Test of The Demonweb

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T he drow of the Underdark seek dominion, not only

of their subterranean realm but also of the surface,


which they frequently call the Night Above. Arda Pharn,
a powerful drow cleric/arachne in the service of Lolth,
pursues this goal relentlessly. She will not rest until the
entire known world is absorbed into Lolth’s dominion.

BACKGROUND
Drow do not generally engage in pitched combat. They
Test of the prefer to use subtle techniques, striking quickly from
the shadows and then disappearing. While effective in

Demonweb the ongoing wars in the Underdark, this kind of


guerilla fighting may not prove as useful in the con-
quest of the surface, where the enemy has much more
room to maneuver—and where the inevitable dawn
A short adventure for four provides a great deterrent to any drow forces.
6th-level player characters Arda has begun a series of experiments designed to
explore fighting techniques that may be more effective
against the surface dwellers. Toward this end, she has
CREDITS set up in an old drow temple a series of underground
complexes that allow her to observe the surface
Design: Ramon Arjona dwellers under controlled conditions via her crystal ball.
Editing and Typesetting: Sue Weinlein Cook She plans to entice the surface dwellers into her “labo-
Editorial Assistance: Penny Williams ratory” and present them with a series of challenges.
She will then record and analyze the strengths and
Cartography: Rob Lazzaretti
weaknesses of the different surface-dwelling races.
Web Production: Julia Martin Using this information, she can devise a series of strate-
Web Development: Mark A. Jindra gies to best exploit the inherent weaknesses of these
Graphic Design: Sean Glenn, Cynthia Fliege enemy races. She does not care to confront or kill the
subjects of her experiments, as they will provide her
Based on the original DUNGEONS & DRAGONS® game by E. with more data the longer they live. For the moment
Gary Gygax and Dave Arneson and on the new edition of the her objective is research, not carnage.
DUNGEONS & DRAGONS game designed by Jonathan Tweet,
Monte Cook, Skip Williams, Rich Baker, and Peter Adkison.
PREPARATION
D&D, DUNGEONS & DRAGONS, MONSTER MANUAL, and DUNGEON You, the Dungeon Master (DM), need a copy of the
MASTER are registered trademarks owned by Wizards of Player’s Handbook, the DUNGEON MASTER’s Guide, and the
the Coast, Inc. The d20 logo is a trademark owned by
Wizards of the Coast, Inc. All Wizards characters, charac-
M ONSTER M ANUAL ® to use this adventure. Text that
ter names, and the distinctive likenesses thereof are trademarks appears in shaded boxes you should read aloud or para-
owned by Wizards of the Coast, Inc. phrase for players. Unshaded boxes contain informa-
This material is protected under the copyright laws of the United States tion or instructions for you, the DM. Monster and NPC
of America. Any reproduction or unauthorized use of the material or art-
work contained herein is prohibited without the express written
statistics are provided with each encounter in abbrevi-
permission of Wizards of the Coast, Inc. ated form or, where appropriate, the proper page in the
©2002 Wizards of the Coast, Inc. All rights reserved. Made in the U.S.A. MONSTER MANUAL is referenced.
This product is a work of fiction. Any similarity to actual people, To get started, print out this module (including the
organizations, places, or events is purely coincidental.
This Wizards of the Coast game product contains no Open Game map). You also may want to print out the Arda Pharn
Content. No portion of this work may be reproduced in any form writeup from the Character Closeup section at
without written permission. To learn more about the Open Gaming
License and the d20 System License, please visit <http://www.wizards.com/dnd/article.asp?x=
www.wizards.com/d20. dnd/cc/cc20021028a>.
1
Test of the Demonweb uses a modified version of the DC 10: No more goblin attacks seem imminent, but
Queen’s Dungeon map from the Map-a-Week feature on the townsfolk fear what the future may
the D&D® website. The original is available for down- bring.
load at < http://www.wizards.com/dnd/images/ DC 10: The town could scrape together a 2,000 sp
mapofweek/map3_wt77_72.jpg>. The modified map is reward for the safe return of the Golden
reprinted in this adventure for your convenience. Band.
DC 15: Folks have seen an unusual number of spi-
ders about lately. Locals must frequently
INVOLVING THE PCS remove webbing from the dark corners of
Two weeks ago, a group of NPC adventurers left the their houses.
town of Lerick, and they have not been heard from DC 15: There are no spellcasters in the town cur-
since. No one knows what has become of them, but rently. Their only spellcasters are members
without them the small town is defenseless. of the Golden Band.
You know your player characters best, and how to DC 15: The Golden Band is primarily Lawful in
most effectively involve them in this adventure. Here alignment.
are a few ideas: DC 20: The Golden Band seems somewhat less pow-
• The mayor, an elderly man named Allar, erful than the PCs. (These adventurers are
beseeches the PCs for help in finding the lost 4th level.)
adventurers. He fears the unknown perils that DC 20: The Golden Band left to investigate a report
may now threaten his defenseless town. He also of giant spiders in the hills outside of town,
fears for the safety of the adventurers, who are thinking they might be precursors to
friends to many in Lerick. another goblinoid invasion. They had
• One of the missing NPCs is a cleric or paladin of planned only to scout the area and return.
the same faith as a player character. Their church
engages the PCs to ascertain the whereabouts of
their missing compatriot. COME INTO MY PARLOR
• One of Arda’s servitor creatures might steal a
particularly valuable piece of equipment from
(EL 4)
Should the player characters venture off in the direc-
the PCs to lure them to the entrance of Arda’s
tion locals say the Golden Band took, they should ulti-
laboratory.
mately come upon Arda’s cavern-laboratory. If they did
• Arda may magically compel a villager to lead the
not start out with a specific direction, allow them one
PCs to the laboratory, either with appeals to their
Search check (DC 15) per day to trace them back to the
sense of honor or promises of treasure.
drow’s temple complex.
The adventure begins as the group arrives at the
WHAT THE PCS CAN complex’s open entry. Read aloud or paraphrase the
following text:
LEARN
The PCs start in Lerick, or any similar small town A large marble trap door hangs open in the grass,
within a day’s walk from a cave complex. This list pro- exposing a narrow stairway that seems to lead
vides general information the PCs can learn from ques- down in the bowels of the earth.
tioning the mayor, the villagers, or using standard
Gather Information efforts. The stairwell is trapped. As soon as the PCs set foot on
DC 10: The four missing adventurers are known as it, the party falls under the effects of an insect plague
the Golden Band. They have lived in Lerick spell as if cast by a 19th-level cleric. The cloud of insects
for three years. does not pursue the characters down the stairwell, and
DC 10: The missing adventurers usually do not only continues to trouble those who insist on remain-
leave the town of Lerick for more than a ing above ground.
week at a time.
DC 10: The missing adventurers once repelled an a Insect Plague Trap: CR 6; magic device; location trig-
assault staged on the town by a hostile ger; automatic reset; spell effect (insect plague; cloud of
goblin tribe.
2
insects 180 feet wide and 60 feet high; Will DC 17 they discover that the child is an illusion and they have
resists fleeing for 3-HD to 5-HD creatures); Search risked their lives for nothing.
(DC 30); Disable Device (DC 30). There is a 10% chance each round of combat that the
ettercaps from Area 3 will hear the noise and come to
Once down the narrow staircase, the characters emerge investigate.
below ground in Area 1 of the laboratory.
The stale air feels thick and humid. Etched into AREA 3 (EL 7)
the walls are ancient designs muted by time. A As the PCs enter this 40-by-25-foot area, read the fol-
coat of heavy dust covers the floor. A passage lowing text:
leads away to the north.

The room seems clean, except for a pile of


This room measures about 20 by 25 feet. If the PCs are bleached bones in the far corner. Frescoes depict-
pursuing a servitor creature that has stolen one of their ing the bloody and gruesome worship of Lolth
valuable items, mention that its tracks are visible in the the Spider Goddess cover the walls. A table or
floor, heading northward. As the servitor creature has altar of some kind stands against the far wall.
done its best to make these tracks obvious, no Spot
check is needed. Using the Track feat, a successful
Wilderness Lore check (DC 15) reveals the tracks of the The PCs must make a Spot check (DC 20) as they enter
Golden Band in the dust as well. the room or become entangled in the ettercaps’ hidden
The tracks head north down the hallway, bypassing web. This webbing covers the 120
all turnoffs. square feet immediately in front of
the entrance to the chamber. A
Conditions Inside
Unless otherwise mentioned, the
Spot check opposed by the crea-
AREA 2 (EL 5) tures’ Hide checks allow unim-
walls throughout this cavern complex
are plaster-coated stone about 5 feet
As the PCs approach Area 2 along the hall, allow them peded PCs to notice the creatures. thick. There are no doors into the var-
to make Listen checks (DC 10) to hear a strange chuck- The ettercaps attempt to inca- ious chambers, just doorways. The
ling sound, followed by a loud hissing, coming from pacitate their prey as quickly as floors are worked stone and fairly
the room. If they decide to enter the room, read the possible, concentrating their smooth and level, though covered
following text. attacks first on the PCs that seem with dust.
most likely to escape or break free
After a short jaunt down a side passage, you enter
from their webbing. If the fight
a room filled with dust and cobwebs. An elf child
sits in the center of the room laughing, seem- goes against them, the ettercaps attempt to withdraw.
ingly unperturbed as three enormous spiders The table at the far end of the room contains a locked
wrap it in silk. drawer (Open Lock DC 15).
Inside, the PCs can find four gems valued at 400 gp
each and a single golden necklace valued at 600 gp.
The elf child is the result of a permanent major image If the PCs are searching for the Golden Band, a success-
spell cast by one of Arda’s followers. The monstrous spi- ful Search check (DC 15) reveals that the bones in the
ders, however, are quite real and are currently busy corner are most likely too old to be those of the missing
wrapping a web around the wooden figure over which adventurers.
the major image spell was cast. The room measures
about 20 by 25 feet. d Ettercaps (2): CR 4, hp 26, 28; see M ONSTER
MANUAL, page 88.
d Medium-Sized Monstrous Spiders (3): CR 1,
HD 1, 4 hp each; see MONSTER MANUAL, page 210. The wall frescoes show a drow priestess in a black-widow
mask performing a bloody sacrifice. They form a narrative
Arda is interested in measuring the PCs’ compassion— as the captive, apparently a young drow or elf male, is first
are they willing to risk their own lives to rescue the “elf chained, then tortured, then hauled before the priestess,
child”? She also wants to see how they will react when who cuts his heart out with a ceremonial dagger.

3
11 9
10

12
8 7
!

5
4

1 sq. = 2.5 ft.


2 ! = statue
3
N#

4
A successful Spot check (DC 15) reveals barely hidden from the chest while its lid is open must make a
writing beneath the final frame of the fresco narrative. Reflex save (DC 25). Success indicates that the PC
The writing, an ancient prayer to Lolth inscribed has snatched one of the vials from the chest. Failure
shortly after her fall from the elven pantheon, can be indicates that the chest has snapped shut on the
deciphered with a successful Decipher Script check character’s arm, inflicting 1d6 points of damage and
(DC 20). However, a character who successfully deci- ruining the vial. The helm may not be snatched out
phers the script must succeed at a Will save or fall of the chest this way.
under the effects of a suggestion spell cast at 15th level. A successful Search check (DC 15) reveals a fresco
The suggestion implanted in the character’s mind makes at the end of the wall, much more faded than the one
the affected PC believe that the best way to help the in Area 34. It bears a caption written in ancient Drow
party compatriots escape this complex is to speak to the script. The fresco itself depicts a multitude of small
Spider Goddess by sitting on the altar in this room. A spiders with elven faces in a large web, beneath
trap upon the altar is designed to hold intruders as another, larger spider with a female face and a malev-
ettercap meals. olent grin.
A successful Decipher Script check (DC 15)
a Trapped Altar: CR 3; magic device; location trig- reveals that the caption states the drowish maxim,
ger; automatic reset; spell effect (hold monster, caster “We are all Lolth’s food.” By touching her palm to the
level 19th [cleric]; no save for anyone affected by the fresco and speaking this maxim, a character may
suggestion); Search (DC 27); Disable Device (DC 27). unlock the chest and stop it from opening and snap-
ping shut for 2 rounds, long enough to retrieve the
Arda keenly observes the actions of affected PCs and contents. Unfortunately, the character doing so must
their companions. also make a Will save or be subjected to the same sug-
gestion effect as noted in Area 3. A lawful or good
character who does this must also make a second
AREA 4 (EL 4) Will save or suffer 1d6 points of temporary Wisdom
At a point in the hallway opposite the entry to Area 4, damage.
the tracks of the Golden Band change. Characters fol- The chest contains four potions of cure light wounds,
lowing them may succeed at a Search check (DC 20) to two potions of neutralize poison, and a helm of opposite
note that the tracks seem to indicate that the NPCs alignment.
were no longer walking at this point, but being dragged
following a scuffle. The tracks continue ahead toward
Area 12. If the PCs did not notice the tracks in Area 1, AREA 5
they may attempt Spot checks here (DC 20) to see them As the characters enter this 20-by-25-foot area, read the
for the first time. following:
As the characters are about to turn east into Area 4,
The walls of this empty room are spattered with a
read the following: dry, rustlike substance. A partially intact mosaic
A strange sound emanates from this room, as that seems to depict a large black widow spider
though a door is blowing open and slamming devouring an elf male decorates the pockmarked
shut in a strong wind. and uneven floor of this room.

A large chest sits in the middle of this 25-foot-square An appropriate Knowledge or Profession check
room. The chest has been enchanted with a modified reveals that the rustlike substance is dried blood. It
animate objects spell. Every 1d8 rounds, the chest pops looks several years old, probably the remnants of a
open, giving the PCs a glimpse of its contents: a shin- battle or sacrifice here.
ing helm and several fragile-looking glass vials. The
chest is otherwise stuck and has no apparent locking
mechanism.
AREA 6 (EL 4)
Attempting to break the chest is obviously a bad As the characters look into this 20-by-25-foot area, read
plan, if the characters want to retrieve the vials the following:
intact. A character who attempts to snatch a vial
5
The mosaic, a more intact version of the pattern in Area
A desiccated corpse lies facedown near the
entrance of this room. It is dressed in adventur- 5, represents what the drow feel will be the inevitable
ing gear. From the look of the fallen body, it triumph of their Spider Queen over the elven pan-
seems this man was trying to get out of the room theon. The writing on the floor is clearly in the same
in a hurry. ancient Drow script seen elsewhere, but the passage of
time has rendered it undecipherable.

The PCs are likely leery of this chamber, having found


a dead adventurer here. The room is, in fact, trapped.
AREA 8 (EL 2)
Anyone walking into the room far enough to reach the Dozens of sparkling gems lie scattered on the
body triggers the trap. floor of this 15-foot-wide room.

a Fear Trap: CR 5; magic device; proximity trigger


(alarm); spell effect (fear; caster level 15th [sorcerer]; Most of these gems are worthless pieces of glass mag-
Will DC 16 resists); Search (DC 29); Disable Device ically enhanced to appear valuable. A single mon-
(DC 29). strous spider descends from the ceiling as soon as the
characters enter the room and attacks. A successful
Creatures affected by the fear trap flee for the duration Search check (DC 15) allows the PCs to discover a
of the spell. The fear trap was intended to work in pair of enormous tiger eye turquoise stones worth
tandem with a poison dart trap that triggered when a 25 gp each.
creature attempted to leave the room at more than a
walking pace. The hapless adventurer lying on the floor d Large Monstrous Spider: CR 2, HD4, 22 hp; see
already triggered this trap, however, and Arda’s servants MONSTER MANUAL page 210.
have not reset it yet.
The corpse is a fallen adventurer who came to a bad AREAS 9, 10, 11 (EL 2)
end in Arda’s lab. If the PCs are here searching for the Each of these squarish rooms contains a small altar
village’s lost heroes, this is one of them. A Search check dedicated to Lolth. Frescoes extolling the beauty and
(DC 15) reveals a small dark imbedded in his back. cruelty of the Spider Queen decorate the walls. Each
The corpse carries a nonmagical shortsword and wears room is under the effect of a separate unhallow spell.
a serviceable suit of chainmail. On its belt is a pouch Arda has tied a separate spell effect to each of the
containing a set of thieves’ tools and a moonstone unhallow spells:
worth 50 gp. The room is otherwise empty. Area 9: Bane targeting lawful creatures.
Should a cleric attempt to speak with dead, the spell Area 10: Curse targeting good creatures.
provokes unsettling results: the corpse babbles incoher- Area 11: Bless targeting chaotic evil creatures.
ently for the duration of the spell, shrieks aloud, and is
then still once more. The adventurer’s last moments of
life were full of such unspeakable terror that the impres- AREA 12 (EL 7)
sion of it has overwhelmed all other knowledge that
This room seems unnaturally cold. A statue of a
might have been imprinted on his body. giant spider with a woman’s face towers in front
of you.
AREA 7
As the characters approach this area, read the following The drider here remains hidden and invisible until the
text: PCs have progressed through at least most of the
Numerous spiderwebs line the walls of this 15- rooms. If possible, she waits until the characters have
foot-wide room. A mosaic depicting a large black fallen under the influence of the detrimental effects of
widow spider devouring an elf male decorates the Arda’s traps. She also attempts to use the bless effect in
floor. There seems to be writing near the mosaic, Area 11 to her advantage, if feasible.
etched into the floor.

6
When the drider finally chooses to show herself, she (1d61/19–20, short sword) and +0 melee (1d4+1,
becomes visible and brandishes her shortswords fear- bite); or +5 ranged (1d6/x3, shortbow); Face/Reach 10
somely, shouting to the characters: ft. by 10 ft./5 ft.; SA Poison, rebuke undead 6/day,
spell-like abilities; SQ Darkvision 60 ft., SR 14;
AL CE; SV Fort +5, Ref +4, Will +8; Str 15, Dex 15,
“We are all Lolth’s food. Surrender your spirits to
Con 16, Int 15, Wis 16, Cha 16.
the Queen of the Demonwebs, and your lives will
be spared until she calls upon you for sacrifice, as Skills and Feats: Climb +14, Concentration +10, Hide
she calls upon us all.” +8, Listen +9, Move Silently +7, Spellcraft +10, Spot +9;
Ambidexterity, Combat Casting, Two-Weapon Fighting.
Poison (Ex): Eklivarta delivers her poison (Fort
The drider is telling the truth. She does not attack DC 16) with each successful bite attack. The initial and
PCs who pledge their allegiance to Lolth. PCs who secondary damage are the same (1d6 points of Strength
think to outsmart the drider by pretending to pledge damage).
their allegiance to Lolth have another think coming: Spell-Like Abilities: 1/day—dancing lights, darkness,
She’s expecting this, forcing the characters to make a detect chaos, detect evil, detect good, detect law, detect magic,
Bluff check opposed by her Sense Motive check. faerie fire, levitate. Caster level 6th; save DC 13 + spell
Anyone she determines is faking becomes immedi- level.
ately subject to a charm person spell (caster level 15th). Spells Prepared (5/5/5/4; save DC 13 + spell level): 0—
This charm spell restrains them from attacking the cure minor wounds, detect magic, guidance, read magic, resist-
drider and impels them to do everything in their ance; 1st—cause fear, command, cure light wounds, magic
power to keep their erstwhile companions from weapon, protection from good*; 2nd—bull’s strength, dark-
harming her. ness, hold person, shatter*, silence; 3rd—contagion*, deeper
If the drider has an opportunity to engage the PCs darkness, dispel magic, prayer.
in conversation, she gives her name as Eklivarta. In * Indicates a domain spell.
addition, she hints broadly at Arda’s plot. She speaks of
the “many eyes” of the Spider Goddess and insinuates The drider has a single ring of invisibility. Gems at the
that the walls do, in fact, have eyes. If you prefer not base of the statue could be pried loose and sold for
to roleplay this banter, treat it as an Innuendo check about 1,200 gp.
(DC 20). The drider does not refer to the hated drow
Arda by name or disclose any additional information,
nor will she ally herself with the PCs. Eklivarta, like
CONTINUING THE
most other driders, has a profound death wish and ADVENTURE
will not shrink from fighting the characters to the If the PCs escape from the temple complex with their
bitter end—though she would prefer to live long lives and alignments intact, Arda takes a special interest
enough to see Arda fail and suffer the consequences of in them and attempts to arrange another experiment
disappointing Lolth. for the future. Over time, it may become apparent to
She fights to the death if pressed, but she has not the characters that they have attracted the attention of
been ordered to do so and withdraws if the fight goes someone powerful and unpleasant.
against her. Should the PCs return to Lerick with news of the
The drider is also not particularly interested in Golden Band rogue’s death, the people of the town take
killing the PCs. Should she gain the upper hand, she the news badly. The townsfolk enter into a state of deep
begins to strike for subdual damage, planning to inca- mourning. The mayor offers the characters a position as
pacitate the characters and turn them over to Arda for the town’s new guardians, a job that pays a modest
further experimentation. stipend and commands the respect of all those under
their protection. Or, if you prefer, the mayor may ask
d Eklivarta: Female drider; CR 7; Large aberration; the PCs to locate the remaining three members of the
HD 6d8+18; hp 45; Init +2; Spd 30 ft., climb 15 ft.; Golden Band—they did, after all, find only one body.
AC 17, touch 11, flat-footed 15; Atk +3 melee Should the PCs return to Lerick with the adven-
(1d6+2/19–20, short sword) and +3 melee turer’s body, it resists all attempts at being raised or

7
resurrected, as the NPC’s soul does not wish to return. Of course, if the PCs have proved valuable subjects of
The townsfolk bury the NPC hero in a dignified cer- study, Arda may allow them to escape her clutches, con-
emony. tinuing to observe them as they make their way
Should the PCs pledge themselves to Lolth—a real through an Underdark city in their attempts to reach
possibility, especially should one of them don the helm the surface world again. In doing so, they will most
of opposite alignment—or if they are taken prisoner, Arda likely discover at least part of Arda’s plan to establish a
brings them to her stronghold deep within the Under- drowish dominion in the Night Above.
dark. There they undergo a round of extremely
unpleasant “experimentation.” The PCs, some of whom
may have entered into the Spider Queen’s “service,”
ABOUT THE AUTHOR
must now find a way to escape from the bowels of the Ramon Arjona is a software developer with Wizards of
Underdark. This will most likely require that the PCs the Coast. His work has appeared in Strange Horizons
all work together for their mutual self-preservation, <www.strangehorizons.com >, The Absinthe Literary
including those who may have been magically changed Review <www.absinthe-literary-review.com>, and
by the helm and those who foolishly thought to trick ZZYZYVA. He would like to dedicate this minimodule
the Queen of Spiders. to all the designers and editors that have made D&D a
great game in print and on the Web.

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