Test of The Demonweb
Test of The Demonweb
Test of The Demonweb
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
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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
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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.
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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
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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.