., Passive Perception 12
Plant Camouflage: The Killer Vine has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

Multiattack: The Killer Vine may attack with each of its tentacles each rd at different targets.
Tentacles (x4): Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.

[Note: These stats are an altered Grick.]

The water itself looks clear but is extremely unwholesome.  Anyone drinking it, will need to make a saving throw (FC DC 18 Fort Sv, 5e DC 16 Con Sv) or be violently incapacitated for the next turn.  Anyone making the save will only be sick for the next 2 rds.

The Farm Patches
3) These dirt plot pits grew all sorts of edible organic material during the war.  There was nowhere near enough food for everyone crowed inside in the last days and it was mostly cleaned out.  As the overhead lights have eventually dimmed, funguses and mushrooms have taken their place and mutated into dangerous creatures.  Anyone going into or falling into the pits will immediately encounter them and realize they are surrounded by them.  A few Fire Beetles can be seen scurrying around among the mushrooms, which might be tempting for obtaining a cheap light source.

[Violet Fungus mushrooms protect themselves with tentacles that spray poison spores on would-be harvesters.  They are differently colored than almost any other mushroom as long as you’ve got enough light to see by.  If killed, the mushroom (toadstool) is still poisonous.  There are assassins who can brew Violet Fungus into potent poison applications.]  

Violet Fungus (Giant Mushroom) (FC) (x 1 per 20’ sq)
HD 2+6, Hp 15, AC 13 (Natural)
Fort +6, Ref –1, Will +0
Melee: 4 attacks/rd Tentacles +3 to hit 1d6+2 + Poison Spore Cloud DC 12 Fort Sv or Die.  Immediate effect is 0 hp and unconsciousness.  Death occurs in 1 + Con Bonus days unless treated. 

Violet Fungus (Giant Mushroom) (5e) (x 1 per 20’ sq)
HD 3 (d6), Hp 10, AC 9 (Natural)
Str −4, Dex −1, Con +0, Int +0, Wis +0, Cha −2
Damage Vulnerabilities: fire
Passive Perception 10

Melee: Rake +1 to hit 1 (1d4 − 1) slashing + DC 10 Con Sv Poison.  Immediate effect is 0 hp and unconsciousness.  Death occurs in 1 + Con Bonus days unless treated. 

[Note: Altered stats of an Awakened Shrub.]

[Fire Beetles: These luminous nocturnal insects are prized by miners and adventurers. They have two glands, one above each eye, that produce a red glow. The glands’ luminosity persists for 1d6 days after removal from the beetle, illuminating a roughly circular area with a 10-foot radius. Giant fire beetles are about 2 feet long.]

Giant Fire Beetle
HD 1 (d8), Hp 4, AC 16 (Natural)
Fort +2, Ref +0, Will +0
Melee: Bite +1 to hit 2d4

Giant Fire Beetle (5e)
HD 1d6 + 1, Hp 4, AC 13 (Natural)
Str −1, Dex +0, Con +1, Int −5, Wis −2, Cha −4
Passive Perception 8

Illumination: The beetle sheds bright light in a 10-foot radius and dim light for an additional 10 feet.  (A pair of glowing glands that give off light for 1d6 days after the beetle dies.)

Melee: Bite +1 to hit 2 (1d6 − 1) slashing

Wednesday, November 25, 2015

Southland Adventure: Stone Grave-Main Work Chamber

A Fantasy Core and D&D 5th Edition Southland Adventure
© Jerry Harris 2015
(This link will take you to the Fantasy Core Playtest Rules.)

Main Work Chamber
This area was the ore collection, sorting, and processing area when it was a mine.  As part of the survival bunker, the main chamber was used for underground farming and water collection.  The Catastrophe and various alchemical additives have mutated in dangerous ways.  The invasion of the Humanoids awakened the dormant Undead.  The various plants and chemical pools would also feast upon the unwary, which is why the Humanoids left them alone. 

Elevator Entry
1 XP for getting past the Gargoyles.

1) Both elevators have a Gargoyle sentry.  Lucky for the Characters, they are pointed the other way and not expecting intruders from the rear, also the Gargoyles are the only occupants of the chamber.  If the party can manage to not make too much noise coming up the scaffolding (any battle on the mine level won’t be heard), they may have an opportunity to either sneak away or get in a first strike. 

The two Gargoyles will help each other, but will not go for reinforcements.  They will fight to the death, but not pursue outside the area around the elevators.  Unless the party stays around the Main Chamber for more than two turns (20 minutes), they won’t have to worry about anyone else coming in.

Gargoyle (FC) (x2)
HD 4+19 (37 hp), AC 16* (Natural, Magic to hit)
Fort +5, Ref +6, Will +4
Melee: 2 claws +6 to hit melee 1d4+2 and bite +4 melee 1d6+1 
Or Gore (Charge attack, requires 1 rd run) +4 to hit 2d6+3 + Stun 1 rd

Can appear to be a statue (in fact the lair is littered with statue decoys) or can hide by changing color to match the stonework.

Gargoyle (5e) (x2)
HD 7d8 + 21, Hp 52, AC 15* (Natural, Magic or adamantine to hit)
Str +2, Dex +0, Con +3, Int −2, Wis +0, Cha −2
Passive Perception 10
Flight ability

Melee: Bite +4 to hit 5 (1d6 + 2) piercing and Claws +4 to hit 5 (1d6 + 2) slashing

After the battle with the Hobgoblins has finished (about 2 turns after the Characters arrive), a force of Grimlocks returns, dragging a bunch of bodies with them.  Most of Grimlocks and the dead are taken below.  Normally, there are 20 Grimlocks left in the chamber.  They would be eating, healing wounds, sleeping, and silently communing with one another.  Generally, they are waiting for the next alarm to enter into battle.  They would not be very alert or attentive here for intruders, but would be ready for battle quickly if disturbed.  At least two will be scampering down the elevators for reinforcements.    

Grimlock (FC) (x 20)
HD 2d8+2, Hp 11, (18 hp sgt.), AC 15 (None)
Fort +1, Ref +4, Will +2
Melee: Stone Battleaxe +4 to hit 1d8+3
Stealth +5 underground (Can hide by changing color to match the stonework and can scale rock walls and ceilings.)
Climb +5
Blindsight: Grimlocks can sense all foes within 40 feet as a sighted creature would. Beyond that range, they treat all targets as having total concealment.
Grimlocks are susceptible to sound- and scent-based attacks, however, and are affected normally by loud noises and sonic spells and overpowering odors. Negating a Grimlock’s sense of smell or hearing blinds them, their “To hit” drops to +0.
Immunities: Grimlocks are immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.

Grimlock (5e) (x 20)
HD 2d8 + 4, Hp 12, AC 15 (Natural)
Str +2, Dex +1, Con +1, Int +0, Wis +1, Cha −1
Perception +3, Stealth +5, Passive Perception 14

Melee: Stone Axe +4 to hit 7 (1d8 + 2) slashing

Tuesday, November 24, 2015

Southland Adventure: Stone Grave-Work Level

A Fantasy Core and D&D 5th Edition Southland Adventure
© Jerry Harris 2015
(This link will take you to the Fantasy Core Playtest Rules.)

Workshop Alley

Originally this was a work area for materials found in the mine.  Here were forges and crafting shops.  Commerce was even conducted in stalls by the front gate.  During the Civil War, that entrance was buried and the cavernous sorting, collection, and storage area was turned to water collection and underground farming.  A single, gated tunnel was maintained to keep connection with the rest of Mount Connor’s internal structure.

Just a few notes about the rest of the Stone Grave levels.  Fresh air was pumped in through a large number small hidden airholes from the outside via magic, which still work.  So, it’s never terribly stuffy inside.  Rooms and corridors were well lit by magical glowing stones.  These are still working in most places, but are flickering or off altogether in others.  There was running water and sewage in the facility thanks to tanks of water stored above the top level.  The system was kept up by magic, which would still work, but the actual physical facilities are long ruined.

The Characters have had the good fortune to arrive as most of the Grimlock force is in the tunnel fighting a company of Hobgoblins, otherwise they would have been wiped out immediately.  This is going to be their last bit of good luck on this level.  Getting away from the Gargoyles and the potentially lethal plant life in the main chamber should be an immediate priority.  From there, the party needs to be careful in finding their way up to the next level, as there will be large roving forces searching this level.    

The Main Chamber is dimly lit by overhead magical light sources, which were installed during the war to help spur plant growth.  The other areas on this level are generally badly lit by failing magical light sources.  The party will likely want their own light sources when exploring any rooms.  As a bit of dressing but of no practical use, there are incinerated piles of undead around the level. 

Wandering Encounters
There are three possible wandering encounters on this level.  They are not random encounters because I’m not putting in a table.  Just use your best judgment.  Keep in mind that a wandering encounter shouldn’t necessarily be two sides running into each other.  The party could see or hear these creatures first and make a decision.  Alternately, the creatures could see them first and stalk them, waiting for a moment to strike.  A prolonged battle with any of these encounters may draw others.

The Cleaning Service
There is one Gelatinous Cube roving the level looking to absorb organic matter.  It entered the level with the Humanoid forces.  It has no higher intelligence, but has enough instinct to avoid attacking masses of creatures who can defend themselves.  It will often be attracted to any battle, wait until it is over, and then scavenge any bodies left behind. 

Gelatinous Cube (FC)
HD 4 (d10), Hp 20, AC 10 (Natural)
Fort +9, Ref –4, Will –4
Melee: Slam +4 to hit 1d6 + DC 12 Fort Sv or Stun 1 Turn, stunned victims are then Engulfed the next rd and absorbed within 1 turn (6 damage each rd).

Stealth +5 (Cubes are nearly transparent)
Engulf: With a successful Stealth check on an unsuspecting victim, the person has inadvertently walked into the Cube.  Automatic hit and 6 damage, DC 18 Fort Sv or stunned.
Bane: Will retreat from fire and magic attacks

Gelatinous Cube (5e)
HD 4 (d10), Hp 20, AC 10 (Natural)
Str +0, Dex +0, Con +4, Int +0, Wis +0, Cha +0
Stealth +6, Passive Perception 11
Condition Immunities: charmed
Darkvision 60 ft.

Melee: Slam +4 to hit 1d6 + DC 12 Con Sv or Stun 1 Turn, stunned victims are then Engulfed the next rd and absorbed within 1 turn (6 damage each rd).

Engulf: With a successful Stealth check on an unsuspecting victim, the person has inadvertently walked into the Cube.  Automatic hit and 6 damage, DC 16 Con Sv or stunned.
Bane: Will retreat from fire and magic attacks

Grimlock Patrol
There is typically a group of 4 Grimlocks making a circuit of the level, though mostly avoiding the Brewery and Gambling/Pleasure Den areas.  At least one will run to get reinforcements (and a Gargoyle) when intruders are found.  They are also likely to stalk the Characters, waiting an ambush when greater numbers have arrived.
Giant Spiders

There will typically be 2 Spiders hunting around the level.  They may be waiting in ambush or stalking potential prey.  Either way, they’re waiting for an awkward moment to jump their victims.  As soon as they’ve successfully incapacitated someone, they’ll attempt to disengage and drag off the body.