The Spider's Nest

The Spider's Character Sheet
The Spider's Grimoire
The Spider's Workshop
The Spider's Treasure

Living Quarters

Description

The Spider claims a whole tower as her quarters.
Lavishly decorated, with a lot of tapestries and carpets, these are kept warm at all times.

These consist of 4 circular rooms:
- A reception room, with guest quarters
- Living quarters, with a bathroom
- Her fake laboratory
- At the top of the tower, a leisure room where she keeps paintings of her departed friends and can enjoy sunrise and sunset, in the few moments of rest she allows herself.

In winter, she uses a spell to make her bed warm to the touch1

She also has several “warm spots” in the rooms that she enchants likewise, or with a stronger effect when it is too cold.

In each room save the first, the room’s shape is used to maintain a constant2 cadre of 4 Carved Assassins as guards3. The living quarters are also protected by 3 Protective Weavings, against the infernal, magical and faerie realms4
Without contrary instruction, these are to detain any intruder. Arachne has cast MuIm spells 5 on the mannequins to make them appear like blackguards: men clad in black, chitinous armor, with inhuman, glaring, multifaceted eyes like those of a spider. When they move, one can hear the noise made by their armor, as if it was real. One who is surprised by such devilish creatures must make a Brave roll of 6+ or recoil in terror.

Effects

1 CrIg Base 2, +1 Touch, +3 Moon = lvl 10, or base 3, +1 Touch, +2 Sun = lvl 10
2 She has cast "The Carved Assassin", then "Circle of Spell Sustaining" to keep the spells going.
3 Stats (ported from LoH, similar effect, adapted):
Characteristics: Cun +0, Per +0, Pre –3, Com –3, Str +3, Sta +3, Dex –1, Qik –1
Size: 0
Combat:
Pole Arm: Init +2, Attack +6, Defense +3, Damage +11
Crossbow: Init +4, Attack +4, Defense -1, Damage +7 (The bolts are useful in bypassing MR)
Soak: n/a: they do not suffer damage like humans. Rather, it is possible to remove a limb from the mannequin with any blow that deals 10+ damage. Melee weapons used by the mannequins are subject to MR (Penetration 18 + die, let's say 23), thus the crossbows.
4 These are ReVim 25 Circular Wards, with a Penetration of 26.
5 MuIm base 2 (sight and hearing), +1 touch, +1 Conc = lvl 04. She uses the circular shape of her lab and rooms to maintain that illusion, through her Circle of Spell Sustaining.


Fake Laboratory

The Spider's Laboratory is in a closed room inside the covenant, at the end of a corridor. Although this is a trap. That room doesn't contain a lab, but rather a series of traps. The real laboratory is elsewhere, hidden, entirely closed to the outside. Arachné enters the fake lab and teleports from there to the real one.

Mundane Traps

A closed bookcase, which, when opened, release arbalest fire in front of it.

Magical Traps

A Carpet of Slumber
Various hidden strands of cloth with a Spider Signal


Laboratory

Spider%27s%20Laboratory.png

Description

As of 1238

Size: +1 (0) [50 sq. m.]
Refinement: +0
General Quality: -2
Upkeep: +3
Safety: +1
Warping: +0
Health: +0
Aesthetics: +2

Virtues
- Dedicated Building (Free Structure Virtue): Upkeep: +1; Aesthetics: +1; Rego: +1
Greater Focus: Wheel of the Weaver (Major Structure Virtue): Aesthetics: +2; Rego: +3
- Magical Heating (Free Supernatural Virtue): Type: Superior; Safety: +0; Health: +1; Aesthetics: +1; Ignem: +1
- Magical Lighting (Free Supernatural Virtue): Type: Superior; Imaginem: +1; Aesthetics: +1; Texts: +1
- Superior Construction (Free Structure Virtue): Safety: +1; Aesthetics: +1
- Superior Tools (Free Outfittings Virtue): Upkeep: +1; Safety: +1; Enchanting Items: +1

Flaws
- Greater Feature: Wheel of the Weaver (Major Structure Flaw): General Quality: -2, Rego: +4
- Subterranean (Free Structure Flaw): Upkeep: +1; Health: -1; Aesthetics: -1; Terram: +1
- Infested: Roots (Free Outfittings Flaw): Safety: -1; Aesthetics: -1; Specialization: Herbam +1
- Impregnable (Free Supernatural Flaw): Aesthetics: -2

Specializations
+1 Enchanting Items
+1 Herbam
+1 Ignem
+1 Imaginem
+8 Rego
+1 Terram
+1 Texts

Features
Greater: Wheel of the Weaver: A gigantic, spinning wheel from which spring multiple spider-like limbs that weave enchantments upon items.

Defenses

The Spider's laboratory is closed to the outside, hidden underground, all entrances long barred. Arachné teleports to a circular room, barred by a door, that leads to it. She keeps some small peebles (AC) hidden here and there in her living quarters.

Mundane traps

  • Hidden Pit

In middle of the corridor that leads to the laboratory, the floor is trapped to as to collapse under an intruder's weight, letting him fall toward metal spikes. Arachne avoid this by flying over the trap, but an unwarry magus might fall for it if he fails a Per + Awareness check of 12. Damage is +15, +10 if the target is warded against metal (in which case he only takes falling damage)

Magical Traps

  • Trapped Handle

A drawer's handle is in fact enchanted with an effect similar to a Spider of Mystical Defeat. It activates when someone opens the drawer, blowing any parma under (40+stress die)/5 should it fail to resist a Pen 48 PeVi effect similar to Break the Shield (HP p85) or Lancea Magica.

  • Trapped Carpet

This woolen Carpet of Slumber will put asleep the first person stepping on it, with a Penetration of 40, and 2 charges.

Guards

There are 6 "Carved Assassins" in each room, maintained by the circular shape of each room.
Stats (ported from LoH, similar effect, adapted): Characteristics: Cun +0, Per +0, Pre –3, Com –3, Str +3, Sta +3, Dex –1, Qik –1
Size: 0
Combat:
Pole Arm: Init +2, Attack +6, Defense +3, Damage +11
Crossbow: Init +4, Attack +4, Defense -1, Damage +7 (The bolts are useful in bypassing MR)
Soak: n/a: they do not suffer damage like humans. Rather, it is possible to remove a limb from the mannequin with any blow that deals 10+ damage. Melee weapons used by the mannequins are subject to MR (Penetration 18 + die, let's say 23), thus the crossbows.
Likewise, she's cast a MuIm base 2 (sight and hearing), +1 touch, +1 Conc = lvl 04. She uses the circular shape of her lab to maintain that illusion, through her Circle of Spell Sustaining. This give them the appearance of dark, cloaked figures with glowing, multifaceted eyes.

Wards

Cast through appropriate Protective Weavers, these will keep out any entity of Might 25 or less.
They protect Arachné's laboratory proper, as well as the storage and scriptarium.

  • Circular Ward against Master Demons

As "Circular Ward Against Demons", lvl 25, pen 26

  • Circular Ward against Faeries Knights

As above, "Circular Ward against Master Demons", but aligned to the Faerie Realm

  • Circular Ward against Airy Spirits

As above, "Circular Ward against Master Demons", but aligned to the Magic Realm

Effects

  • The Preserved Bookstand

This consits of 2 enchantments, used to protect bookstands and cabinets.
- Cloak of the Duck’s Feathers variant :
ReAq 5 (Base 1, +1 Touch, +2 Ring, +0 Circle, +1 slightly unnatural).
CT Re 21 + Aq 5 + Sta 1 + Aura 5 = 32 /5 = 6
- Suppressing The Mold
PeHe 5 (Base 2 to prevent new growth, +1 Touch, +2 Ring, +0 Circle): Part of ring set protecting bookstands and cabinets. Prevents new growth, but doesn’t destroy old one as that may risk damaging books.
CT Pe 15 + He 6 + Sta 1 + Aura 5 = 27 /5 = 5.


Tricks

Bracelet of Focus

A golden bracelet engraved with a thunderbolt and on which are encrusted Jade gems. This serves to boost Arachné's spont Casting Totals through Spell Foci.
Thunderbolt: +2 Auram, +3 lightning, +4 protection from demons
Jade +4 Aquam
Gold +2 Control People and Health, +3 Prevent Aging, +4 Induce Greed, +4 Nobility and Peace.
It also features 2 points, one above, one below, where arachné can put Web-Shooters.

Staff

A wooden staff, with a Ruby at the top, enclosed in a metal circle. It gives the following bonuses to Spontaneous Magic through Spell Foci:
Ring: +2 constant effect
Ruby: +2 courage, +3 battle wounds, +3 blood, bonus to affect, +4 leadership in war, +6 fire-related effect
Staff: +2 repel things, +3 project bolt or other missile, +4 control things at a distance, +4 destroy things at a distance.
Wood: +3 to affect living wood, +4 to affect dead wood.

She casts a spell to make the ruby of her staff glow slightly, giving the impression that is is magical.
Base 1 (create light equivalent to moonlight), +1 touch, +2 Ring = lvl 04
This uses the ring in which the ruby is enclosed to sustain the duration.

When needed, she casts a variant for a Sun duration, using base 3 (create light equivalent to torchlight), +1 touch, +2 sun = lvl 10.

Talisman

In addition to his attunements, her Talisman aids the Spider through its Spell Foci bonuses:
Magnet: +4 Rego Terram, +2 Rego, +4 Rego Corpus
Basalt: +3 Perdo, +3 Ignem
Mercury: +5 Muto, +3 Aquam, +3 Terram, +2 Alter complex matter
Silver: +2 Intellego, +3 Protect Spirits
Amber: +3 Corpus


Covenant Defenses

Mannequin Guards

She'll ask a suitable covenfolk to craft mannequins of rough human form. Nothing too difficult here, although she'll ask for a lot of these (it's important to have stocks).
She'll put these in selected places on the walls, towers… inside those inscribed circles, animate them through "The Carved Assassin", and use her "Circle of Spell Sustaining". She'll then spont on each of them a MuIm lvl 04 spell to make them appear and sound (armor, weapons) like normal, human guards (Base 2, +1 touch, +1 Conc), on which she'll also cast a Circle of Spell Sustaining. As each casting is either Mastered & Relaxed, or non-fatiguing spont, she doesn't risk botching.

So long as they stay inside the circles, the mannequins are effectively constant, untiring guards that look like normal guards (which is pretty important if someone attacks us).
She'll equip them with Short Bows and Swords. The sword strikes can be resisted, but not the arrows.

And then, the orders.
They are to fire on any target that is designed them by a recognized magus of Andorra or a member of the Andorran guard (designed as such by either her, as the spellcaster, or by 2 other designated magi), save if it is a Magus or an Andorran guard member. They must also fire on any aerial target that is not a Magus and is bigger than a dove, save if it flies through a "safe corridor". Should the alarm be sounded or raised, or should the Guards be killed, they are to fire on any target that ain’t a magus or a guard member.
They also have short swords, and must defend their spot from anyone climbing the walls, or landing on them (save Magi of Andorra).

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