Rows of labeled potion bottles and scrolls on wooden shelves with glowing magical ambiance.

Aranea Variants — Supplement II

The wood spider line produced the common aranea. These three took different paths.



I. Sand Spider Aranea (Aranea Harenaria) #

It has lived within sight of the pyramids for three thousand years. It watched the Nithian Empire rise and fall from a burrow near a paved road. It has watched more caravans pass than any caravan master has made trips. It knows what people carry, what they need, and what they are worth. It does not ambush anymore. There is no need.


What a Sand Spider Aranea Is #

The Sand Spider Aranea descends from planar spider × Giant Sand Spider interbreeding — but where most aranea variants express the wildness of their spider lineage, the Harenaria has been shaped by something else entirely: millennia of proximity to Thothian civilization.

Sand spiders preferred pyramids, monuments, paved roads, and population centers. The aranea that descended from this lineage inherited that preference — and then stayed. Three thousand years of watching caravans, studying markets, observing the behavior of a dozen civilizations rising and declining, and listening to conversations from just below ground level has produced something unexpected: an aranea that functions as an urban intelligence network.

Physical form: Compact, sandy-buff in coloration with the characteristic orange-black blotch of their sand spider ancestry visible on the abdomen. The brain-lumps are prominent and well-developed — the most obvious physical indicator that this is not merely a large spider. The digit-fingers retain the precision of the burrowing lineage, adapted over generations into fine manipulators capable of handling coins, scrolls, and trade goods.

The burrow: The Harenaria maintains a burrow as home rather than ambush weapon. The entrance is still camouflaged by instinct, but the burrow itself is furnished — a small living space with accumulated objects, written records in aranea-script, and whatever has been traded, found, or gifted over the past several decades. A Harenaria burrow near a major Thothian monument is a small archive of what has passed that location for the past century.

Social position: The Harenaria occupy a peculiar middle ground in Thothian society — not officially recognized, not officially persecuted, tolerated by Kha wayhouse keepers (who find them useful for road-condition intelligence), occasionally consulted by Aqrab traders (who respect practical market knowledge regardless of its source), and entirely invisible to Thothian court society, which has never considered that the spiders near the pyramids might be listening.


Core Statistics #

StatValue
Hit Dice4d8** (avg 18 HP)
AC14
AV2
HR+3
FR+4
FD14
Move120 ft (40 ft encounter) ground / 60 ft (20 ft) burrowing
Attacks1 bite (1d6 + sedative venom) OR social action
No. Appearing1 (1d3 in settlement)
Save AsMagic-User 4
Morale7
TreasureType D + information cache (see below)
IntelligenceHigh (INT 13)
AlignmentNeutral
XP175

Morale 7: The Harenaria are not fighters by preference. They have survived three thousand years near civilization by being difficult to find and unwilling to escalate. Morale 7 means they break readily from direct combat — not from cowardice, but from the practical assessment that fighting rarely improves a situation that patience could resolve.


Skill Slots (5 total — 4** HD = 3 base + 1 at 4 HD + 2 asterisks; High INT 13) #

SlotSkillNotes
1MU4 Spellcasting (innate, special)2×1st / 2×2nd / 1×3rd; urban-intelligence focused. First asterisk
2Urban Intelligence Network (innate, special)Knows what passes within 2 miles of their burrow; information trading; market knowledge. Second asterisk
3Sedative Venom (innate)1d6 + Save vs. Poison or sedated (not paralyzed — see below)
4Burrow Camouflage (innate)Burrow entrance detection at –3; can conceal up to 2 other creatures in the burrow
5Trade Literacy (innate)Reads and writes Nithian commercial script, Thothian common, and 1d4 additional trade languages

The Sedative Venom — Refined from the Sand Spider Line #

The sand spider’s paralytic venom survived into this lineage but was modified by generations of selective pressure away from hunting and toward social management. The Harenaria’s venom sedates rather than paralyzes — a distinction with significant practical implications.

Save vs. Poison on any successful bite. Failure: sedated for 2d4 turns.

Sedated condition (distinct from paralyzed):

  • Can move at half speed (not completely immobile)
  • –4 to all attack rolls and saves
  • Cannot cast spells or use complex skills
  • Remains conscious and aware but foggy
  • Will not take aggressive action unless directly threatened
  • Can answer simple questions but responses are slow and unreliable

Why sedation rather than paralysis: The Harenaria long ago discovered that a sedated target can be moved, persuaded, and released without the complications of a fully paralyzed victim in a public space. A paralyzed caravaneer lying in the road creates investigation. A sleepy caravaneer who sits down to rest for a while and then wanders off does not.

The Harenaria rarely uses the venom offensively. It is a last resort — the tool for when a conversation has escalated beyond what social methods can resolve.


Urban Intelligence Network #

“Knows what passes within 2 miles of their burrow.”

Three thousand years of burrowing near roads, monuments, and markets has produced an extensive physical network of monitoring positions. A Harenaria near a major Thothian monument maintains:

  • Silk trip-lines and vibration sensors along the road approaches (detects foot traffic patterns, load weights, and numbers from vibration signatures)
  • A network of allied Harenaria and mundane spider informants covering adjacent territory (each spider shares scent-information through web contact)
  • Decades of accumulated observation about which caravans use which roads, which officials travel which routes, and what the typical traffic patterns indicate about regional politics

Information trading: The Harenaria will trade information for information, goods, or services. They price their knowledge the same way the Aqrab price trade goods — fairly, based on actual value, non-negotiable. Unlike the Aqrab, they will accept unusual currencies: a secret, a skill demonstration, access to a library, or simply the answer to a question they have been unable to resolve from their own observation.

The information cache: Type D treasure from accumulated trade and incidental acquisition. Additionally: 1d4 scrolls or documents of local intelligence value (DM determines content — caravan manifests, correspondence, survey maps of local ruins, records of who visited which monument and when). This information cache is often more valuable than the material treasure.


Spells — Urban Intelligence Focus #

The Harenaria’s MU4 spellcasting is shaped by their urban-observer lifestyle:

  • 3rd: Clairvoyance (extends their observation network magically)
  • 2nd: ESP (reading intentions of those they interact with), Locate Object (finding things that pass through their territory)
  • 1st: Charm Person (social management), Read Languages (processing the documents that pass through their territory)

Relations with Thothian Factions #

FactionRelationship
Kha (road wayhouses)Practical allies; Kha keep the spirit roads; Harenaria monitor the physical roads; information sharing is mutual and long-standing
Aqrab (merchant caravans)Respected informants; Aqrab consult Harenaria on road conditions, hazard reports, and market intelligence at appropriate rates
Ushabti (scribes)Occasional contact; the sesh-ushabti archive is aware of Harenaria road-intelligence but the relationship is formal rather than warm
AkethetiThe Harenaria near Edairo have been watching the palace for centuries; they know things; they have not yet found a buyer who can pay what the information is worth
PhanatonComplicated; the ancient enmity applies but Harenaria near Thothian population centers have no particular reason to attack phanaton; they are more likely to simply avoid contact

Encounter Notes #

The road informant: The party is traveling the desert road when a slightly-too-large spider with distinctive orange-black markings steps out of a burrow entrance near a milestone and addresses them in accented but functional common. It knows what passed this road in the past week. It wants to know what passed the road six days ago, east of the city, which is outside its observation range. Trade?

The pyramid archive: The party is investigating what happened to a caravan that disappeared near a monument complex. A Harenaria has records — literal written records in Nithian commercial script — of every caravan that passed this location for the past forty years. The records are complete, accurate, and currently stored in a burrow under 4 ft of sand. The Harenaria will provide access in exchange for assistance with a problem it cannot solve from underground.



II. Shroud Aranea (Aranea Velatura) #

They found her with the bodies. She was wrapping them. The web was everywhere. They assumed the worst and attacked. She was not storing them for later. She was preserving them for burial — the same way she had been preserving the dead since before anyone in that village was born. The village did not know this because no one had ever asked.


What a Shroud Aranea Is #

The Shroud Aranea descends from planar spider × Giant Shroud Spider — a combination that should have produced something Chaotic and predatory, given that both lineages are Chaotic. Instead, something went wrong in the right direction.

The shroud spider’s defining behaviors — taking live prey, storing it in paralytic web-shrouds, maintaining a food store in suspended animation — translated through the planar spider’s intelligence into something that bears an uncomfortable resemblance to a mortuary practice. The Velatura does not take live prey to eat. It takes the dead to preserve them.

The two wrongs: The shroud spider is Chaotic evil — it traps, paralyzes, and stores living creatures as a larder. The planar spider lineage is Chaotic. Two Chaotic parents. The intelligence that emerged from the combination looked at the shroud’s suspension-animation web capability and reached a completely different conclusion about what it was for. The web does not decay. The web maintains. The web is a perfect preservation medium. The dead deserve preservation. Therefore the web belongs on the dead.

The Velatura’s function: Shroud Aranea serve as mortuary specialists in communities that know what they are and have come to terms with it. They are not clerics. They are not Kha. They are something older and stranger — practitioners of a physical preservation tradition that predates formal burial theology, using their own biological capabilities as the medium.

Why they are Lawful: The Velatura’s existence is organized around obligation to the dead. The dead cannot protect themselves. They cannot advocate for their own dignity. They cannot ensure their own preservation. The Velatura has a capability that serves this need and therefore has a responsibility to use it. This is not a philosophical position — it is a functional imperative that has organized the Velatura’s entire social structure. Lawful not because they follow law, but because they follow obligation.

Why they are misunderstood: They look exactly like what a shroud spider does. The blue-glowing eyes. The black coloration. The web that paralyzes on contact. The collection of preserved bodies. Every surface feature of the Velatura screams predator. The first encounter with an unknown Velatura almost always begins with the party attacking before the Velatura can explain what it is doing. The Velatura have largely made peace with this. They have contingency plans for it. The contingency plans involve a lot of patience and very few offensive actions.


Core Statistics #

StatValue
Hit Dice6d8*** (avg 27 HP)
AC16
AV2
HR+4
FR+5
FD15
Move120 ft (40 ft encounter)
Attacks1 bite (1d8 + defensive venom) OR 1 preservation strand (30 ft; preservation effect)
No. Appearing1 (1d2)
Save AsCleric 6
Morale8
TreasureType C (items entrusted by families of the preserved)
IntelligenceHigh (INT 13)
AlignmentLawful
XP500

Save As Cleric 6: The Velatura’s divine-adjacent function — serving the dead, maintaining the boundary between life and death, operating within a specific obligation structure — aligns them with the Cleric save progression rather than the Magic-User. They are not spellcasters in the standard sense, but their role in the world has shaped their resilience similarly.

Morale 8: Higher than the Harenaria (7) but not fighter-morale. The Velatura will hold their position if their preserved are threatened — they will not abandon a preservation chamber to attackers. But they will not pursue, will not retaliate beyond necessity, and will attempt communication at every stage before escalating to combat.


Skill Slots (7 total — 6*** HD = 4 base + 1 at 5–6 HD + 3 asterisks; High INT 13) #

SlotSkillNotes
1HR Investment (Basic)HR +4
2FR Investment (Basic)FR +5
3Preservation Web — Sanctuary Condition (innate, special)Web contact: Save vs. Paralysis +2 or enter Sanctuary Condition (see below). First asterisk
4Preservation Strand — Ranged Sanctuary (innate, special)30 ft range; on hit: Save vs. Paralysis +1 or enter Sanctuary Condition. Second asterisk
5Weapon Immunity — Silver/Magical (innate, special)Normal weapons deal zero damage; inherited from shroud spider lineage. Third asterisk
6Mortuary Knowledge (innate)Knows preservation methods, burial customs, and death-lore across all cultures the Velatura has encountered; identifies cause of death on examination
7Defensive Venom (innate)Bite: 1d8 + Save vs. Poison or sedated 1d4 turns (not paralyzed; the Velatura does not use paralytic venom offensively)

The Sanctuary Condition — Preservation Web Mechanics #

The shroud spider’s paralytic web became something different in the Velatura lineage. It still paralyzes on contact — the chemistry is essentially identical. What changed is the context, the duration management, and the reversibility protocol that the Velatura has developed over centuries of practice.

On contact with fresh Velatura web (under 24 hours old): Save vs. Paralysis at +2. Failure: Sanctuary Condition begins.

The Sanctuary Condition:

  • The subject is in suspended animation — not aging, not requiring sustenance, not experiencing the passage of time
  • Biologically stable: wounds do not worsen, poisons do not progress, diseases do not advance
  • The subject’s last moment of consciousness is preserved exactly; they will resume from that point when the web is removed
  • Duration: indefinite while in contact with the web; 2 rounds after web removal

Distinction from the shroud spider’s version: The shroud spider uses this to store living prey. The Velatura uses this to preserve the recently dead (preventing decay) and, in specific circumstances, to hold gravely injured living patients in biological stasis while treatment is obtained. The chemistry is the same. The application is different.

The Preservation Strand (ranged): The Velatura can apply the preservation web from 30 ft range via a targeted strand shot. This is primarily used for:

  • Applying preservation to a recently dead body before decay begins
  • Emergency stabilization of a critically injured patient (with their consent, or with the consent of those responsible for them)
  • Defensive application: a character entering Sanctuary Condition is not dead, cannot be further harmed, and is simply waiting

The misunderstanding in practice: A party that enters a Velatura preservation chamber sees bodies wrapped in blue-glowing web. Some of these bodies appear fresh. Some are ancient. All of them are in perfect condition. The Velatura is present and moving between them, applying fresh strands to maintain the preservation. To a party that does not know what the Velatura is, this looks exactly like a monster tending its food store.


The Blue-Glowing Eyes #

Inherited from the shroud spider lineage. Visible up to 50 ft in darkness. The Velatura cannot turn this off — it is structural bioluminescence, not a choice. In the dark, their approach is always announced. They have developed a social protocol around this: when approaching an unknown party in darkness, they call out before closing within 50 ft, so the glowing eyes are not the first thing the party notices.

Parties that do not know this protocol and encounter the glowing eyes first, in a dark room, surrounded by webbed bodies, tend to attack immediately. The Velatura have a specific term for this situation. It translates roughly as “the usual problem.”


Defensive Combat — The Velatura’s Approach #

The Velatura are not fighters. Their three asterisks are all on preservation/web abilities and the weapon immunity inherited from the shroud spider. In combat they:

Prefer: Immediate communication (“I am not what you think I am. Please stop attacking.”) followed by demonstration (showing that the preserved subjects are in Sanctuary Condition, not dead, not consumed).

If communication fails: Defensive preservation strand shots — applying Sanctuary Condition to the most aggressive attacker. A fighter in Sanctuary Condition is safe, unharmed, not dead, and temporarily not a threat. The Velatura then addresses the rest of the party.

If the preservation chamber is directly threatened: Will fight. The obligation to the preserved outweighs the preference for non-violence. At this point: bite (1d8 + sedative venom) and preservation strand (Sanctuary Condition, 30 ft range) at full effectiveness. The weapon immunity (silver/magical only) means normal weapons cannot harm them regardless.

Will not pursue. Will not retaliate for attacks that have ended. Will not leave the preservation chamber to pursue fleeing attackers. Their obligation is here.


Relations with Thothian Factions #

FactionRelationship
Kha (Shemsu)The most natural allies the Velatura have. The Kha tend the dead’s spiritual path; the Velatura tend their physical preservation. Mutual professional respect, though the Kha find the Velatura slightly unnerving even by Kha standards
Kha (Sahu-wer)Deep intellectual relationship; the Sahu-wer’s Resolve Sahu spell (completing the interrupted vital cycle) interacts with Velatura preservation in complex ways that both parties are actively researching
Ushabti (sesh-scribes)Useful documentation relationship; the sesh-ushabti archive contains records of communities the Velatura has served for centuries; the ushabti are the only non-Kha faction that openly acknowledges the Velatura’s Lawful nature
Thothian general publicMixed; communities near a Velatura’s preservation chamber know what it is and have usually come to terms with it over generations; communities that have never encountered one before react with fear
Shroud Spider (wild)Complicated and instinctive; the Velatura recognizes the shroud spider as kin; the shroud spider recognizes the Velatura as prey-sized and attacks; the Velatura does not harm shroud spiders if avoidable; shroud spiders have no such policy

Encounter Notes #

The ancient preservation chamber: A ruin contains a chamber the Velatura has maintained for generations. Several dozen preserved subjects in perfect Sanctuary Condition — some Nithian in appearance (preserved for three thousand years), some more recent. The Velatura moves between them checking web integrity. It has been doing this alone for a very long time. It would like help with a specific problem: one of the preserved subjects’ families has asked that they be released to proper burial, but the Velatura cannot locate the family. Can the party help?

The emergency: A party member is critically injured — dying, beyond what immediate healing can address. The Velatura offers to apply the Sanctuary Condition: the party member will be biologically frozen exactly as they are, stable, until proper treatment can be obtained. They will experience none of the waiting time. The offer is genuine and the Velatura explains the process completely. The party must decide whether to accept preservation from something with glowing blue eyes in a room full of webbed bodies.

The first encounter: Dark room. Blue-glowing eyes, 50 ft away, approaching. Bodies wrapped in web on the walls. Before the party acts: a calm, measured voice from the direction of the eyes says: “Please do not attack. I know what this looks like. It is not what it looks like. May I explain before you make a decision?”



III. Hunting Spider Aranea (Aranea Venatrix) #

It is the size of a large cat, not a pony. The planar spider intelligence went somewhere other than size. The pack remembers everything. The pack shares everything. When one of them learns something, all of them know it by nightfall. They are small and fast and there are always more of them than you thought.


What a Hunting Spider Aranea Is #

The Hunting Spider Aranea is the smallest of the aranea variants — a consequence of the hunting spider’s original dog-sized frame being insufficient raw material to produce the pony-sized standard aranea form. The hybridization went elsewhere: the planar spider intelligence that couldn’t build a larger body built a more connected pack instead.

Where the standard aranea’s intelligence is individual — one brain-lump, one spellcaster, one tactician — the Venatrix’s intelligence is distributed. What one Venatrix knows, the pack knows. What one learns today, the others know tonight. This shared cognition is not telepathy — it is transmitted through web contact, scent-chemistry, and the dense social interaction of a pack that is in continuous physical communication. But the functional result is a pack that thinks and learns as a unit.

Physical form: Large-cat sized — 2 to 3 feet at the body, with the same long legs as the hunting spider ancestor and the same terrain-matching fur. The brain-lumps are smaller than standard aranea (less individual processing power), distributed across the pack rather than concentrated in one individual. The digit-fingers are present but finer than other aranea variants — more dexterous relative to body size.

The fur: Retains the hunting spider’s color-matching property. A pack of Venatrix in woodland, desert, or tundra matches its terrain. A mixed-terrain pack (encountered near a habitat boundary) will have individuals in different color phases — sand-colored and forest-colored members in the same pack is not unusual near desert-forest edges.

Social structure: No individual leader. The pack is the decision-making unit. When a new situation arises that requires response, the pack conducts what appears to the outside observer as a brief chaotic conference — multiple individuals making rapid contact with each other through touch and scent — and then acts in coordinated unison. This process takes approximately one round and produces genuinely coordinated tactics.


Core Statistics #

StatValue
Hit Dice2d8** (avg 9 HP — per individual)
AC13
AV1
HR+3
FR+2
FD12
Move180 ft (60 ft encounter) — faster than standard aranea
Attacks1 bite (1d4 + venom) OR 1 web strand (20 ft) OR spell
No. Appearing2d4 (3d6 — always in groups)
Save AsMagic-User 2
Morale10 (pack morale — see below)
TreasureType U (individual) + Type D (pack cache)
IntelligenceAverage per individual (INT 9) / High as pack (INT 13 effective)
AlignmentChaotic
XP65 per individual

Two asterisks: Pack cognition sharing (first) and coordinated pack spellcasting (second).

Morale 10: Individual hunting spiders break at Morale 7 (wild). The Venatrix pack morale is 10 — they do not break easily because the pack decision to retreat requires pack consensus, which takes time, and individual members trust the pack’s assessment of threat. A single Venatrix separated from its pack reverts to Morale 6 immediately.


Skill Slots (4 total — 2** HD = 2 base + 2 asterisks; Average INT 9 / pack High 13) #

SlotSkillNotes
1Pack Cognition Sharing (innate, special)Knowledge and learned information shared across the pack through web/scent contact within 1 turn. First asterisk
2Coordinated Pack Spellcasting (innate, special)Pack can pool spell slots to cast as single entity; see below. Second asterisk
3Terrain Camouflage (innate)Fur color matches environment; surprise on 1–3 on d6 (reduced from hunting spider base due to pack noise, but improved by coordination)
4Pack Speed (innate)180 ft movement; pack maintains formation at full speed

Pack Cognition — Complete Mechanics #

“What one Venatrix learns, the pack knows by nightfall.”

Within combat (immediate sharing): Any Venatrix that makes physical contact with a pack member (1 round) shares current tactical information: position of enemies, threat assessment, which targets are wounded, which targets appear to be spellcasters. The pack’s coordinated action in subsequent rounds reflects this shared awareness.

Between combats (learned knowledge): A Venatrix that observes something significant — a new person, a new location, a new threat, a new technique — transmits this knowledge to the entire pack through extended web-contact during the pack’s nightly social period. By the following morning, every pack member knows what that individual learned the day before.

The practical implication: A party that survives an encounter with a Venatrix pack and then encounters the same pack again — even days later — is facing opponents who have already analyzed the party’s tactics, know which party members are spellcasters, and have coordinated a response to the specific threat the party represents. The pack doesn’t forget and doesn’t repeat tactical errors.

Limitation: The sharing is chemical and contact-based, not instantaneous. A Venatrix isolated from the pack for more than 1 day loses access to pack knowledge updates. A killed Venatrix’s knowledge is lost to the pack unless another individual was in contact within the final round.


Coordinated Pack Spellcasting #

Each Venatrix has MU2-equivalent spellcasting: 2 × 1st level spells each. Individually, this is modest. As a pack, the coordinated casting produces effects unavailable to individual casters.

Pool casting: The pack can combine individual spell slots to cast higher-level effects. Two Venatrix each contributing one 1st-level slot can produce a single 2nd-level effect. Four Venatrix can produce a 3rd-level effect. Eight can produce a 4th-level effect.

Coordination requirement: Pool casting requires the participating Venatrix to be in physical contact for 1 round of preparation, then cast simultaneously. The synchronized casting produces one combined effect rather than multiple individual effects.

Typical pool spells:

  • 2 Venatrix: Web (2nd) — covers a 20×20 ft area; particularly effective for terrain control during pack hunts
  • 4 Venatrix: Fireball (3rd) — unusual for aranea; the pack uses this against large single threats
  • Individual: Sleep, Charm Person, Magic Missile

Why this is the second asterisk: A pack of 8 Venatrix can produce a 4th-level spell effect by pooling. A pack of 12 can produce 5th-level. The pack’s effective magical tier scales with numbers in a way that makes large encounters dramatically more dangerous than the individual stats suggest.


Individual Spellcasting (MU2) #

Each Venatrix carries: 2 × 1st level spells. Typical selections drawn from the pack’s accumulated knowledge base:

  • Sleep (most common — disabling prey for the pack)
  • Charm Person (social management of individuals the pack wants to observe rather than fight)
  • Magic Missile (reliable single-target damage)
  • Web (terrain control during hunts)

The pack’s collective learning means that spells a Venatrix observed being cast by others can potentially be incorporated into the pack’s spell knowledge over time — a Venatrix that observed a Lightning Bolt being cast can transmit the observation to the pack; whether this translates to actual castable knowledge is at DM discretion and should require significant time and pack deliberation.


The Pack as Character #

A single Venatrix encountered alone is confused, cautious, and operating at diminished capacity. It wants to return to its pack. It will not engage in extended negotiation. It may follow the party at a distance to observe and report.

A full Venatrix pack encountered as a group is a genuinely intelligent collective entity with opinions, tactical sophistication, and memory. It may be hostile, curious, or transactional depending on context and history. Parties that have previously interacted with the pack — positively or negatively — are recognized immediately and treated according to that history.

Pack memory of specific individuals: A Venatrix pack that has encountered a specific party retains that knowledge indefinitely through their communal sharing. A party that was attacked by Venatrix in one adventure, survived, and returns to the same territory years later: the pack knows them. How the pack responds depends entirely on how the previous encounter concluded.


Encounter Notes #

The first contact: The party notices their camp perimeter has spiders along it — not a threatening number, just present, watching. When they move toward one, it retreats but doesn’t flee. There are more spiders visible in the trees. They are all, without exception, watching the party. One of them has digit-fingers. It approaches and sits at conversational distance. The pack decision to make contact has apparently been made.

The ambush that isn’t: The party is moving through terrain. Twelve Venatrix, terrain-matched and essentially invisible, are already positioned. The party triggers their perimeter. In round 1 the pack conducts its brief consensus conference. In round 2: eight of them begin pool casting (4th-level effect preparation). Four maintain positions. This takes one observable round where nothing happens but twelve small spiders are touching each other in a pattern that might mean something to someone who knew what to look for.

The pack’s problem: A Venatrix pack approaches the party openly. Pack cognition has identified a threat the pack cannot handle alone — a predator (or a person, or a situation) that is damaging pack members. The pack is prepared to share specific information from its collective knowledge base in exchange for assistance. The information is accurate, specific, and current as of this morning.

What are your feelings

Updated on May 31, 2026