||The assassins sent after Yetara by the temple of the spider-god in Lamra are swarthy-skinned men, trained to move with feline grace and strike with the suddenness of a cobra. On missions, they are clad in close-fitting clothes and dark cloaks, but at all other times blend in by wearing regular clothes. Each cultist has a small black tarantula tattooed on his chest, identifying him as a member of the cult of Yot-Kamoth.
__Possessions__: Stabbing dagger, light crossbow, 20 crossbow bolts, five doses of secret venom, superb quality thieves’ tools, rope and grappling hook, 1d10 SP.
__Tactics__: The cultists employ poisoned crossbow bolts from a distance. If opponents come close, they attempt to flank and sneak attack, with daggers likewise poison-tipped. Being fiercely loyal to the cult, and fearing the consequences of a failed mission, they fight to the death rather than surrendering to superior opponents. They reveal little or nothing if interrogated, even on the pain of death.
__Notes__: These cultists are actually temple-assassins, trained to the rank of Adept. They do not use sorcery and gain a bonus of +10% to any climbing based tests due to their training in the temple of Yot-Kamoth.
__Onset Time__: 1D6 minutes.
__Duration__: 1D4 Hours.
__Resistance Time__: Hourly. The first Resistance roll must be made at the end of the Onset Time, then daily thereafter. Successfully resisting the poison means that the victim manages to stave off the effects and have woken up, yet they are still groggy from the poison.
Potency: 40+15 (CON of Spider).
__Conditions__: Unconscious. The victim becomes immediately lethargic on a failed Resistance roll and falls into a deep sleep. The victim may resist the effects hourly; if they succeed or the Duration expires they awake feeling nauseous, groggy and lethargic. They immediately gain a level of Fatigue in addition to any suffered previously.
__Antidote__: Certain plant saps and berries can help stave off the poison’s effects if consumed prior to being injected with the venom. Only magic can bring an unconscious Adventurer round from the deep sleep it induces.