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Published by Capn_Ragnar, 2023-01-26 23:55:13

AD&D - Q2 Web of Souls [2022]

AD&D - Q2 Web of Souls [2022]

Keywords: DnD,AD&D,Dungeons & Dragons,TSR,Greyhawk,Greyhawk Grognard

1 Advanced Dungeons & Dragons Dungeon Module Q2 Web of Souls By Joseph Bloch This module contains background information, a large-scale referee’s map and map key, referee’s notes, and additional sections pertaining to new creatures for use with this module and the game as a whole. A complete extra-planar adventure for play of ADVANCED DUNGEONS & DRAGONS is contained herein. This module is intended to replace adventure module Q1 QUEEN OF THE DEMONWEB PITS as the final part of a continuing series of modules which form a special campaign scenario (DUNGEON MODULES G1, G1A, G2, G3, D1, D2, D3, and D4). Having a copy of Q1 is, however, recommended. Web of Souls is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. © Wizards of the Coast LLC. The remainder is © 2022 Joseph Bloch, all rights reserved. Q2 Greyhawk Grognard SOME PLACE IN NEW JERSEY www.greyhawkgrognard.com


2 Advanced Dungeons & Dragons Dungeon Module #Q2 Web of Souls By Joseph Bloch BACKGROUND Although it sits as the pinnacle of the mega-adventure series G1- 3/D1-3, Q1 QUEEN OF THE DEMONWEB PITS was famously disappointing. Gary Gygax, the author of the first six adventures in the series explained it thus: It was taken out of my hands by the latter when Sutherland discovered the "Demonweb" pattern in a hand towel and talked Brian into using it as the main theme for the concluding module. I had no creative control over it.* The result was neither tonally nor narratively connected to the rest of the adventures, and left many fans dissatisfied. Most disappointing of all was the fundamental disjunction in the story. The Eilservs drow clan, the true villains behind the giant raids in the first three adventures, worshiped the Elder Elemental God, having given up the worship of the spider-demon Lolth that most other drow worship. One way of overcoming them in D3 Vault of the Drow, therefore, was to enlist the Lolth-worshiping drow as allies against the EEG-worshiping Eilservs. Q1 QUEEN OF THE DEMONWEB PITS turned this on its head, however, by positing a finale in which Lolth, not the Elder Elemental God, was the ultimate enemy to be overcome. This naturally made little sense in the overall story, and left many DMs and players scratching their heads. Later, some sort of vague motive for Lolth to essentially hijack the Eilservs’ plan was retconned into the material, but it is ultimately convoluted and dissatisfying. As Gygax himself wrote long after the fact: I had what I consider a much more interesting plan for the conclusion of the G-D series, one in which the PC party could loose the Elder Elemental god or send him into deeper isolation, thus assisting Lolth to become more powerful. By very astute play, they could have thwarted the designs of both evil entities. The Demonweb Pits were indeed envisioned as maze like, but there were to be no machines therein.† Gygax thus did leave clues as to what his version of the capstone of the series would be like, however, and the current volume is one attempt to realize at least a part of that vision. Lolth and the Elder Elemental God In eons past, the material form of the Elder Elemental God was destroyed by the Oerth Mother Beory and scattered across the * http://www.enworld.org/forum/showthread.php?22566-Qamp-A-with-Gary-Gygax/page87 world, the shards of its body creating various Anomalies beneath the earth. Despite its dissolution into scores of shards, the Elder Elemental God was still able to grant power to its few remaining followers, who used the shards as altars. Through arcane rituals, they were able to feed their dark god, and received boons in return (for an example of this, see the Temple of the Eye in G3 HALL OF THE FIRE GIANT KING). Over time, many of the dark elves were swayed to the worship of the Elder Elemental God, a fact which infuriated the demoness Lolth, who otherwise served as the goddess of the drow. In her mania to destroy her rival, she learned much of its lore, including the imperfection of its imprisonment, and how it could come to be sealed away forever. Once she became aware that the Elemental Power Gems had been discovered, and were located in the overthrown Temple of Elemental Evil, Lolth sent her agents to infiltrate the temple and secure the gems, because she knew they were the keys to the prison of her ancient enemy, the Elder Elemental God. (Note that even if the Golden Orb of Death has been destroyed in the course of your campaign, the Power Gems themselves endure and it should be assumed that they found their way into Lolth’s clutches.) The keys can be used to complete the seal and keep the Elder Elemental God locked away from the multiverse forever, but doing so risked opening the prison completely. Lolth bided her time, knowing that eventually she would find dupes who could be trusted to use the keys to forever imprison her foe. These keys are contained in the platinum egg that Lolth drops at the end of D3 VAULT OF THE DROW. It is her hope that the PCs will complete the seal. She could not trust the job to any of her minions, as too many of her drow servants had been corrupted to the service of the ancient primordial creature. As an aside, it is possible the PCs will try to make a deal with Lolth to rid her of the Elder Elemental God. This she will haughtily refuse, saying there is no way she could ever trust mortals not to free it once they had the keys in their possession. In reality, she believes that only by being devious and tricking the PCs into doing her bidding will succeed. She literally cannot conceive of any creature sticking to a bargain at the cost of personal power. If she tricks them, however, she believes she’s too smart for them to fool her. It is for this reason that she has not ordered her minions in the Web of Souls to go easy on the PCs; it is one of her “brilliant” strategies to convince the PCs they are acting on their own idea. And sacrificing her canon-fodder minions is a small price to pay. There are always more where they came from… Notes for the Dungeon Master The current volume is intended to replace the published Q1 QUEEN OF THE DEMONWEB PITS. Once Lolth is defeated in her temple in Erelhei-Cinlu (detailed in D3 VAULT OF THE DROW) and the platinum egg is in the hands of the player characters, dropped by Lolth if she is slain or flees when encountered in the Great Fane of Lolth (see D3 VAULT OF THE DROW for details). The overall plot is simple in concept but should be very difficult for the player characters to execute successfully. The PCs must make their way through Lolth’s stronghold, the Web of Souls, not only using the keys in the platinum egg to finally imprison the Elder Elemental God once and for all, but to finally end the threat of Lolth as well, by either getting the two to kill one another, or imprisoning them both. † http://www.enworld.org/forum/showthread.php?22566-Qamp-A-with-Gary-Gygax/page635


3 If they fail, the Elder Elemental God itself could be fully loosed upon the multiverse, Lolth could launch her own impending war on the Flanaess, or both. Obviously, such an outcome would bode ill for mortals. The egg itself is a perfect ovoid, without any apparent means of opening, although smashing it with sufficient force will dent it. It weighs approximately 6 pounds. If a remove curse spell is cast upon it, the egg will open, revealing four magical items, each attuned to a different elemental force (see Appendix B for details on the power items and the Elemental Power Gems contained therein). Any individual casting remove curse on the platinum egg will themselves be cursed (saving throw vs. magic applies). If the saving throw fails, the individual will stop at nothing to grab the platinum egg and then run through the amber pool and the illusion of Lolth in the Great Fane of Lolth, and then through the astral gateway in the Great Temple Area, all of which are detailed in D3 VAULT OF THE DROW. Anyone who does so will be instantly transported to the Web of Souls, a portion of the 66th plane of the Abyss ruled by Lolth. Once there, the adventure should discover that Lolth is planning to invade the Flanaess on an even grander scale than the Eilservs were doing with the giants. This should convince them that stopping her is at least as important as stopping the Elder Elemental God. They must then figure out a way to defeat one or both of these entities. Suggested Plot If the PCs are struggling to complete their mission, the DM can step in with the following plot to move things along. Success is still very much not guaranteed (and even if they do succeed, the PCs’ victory may be bittersweet), but it can be less frustrating for the players. The mover of this plot is Lolth’s chief advisor, the Matron Morag, a Type V demon described in the Den of Lolth. She is scheming to destroy Lolth, and can point the PCs to the location of Lolth’s amulet (Middle Level #14), the Final Anomaly (Lower Level #13), and can even plant the idea of using the amulet to compel Lolth to put the final power object in place in the Final Anomaly, so she gets caught up in the Elder Elemental God’s final vengeance. Start This adventure assumes the PCs have played through adventure module D3 VAULT OF THE DROW (and possibly D4 CITY OF SPIDERS), have discovered the secret of the amber pool in the Great Fane of Lolth, and have secured the silver egg from Lolth. The egg itself is about the size of an ostrich egg, some 5” long and 3” wide. Divination spells such as augury, commune, etc. will all point to the need to either open the egg somehow, use the amber pool to enter Lolth’s lair in the Abyss, or both. See above for the effect of casting remove curse on the egg. Whether compelled to do so or by choice, the PCs must go through the gate to seal the prison of the Elder Elemental God and confront Lolth. You may then refer to the “Arriving in the Web of Souls” section, below. THE WEB OF SOULS The Web of Souls exists in a special vortex space leading directly to the 66th layer of the Abyss from the Astral Plane. It is so positioned that 1% of all non-demonic creatures attempting to enter the Abyss from the Astral Plane (or vice versa) will find themselves trapped here, rather than their intended destination. The space in which the Web of Souls exists is filled with everchanging mists which obscure vision. It is possible to see that other sections of web exist, but vision is almost totally obscured after 200’, and will often be obscured as close as 50’. There are three types of webbing threads used in the construction of the web. The first are the anchor threads. These are 30’ wide, and go around the outside of the web as a whole and anchor it to the sides of the Astral vortex. They are round in cross-section, immensely strong, and only a greater deity could sunder them. Doing so would destabilize the entire web and lead to its destruction, and beings of that power are too aloof to even consider such drastic action. The second are the radius threads. These are 20’ in diameter, and go straight from the center of the web to its edges, and are used to connect the web to the anchor threads. They are convex in shape, with a gentle curve and a definite “up” and “down” side; only creatures specifically capable of movement in webs, such as spiders, can travel along the bottom. They are also very strong, and nothing short of a lesser deity could break them. The radius threads are used by Lolth’s minions to move around and to bear captured prisoners back to the Den at the center of the web. The third are the capture threads. These are 10’ in diameter, and are laid out in a double-backing spiral. Like the radius threads, they are convex in cross-section, with an up and a down, and most creatures will travel along the “up” side. They are, as the name implies, used to capture creatures entering the Abyss from the Astral plane. 1% of all creatures traveling between the two in astral form are captured on such webs. Any creature in Astral form touching such webs are immediately fixed to them. Roll to determine how each creature is fixed. Creatures with a high Dexterity score may add their armor class adjustment to the die roll. Die Roll (d6) Position and Effect 1-3 Prone. The creature is lying flat (50% chance of being face-up or face-down). Unable to move, right, cast spells, or use magic items. 4-5 Kneeling. The creature is kneeling, but its hands are free. Unable to walk, no DEX bonus to armor class, and unable to turn. 6+ Standing. The creature’s feet are stuck to the web, but it is otherwise able to function. Unable to walk, but can twist to face creatures on its flank. Creatures landing on capture threads will instantly be detected by Lolth’s troops in the Den and a patrol detached to retrieve them. The demons will arrive in 1d6 turns, and will use their telekinesis power to remove trapped characters and lift them to the nearest radius thread. The composition of the patrol should be determined randomly: Die Roll (d4) Patrol 1 3 x Type I demons, 1 x Type IV demon 2 3 x Type II demons, 2 x Babau demons 3 3 x Type III demons, 2 x succubi 4 3 x Bar-Lgura demons, 1 x Type V demon IMPORTANT NOTE: Creatures arriving in material form, such as via the gate in the Fane of Lolth, are not in Astral form and are therefore not affected by the capture threads. A patrol of demons will still arrive


4 as normal; however they will be unaware that the newcomers are not stuck. Capture webs can be destroyed if either directly attacked or if subjected to area attacks, with a total of 100 points of magical damage. Physical damage from weapons only counts if magical weapons are used, and then only the magical bonus counts as damage (thus, a +2 sword does 2 points of damage, etc.). If destroyed, a capture web will dump all creatures on it to a lower level, if any. Broken segments will be re-spun by Lolth herself in 1-4 days. All types of web are immune to fire damage, however. All types of web are a silvery-gray color, and seem to be very smooth to the touch. Anchor threads are 50’ wide, radius threads are 20’ wide, and capture webs are 10’ wide. The web itself is divided into three levels, all of which converge on the central Den. Thus, the webs on the upper level will slant down towards the Den, and those on the lower level will slant upwards towards it. It is possible to jump from one level of the web to the one below it, and attempt to land on either a capture thread or radius thread. The distance between strands varies from as little as 20’ at the center near the Den, to over 200’ at the outermost edges by the wall of the Astral vortex. As the capture threads are designed to attract passing travelers, it is entirely possible to jump from a higher level to a lower level and hit a capture web. If that happens, a patrol of demons will be sent in 1d6 turns, as described above. If someone jumping from one level to another is aiming for a radius thread, however, they must make a DEX check on a d20 in order to succeed. Failure means they hit a capture web. Jumping off one of the anchor threads that go around the outer edge of the web is an exception. The DM should use his judgement in such cases, but at the very least a -4 penalty to the DEX check is recommended. It is entirely possible that such a jump is simply not possible, depending on the exact location. Guides are provided on the maps (+) to assist the DM in determining where jumps will take a character. Falling or jumping from the lower level, or dropping from an upper level with no intervening webs, will result in the creature so doing dropping to its doom, dropping several miles onto the 66th layer of the Abyss. Time to roll up a new character. Magic in the Web The Web of Souls and the Den of Lolth exist within the Abyss, although the Web connects directly with the Astral Plane. As such, most spells and other magic will work differently there. These effects are listed below. For magic not listed, use the following as guidelines. The general rule is that any magic that requires opening a conduit to or from another plane (such as plane shift, contact other plane, etc.) will not function normally. Druidic magic will be especially problematic, as anything to do with plants, animals, weather, or even nature itself simply doesn’t exist in the Abyss. All spellcasters native to the Abyss will be well aware of these effects and will act and react accordingly. Spells which are cast and end up having no effect are lost and their spell slot can then be re-filled with another spell as per the normal memorization process, but note that clerics and their sub-classes cannot regain spells above 2nd level while in the Abyss, as they are unable to contact the home plane of their deity (exceptions, of course, are made for those clerics who are followers of a deity who does dwell in the Abyss; this does not include the Elder Elemental God). Note that the following guidelines apply to magic items as well as spells, scrolls, and the like. Abjuration magic Such magic will not affect creatures native to the Abyss. Negative plane protection or its reverse will not function at all, because it requires contact with another plane. Thaumaturgic circles, pentacles, and the like will not function. Note also that good or neutral-aligned clerics cannot use their power to turn undead or other creatures while in the Abyss. Alteration magic As a general rule, alteration magic will function normally, but there is a 40% chance that the chaotic nature of the Abyss will cause the magic to become warped. Use the following table to determine the effect (the DM should use his imagination in many cases): Die Roll Chaos Impact on Alteration Magic 1 Magic has no effect on the target. 2-3 The outward appearance of the target is changed, but its substance and abilities are not. 4-5 The outward appearance of the target is unchanged, but its substance and abilities are changed as if the spell had functioned normally. 6-7 The outward appearance of the target is changed to match that of some nearby random object or creature, but its substance and abilities are not changed. 8-9 The target is changed to match the outward appearance of some random nearby object or creature, as well as its substance and abilities. 10 The target is changed to something completely random. The DM should be… creative. Conjuration/Summoning magic Almost no creatures can be conjured or summoned within the web or the den. Demons can be made to appear, but they cannot be controlled, even by a magic circle or similar device. No deity or similarly-ranked creature will obey such a summons. Only specialty spells designed specifically to summon Abyssal creatures will


5 function. Wish , alter reality, and limited wish will function, but it should be borne in mind that Lolth is a lesser deity, and as such cannot be impacted by wishes against her will while she is on her home plane (and the same applies to the web of souls as a whole). A full wish could destroy a radius web, but doing so would immediately alert Lolth to the presence of the ones who dared to do so, and would result in every demon in the web converging on their location almost immediately. Similarly, a limited wish could be used to break a capture web, but not an anchor or radius web. Divination magic Any divination magic requiring a connection to a deity will not function, including those predictive magics which do so indirectly such as augury, divination, etc. Detection magic such as detect magic or detect evil will be completely overwhelmed by the vast amounts of both in the web, but spells such as detect life, or detect invisibility will function normally. Any creature casting true seeing or using similar magic will be stricken catatonic for 4-24 hours. Enchantment/Charm magic These spells will work normally as a rule, but care should be taken to make sure that the target of a particular spell should really be affected by that spell. For instance, an animal friendship spell will not work on creatures native to the Abyss, even if they are Abyssal analogues of material plane creatures. Evocation/Invocation magic Any spell that explicitly requires contact or a connection with another plane will not function. Evocations of items such as a wall of iron will function normally, however. Illusion/Phantasm magic Most illusion/phantasm magic will function normally in the Web. However, remember that many demons will be able to penetrate most illusions, and see invisible creatures. Illusionist magic relating to shadow- and demi-shadow- creations will function, but only at half their normal hit points and doing half damage. Necromantic magic Healing or harming magic will function normally, except it will only function on creatures not native to the Abyss. Spells which deal with bodies without souls or spirits (such as raise dead, resurrection, and magic jar) will find that such bodies have a chance of being claimed by a demon (of random type) of 66% per day. There are two special cases. If reincarnate is used, roll on the following table to determine the body that will be inhabited by the soul targeted by the spell: Die Roll Incarnation Die Roll Incarnation 01 - 03 Chimera 41 - 44 Minotaur 04 - 08 Demon, Bar-Igura 45 - 58 Ogre 09 - 12 Demon, Chasme 59 - 61 Peryton 13 - 16 Demon, Glabrezu 62 - 64 Quasit 17 - 19 Demon, Hezrou 65 - 68 Roper 20 - 23 Demon, Vrock 69 - 70 Spriggan 24 - 28 Gargoyle 71 - 75 Tasloi 29 - 31 Giant, Hill 76 - 80 Troll 32 - 34 Hieracosphinx 81 - 85 Yuan Ti 35 - 36 Lamia 86 - 00 Spider, giant 37 - 40 Leucrotta Worse, the subject of the reincarnation will gradually become overwhelmed by the base personality of the new body; this will take 1 hour per level plus 2 hours per point of Wisdom. After that point, the subject of the spell will truly believe himself to be whatever the new incarnation is, and will act accordingly. The second case is the regenerate spell. If regenerate magic is used to replace a lost body part (including a ring of regeneration), that part has an 80% chance of coming back altered in some way. The details are up to the DM, but arms could come back as a tentacle or furry claw with a crab-claw appendage, a leg could be that of a lizard, a finger could be a tiny snake, etc. There could be impacts to the character’s Dexterity or Charisma scores, again up to the DM’s discretion. Regular hit points regained by a ring of regeneration function normally. Any new features (claws, suction cups, etc.) would require at least 1d4 weeks before they could be used effectively by the character. The “Random Creatures of the Lower Planes” tables in Appendix D of the ADVANCED DUNGEONS & DRAGONS DUNGEON MASTERS GUIDE can be used in such circumstances, if desired. Magic Weapons and Armor Creatures who came directly into the Web from the gate in the Fane of Lolth will have their magic weapons and armor reduced by one “plus”. All others will have their magic weapons and armor reduced by a number of plusses equal to the number of planes they are removed from their home plane. Thus, someone who traveled from the Prime Material Plane through the Astral and then to the Abyss would have their items reduced by two plusses. Any weapon or armor reduced to plus zero will lose any other special abilities it might have (which are regained once it is moved back towards its home plane and thus regains plusses), but weapons specifically designed to affect extra-planar creatures (such as an arrow of demon-slaying) will retain those powers. This also applies to protective magic items such as rings of protection and the like. ENCOUNTERS IN THE WEB Organized Encounters All non-demon, non-spider creatures in the web must have a pass in the form of a golden spider brooch in order to be recognized. In the case of groups, a single individual with a brooch, or a demon escort, is sufficient to be able to bluff one’s way through checkpoints. Creatures naturally capable of flight (i.e., not relying on spells such as fly, which will not function in the web) may fly from one level to another, but any non-demonic creature so flying will attract attention and will be attacked by 1d3 Type I demons, with an additional 1d3 demons arriving every turn. After three turns, the entire web will be alerted, and the response will be overwhelming. Any open combat on one of the radius threads lasting more than 1 turn will result in 1d3 patrols being sent to investigate in 1d3 rounds; such incidents are not unknown and will not in themselves arouse suspicion, as demons are notoriously fractious. If the patrols themselves are met with resistance and combat continues once the patrol arrives, a more vigorous response can be expected. Random Encounters Roll 1d6 every turn. On a roll of 1, there is a random encounter. Spiders will not attack if presented with a spider brooch.


6 Anchor Threads Die Roll Encounter 1 1-2 shadows 2-3 1 giant obsidian widow spider 4-5 1 giant warg spider 6 1-4 giant abyssal crab spiders 7-9 1-3 large spiders 10-12 1-3 huge spiders 13-15 1-2 giant spiders 16-18 Female drow patrol (3rd/4th level female fighter/cleric, 4x 2nd level female fighters) 19-20 Demon patrol (Type II demon, 5 dretches) Radius Threads Die Roll Encounter 1 1-2 giant obsidian widow spiders 2 1-2 giant warg spiders 3-4 1-3 giant abyssal crab spiders 5-6 1-4 large spiders 7-8 1 huge spider 9-10 1 giant spider 11-14 Male drow patrol (4th/5th level male fighter/M-U, 4x 3rd level male fighters) 15-17 Demon patrol (Type III demon, 4 rutterkin) 18-20 Demon patrol (Type II demon, 5 dretches) Capture Threads Die Roll Encounter 1-4 Captured visitor - roll on the “Creatures Stuck to a Capture Thread” table below to determine specifics 5-6 1-2 large spiders 7-8 1 huge spider 9 1 giant spider 10-11 Male drow patrol (4th/5th level male fighter/M-U, four 3rd level male fighters) 12-13 Female drow patrol (3rd/4th level female fighter/cleric, four 2nd level female fighters) 14-15 Mixed drow patrol (4th/5th level female fighter/cleric, 3x 3rd level male fighters, 3x 3rd level female fighters) 16-17 Demon patrol (Type III demon, 4 rutterkin) 18-19 Demon patrol (Type II demon, 5 dretches) 20 Demon patrol (Type I demon, 6 manes) Creatures Stuck to a Capture Thread It should be remembered that all creatures stuck to the capture threads are in astral form. Creatures in material form in the Abyss (such as those arriving by gate, or demons native to the Abyss) can travel the webs freely. Die Roll Encounter 1-2 Good-aligned human party on a quest (cleric level 9- 18, fighter level 8-15, magic-user level 11-20, thief level 9-16. They will assist the PCs for only a limited time, as they have their own highly important quest to complete. 3-4 Evil-aligned human party, servants of a rival demon lord (cleric level 9-18, barbarian level 7-16, fighter level 8-15, assassin level 10-15. They will offer to aid the PCs in return for freedom, but will betray them at the first good opportunity. 5-8 1-3 Type I (20%), Type II (15%), Type III (15%), babau (15%), bar-lgura (15%), or chasme (20%) demon Die Roll Encounter serving a rival demon lord, caught while returning to its physical form elsewhere in the Abyss. 9 Type IV (30%), Type V (25%), Type VI (20%), or Nabassu demon (25%) demon serving a rival demon lord, caught while returning to its physical form elsewhere in the Abyss. 10 1-3 night hags ARRIVING IN THE WEB OF SOULS Coming from the magical gate in the Fane of Lolth, the PCs will all land in the Web, upper level, encounter area 1 (note that they can move on capture webs normally, as they will be in material form, rather than astral). There are also several gates from other locales, as noted In the text. For any creature caught in the web by attempting to enter the Abyss from the Astral plane, roll on the table below to determine which level of the Web it lands on. Roll separately for each creature, even if they are in a group. Die Roll Land Here 1-6 Upper Level 7-9 Middle Level 10 Lower Level Once the level has been determined, roll 1d20 to pick a reference point on the map, and then choose a random capture thread nearest that point is where the creature(s) are snared in the web. As noted above, a patrol of demons will arrive in 1d6 turns. Reference points correspond to the roll of a d20 as follows: UPPER LEVEL 1. ERELHEI-CINLU GATE. Those traveling through the magic pool in the Fane of Lolth will find themselves here. A stone platform some 15’ in diameter rests on the radius web at the point where the capture webs connect to it, surrounded by 8 stone pylons evenly spaced around the edge of the platform, 6 of which are


7 3’ in height, and 2 of which are 4’ high (they are on opposite sides of the platform). Two 5th level female drow guards are on duty here at all times, with instructions to act as an honor guard for any high-ranking drow coming through the gate, and to defend the Web if any unauthorized persons come through. If acting as an honor guard, they will accompany their charges to area 2, and then return here. They both wear gold spider brooches. The floor of the platform is inlaid with a spider web motif in some silver metal. If two gold spider brooches are touched to the taller two pylons at the same time, the gate will be activated and all those standing on the spider web will be transported back to the Great Temple Area in the Fane of Lolth. The guard captain in the Den of Lolth (see below) comes here to supervise each changing of the guard. The metal web could be pried out with a +2 or greater weapon, but doing so would break the magical properties of the gate, closing the way between here and the Fane of Lolth to the Web. The guards are changed every 6 hours. If the guards are slain or otherwise rendered out of action, new guards will arrive from the Fane in 1d6 hours, and alert the checkpoint at area #2. Female drow fighters (2): F5; HP: 30 each; AC -3; SA each can cast clairvoyance, dancing lights, darkness, detect lie, dispel magic, faerie fire, , detect magic (1/d), know alignment (1/d), levitate (1/d), suggestion (1/d)); armed with +3 longswords and daggers, hand crossbow 1-3 DAM, save vs. poison -4 or sleep for 3-12 turns) and 10 envenomed bolts. 2. CHECKPOINT. On a radius web, a pair of stone pylons flank the web, forcing anyone wishing to pass to go between them. On the “inner” side of the pylons is a squad of 10 drow male soldiers (F2; 9 h.p. each; AC 1 (chain mail +1, buckler +1, DEX 15); armed with short sword +1, dagger +1, hand crossbow (6” range) with 20 poisoned bolts (1-3 DAM, save vs. poison -4 or sleep for 3-12 turns); SA dancing lights, darkness, faerie fire once per day. They are led by a Type III demon (AC -4; MV 9”; HD 10; 50 h.p.; #AT 5; DAM 2-12/2-12/1-3/1-3/2-5; SA darkness 10’ radius, fear, levitate, pyrotechnics, polymorph self, telekinesis (4,000 g.p weight), gate in a demon type I-III 40% chance at will; MR 60%). It wears 2 pieces of jewelry. Their function is to ensure no one or nothing untoward passes from the Erelhei-Cinlu gate (area #1) into the Den at the center of the web. The two pylons will, when a command word is spoken, create a wall of force between them. The Type III demon knows the command word, but the soldiers do not. 3. FLYING DEMON SPIDERS. The radius web broadens into a 35’ wide disc at this point, seemingly a natural part of its construction, if anything about the web can be said to be natural. This is a base for a force of giant Abyssal crab spiders, which use this perch to look for unauthorized creatures flying through the web. There are four of the creatures stationed here, and they will use their web-wings to go after any non-demonic creature flying among the three levels of the web. They will also pursue and attack any chasme demons, out of pure instinct. Giant Abyssal crab spiders (4): AC 3; MV 12”/15”*9”; HD 4; 15 h.p. each; #AT 3; DAM 1-8/1-8/1-12; SA poison, sheet web. * See adventure module Q1 QUEEN OF THE DEMONWEB PITS, p. 17 for more information on the world of Maldev. The present adventure assumes Lolth’s invasion of the place has 4. DARKNESS. A zone of magical darkness 50’ in diameter completely encompasses the radius thread. It cannot be dispelled, even by magical means, and infravision will not function within. Ultravision will work normally, however. A shadow demon lies within, who will attack any non-demon who does not wear a gold spider brooch. Shadow demon: AC 1; MV 12”; HD 7+3; 35 h.p.; #AT 3; DAM 1-8/1-8/1-6; SA +2 to hit in darkness, leap once per turn 18” and attacks with 4 claws for 1-6 damage each, fear 30’ radius once per day; SD half damage in darkness. Its usual vulnerability to light spells is nullified as long as it remains in the zone of darkness. 5. RAMP THREAD. A capture web goes down at an angle, meeting the web at Middle Level #2. 6. MALDEV GATE* . The radius web swells to a platform 25’ in diameter at this point. In the center is a trilith made of black stone shot through with blue, with a spiderweb carving on the face of one pillar, with six gems at seemingly random points on the design (red, orange, yellow, green, blue, and purple; the design is similar to the other gates in the web, but the exact positioning of the gems is different). If the following gems are touched in order (green, yellow, blue), the gate will activate. Pressing the gems in the wrong order will cause a 1d3 h.p. shock. Once it is opened, pressing the orange gem will close the gate. If opened, the gate reveals the world of Maldev. Maldev is a former dwarven realm that has been conquered by the forces of Lolth, who intends to use the army in her planned invasion of Oerth. The world visible through the gate shows mountains with impossible sharp peaks, with unnaturally large stars the size of small moons. A wooden palisade fort is near the entrance of the gate, with another, burned and ruined, approximately 3/4 of a mile beyond. A massive stone fortress has been built into one of the mountains, which shows the scars of a long siege, but whose gate is broken and its towers ruined. A ruined object of metal, vaguely in the shape of a huge spider, can be seen at the base of the mountain, as if it were some great siege engine that had been wrecked in the assault. The fortress is Kandelspire, and has fallen to Lolth’s army. She has gathered her forces here to marshal them for the invasion of Gorna (see Middle Level #8). The army here consists of some 6,000 gnolls, 1,500 bugbears, 100 ogres, 25 hill giants, 20 trolls, 15 giant trolls, 15 giant two-headed trolls, 10 perytons, 6 umber hulks, and a red dragon. These will fall upon Gorna when the attack takes place. Giant two-headed trolls (2): AC 4; MV 12”; HD 10; 50, 57 h.p.; #AT 4; DAM 1-6/1-6/1-10/1-10; SD regenerate 1 h.p./round, no severed limbs). been successful, and her armies are being redeployed for new conquests in Oerth.


8 7. GUARDS. A trio of Type II (hezrou) demons stands guard here. If attacked, one will attempt to flee towards the Den to warn of intruders. Type II (hezrou) demons (3): AC -2; MV 6”//12”; HD 9; 36, 35, 33 h.p.; #AT 3; DAM 1-3/1-3/4-16; SA darkness 15’ radius, cause fear, levitate, detect invisible objects, telekinesis 300 lbs., gate in a hezrou 30% chance of success). Each wears 2 pieces of jewelry. 8. A SPY. At the intersection of the broken capture web and the radius web, there is a giant spider clinging to the web. While this would not normally be out of place, the spider does not attack passersby; is merely sits. It is, in fact, a babau demon, loyal to Demogorgon, which has been sent here to spy on Lolth’s activities. It has assumed the form of a giant spider using its polymorph self ability. It will leave the PCs alone unless molested, in which case it will retreat if possible, or defend itself if necessary. Babau demon: AC -3; MV 15” (*12” in giant spider form); HD 7+14; 42 h.p.; #AT 1 or 3; DAM by weapon +7 or 2-5/2-5/2-8; SA STR 19, darkness 5’ radius, 9th level thief abilities, fear by touch, levitate, fly, dispel magic, polymorph self, heat metal, gate in another babau 25% chance; SD half damage from cutting or stabbing attacks. It is unarmed. 9. ISTIVIN GATE* . At the intersection of the radius web and one of the capture webs, a platform of web material forms a circle 66’ in diameter. A single circular portal 10’ in diameter swirls in the middle of the floor, shining with iridescent silver. Suspended in mid-air above it, a large ball of black string, or webs, hangs, subtly and slowly pulsing. The platform is guarded by a vampire and its ghast servitors from the Nightworld (see Middle Level #12). The vampire possesses a silver wand which, If the wand is touched to the gate, will activate it. Vampire: AC 1, MV 12"/18", HD 8+3, hp 46, #AT 1, D 5-10 plus drain 2 energy levels, charm person at -2 on save, summon rats, bats, or wolves (but see below), shape change to bat, gaseous form at will, regenerate 3 hp per round, immune to sleep, charm, and hold spells, +1 or better weapon to hit). While in the Abyss, the summoning power of the vampire will * See adventure module GDQ1-7 QUEEN OF THE SPIDERS for more information on the sphere of darkness over Istivin. The current adventure assumes the sphere has not yet been summon eight-legged rats (15”/*18” move), one mobat, or giant wolf spiders, respectively. It carries the silver wand needed to activate the gate. Ghasts (3): AC 4; MV 15”; HD 4; 18, 19, 21 h.p.; #AT 3; DAM 1- 4/1-4/1-8; SA paralyzation, stench causes -2 to hit; SD immune to sleep, mind-affecting magic. The gate opens into the ceiling of the audience chamber of the Earl of Sterich, in the city of Istivin. While passage from the web of souls through the gate is possible, only creatures who have traveled to the Abyss may return through the gate. Once the gate is active, the plan is to release the ball into the castle. Doing so will cause it to immediately grow in size to several hundred feet in diameter; it will then continue to grow until it encompasses a large part of the city. Only creatures native to the area under the dome can enter it, however they cannot leave. As it grows, it will become more and more transparent, until it is merely a smoky shell. Any creature under this shell, however, is unaffected by sunlight; this will allow creatures such as drow, undead, etc. to venture under it without ill effect. Eventually, the growth rate will increase to one mile per week. 10. EMPTY EGG SAC. There is a large mass of webbing here, attached to the radius web. It shows signs of tattering, with several small holes poking threw, as well as one large hole at one end. This is one of Lolth’s empty egg sacs, and could be used as a temporary shelter. 11. WALL. A circular wall of iron completely surrounds the radius web at this point, like a wheel penetrated by an axle. It is 6” thick and a little over 8’ high. This is the remnant of a wall of iron spell cast by some visitor in the past, and still forms an effective barrier. Creatures capable of climbing walls (such as spiders) can of course pass over it. 12. ANCHOR POINT RENEGADES. This point is where two anchor webs converge on the edge of the Astral vortex. At this point is a small (25’ diameter) hollow cocoon, as well as a segment of capture webbing that leads down to the lower level, area #15 (see below). These two points are home to a group of renegade demons who are hiding here from Lolth’s minions. They have a great mutual distrust of one another due to their conflicting loyalties, and can be enticed to betray the others with minimal persuasion, but have banded together in fear of their mutual enemy; Lolth and her minions, and thus they keep a very low profile. They all could be made into allies of the PCs, if they were presented with a viable-sounding plan of escape. At this point, where the anchor web is attached to the wall of the Astral Vortex, there are a succubus and Type I (vrock) demon loyal to Demogorgon and a groaning spirit loyal to Orcus. This last is particularly worried, as she was not a drow in life, and thus will be an especial target. Succubus: AC 0; MV 12”/18”; HD 6; 25 h.p.; #AT 2; DAM 1-3/1- 3; SA energy drain, darkness 5’ radius, become ethereal (but not while in the Abyss), charm person, ESP, clairaudience, suggestion, shape change, gate in type IV (70%) or type VI (25%) or Demogorgon (5%) 40% chance of success; SD +1 or better weapon to hit. She wears 4 pieces of jewelry. Type I (vrock) demon: AC 0; MV 12”/18”; HD 8; 40 h.p.; #AT 5; DAM 1-4/1-4/1-8/1-8/1-6; SA darkness 5’ radius, detect invisible deployed against the city, and will be so used as part of a coordinated attack against Keoland, Sterich, the Yeomanry, and Geoff.


9 objects, telekinesis 200 lbs., gate in another vrock (10% chance of success). It wears 1 piece of jewelry. Groaning Spirit: AC 0; MV 15”; HD 7; 33 h.p.; #AT 1; DAM 1-8; SA wail kills all within 3” who fail save; SD immune to charm, sleep, hold, cold, or electricity). She has no treasure. Special note: Although the demons above have listed their ability to gate in other demons, none of their allies or servants will answer such a summons as long as they are trapped in the web. They are included above only for informational purposes. MIDDLE LEVEL 1. ROPERS. A pair of ropers have taken up residence at this point of the radius web. They are tolerated as guardians by Lolth, as long as they don’t harass her more powerful servants. Ropers (2): AC 0; MV 3”; HD 10; 50, 55 h.p.; #AT 7; DAM 5-20, special; SA 6 tentacles cause weakness if they hit; SD immune to lightning, half damage from cold, save vs. fire at -4). 2. RAMP THREAD. A capture web goes up at an angle, meeting the web at Upper Level #5. 3. EGG SACK. On this point of the radius web, there is a large ovoid made up of webbing material surrounding the web, some 20’ wide and 30’ long. It is not possible to travel along either side of the radius web without touching it. Careful inspection will show movement within, but it is impossible to determine specifics. This is one of Lolth’s egg sacks, and is filled with 9 baby obsidian widow spiders (see Appendix A: New Monsters). The creatures are just about ready to hatch, and any rough treatment of the egg sack will cause them to burst forth and attack. Like the webs themselves, the egg sack is immune to fire. Baby obsidian widow spiders: AC 0; MV 12” *18”; HD 1+1; 4 h.p. each; #AT 1; DAM 1-4; SA poison, strike first in round, ESP once per round. 4. NIOLE DRA GATE. The radius web swells to a platform 25’ in diameter at this point. In the center is a trilith made of black stone shot through with purple, with a spiderweb carving on the face of one pillar, with six gems at seemingly random points on the design (red, orange, yellow, green, blue, and purple; the design is similar to the other gates in the web, but the exact positioning of the gems is different). If the following gems are touched in order (red, blue, purple), the gate will activate. Pressing the gems in the wrong order will cause a 1d3 h.p. shock. Once it is opened, pressing the yellow gem will close the gate. Guarding this locale is a beautiful human female fighter with two chimeras (AC 6/5/2; MV 9”/18”; HD 9; 45, 43 h.p.; #AT 6; DAM 1-3/1-3/1-4/1-4/2-8/3-12; SA breath weapon). The human is actually a yochlol demon in human form (AC 2 (chainmail +2 and +1 shield); MV 12”; HD 6d10; 36 h.p.; #AT 1; DAM per weapon type; SA psionics: domination, aura alteration, probability travel; MR 50%; armed with a mace +2. Once per round the yochlol can change into its gaseous form (AC -10; MV 12”; HD 6d10; 36 h.p.; SA touch is equal to stinking cloud spell SD +1 weapon to hit, stinking cloud spell heals 3-12 h.p., gust of wind causes 3-36 h.p., wind walk kills; MR 50%), giant spider form (AC 10; MV 3”*12”; 4+4 HD; 36 h.p.; #AT 1; DAM 2- 8; SA poison bite; MR 50%); or amorphous shape (AC 10; MV 12”; HD 6d10; 36 h.p.; #AT 8; DAM 5-8; SA psionics: domination, aura alteration, probability travel; MR 50%). Once activated, the gate shows a magnificent city as seen from a bluff a mile or two distant. Careful observation will see that the scene is “live” in the sense that wagons can be seen entering and leaving through the gate, ships sail slowly along the river on the left side of the city, birds fly in the air high above it, etc. Anyone familiar with the capital of Keoland, Niole Dra, will recognize that city as the one in the vortex. With the red stones in place, a two-way gate is opened up, but only those who have previously visited the Abyss at any time in their lives will be able to travel in to the web of souls. The gate is sufficiently removed from the city that there is only a 10% chance per turn that someone will notice it, 90% of the time this will be a peasant, 10% it will be a patrol from the city. From the vantage of the Prime Material Plane, the gate appears as a swirling silvery disk hanging in mid-air. 5. RAMP THREAD. A capture web goes down at a steep angle, meeting the web at Lower Level #5. 6. GUARD POST. A squad of drow are stationed here to monitor entry into the Den of Lolth. There are five male fighters led by a female fighter, Epnil. The female sergeant is actually a traitor to Lolth, as are her men, but their perfidy has not yet been discovered. They are seeking a way out of the Web that doesn’t go through Erelhei-Cinlu, and the sergeant knows enough of Lolth’s plan to fill in any gaps the PCs might have (in short, she knows that the various gates in the web are intended to be used in an imminent invasion of Oerth, some leading to targets and some leading to staging areas for her armies). She does not know particulars like the operation of the various gates, operational details about the invasion, etc. If they see a group of obvious adventurers approaching, she will ask some cautious questions and hopefully glean the truth about their loyalties using her power to detect lies. Guards (5): 2nd level male fighters; 12 h.p. each; AC 0; ; SA dancing lights, faerie fire, darkness (once per day). Detect slopes, new construction, sliding walls, etc. as a dwarf; MR 50%; armed with short swords +2 and hand crossbows with 12 poisoned bolts (save vs. poison or sleep for 2-12 turns). Sergeant: 5th level female fighter; 30 h.p.; AC -2; SA dancing lights, faerie fire, darkness (once per day). Detect slopes, new construction, sliding walls, etc. as a dwarf, detect magic, know alignment, levitate (once per day), clairvoyance, detect lie, suggestion, dispel magic (once per day); MR 50%; armed with a +3 glaive and +2 dagger. She wears a gold spider brooch. 7. OLD EGG CASE. At this point on the radius web has a lump of fine white webbing forming an ovoid, but obviously old with tatters clearly visible. The ovoid is an old egg sac, is 20’ long and 15’ in diameter at its widest point, and has a single hole some 5’ in diameter on the end facing away from the Den. It is currently the home of Mirisha Dondragon, the last survivor of a party of adventurers who ventured into the Web through the Niole Dra gate (their magic-user had discovered a way to force open the gate from the Oerth side, but that device, as well as the magic-user and the rest of the party, was lost in the ensuing battles). Mirisha is paranoid in the extreme at this point, having survived the web for nearly a month. Her first assumption will be that the PCs are demons in human form, sent to track her down and deceive her. If she can be persuaded that the PCs are who and what they claim to be, she will gladly join them. She possesses general knowledge of the functioning of the web and many of its guards (40% chance she will know where any given permanent feature is and its general nature), but she is unaware of the larger plan to invade Oerth from other worlds.


10 Mirisha Dondragon: 12th level half-elf female paladin; S 17, I 13, W 17, D 14, C 15, Ch 18; 76 h.p. (currently 45 due to wounds); AC 2 (plate mail +2 (+0 in Abyss) and shield +2 (+0 in Abyss); SA detect evil 60’, lay on hands 24 h.p. per day, cure disease 3/day, turn undead as 10th level cleric; SD +2 to all saving throws, protection from evil 10’ radius; AL LG. She wields a sword of the planes (+3 in the Abyss), carries a dagger +4 (+2 in the Abyss), wears a ring of free action and a ring of feather falling, and carries a wand of lightning bolts with but 4 charges left. All other magic items have been lost during her ordeal. She has the following spells memorized (she memorizes a cure light wounds spell each day and casts it immediately, thus only has 3 first-level spells memorized): First Level: bless, create water, purify food and drink Second Level: find traps, resist fire, silence 15’ radius, slow poison If shown the remains of the other members of the party which are found elsewhere in the Web, she can easily identify the remains, but doing so will send her into a fit of hysterics lasting 1d4 minutes 25% of the time. 8. GORNA GATE. The radius web swells to a platform 25’ in diameter at this point. In the center is a trilith made of black stone shot through with green, with a spiderweb carving on the face of one pillar, with six gems at seemingly random points on the design (red, orange, yellow, green, blue, and purple; the design is similar to the other gates in the web, but the exact positioning of the gems is different). If the following gems are touched in order (blue, yellow, green), the gate will activate. Pressing the gems in the wrong order will cause a 1d3 h.p. shock. Once it is opened, pressing the red gem will close the gate. The gate is guarded by a squad of evil dwarves from Kandelspire, who helped in the final victory of Lolth’s troops in Maldev by slaying the guards at the gate and opening it wide for the invaders. Dwarves (5): 4th level fighters; AC 4; MV 9”; 20 h.p. each; armed with +2 axe, +1 short sword/+2 vs. elves, dagger of venom, and +2 hammer respectively. They are cunning and will be instantly suspicious of anyone who is fishing for information. One of their number has a gold spider brooch. When opened, the gate shows the great market of the city of Gorna, capital of the Grand Duchy of Geoff. It is a one-way gate, going from the Web into Gorna. The intent is for the armies currently in Maldev (see Upper Level #6) to sweep into the capital city and take it by surprise. There is no direct connection allowing transport between Gorna and the Web. 9. RAMP THREAD. A capture web goes down at an angle, meeting the web at Lower Level #8. 10. BUGBEAR SQUAD. A squad of bugbears is stationed here, and will question anyone who does not bear a gold spider brooch. They are led by a lovely human (actually a jackalwere), who is suspicious of all who come before her. * See adventure module Q1 QUEEN OF THE DEMONWEB PITS, pp. 17-18 for more details regarding the Nightworld of Vlad Tolenkov. The current adventure assumes Lolth’s attack on Bugbears (6): AC 5; MV 9”; MD 3+1; 14 h.p. each; #AT 1; DAM 2-8 or by weapon; SA surprise 50%; armed with morning stars that can be thrown up to 4”. Jackalwere: AC 3; MV 12”; HD 4; 18 h.p.; #AT 1; DAM 2-8; SA sleep gaze, shape change into/out of jackal-man form; SD iron or +1 weapon to hit). The jackalwere wears a gold spider brooch. 11. PRISON GATE. At this point on the radius web, there is a stone arch with a locked metal gate for a door. It is quite easy to step around the arch, and looking through the metal gate just shows the other side of the web, as one would expect it to. Two male drow, stand guard on either side of the gate. The drow are actually Type III (glabrezu) demons using their polymorph self ability, and if they suspect someone is trying to open the gate to the prison, they will cast darkness and then polymorph back into their demonic form. One of the demons has a large iron key that will unlock the gate, which activates a magical gate to Lolth’s prison, a set of deep caves beneath the surface of the 66th level of the Abyss that can only be accessed via magical means. Several other such gates do exist to consign Lolth’s enemies to the prison. Once activated, the gate will open to a small unlit cave, whence lead a half-dozen tunnels. When the barred gate is closed and locked (from the web site), it will only appear as a stone arch on the cave side. Anyone staying in this cave for more than 1d6 rounds will receive a 1d4 h.p. electrical shock; this is intended to prevent prisoners from staying here waiting for the gate to open. Beyond the cave is a veritable maze of unlit tunnels and caves, through which move spiders of all sizes and types, as well as the various demons, mortals, and other creatures who have run afoul of her wrath over the centuries. Life within is a constant battle between the spiders and the condemned, and between different groups of the condemned who have congregated under strong leaders for self-protection. Escape is generally impossible, as the gate is only rarely opened, and thus opportunities to take advantage of such are rare. Occasional attempts are made to burrow through to the surface, but these never seem to reach anything but more rock. Spells, magic items, and powers such as phase door, teleport, gate, etc. will not function within the confines of the prison. The DM Is encouraged to develop the prison and its inhabitants if needed. For all intents and purposes, however, consignment to the prison is the end of a character, and only a single escape attempt should be played out before admitting defeat. Type III (glabrezu) demons (2); AC -4; MV 9”; HD 10; 50 h.p. each; #AT 5; DAM 2-12/2-12/1-3/1-3/2-5; SA darkness 10’ radius, cause fear, levitate, pyrotechnics, polymorph self, telekinesis 400 pound weight, gate in type I-III demon (30% chance of success); SD half damage from cold, electricity, fire, gas). Each wears 2 pieces of jewelry. 12. NIGHTWORLD GATE* . The radius web swells to a platform 25’ in diameter at this point. In the center is a trilith made of black stone shot through with red, with a spiderweb carving on the face of one pillar, with six gems at seemingly random points on the design (red, orange, yellow, green, blue, and purple; the Vlad’s enemies was successful, and he is now returning the favor by attacking Istivin on her behalf.


11 design is similar to the other gates in the web, but the exact positioning of the gems is different). The gate is open. Visible through the gate is a scene of the courtyard of an ancient castle, run down and giving an impression of great age. An old, disused fountain lies in the middle of the courtyard, a pair of verdigrised bronze doors enters the castle to the right, while to the left an arched opening in the castle wall leads out and down a twisting road. Many windows in the castle keep face into the courtyard, and it is night. The courtyard is abuzz with activity for all its shoddiness; ghouls, trolls, werewolves, occasional lesser demons, and other fell creatures bustle about under the commands of men of evil mien. Watching over the whole scene from a balcony high on the castle is another human, who stands with inhuman stillness. This is the Nightworld of Vlad Tolenkov, who has recently conquered the lands about his castle on his world with the aid of Lolth, and who is now expected to reciprocate by leading the impending attack on Istivin (see Upper Level #9). Much as Tolenkov’s world is bathed in perpetual light, so too will that city be, once Lolth’s web of darkness is dropped into the castle. Then Vlad’s undead hordes will stream in under the cover of magical darkness and seize the place for the demon queen. The gate to the Nightworld is always open, but there is only a 10% chance per round that someone from the other side will notice PCs looking in (if they are within 10’ of the gate, or studying the scene closely), as all there are occupied with preparations for the attack. The figure looking over the courtyard is the vampire-mage himself. If the PCs are noticed at the opening of the gate, a squad of 6 ghouls and 3 ghasts will be sent to investigate. If that group is defeated, more and more powerful troops will be sent through, eventually alerting the inhabitants of the Web and sounding a general alarm. When opened, pressing the green gem will close the gate. If it is closed, touching the following gems in order (orange, purple, red), the gate will activate. Pressing the gems in the wrong order will cause a 1d3 h.p. shock. 13. DEMONIC SAGE. Those approaching this location will find a discordant sight. There is a tall desk, heaped high with papers and volumes, at which is seated atop a tall stool a Type IV demon, furiously scribbling into a ledger. A tall and precarious stack of books is on the floor, reaching up nearly as high as the desk. The demon wears pince-nez, and wears an enormous black frock coat, through which holes have been cut to accommodate its small wings. A quasit scrambles about, selecting and moving various texts according to the commands of its master. The demon is named Fitzrhagl, and is a scholar performing research on the targets of Lolth’s invasion. The quasit is Nidge, his assistant. The various books and papers all have to do with the lands of Keoland, Geoff, the Yeomanry, and Sterich, and the notes he is taking (in demonic script, so readable only by someone fluent in that rare tongue or by use of a comprehend languages spell) focus on geography, military preparedness, the biographies and psychologies of the various nobles and leaders, and so forth. Once he realizes the PCs are from Oerth, he will begin to pepper them with questions; what’s the population of Niole Dra? How tall are the walls of Gorna? Do the patrols in the Stark Mounds rotate out every two or three weeks? How quickly do you think a force from the County of Ulek would take to reach Gradsul? And so forth. Fitzrhagl actually knows the answers to most of these questions; they are a test, but he will throw in genuine questions once he determines whether the PCs are useful or not, giving questions that will provide a useful answer even if the PCs are known to be lying. He will only attack if attacked, but if no answers, or answers which are clearly nonsensical, are forthcoming, he will impatiently shoo away the PCs and return to his own researches. He has no treasure. Fitzrhagl (type IV demon): AC -1; MV 9”/12”; HD 11; 66 h.p.; #AT 3; DAM 1-4/1-4/2-8; SA +2 bonus to hit, darkness 10’ radius, create illusion, cause fear, levitate, detect magic, read languages, dispel magic, polymorph self, telekinesis 500 pounds, project image, symbol of fear, symbol of discord, gate in type I-IV demon (60% chance of success), infravision, teleport without error; SD +1 weapon to hit, half damage from cold, electricity, fire, or gas; MR 65%. His sage areas of expertise are as follows: Major Field: Humankind Special Categories: Demography, History, Politics & Genealogy, Warfare and Military Minor field: Physical Universe(s) Nidge (quasit): AC 2; MV 15”; HD 3; 10 h.p.; #AT 3; DAM 1-2/1- 2/1-4; SA polymorph into bat or wolf; claws drain 1 point of DEX unless save vs. poison, detect good, detect magic, become invisible at will, fear 3” radius once per day; SD regenerate 1 h.p. per round, only magic or cold iron weapons will hit, immune to cold, lightning, and fire, save as 7 HD monster.


12 14. DEAD GATE. The radius web swells to a platform 25’ in diameter at this point. In the center is a trilith made of black stone shot through with grey, with a spiderweb carving on the face of one pillar, with six gems at seemingly random points on the design all of which are a milky white color. The design is similar to the other gates in the web, but the exact positioning of the gems is different. No amount of pressing of the clear gems will cause the gate to activate; it is for all appearances, dead. This is a deception, however. Walking backwards through the trilith will bring individuals to a small chamber some 66’ in diameter, appearing as a seamless grey substance, and lit by unknown means. This is not Lolth’s main treasure hoard, but it serves as a backup for her most precious items. In the center of the chamber is an enormous mound of 100,000 each of silver, gold, and platinum coins. These coins are made of Chaos, however, and will fade to nothing if brought to the Prime Material Plane. Only one-half of one percent of any coins removed from here are real, and will survive to be spent in Oerth. The cache is guarded by two of her handmaidens, the Yochlol (MV 12”; HD 6d10; 40 h.p. each; SA Psi 133, CD/FH; MR 50%; Humanoid form: MV 12”; AC 1 (plate mail +2); #AT 1; DAM per weapon type (spear +2); Spider form: MV 3”*12”; AC 10; #AT 1; DAM 2-8; SA poison; Amorphous form: MV 12” ; AC 10; #AT 8; DAM 5-8 (x8); Gaseous form: MV 12” ; AC -10; SA stinking cloud effect; SD magic weapon to hit). They will begin in gaseous form and use their stinking cloud attack, then morph into their amorphous form to inflict massive damage. Once an enemy’s hit points have been reduced by half, one will transform to spider form to attempt to slay spellcasters with spider-venom, then return to amorphous form. The true cache here consists of six invisible chests around the perimeter of the chamber. None are locked, but all have locks. Once opened they will become visible, but unless some magic to see invisible objects is used, attempts to pick locks will be at -25%. A successful pick locks roll will mean the thief will realize the chest is not locked in the first place. A failed roll will activate that chest’s trap. If the chests are simply opened, the trap will not go off. Chest #1: Lock trap: poison needle; save vs. poison or be transformed into a giant spider (mentally as well as physically) over the next 24 hours. Contains boots of speed, 3 gems worth 500 g.p. each, 600 (real) p.p., and a ring of contrariness. Chest #2: Lock trap: acid spray causes 2d6 damage to anyone within 7’ of the front of the chest; save vs. breath weapon for half damage. Contains scroll of protection vs. lycanthropes, potion of undead control, longsword +1/+2 vs. magic-users and enchanted creatures, magic-user scroll containing the spells Leomund’s trap, Otto’s irresistible dance, push, fear, ESP, and burning hands. Chest #3: Lock trap: stream of green slime shoots in a stream 2” wide and 4’ long directly in front of the lock itself. Contains 400 (real) s.p., 600 (real) g.p., 3 gems worth 1,000 g.p. each, a piece of jewelry worth 9,000 g.p., and 3 potions of healing. Chest #4: Lock trap: three darts shoot in front of the chest, attacking as 10th level fighters. They are coated with drow sleep poison. Contains 10 gems worth 10-100 g.p. each, 2 potions of extra healing, and a potion of flying. Chest #5: Lock trap: webs shoot out (as per the spell) covering everything within 15’ of the chest in all directions. Contains 3 pieces of jewelry (worth 5,000 g.p., 2,000 g.p., and 100 g.p.), 10 gems worth 200-800 g.p. each, and a rope of climbing. The 100 g.p. piece of jewelry is in reality Lolth’s demonic amulet, and can be used to compel service from her for 24 hours. See the Monster Manual for full details. Chest #6: Lock trap: scything blade will chop off a finger unless a successful DEX check (roll DEX or under on a d20) is made. Failure means the character’s dexterity is reduced by 1 permanently, unless a regeneration spell is used. Contains 1,000 (real) p.p. and potions of treasure finding, poison, gaseous form, and invulnerability. LOWER LEVEL 1. SPIDER SWARM. A swarm of 12 huge spiders is at this point on the web, scuttling and crawling over one another in an evermoving mass (AC 6; MV 18”; HD 2+2; 10 h.p. each; #AT 1; DAM 1-6; SA poison +1 save, leap 3”, surprise 1-5). Beneath them is the body of an intruder; once human but now beyond recognition as the body is black and bloated due to dozens of spider-bites. The body is wearing leather armor +4, carries a dagger +3 and a short sword +3, has a set of thieves picks and tools +10%, and is wearing a ring of protection +1. A pouch contains 35 p.p. and 6 gems. 2. DEMON CHECKPOINT. A pair of Type (vrock) I demons (AC 0; MV 12”/18”; HD 8; 35, 34 h.p.; #AT 5; DAM 1-4/1-4/1-8/1-8/1-6; SA darkness 5’ radius, detect invisible objects, telekinesis 300 lbs., gate in a Type I demon (10% chance) are led by a female drow (actually a polymorphed babau demon (AC -3; MV 15”; HD 7+14; 42 h.p.; #AT 1 or 3; DAM by weapon +7 or 2-5/2-5/2- 8; SA darkness 5’ radius, fear by touch, levitate, fly, dispel magic, polymorph self, heat metal, gate in another babau demon (25%), gaze acts as ray of enfeeblement 20’ range; SD slime causes cutting/stabbing attacks to do half damage) armed with a great glaive which does 1-6/1-10 +7 damage. The vrocks despise their officer, but are too cowed by the babau to do anything about it. The demons will challenge any passersby, asking for a pass such as a golden spider pendent, asking names and business, etc. The babau has 1 piece of jewelry. 3. PETUNIAS. There is a bowl of petunias sitting on the radius web at this point (actually a demon named Gajarha that has been polymorphed into a bowl of petunias). 1d6 rounds after any creature comes within 10’ of the bowl, a kindori (also known as a space whale) will crash into the web at this point, obliterating anyone within 40’ of the flowers. This whole scenario will reset after 1 hour, leading the bowl of petunias to think to itself, “Oh, no. Not again,” which can be heard by anyone using ESP on the flowers. 4. OLD EGG CASE. At this point the radius web has a lump of fine white webbing forming an ovoid, but obviously old with tatters clearly visible. The ovoid is an old egg sac, is 20’ long and 15’ in diameter at its widest point, and has a single hole some 5’ in diameter on the end facing away from the Den. It is empty, and could be used as a temporary refuge, but not for more than 12 hours, after which normal rolls for random encounters should begin again. 5. RAMP THREAD. A capture web goes up at a steep angle, meeting the web at Middle Level #5. 6. RED DRAGON GATE, The radius web swells to a platform 25’ in diameter at this point. In the center is a trilith made of black


13 stone shot through with orange, with a spiderweb carving on the face of one pillar, with six gems at seemingly random points on the design (red, orange, yellow, green, blue, and purple; the design is similar to the other gates in the web, but the exact positioning of the gems is different). If the following gems are touched in order (red, yellow, orange), the gate will activate. Pressing the gems in the wrong order will cause a 1d3 h.p. shock. Once it is opened, pressing the blue gem will close the gate. This gate is unguarded. When activated, the gate will open onto a large dark cave, dimly lit by light from huge low-burning braziers. Atop a vast pile of treasure rests a huge red dragon. The dragon is named Galvanax, and the cave is located in the interior of the Jotens, connecting to the outside via a tunnel some 1/4 mile long. Galvanax is allied with Lolth, and has promised to rain fire and death upon the Yeomanry, Sterich, and western Keoland to support Lolth’s invasions. To this end, she has also dispatched a quasit as the dragon’s familiar, and to guard the dragon when he sleeps (20% chance). His hoard consists of 4,375 c.p., 20,200 s.p., 10,000 e.p., 19,250 g.p., 688 p.p., 25 gems of various sizes and values, and 13 pieces of jewelry. He also has a flying carpet, a scroll with the spells fireball and wall of fire, and potions of strength, extra healing, and fiery breath in his hoard. Galvanax: huge old red dragon (AC 1; MV 9”/24”; HD 11; 66 h.p.; #AT 5; DAM 1-8/1-8/1-8/1-8/3-30; SA breath weapon; SD share senses with quasit up to a mile away, 25% MR and regenerate 1 h.p./round when quasit is within 1”. When the quasit is within 1 mile, the dragon has 12 HD and 72 h.p., when the quasit is further away, he has 10 HD and 60 h.p.; if the quasit is ever slain, he will have 7 HD and 42 h.p. He can cast the following spells once per day: First Level: Light, Sleep Second Level: ESP, Ray of Enfeeblement Third Level: Dispel Magic, Slow Quasit: AC 2; MV 15”; HD 3; 10 h.p.; #AT 3; DAM 1-2/1-2/1-4; SA polymorph into bat or wolf; claws drain 1 point of DEX unless save vs. poison, detect good, detect magic, become invisible at will, fear 3” radius once per day; SD regenerate 1 h.p. per round, only magic or cold iron weapons will hit, immune to cold, lightning, and fire, save as 7 HD monster; MR 25%. 7. EMBASSY. An embassy from Orcus, the demon lord of the undead, is encamped here, waiting for word from the Den to proceed into Lolth’s presence. They have been waiting here for over three days and are becoming quite impatient, but fear Orcus’ wrath too much to simply pack up and leave. The embassy is led by Thal’dra, a Type V demon, accompanied by an honor guard of ghasts dressed in finery emblazoned with a rams-horned skull. The ghasts carry four small chests; one filled with 100 gems worth at least 100 g.p. each, the second with 20 bars of mithril (each worth 1,000 g.p.), the third with a matched pair of daggers +2/+3 vs. paladins, and the fourth with a scroll bearing a personal message from Orcus offering friendship and implying they might form an alliance against Demogorgon and Graz’zt, sealed with a blood-wax seal impressed with a rams-headed skull (the seal of Orcus). Thal’dra (Type V demon): AC -7/-5; MV 12”; HD 7+7; 37 h.p.; #AT 7; DAM 2-8/per weapon type x6; SA charm person, levitate, read languages, detect invisible object, pyrotechnics, polymorph self, project image, 50% chance of being able to gate in a Type I demon (30%), Type II demon (25%), Type III (15%), Type IV (15%), Type VI (10%), or Orcus (5%). She is armed with a variety of weapons; 3 scimitars, a battle axe, and a long bow with 20 arrows +2. He wears 10 pieces of jewelry. Ghasts (4): AC 4; MV 15”; HD 4; 20 h.p. each; #AT 3; DAM 1- 4/1-4/1-8; SA touch causes paralyzation, stench 10’ radius save or -2 to hit; SD immune to charm, cold iron causes double damage. 8. RAMP THREAD. A capture web goes up at an angle, meeting the web at Middle Level #9. 9. BATTLEPLAIN GATE. The radius web swells to a platform 25’ in diameter at this point. In the center is a trilith made of black stone shot through with purple, with a spiderweb carving on the face of one pillar, with six gems at seemingly random points on the design (red, orange, yellow, green, blue, and purple; the design is similar to the other gates in the web, but the exact positioning of the gems is different). If the following gems are touched in order (red, blue, purple), the gate will activate. Pressing the gems in the wrong order will cause a 1d3 h.p. shock. Once it is opened, pressing the yellow gem will close the gate. The gate is guarded by a pair of Type I (vrock) demons AC 0; MV 12”/18”; HD 8; 40 h.p.; #AT 5; DAM 1-4/1-4/1-8/1-8/1-6; SA darkness 5’ radius, detect invisible objects, telekinesis 200 lbs., gate in another vrock (10% chance of success). Each has a piece of jewelry. Once opened, the gate will show a blasted plain with bare rock and a disquieting purple-black sky, on which two entire battles seem to be taking place. Tens of thousands of dretches and manes, commanded by hundreds of demons of types I-III, along with many hundreds of chimeras, are engaged in a vast battle against a force of humans wearing black and red livery, many with a black lion rampant on a red field (this is the coat of arms of Keoland). The other battle features demons and hundreds of giant obsidian widow and giant warg spiders fighting humans wearing white tabards with three red spears (the coat of arms of the Yeomanry). The humans are illusory while the demons are quite real, and the whole scene is mere training for the planned invasion of Keoland and the Yeomanry. This is also a two-way gate, and there is a 10% chance per round that a demon (35%) or chimera (65%) will notice the PCs watching and will come through to investigate, as the gate is normally kept closed. 10. SKELETON. At this point in the radius thread a skeletal torso protrudes from the thread itself. The battered remains of plate mail adorn the half-skeleton, which seems like it somehow merged with the substance of the web. The armor is actually plate mail +3, but because it is damaged (and parts are missing) it gives a base AC of 6, plus the +3 bonus, if removed and worn. All other belongings have long since been looted, but one of the teeth in the skull is one of the fabled Teeth of Dahlver-Nar. It is tooth #20, and gives the person who replaces a lost tooth with it the ability to find traps three times per day. 11. LOFTWICK GATE. The radius web swells to a platform 25’ in diameter at this point. In the center is a stone trilith with a spiderweb carving on the face of one pillar, with six gems at random points on the design (red, orange, yellow, green, blue, and purple; the design is similar to the other gates in the web,


14 but the exact positioning of the gems is different). If the following gems are touched in order (yellow, blue, green), the gate will activate. Pressing the gems in the wrong order will cause a 1d3 h.p. shock. Once it is opened, pressing the red gem will close the gate. The gate Is guarded by three giant obsidian widow spiders (AC 0; MV 12” *18”; HD 6+6; 30 h.p. each; #AT 1; DAM 1-8; SA poison save -4, web spell immune to non-magical fire, always strike first, ESP; SD +1 weapon to hit). When activated, the gate will open in the marketplace of the city of Loftwick, capital of the Yeomanry. It is a two-way gate, and will remain open for 1d6 turns, after which time a demon patrol will visit the gate and close the connection by pressing the purple gem. This gate is intended to be the primary means of invading the Yeomanry when the final invasion of the southwest Flanaess is ordered; fully half of the army in the Battleplain (see Lower #9) will be devoted to that front. 12. CHECKPOINT. Four ettercaps are here (AC 6; MV 12”; HD 5; 20 h.p. each; #AT 3; DAM 1-3/1-3/1-8; SA poison bite does 1-8 additional damage), led by a female drow fighters: F3; HP: 15; AC -3; SA each can cast clairvoyance, dancing lights, darkness, detect lie, dispel magic, faerie fire, and suggestion once per day); armed with +3 longswords and daggers, hand crossbow 1-3 DAM, save vs. poison -4 or sleep for 3-12 turns) and 10 envenomed bolts. The drow will interrogate passersby, but only half-heartedly, as she is bored with her duties. Only the most suspicious of visitors will attract her attention. 13. FINAL ANOMALY GATE. The radius web supports a disc made of hard webbing material 30’ in diameter. A circular “window” showing a cave dimly lit by some unseen source rests on the floor. This is a permanent gate to the Final Anomaly; it cannot be closed or interrupted except by a dispel magic spell cast by a lesser deity or greater entity, and even then, it will re-form in 6 days. The gate only operates one way; it allows passage to the Final Anomaly (see below for details), but no passage the other way is possible through this gate. This side of the gate is guarded by a pair of Type III demons (AC -4; MV 9”; HD 10; 50 h.p.; #AT 5; DAM 2-12/2-12/1-3/1-3/2-5; SA darkness 10’ radius, fear, levitate, pyrotechnics, polymorph self, telekinesis (4,000 g.p weight), gate in a demon type I-III 40% chance at will; MR 60%). They each wear 3 pieces of jewelry. Anyone passing through the gate will arrive at the Final Anomaly (see below), and Lolth will instantly be aware of such passage. 14. CORROSION. The radius thread at this point dwindles to only half its normal width, and for a full 30’ its surface is pitted and scarred. Lengths of capture webbing have been cast around the damaged section, obviously some sort of patchwork repair. The radius thread at this point can actually be damage, if 200 points of magical damage strike it. Once that happens, every capture thread between the next two radius threads will break, the gate to the Final Anomaly (Lower Leve #13) will be only accessible from the anchor threads and will be at a 90 degree angle to the plane of gravity, those at the point of the break have a 50% chance of falling to their deaths on the 66th plane of the Abyss below, and the Den itself will sag visibly. If that happens, the inhabitants of the web will swarm to this point en mass. Roll on the random encounter table once every 1d6 rounds to see what arrives. Lolth herself with a bodyguard of 12 giant obsidian widow spiders and 12 giant warg spiders will arrive in 11-20 (1d10+10) rounds, and will obliterate those responsible. Her plans to imprison the Elder Elemental God will take a back seat to a real threat to the Web itself. 15. ANCHOR POINT RENEGADES. This point is where two anchor webs converge on the edge of the Astral vortex. At this point is a small (35’ diameter) hollow cocoon, as well as a segment of capture webbing that leads up to the upper level, area #12 (see above). There is a Type III (Glabrezu) demon loyal to Graz’zt and a Type IV demon who was a close advisor to Lolth but who is attempting to defect to Graz’zt. The Type IV demon knows the location of Lolth’s amulet (in the Final Anomaly) and is hoping to bargain with that information to gain high rank in Graz’zt’s service; the Glabrezu was sent to help her escape, but the plan went awry. Both of these demons, as well as those at the other end of the anchor point (see Upper Level #12; the two groups are not hostile to one another) can become allies of the PCs if they are presented with a reasonable plan of escape, as well as proof that the PCs are Lolth’s enemies. The Type IV demon might even be persuaded to reveal her secret regarding Lolth’s amulet, if the right plan presented itself. Type III demon: AC -4; MV 9”; HD 10; 50 h.p.; #AT 5; DAM 2- 12/2-12/1-3/1-3/2-5; SA darkness 10’ radius, fear, levitate, pyrotechnics, polymorph self, telekinesis (4,000 g.p weight), gate in a demon type I-III 40% chance at will; MR 60%. It wears 3 pieces of jewelry. Krendelar (type IV demon): AC -1; MV 9”/12”; HD 11; 66 h.p.; #AT 3; DAM 1-4/1-4/2-8; SA +2 bonus to hit, darkness 10’ radius, create illusion, cause fear, levitate, detect magic, read languages, dispel magic, polymorph self, telekinesis 500 pounds, project image, symbol of fear, symbol of discord, gate in type I-IV demon (60% chance of success), infravision, teleport without error; SD +1 weapon to hit, half damage from cold, electricity, fire, or gas; MR 65%. It wears 4 pieces of jewelry. Special note: Although the demons above have listed their ability to gate in other demons, none of their allies or servants will answer such a summons as long as they are trapped in the web. They are included above only for informational purposes. THE DEN OF LOLTH Sitting at the heart of the Web of Souls is the Den of Lolth, a sphere some 150’ in diameter constructed of webbing of various sizes. A single 20’ hole at the bottom of the sphere allows access to the interior. Note that gravity is still “down”, but the surface of the den is sticky enough to allow non-spiders to walk upon its surface without becoming trapped. This sticky nature will remain intact unless a given section of the sphere’s surface is exposed to fire. The sphere cannot be breached except by a creature with a STR of 21 or higher wielding an edged weapon +2 or greater. The entrance to the sphere is guarded by a pair of drow fighters. If they are attacked, they will immediately raise an alarm, causing the guards within the Den to come out and deal with the intruders. Bearing a brooch is not sufficient to gain entry to the Den; one must have a good story, or be expected, to gain entry. Female drow fighters (2): F5; HP: 30 each; AC -3; SA each can cast clairvoyance, dancing lights, darkness, detect lie, dispel magic, faerie fire, , detect magic (1/d), know alignment (1/d), levitate (1/d), suggestion (1/d); armed with +3 longswords and daggers, hand crossbow (1-3 DAM, save vs. poison -4 or sleep for 3-12 turns) and 10 envenomed bolts. Both wear gold spider brooches. Inside, the Den is a vast gauzy white sphere, almost ethereal in its beauty. Hazy white light, filtered through the exterior shell, fills the place, and gauzy webs of various sizes and shapes fill the Den at


15 odd angles. Large and huge spiders scuttle about, ignored by the others within. The interior surface has the same sticky qualities as the exterior, allowing movement, but gravity is still pulling everything “down”; thus any missile fire by creatures not used to the conditions inside the Den is made with a -2 penalty. Closest to the entrance, and thus furthest from Lolth, is a troop of 20 dretches (AC 2; MV 9”; HD 4; 15 h.p. each; #AT 3; DAM 1-4/1-4/2-5; SA darkness 5’ radius, scare, telekinesis 50 lbs., gate in a type I demon (5%), once per day stinking cloud, teleport; MR 30%) led by a type II (hezrou) demon (AC -4; MV 9”; HD 10; 50 h.p.; #AT 5; DAM 2-12/2-12/1-3/1-3/2-5; SA darkness 10’ radius, fear, levitate, pyrotechnics, polymorph self, telekinesis (4,000 g.p weight), gate in a demon type I-III 40% chance at will; MR 60%). A crowd of courtiers then mills about, demons of various types and on various missions. There will be 6-12 such present at any given time. Use the following tables to determine type and randomly determine purpose. Number Courtier 1 Type IV demon with 2 type I (vrock) demons as servitors 2 Drow female cleric of Lolth (C8/F5) with a retinue of 4 drow male fighters (F3) 3 Type V demon with 2 type II (hezrou) demons as servitors 4 Human priest of Lolth (C10) with a retinue of 3 lesser priests (C4) 5 Type VI demon with 2 type III (glabrezu) demons as servitors 6 A trio of succubi 7 Drow male (F5/MU 10) with a retinue of 4 troglodytes 8 Arcanadaemon with a derghodaemon servant 9 Nabassu demon with a retinue of 3 ghasts 10 Night hag 11 Type IV demon with a type III (glabrezu) demon as servant 12 Human wizard (MU15) with half-orc bodyguard (A8) Die Roll Purpose of Petitioner 1-5 Asking for assistance in pursuing a vendetta against someone or something. 6-7 Pleading for mercy for failing in some task 8-12 Presenting a gift to curry favor (50% will be a mortal captive for Lolth to feed upon) 13-17 Accusing someone or something of treason against Lolth (50% chance this is a false accusation); if two courtiers both have this purpose, there is a 75% chance they are accusing each other 18-19 A courier bearing a message from one of Lolth’s minions or non-demonic allies 20 A courier bearing a message from another Demon lord Between the courtiers and Lolth is an honor guard of 12 elite female drow fighters: F5; HP: 30 each; AC -3; SA each can cast clairvoyance, dancing lights, darkness, detect lie, dispel magic, faerie fire, , detect magic (1/d), know alignment (1/d), levitate (1/d), suggestion (1/d)); armed with +3 longswords and daggers, hand crossbow 1-3 DAM, save vs. poison -4 or sleep for 3-12 turns) and 10 envenomed bolts. Opposite the entrance to the Den is Lolth herself, either in the form of a giant black widow spider (20%), a giant wolf spider (15%), or a dark elf female of inestimable beauty (65%). Surrounding her are the members of her inner circle; her matron Morag, the guard captain, an incubus body servant, and two rutterkin slaves. Lolth’s matron (Morag), Type V demon: AC -7/-5. MV 12", HD 7+7, hp 42, #AT 1 and 6, D 2-8 and by weapon type X 6, MR 80%, +1 or better weapon to hit, psionic ability 130, attack/defense modes A, E / F, G, H, charm person, darkness 5' radius, detect invisible objects, gate—50% chance for a type I (30%), type II (25%), type III (15%), type IV (15%), type VI (10%), or Lolth (5%), levitate, polymorph self, project image, pyrotechnics, teleport—no error. She knows her mistress finds her indispensable, but hates her role, preferring to spend her time in idleness with her lover, an incubus. She is aware of Lolth’s ultimate plan to use the PCs to seal the prison in the Final Anomaly, but will, if presented with the right opportunity, betray Lolth and nudge the PCs in the direction of sealing them both inside the prison forever. It can be assumed that Morag knows all of the secrets of the Web and its various gates, except for those creatures which are in direct opposition to Lolth, unless otherwise noted. She wears 10 pieces of jewelry. The drow guard captain (Sha’ri Venomourn): 8th level female fighter (H.P.: 60, AC: -4, +4 morning star, +3 spiked buckler, hand crossbow with 10 bolts, has a horn of blasting). She commands the guard here as well as supervising the changing of the guard at the gate to Erelhei-Cinlu (see Upper Level #1). She has a dwelling in one of the Battleplain’s many fortresses, but does not require more than 3 hours of rest per week, thanks to Lolth’s ministrations. The body servant, an incubus (Kerelin): AC 0; MV 12”/18”; HD 6; 25 h.p.; #AT 2; DAM 1-3/1-3; SA energy drain, darkness 5’ radius, become ethereal (but not while in the Abyss), charm person, ESP, clairaudience, suggestion, shape change, gate in type IV (70%) or type VI (25%) or Lolth (5%) 40% chance of success; SD +1 or better weapon to hit. He always appears in male form in Lolth’s presence, and is fanatically loyal to his mistress. He wears 4 pieces of jewelry. Rutterkin slaves (2): AC 1; MV 12”; HD 5+1; 23 h.p. each; #AT 1 or 2; DAM per weapon type or 2-7/2-7; SA darkness 5’ radius, fear by touch, fly, telekinesis (100 lbs.), gate in chasme demon (5%), teleport once per day; MR 40%). They are armed with doublecrescent pole arms (S/M 1-10 damage, L 1-12 damage). They are miserable wretches, and will obey Lolth, the Matron, and the guard captain in that order. It should be noted that the Den is merely Lolth’s throne room. She maintains a palace on the surface of the 66th level of the Abyss, which contains her treasures and many more perils. It is accessed either by the Battleplain Gate (see Lower Level #9) or by the Demoness opening up a gate directly using her powers as a lesser goddess. THE FINAL ANOMALY Note to the DM: The Final Anomaly is not in the Abyss; it is on the Prime Material Plane. Thus, the restrictions and changes to spells, magic items, etc. are not applicable here, but the Anomaly has its own restrictions, as noted below. The home of the Final Anomaly is a cyst deep beneath the surface of Oerth, completely sealed off from the world. Not even those creatures that burrow in the deepest recesses of the earth, such as purple worms and those visitors from the Elemental Plane of Earth, have found their way to this place, and it is unlikely they ever will. The only relevant way to enter the Anomaly is through the gate in the Web of Souls. Interference from the Anomaly itself prevents those in the Astral or Ethereal planes from entering; all they see is an impenetrable grey bubble 100’ across. Teleportation can function,


16 but it would be nearly impossible to enter the Anomaly cave that way without having been there already through some other way. It is also the case that the very existence of the cave is known to only a few beings. The cave is rough, natural stone, some 50’ in diameter. There are no stalagmites or stalactites; the place is too far beneath the ground for the water necessary for such structures to penetrate. In the center of the cave is a chunk of some unknown mineral, more than 20’ long, 8’ wide, and extending up out of the floor of the cave by 5’ at its highest point, near the center. It is very rough with jagged ridges and a very uneven appearance, is dull in sheen, appears somewhat porous, and is a rusty-black in color. If your PCs have previously encountered altars to the Elder Elemental God and think to ask, they will recognize this mineral protrusion as being the same material. Around the base of the mineral protrusion is a circle chiseled into the floor. Equidistant around the circle are chiseled into the floor are indentations in the shape of an inverted pyramid, a semicircle, an eight-pointed star, and a square. Along the circle the following is incised (the language is Flan; either someone fluent in that language or a comprehend languages spell will be needed to understand it): DARKEST EVIL FROM BEYOND BY OERTH-MOTHER’S HAND IS STILLED. ELEMENTS BECOME ITS BOND BEST THREE DARK SERVANTS OR BE KILLED. WITH A SOUL WILL IT ABSCOND WHEN FINAL KEYHOLE HAS BEEN FILLED. Atop the outcropping of mineral is a figurine of a voluptuous motherfigure that radiates a faint green light. Each of the indentations is the same size and shape of the power items that were contained inside Lolth’s Platinum Egg. The figurine is an image of the Oerth Mother Beory, and will radiate good if detected for. Any creature affiliated with the Elder Elemental God, such as its clerics, servants of the eye, etc. will simply pass right through it as if it doesn’t exist, should they attempt to touch, move, or otherwise affect it, either directly, indirectly, or by magical means. The chunk of mineral is, in fact, the Final Anomaly. It is the last remaining portion of the physical form of the Elder Elemental God that was cast down to Oerth by the goddess Beory uncounted millennia ago. All the other pieces have been discovered over the centuries and transformed into altars at which the Elder Elemental God could receive sacrifices. This last untouched piece of the god’s physical form is the key to its imprisonment and freedom. If the power items from the Platinum Egg are fitted into their respective places, the Elder Elemental God’s window into the multiverse will be fully sealed. None of its altars will function, none of its clerics will be able to receive spells above 2nd level, and those magic items specifically associated with it (i.e., tentacle rods) will cease to function. Doing so is not without cost, however. For each of the first three power items, as it is placed into its place, a lesser servant of the eye will appear (see Appendix A) and attack anyone in the cave. When the final power object is put into place, the individual placing the last of the power items into its place will be sucked into the mineral outcrop as the prison is sealed, and will be forever lost. If the statue of Beory is removed from the Anomaly before the power items are inserted into their places, the Elder Elemental God will be freed. This mineral outcrop will become translucent, revealing an enormous orange eye within, which bursts forth into reality surrounded by a mass of writing tentacles. Any creature in the cave will be attacked to provide sustenance to the Elder Elemental God. Once it has fed, all of the altars of the god will disappear into the weird dimension that is its home, where it will reincorporate and then begin to wreak havoc on the multiverse. Note: No statistics for the physical form of the Elder Elemental God are provided. Suffice to say that it has the power of a greater deity, and this in and of itself means it has the ability to defeat Lolth in short order, not to mention any mortals who may happen to be present. If the PCs think to use the statue of Beory against the Elder Elemental God after it has been freed from its prison, a successful roll “to hit” with the statue (against AC -2) will cause the God to instantly vanish into its home dimension, but it will still be free to return in its full strength. THIS ENDS THE WEB OF SOULS Concept, text, and cartography: Joseph Bloch Servant of the Eye illustration: Nick Kranc, used with permission APPENDIX A: NEW MONSTERS Servant of the Eye, Lesser FREQUENCY: Very rare NO. APPEARING: 1 ARMOR CLASS: -3 (body) 0 (tentacles) MOVE: 18”// 24” HIT DICE: 9 + 4 (body), 30 hp (each tentacle) % IN LAIR: Nil TREASURE TYPE: Nil NO. OF ATTACKS: 10 DAMAGE/ATTACK: 1d8+1 SPECIAL ATTACKS: Strangle, crush SPECIAL DEFENSES: + 2 or better weapon to hit, tentacles take half damage from non-edged weapons MAGIC RESISTANCE: 20% INTELLIGENCE: Low ALIGNMENT: Chaotic Evil SIZE: L (body 15’ long, tentacles 20’ long each) PSIONIC ABILITY: Nil Attack/Defense Modes: Nil Servants of the Eye are horrors from beyond the regular boundaries of the multiverse, having come to the Prime Material Plane with their master, the Elder Elemental Eye (also known as the Elder Elemental God). They live only to serve the Eye, and without its active presence to guide them, descend into either listlessness (20% chance) or homicidal savagery (60%). Some few (20%) will have received a simple and obeyable order prior to the final overthrow of the Eye, and will still be following that instruction millennia later. Those carrying a lesser or greater tentacle rod are able to control Lesser Servants of the Eye. A Servant will attack with its ten cilia-covered tentacles, and is capable of attacking ten different targets if needed. Each tentacle is 20’ long, and only takes full damage from edged weapons. If a single tentacle hits a humanoid creature with a natural 20, it will wrap itself around the neck and proceed to strangle the victim, killing them in 1d4 rounds in addition to regular damage done (no further to hit roll is needed). Only one tentacle can strangle the same target at the same time. If two or more tentacles strike the same target, the servant will crush it, causing automatic damage from both tentacles until either the target is dead or one or all tentacles crushing the victim are destroyed.


17 Servants regenerate all lost tentacles within 1d12+11 hours. Lesser Servants of the Eye are vaguely squid-like creatures with ten hairy tentacles. Their slimy flesh is black and red. They move remarkably swiftly on land for all their bulk. They lack skeletons, and can flatten their bodies to pass through spaces as small as 2” in height and 2’ in width. They can also climb walls and ceilings as easily as moving across a floor. They do not speak, but have a latent empathetic ability that allows them to understand most simple instructions. Spider, Giant Abyssal Crab FREQUENCY: Very Rare NO. APPEARING: 2-5 ARMOR CLASS: 3 MOVE: 12”/15”*9” HIT DICE: 4 % IN LAIR: 80% TREASURE TYPE: J, N NO. OF ATTACKS: 3 DAMAGE/ATTACK: 1-8/1-8/1-12 SPECIAL ATTACKS: Poison, sheet web SPECIAL DEFENSES: None MAGIC RESISTANCE: Standard INTELLIGENCE: Low ALIGNMENT: Chaotic evil SIZE: M PSIONIC ABILITY: None Giant Abyssal crab spiders are truly horrific. Not only are they sheepsized spiders with a heavy exoskeleton and massive foreclaws, but they have a unique ability to spin a sheet-like web which can be used to fly along the chaotic air currents of the Abyss (or the Prime Material Plane, if they happen to be brought to that plane through some means). Crab spiders attack with their heavy foreclaws and bite, which is poisonous. Those bitten must make a saving throw vs. poison or fall into a deep coma for 1-6 turns. Once per round it can spin a sheet web. This web can either be used as a sort of “wing” to pick up a breeze and allow the spider to fly (agility class E), or to cover an enemy, equal to the 2nd-level magic-user spell web, but with a 16” total volume. Spider, Giant Obsidian Widow FREQUENCY: Very Rare NO. APPEARING: 2-6 or 3-24 ARMOR CLASS: 0 MOVE: 12” *18” HIT DICE: 6+6 % IN LAIR: 50% TREASURE TYPE: R, X NO. OF ATTACKS: 1 DAMAGE/ATTACK: 1-8 SPECIAL ATTACKS: See below SPECIAL DEFENSES: +1 or greater weapon to hit MAGIC RESISTANCE: Standard INTELLIGENCE: Very ALIGNMENT: Chaotic evil SIZE: L (8’ diameter) PSIONIC ABILITY: 125 Attack/Defense Modes: D/F,G The giant obsidian widow is one of the many spawn of the demoness Lolth that inhabit her realm in the Abyss, and occasionally beyond in the Prime Material Plane, where is amuses Lolth to send them to wreak havoc and occasionally aid her followers. They are web-builders (and it is in their webs that their treasure is stored), but will leave their webs to advance their never-ending schemes to advance the cause of their mother Lolth, as well. They are semidemons, being the result of mating between Lolth and a giant black widow spider. As such, they are vulnerable to iron, but immune to silver, as are regular demons. They can communicate with any demon, and speak the common tongue, elvish, and that of ettercaps. Giant obsidian widows can control any spider (including those of giant sort) within 3”. Their bite is venomous, and will cause death unless a saving throw is made at a -4 penalty. They can cast a web (as per the spell), but the substance is immune to all but magical fire. The same applies to their home webs. Due to their vicious nature and great speed, giant obsidian widows always strike first in a round, unless under the effect of a slow spell, in which case they roll initiative normally. They can also use ESP once per round (as per the spell). Occasionally (10%) they will form a super-colony with webs stretching for hundreds of yards, in which dozens of the creatures can be found. Giant obsidian widows have bodies similar to regular black widow spiders, but their abdomens are covered with sharp projections. The characteristic red hourglass symbol is replaced by a stylized humanoid face (it is, in fact, the face of Lolth). They will invariably be females when encountered. Young have the same abilities as adults, but only have 1+1 hit die and their bite does only 1-4 hit points of damage and their poison has no penalty to the saving throw.


18 Spider, Giant Warg FREQUENCY: Very Rare NO. APPEARING: 1 ARMOR CLASS: 1 MOVE: 18” HIT DICE: 4+4 % IN LAIR: 30% TREASURE TYPE: R, S NO. OF ATTACKS: 1 DAMAGE/ATTACK: 2-12 SPECIAL ATTACKS: See below SPECIAL DEFENSES: +1 or greater weapon to hit MAGIC RESISTANCE: Standard INTELLIGENCE: Very ALIGNMENT: Chaotic evil SIZE: L (6’ diameter) PSIONIC ABILITY: Nil Giant warg spiders are a type of spawn of the demoness Lolth, and are sometimes sent from their home in the Abyss to the Prime Material Plane in order to spread chaos and evil, and advance their mistress’s dark schemes. They are hunters, often lying in wait inside a shallow underground den, then springing forth when prey passes nearby. They can jump 6” when emerging from their dens, and do so with surprise 50% of the time. Giant warg spiders are semi-demons, as they are the result of a union between Lolth and a giant wolf spider. They are thus vulnerable to iron, but silver does them no harm unless it is enchanted. They can communicate with any demon, speak the common tongue, and can psychically communicate with any ordinary or giant spider within a 30’ radius, whom they can also control. The bite of the warg spider is especially virulent, with saving throws against it being made at a -2 penalty, death being the result of a failed saving throw, and an additional 1-6 h.p. of damage even if the save is successful. In addition, they can cast the spells ESP and charm person once per turn. There is a 5% chance that any giant warg spider encountered will be carrying 11-20 (1d10+10) young on its back. Young have the same characteristics as adults, but only 1-1 hit die, their bite does 1-4 points of damage, and their poison has no penalty to the saving throw. Giant warg spiders appear as enormous versions of ordinary wolf spiders, and have the same two large eyes (in addition to the rest of their eyes) as tarantulas. They are brown with black stripes. APPENDIX B: NEW MAGIC ITEMS The Elemental Power Gems There are four Elemental Power Gems; carnelian (earth), smoky quartz (air), garnet (fire), and aquamarine (water). By themselves they afford complete protection from effects of the corresponding element, even going so far as to protect the person holding it from exposure to an elemental plane. Thus, the garnet power gem gives complete protection from fire both magical and mundane, and so forth. The Elemental Power Gems are essentially conduits for pure elemental power, and have been used for several purposes over the millennia which have enhanced and amended their powers, including the Orb of Death and means of reaching the nowdestroyed Elemental Nodes. Now, however, they have been fitted into the power objects in the Egg of Lolth: • An iron pyramid (the Earth Key, containing the carnelian power gem) • A silver sphere (the Air Key, containing the smoky quartz power gem) • An eight-pointed bronze star (the Fire Key, containing the garnet power gem) • A pale-blue crystal cube (the Water Key, containing the aquamarine power gem) These power objects have been created by Lolth to act as the keys to the prison of the Elder Elemental God, and as such have powers that only function in the presence of a fragment of the deity, including the Final Anomaly. Full details can be found in the description of the Final Anomaly. APPENDIX C: NEW SPELLS Conjure Abyssal Animals (conjuration/summoning) Level: 6 Components: V, S, M Range: 3” Casting Time: 6 segments Duration: 2 rounds/leve Saving Throw: None Area of Effect: special This spell functions as the 6th level cleric spell conjure animals, but it will only function in the Abyss, except as noted. The animals conjured are based on those listed in Appendix L: Conjured Animals in the ADVANCED DUNGEONS & DRAGONS DUNGEON MASTERS GUIDE, but all animals are vulnerable to iron, but silver does them no harm unless it is enchanted. They are warped and mutated, with monstrous forms, garish coloring, and innately hostile reactions (even those which have herbivorous counterparts on the Prime Material Plane). They otherwise comport to the statistics of their kin on the mortal plane. Abyssal Insect Plague (conjuration/summoning) Level: 5 Components: V, S, M Range: 36” Casting Time: 1 turn Duration: 1 turn/level Saving Throw: None Area of Effect: 36” diameter, 6” high cloud This spell functions identically to the 5th level cleric spell insect plague, but it will only function in the Abyss, except as noted. Smoke will not discourage the insects, and fire and lightning have only a 50% chance of keeping the insect plague at bay. Those within the area of effect will still only take 1 hit point per round, but any creature bitten in a given round must make a saving throw vs. spells or be under a curse (as per the spell). The effects of multiple curses are cumulative.


19 MAPS Web of Souls Upper Level. One square = 100’. All webs gradually slope down to the Den of Lolth. Red crosses are consistently placed across maps to provide reference points.


20 Web of Souls Middle Level. One square = 100’. All webs are at the same level as the Den of Lolth. Red crosses are consistently placed across maps to provide reference points.


21 Web of Souls Lower Level. One square = 100’. All webs gradually slope up to the Den of Lolth. Red crosses are consistently placed across maps to provide reference points.


22 LOLTH’S INVASION POINT MAP UPPER LEVEL #9 MIDDLE LEVEL #4 MIDDLE LEVEL #8 LOWER LEVEL #6 LOWER LEVEL #11 UPPER LEVEL #1


This work is unofficial Fan Content permitted under the Fan Content Policy. Not approved/ endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. The rest is Copyright © Joseph Bloch, all rights reserved. These works are supported by fans like you. If you enjoyed this, please consider supporting me on Patreon (www.patreon.com/Greyhawk_Grognard). These patrons made this work possible: Troll: Matthew Ludwick Ogres: Adam Brown, Antony McEwan, Baerdcyn, Benjamin Handelman, Charley Phipps, GoB Izdubar, Joe Kinlan, Joseph Hepler, Peter Dorney, Rich Spainhour, Terry Taylor, Thorsten Schubert Bugbears: Adam Toulmin, casl Entertainment, Christian Lindke, David van Hoose, John Garlick, Michael Newman, OerthScribe, Terry Barnette Orcs: Allen McNight, Boris J. Cibic, Carlos Mondragon, Chris Jones, Daniel Francies, Diederik van Arkel, DM Andy, Earl Rumburg, Frederic SCHAAFF, Gregory Williams, Jared Milne, Jay Glenn, Jeremy Coffey, John, John Lee Boswell, Jose Perez (Bromos Sunstar), Kevin Crouse, Martin Rynoson, Michael Beeson, Myelin Klobert, Phillip Teare, Pierre Staron, Rich Franks, Rich Householder, Richard Smith, Sanpat Suvarnadat, Sequoia Tomas Hall, Thalmin, Thomas Kelly, Trevor McWilliams, Troy Alleman, Von Bek, Z Van Goblins: A.M. Valentine, Adam Pender, David Babbitt, David Dierks, Gordon Woods, Kurt Stringfield, Laura Twardy, Marc Smith, Matt Bogen, Michael Rooney, Michel S., Robert Tashjian, Satori, THE BOG, Vernon Vincent, Yolande d'Bar, Gabriel Perez


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