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Q2

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.

Greyhawk Grognard
SOME PLACE IN NEW JERSEY
www.greyhawkgrognard.com

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world, the shards of its body creating various Anomalies beneath the
Advanced Dungeons & Dragons
earth.

Dungeon Module #Q2 Despite its dissolution into scores of shards, the Elder Elemental God
was still able to grant power to its few remaining followers, who used
Web of Souls 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
By Joseph Bloch 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
BACKGROUND its imprisonment, and how it could come to be sealed away forever.
Although it sits as the pinnacle of the mega-adventure series G1- Once she became aware that the Elemental Power Gems had
3/D1-3, Q1 QUEEN OF THE DEMONWEB PITS was famously been discovered, and were located in the overthrown Temple of
disappointing. Gary Gygax, the author of the first six adventures in Elemental Evil, Lolth sent her agents to infiltrate the temple and
the series explained it thus: 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
It was taken out of my hands by the latter when the Golden Orb of Death has been destroyed in the course of your
Sutherland discovered the "Demonweb" pattern in
campaign, the Power Gems themselves endure and it should be
a hand towel and talked Brian into using it as the
assumed that they found their way into Lolth’s clutches.)
main theme for the concluding module. I had no
creative control over it. * The keys can be used to complete the seal and keep the Elder
Elemental God locked away from the multiverse forever, but doing
The result was neither tonally nor narratively connected to the rest of
so risked opening the prison completely. Lolth bided her time,
the adventures, and left many fans dissatisfied.
knowing that eventually she would find dupes who could be trusted
Most disappointing of all was the fundamental disjunction in the to use the keys to forever imprison her foe.
story. The Eilservs drow clan, the true villains behind the giant raids in
These keys are contained in the platinum egg that Lolth drops at the
the first three adventures, worshiped the Elder Elemental God, end of D3 VAULT OF THE DROW. It is her hope that the PCs will
having given up the worship of the spider-demon Lolth that most complete the seal. She could not trust the job to any of her minions,
other drow worship. One way of overcoming them in D3 Vault of the as too many of her drow servants had been corrupted to the service
Drow, therefore, was to enlist the Lolth-worshiping drow as allies
of the ancient primordial creature.
against the EEG-worshiping Eilservs.
As an aside, it is possible the PCs will try to make a deal with Lolth to
Q1 QUEEN OF THE DEMONWEB PITS turned this on its head, however,
rid her of the Elder Elemental God. This she will haughtily refuse,
by positing a finale in which Lolth, not the Elder Elemental God, was
saying there is no way she could ever trust mortals not to free it once
the ultimate enemy to be overcome. This naturally made little sense
they had the keys in their possession. In reality, she believes that only
in the overall story, and left many DMs and players scratching their
by being devious and tricking the PCs into doing her bidding will
heads. Later, some sort of vague motive for Lolth to essentially hijack
succeed. She literally cannot conceive of any creature sticking to a
the Eilservs’ plan was retconned into the material, but it is ultimately bargain at the cost of personal power. If she tricks them, however,
convoluted and dissatisfying. 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
As Gygax himself wrote long after the fact:
on the PCs; it is one of her “brilliant” strategies to convince the PCs
I had what I consider a much more interesting plan they are acting on their own idea. And sacrificing her canon-fodder
for the conclusion of the G-D series, one in which minions is a small price to pay. There are always more where they
the PC party could loose the Elder Elemental god came from…
or send him into deeper isolation, thus assisting
Lolth to become more powerful. By very astute Notes for the Dungeon Master
play, they could have thwarted the designs of both
evil entities. The Demonweb Pits were indeed The current volume is intended to replace the published Q1 QUEEN
envisioned as maze like, but there were to be no OF THE DEMONWEB PITS. Once Lolth is defeated in her temple in
machines therein. † 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
Gygax thus did leave clues as to what his version of the capstone of is slain or flees when encountered in the Great Fane of Lolth (see D3
the series would be like, however, and the current volume is one VAULT OF THE DROW for details).
attempt to realize at least a part of that vision.
The overall plot is simple in concept but should be very difficult for
Lolth and the Elder Elemental God the player characters to execute successfully. The PCs must make
their way through Lolth’s stronghold, the Web of Souls, not only using
In eons past, the material form of the Elder Elemental God was the keys in the platinum egg to finally imprison the Elder Elemental
destroyed by the Oerth Mother Beory and scattered across the 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-Q- †
http://www.enworld.org/forum/showthread.php?22566-Q-
amp-A-with-Gary-Gygax/page87 amp-A-with-Gary-Gygax/page635
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If they fail, the Elder Elemental God itself could be fully loosed upon from the Astral Plane (or vice versa) will find themselves trapped
the multiverse, Lolth could launch her own impending war on the here, rather than their intended destination.
Flanaess, or both. Obviously, such an outcome would bode ill for
mortals. The space in which the Web of Souls exists is filled with ever-
changing mists which obscure vision. It is possible to see that other
The egg itself is a perfect ovoid, without any apparent means of sections of web exist, but vision is almost totally obscured after 200’,
opening, although smashing it with sufficient force will dent it. It and will often be obscured as close as 50’.
weighs approximately 6 pounds. If a remove curse spell is cast upon
it, the egg will open, revealing four magical items, each attuned to There are three types of webbing threads used in the construction
a different elemental force (see Appendix B for details on the power of the web. The first are the anchor threads. These are 30’ wide, and
items and the Elemental Power Gems contained therein). 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
Any individual casting remove curse on the platinum egg will strong, and only a greater deity could sunder them. Doing so would
themselves be cursed (saving throw vs. magic applies). If the saving destabilize the entire web and lead to its destruction, and beings of
throw fails, the individual will stop at nothing to grab the platinum that power are too aloof to even consider such drastic action.
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 second are the radius threads. These are 20’ in diameter, and
the Great Temple Area, all of which are detailed in D3 VAULT OF THE go straight from the center of the web to its edges, and are used to
DROW. connect the web to the anchor threads. They are convex in shape,
with a gentle curve and a definite “up” and “down” side; only
Anyone who does so will be instantly transported to the Web of Souls, creatures specifically capable of movement in webs, such as
a portion of the 66th plane of the Abyss ruled by Lolth. spiders, can travel along the bottom. They are also very strong, and
nothing short of a lesser deity could break them. The radius threads
Once there, the adventure should discover that Lolth is planning to are used by Lolth’s minions to move around and to bear captured
invade the Flanaess on an even grander scale than the Eilservs were prisoners back to the Den at the center of the web.
doing with the giants. This should convince them that stopping her
is at least as important as stopping the Elder Elemental God. They The third are the capture threads. These are 10’ in diameter, and
must then figure out a way to defeat one or both of these entities. 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
Suggested Plot creatures will travel along the “up” side. They are, as the name
implies, used to capture creatures entering the Abyss from the Astral
If the PCs are struggling to complete their mission, the DM can step plane. 1% of all creatures traveling between the two in astral form
in with the following plot to move things along. Success is still very are captured on such webs. Any creature in Astral form touching
much not guaranteed (and even if they do succeed, the PCs’ such webs are immediately fixed to them. Roll to determine how
victory may be bittersweet), but it can be less frustrating for the each creature is fixed. Creatures with a high Dexterity score may
players. add their armor class adjustment to the die roll.

The mover of this plot is Lolth’s chief advisor, the Matron Morag, a Die Roll
Type V demon described in the Den of Lolth. She is scheming to (d6) Position and Effect
destroy Lolth, and can point the PCs to the location of Lolth’s amulet 1-3 Prone. The creature is lying flat (50% chance of being
(Middle Level #14), the Final Anomaly (Lower Level #13), and can face-up or face-down). Unable to move, right, cast
even plant the idea of using the amulet to compel Lolth to put the spells, or use magic items.
final power object in place in the Final Anomaly, so she gets caught 4-5 Kneeling. The creature is kneeling, but its hands are
up in the Elder Elemental God’s final vengeance. free. Unable to walk, no DEX bonus to armor class,
and unable to turn.
Start 6+ Standing. The creature’s feet are stuck to the web, but
it is otherwise able to function. Unable to walk, but can
This adventure assumes the PCs have played through adventure twist to face creatures on its flank.
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 Creatures landing on capture threads will instantly be detected by
Lolth, and have secured the silver egg from Lolth. The egg itself is Lolth’s troops in the Den and a patrol detached to retrieve them. The
about the size of an ostrich egg, some 5” long and 3” wide. demons will arrive in 1d6 turns, and will use their telekinesis power to
Divination spells such as augury, commune, etc. will all point to the remove trapped characters and lift them to the nearest radius
need to either open the egg somehow, use the amber pool to enter thread. The composition of the patrol should be determined
Lolth’s lair in the Abyss, or both. See above for the effect of casting randomly:
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 Die Roll
Elder Elemental God and confront Lolth. (d4) Patrol
1 3 x Type I demons, 1 x Type IV demon
You may then refer to the “Arriving in the Web of Souls” section, 2 3 x Type II demons, 2 x Babau demons
below. 3 3 x Type III demons, 2 x succubi
4 3 x Bar-Lgura demons, 1 x Type V demon
THE WEB OF SOULS
IMPORTANT NOTE: Creatures arriving in material form, such as via the
The Web of Souls exists in a special vortex space leading directly to gate in the Fane of Lolth, are not in Astral form and are therefore not
the 66th layer of the Abyss from the Astral Plane. It is so positioned affected by the capture threads. A patrol of demons will still arrive
that 1% of all non-demonic creatures attempting to enter the Abyss

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as normal; however they will be unaware that the newcomers are clerics who are followers of a deity who does dwell in the Abyss; this
not stuck. does not include the Elder Elemental God).

Capture webs can be destroyed if either directly attacked or if Note that the following guidelines apply to magic items as well as
subjected to area attacks, with a total of 100 points of magical spells, scrolls, and the like.
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 Abjuration magic
level and hit a capture web. If that happens, a patrol of demons will
be sent in 1d6 turns, as described above. Such magic will not affect creatures native to the Abyss. Negative
plane protection or its reverse will not function at all, because it
If someone jumping from one level to another is aiming for a radius requires contact with another plane. Thaumaturgic circles,
thread, however, they must make a DEX check on a d20 in order to pentacles, and the like will not function.
succeed. Failure means they hit a capture web.
Note also that good or neutral-aligned clerics cannot use their
Jumping off one of the anchor threads that go around the outer power to turn undead or other creatures while in the Abyss.
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 Alteration magic
recommended. It is entirely possible that such a jump is simply not
possible, depending on the exact location. 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
Guides are provided on the maps (+) to assist the DM in magic to become warped. Use the following table to determine the
determining where jumps will take a character. effect (the DM should use his imagination in many cases):

Falling or jumping from the lower level, or dropping from an upper Die Roll Chaos Impact on Alteration Magic
level with no intervening webs, will result in the creature so doing 1 Magic has no effect on the target.
dropping to its doom, dropping several miles onto the 66th layer of 2-3 The outward appearance of the target is changed,
the Abyss. Time to roll up a new character. but its substance and abilities are not.
4-5 The outward appearance of the target is unchanged,
Magic in the Web but its substance and abilities are changed as if the
spell had functioned normally.
The Web of Souls and the Den of Lolth exist within the Abyss, although 6-7 The outward appearance of the target is changed to
the Web connects directly with the Astral Plane. As such, most spells match that of some nearby random object or
and other magic will work differently there. These effects are listed creature, but its substance and abilities are not
below. For magic not listed, use the following as guidelines. The changed.
general rule is that any magic that requires opening a conduit to or 8-9 The target is changed to match the outward
from another plane (such as plane shift, contact other plane, etc.) appearance of some random nearby object or
will not function normally. Druidic magic will be especially creature, as well as its substance and abilities.
problematic, as anything to do with plants, animals, weather, or 10 The target is changed to something completely
even nature itself simply doesn’t exist in the Abyss. random. The DM should be… creative.

All spellcasters native to the Abyss will be well aware of these effects
Conjuration/Summoning magic
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 Almost no creatures can be conjured or summoned within the web
with another spell as per the normal memorization process, but note or the den. Demons can be made to appear, but they cannot be
that clerics and their sub-classes cannot regain spells above 2nd controlled, even by a magic circle or similar device. No deity or
level while in the Abyss, as they are unable to contact the home similarly-ranked creature will obey such a summons. Only specialty
plane of their deity (exceptions, of course, are made for those spells designed specifically to summon Abyssal creatures will

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

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Anchor Threads Die Roll Encounter
serving a rival demon lord, caught while returning to
Die Roll Encounter its physical form elsewhere in the Abyss.
1 1-2 shadows 9 Type IV (30%), Type V (25%), Type VI (20%), or
2-3 1 giant obsidian widow spider Nabassu demon (25%) demon serving a rival demon
4-5 1 giant warg spider lord, caught while returning to its physical form
6 1-4 giant abyssal crab spiders elsewhere in the Abyss.
7-9 1-3 large spiders 10 1-3 night hags
10-12 1-3 huge spiders
13-15 1-2 giant spiders
16-18 Female drow patrol (3rd/4th level female
ARRIVING IN THE WEB OF SOULS
fighter/cleric, 4x 2nd level female fighters)
Coming from the magical gate in the Fane of Lolth, the PCs will all
19-20 Demon patrol (Type II demon, 5 dretches)
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,
Radius Threads
rather than astral). There are also several gates from other locales,
Die Roll Encounter as noted In the text.
1 1-2 giant obsidian widow spiders
For any creature caught in the web by attempting to enter the Abyss
2 1-2 giant warg spiders
from the Astral plane, roll on the table below to determine which
3-4 1-3 giant abyssal crab spiders
level of the Web it lands on. Roll separately for each creature, even
5-6 1-4 large spiders
if they are in a group.
7-8 1 huge spider
9-10 1 giant spider Die Roll Land Here
11-14 Male drow patrol (4th/5th level male fighter/M-U, 4x 1-6 Upper Level
3rd level male fighters) 7-9 Middle Level
15-17 Demon patrol (Type III demon, 4 rutterkin) 10 Lower Level
18-20 Demon patrol (Type II demon, 5 dretches)
Once the level has been determined, roll 1d20 to pick a reference
Capture Threads 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
Die Roll Encounter
noted above, a patrol of demons will arrive in 1d6 turns. Reference
1-4 Captured visitor - roll on the “Creatures Stuck to a
points correspond to the roll of a d20 as follows:
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
UPPER LEVEL
level 8-15, assassin level 10-15. They will offer to aid
1. ERELHEI-CINLU GATE. Those traveling through the magic pool in
the PCs in return for freedom, but will betray them at
the Fane of Lolth will find themselves here. A stone platform
the first good opportunity.
some 15’ in diameter rests on the radius web at the point where
5-8 1-3 Type I (20%), Type II (15%), Type III (15%), babau
the capture webs connect to it, surrounded by 8 stone pylons
(15%), bar-lgura (15%), or chasme (20%) demon
evenly spaced around the edge of the platform, 6 of which are

6
3’ in height, and 2 of which are 4’ high (they are on opposite 4. DARKNESS. A zone of magical darkness 50’ in diameter
sides of the platform). completely encompasses the radius thread. It cannot be
dispelled, even by magical means, and infravision will not
Two 5th level female drow guards are on duty here at all times, function within. Ultravision will work normally, however. A shadow
with instructions to act as an honor guard for any high-ranking demon lies within, who will attack any non-demon who does
drow coming through the gate, and to defend the Web if any not wear a gold spider brooch.
unauthorized persons come through. If acting as an honor
guard, they will accompany their charges to area 2, and then Shadow demon: AC 1; MV 12”; HD 7+3; 35 h.p.; #AT 3; DAM
return here. They both wear gold spider brooches. 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
The floor of the platform is inlaid with a spider web motif in some per day; SD half damage in darkness. Its usual vulnerability to
silver metal. If two gold spider brooches are touched to the light spells is nullified as long as it remains in the zone of
taller two pylons at the same time, the gate will be activated darkness.
and all those standing on the spider web will be transported
back to the Great Temple Area in the Fane of Lolth. The guard 5. RAMP THREAD. A capture web goes down at an angle, meeting
captain in the Den of Lolth (see below) comes here to supervise the web at Middle Level #2.
each changing of the guard. The metal web could be pried
out with a +2 or greater weapon, but doing so would break the 6. MALDEV GATE *. The radius web swells to a platform 25’ in
magical properties of the gate, closing the way between here diameter at this point. In the center is a trilith made of black
and the Fane of Lolth to the Web. stone shot through with blue, with a spiderweb carving on the
face of one pillar, with six gems at seemingly random points on
The guards are changed every 6 hours. If the guards are slain the design (red, orange, yellow, green, blue, and purple; the
or otherwise rendered out of action, new guards will arrive from design is similar to the other gates in the web, but the exact
the Fane in 1d6 hours, and alert the checkpoint at area #2. positioning of the gems is different). If the following gems are
touched in order (green, yellow, blue), the gate will activate.
Female drow fighters (2): F5; HP: 30 each; AC -3; SA each can Pressing the gems in the wrong order will cause a 1d3 h.p.
cast clairvoyance, dancing lights, darkness, detect lie, dispel shock. Once it is opened, pressing the orange gem will close
magic, faerie fire, , detect magic (1/d), know alignment (1/d), the gate.
levitate (1/d), suggestion (1/d)); armed with +3 longswords and
daggers, hand crossbow 1-3 DAM, save vs. poison -4 or sleep If opened, the gate reveals the world of Maldev. Maldev is a
for 3-12 turns) and 10 envenomed bolts. former dwarven realm that has been conquered by the forces
of Lolth, who intends to use the army in her planned invasion of
2. CHECKPOINT. On a radius web, a pair of stone pylons flank the Oerth. The world visible through the gate shows mountains with
web, forcing anyone wishing to pass to go between them. On impossible sharp peaks, with unnaturally large stars the size of
the “inner” side of the pylons is a squad of 10 drow male soldiers small moons. A wooden palisade fort is near the entrance of
(F2; 9 h.p. each; AC 1 (chain mail +1, buckler +1, DEX 15); the gate, with another, burned and ruined, approximately 3/4
armed with short sword +1, dagger +1, hand crossbow (6” of a mile beyond. A massive stone fortress has been built into
range) with 20 poisoned bolts (1-3 DAM, save vs. poison -4 or one of the mountains, which shows the scars of a long siege,
sleep for 3-12 turns); SA dancing lights, darkness, faerie fire but whose gate is broken and its towers ruined. A ruined object
once per day. They are led by a Type III demon (AC -4; MV 9”; of metal, vaguely in the shape of a huge spider, can be seen
HD 10; 50 h.p.; #AT 5; DAM 2-12/2-12/1-3/1-3/2-5; SA darkness at the base of the mountain, as if it were some great siege
10’ radius, fear, levitate, pyrotechnics, polymorph self, engine that had been wrecked in the assault.
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 The fortress is Kandelspire, and has fallen to Lolth’s army. She
function is to ensure no one or nothing untoward passes from has gathered her forces here to marshal them for the invasion
the Erelhei-Cinlu gate (area #1) into the Den at the center of of Gorna (see Middle Level #8). The army here consists of some
the web. The two pylons will, when a command word is spoken, 6,000 gnolls, 1,500 bugbears, 100 ogres, 25 hill giants, 20 trolls,
create a wall of force between them. The Type III demon knows 15 giant trolls, 15 giant two-headed trolls, 10 perytons, 6 umber
the command word, but the soldiers do not. hulks, and a red dragon. These will fall upon Gorna when the
attack takes place.
3. FLYING DEMON SPIDERS. The radius web broadens into a 35’
wide disc at this point, seemingly a natural part of its Giant two-headed trolls (2): AC 4; MV 12”; HD 10; 50, 57 h.p.;
construction, if anything about the web can be said to be #AT 4; DAM 1-6/1-6/1-10/1-10; SD regenerate 1 h.p./round, no
natural. This is a base for a force of giant Abyssal crab spiders, severed limbs).
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, been successful, and her armies are being redeployed for
p. 17 for more information on the world of Maldev. The new conquests in Oerth.
present adventure assumes Lolth’s invasion of the place has
7
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
7. GUARDS. A trio of Type II (hezrou) demons stands guard here. If as drow, undead, etc. to venture under it without ill effect.
attacked, one will attempt to flee towards the Den to warn of Eventually, the growth rate will increase to one mile per week.
intruders.
10. EMPTY EGG SAC. There is a large mass of webbing here,
Type II (hezrou) demons (3): AC -2; MV 6”//12”; HD 9; 36, 35, 33 attached to the radius web. It shows signs of tattering, with
h.p.; #AT 3; DAM 1-3/1-3/4-16; SA darkness 15’ radius, cause several small holes poking threw, as well as one large hole at
fear, levitate, detect invisible objects, telekinesis 300 lbs., gate one end. This is one of Lolth’s empty egg sacs, and could be
in a hezrou 30% chance of success). Each wears 2 pieces of used as a temporary shelter.
jewelry.
11. WALL. A circular wall of iron completely surrounds the radius web
8. A SPY. At the intersection of the broken capture web and the at this point, like a wheel penetrated by an axle. It is 6” thick and
radius web, there is a giant spider clinging to the web. While this a little over 8’ high. This is the remnant of a wall of iron spell cast
would not normally be out of place, the spider does not attack by some visitor in the past, and still forms an effective barrier.
passersby; is merely sits. It is, in fact, a babau demon, loyal to Creatures capable of climbing walls (such as spiders) can of
Demogorgon, which has been sent here to spy on Lolth’s course pass over it.
activities. It has assumed the form of a giant spider using its
polymorph self ability. It will leave the PCs alone unless 12. ANCHOR POINT RENEGADES. This point is where two anchor
molested, in which case it will retreat if possible, or defend itself webs converge on the edge of the Astral vortex. At this point is
if necessary. a small (25’ diameter) hollow cocoon, as well as a segment of
capture webbing that leads down to the lower level, area #15
Babau demon: AC -3; MV 15” (*12” in giant spider form); HD (see below). These two points are home to a group of
7+14; 42 h.p.; #AT 1 or 3; DAM by weapon +7 or 2-5/2-5/2-8; renegade demons who are hiding here from Lolth’s minions.
SA STR 19, darkness 5’ radius, 9th level thief abilities, fear by They have a great mutual distrust of one another due to their
touch, levitate, fly, dispel magic, polymorph self, heat metal, conflicting loyalties, and can be enticed to betray the others
gate in another babau 25% chance; SD half damage from with minimal persuasion, but have banded together in fear of
cutting or stabbing attacks. It is unarmed. 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,
9. ISTIVIN GATE *. At the intersection of the radius web and one of
if they were presented with a viable-sounding plan of escape.
the capture webs, a platform of web material forms a circle 66’
At this point, where the anchor web is attached to the wall of
in diameter. A single circular portal 10’ in diameter swirls in the
the Astral Vortex, there are a succubus and Type I (vrock)
middle of the floor, shining with iridescent silver. Suspended in
demon loyal to Demogorgon and a groaning spirit loyal to
mid-air above it, a large ball of black string, or webs, hangs,
Orcus. This last is particularly worried, as she was not a drow in
subtly and slowly pulsing. The platform is guarded by a vampire
life, and thus will be an especial target.
and its ghast servitors from the Nightworld (see Middle Level
#12). The vampire possesses a silver wand which, If the wand Succubus: AC 0; MV 12”/18”; HD 6; 25 h.p.; #AT 2; DAM 1-3/1-
is touched to the gate, will activate it. 3; SA energy drain, darkness 5’ radius, become ethereal (but
not while in the Abyss), charm person, ESP, clairaudience,
Vampire: AC 1, MV 12"/18", HD 8+3, hp 46, #AT 1, D 5-10 plus
suggestion, shape change, gate in type IV (70%) or type VI
drain 2 energy levels, charm person at -2 on save, summon
(25%) or Demogorgon (5%) 40% chance of success; SD +1 or
rats, bats, or wolves (but see below), shape change to bat,
better weapon to hit. She wears 4 pieces of jewelry.
gaseous form at will, regenerate 3 hp per round, immune to
sleep, charm, and hold spells, +1 or better weapon to hit). Type I (vrock) demon: AC 0; MV 12”/18”; HD 8; 40 h.p.; #AT 5;
While in the Abyss, the summoning power of the vampire will DAM 1-4/1-4/1-8/1-8/1-6; SA darkness 5’ radius, detect invisible

*
See adventure module GDQ1-7 QUEEN OF THE SPIDERS for deployed against the city, and will be so used as part of a
more information on the sphere of darkness over Istivin. The coordinated attack against Keoland, Sterich, the Yeomanry,
current adventure assumes the sphere has not yet been and Geoff.
8
objects, telekinesis 200 lbs., gate in another vrock (10% chance Once activated, the gate shows a magnificent city as seen
of success). It wears 1 piece of jewelry. 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
Groaning Spirit: AC 0; MV 15”; HD 7; 33 h.p.; #AT 1; DAM 1-8; entering and leaving through the gate, ships sail slowly along
SA wail kills all within 3” who fail save; SD immune to charm, the river on the left side of the city, birds fly in the air high above
sleep, hold, cold, or electricity). She has no treasure. it, etc. Anyone familiar with the capital of Keoland, Niole Dra,
will recognize that city as the one in the vortex. With the red
Special note: Although the demons above have listed their stones in place, a two-way gate is opened up, but only those
ability to gate in other demons, none of their allies or servants who have previously visited the Abyss at any time in their lives
will answer such a summons as long as they are trapped in the will be able to travel in to the web of souls. The gate is sufficiently
web. They are included above only for informational purposes. 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
MIDDLE LEVEL peasant, 10% it will be a patrol from the city. From the vantage
of the Prime Material Plane, the gate appears as a swirling
1. ROPERS. A pair of ropers have taken up residence at this point silvery disk hanging in mid-air.
of the radius web. They are tolerated as guardians by Lolth, as
long as they don’t harass her more powerful servants. 5. RAMP THREAD. A capture web goes down at a steep angle,
meeting the web at Lower Level #5.
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 6. GUARD POST. A squad of drow are stationed here to monitor
to lightning, half damage from cold, save vs. fire at -4). 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
2. RAMP THREAD. A capture web goes up at an angle, meeting Lolth, as are her men, but their perfidy has not yet been
the web at Upper Level #5. discovered. They are seeking a way out of the Web that doesn’t
go through Erelhei-Cinlu, and the sergeant knows enough of
3. EGG SACK. On this point of the radius web, there is a large ovoid Lolth’s plan to fill in any gaps the PCs might have (in short, she
made up of webbing material surrounding the web, some 20’ knows that the various gates in the web are intended to be used
wide and 30’ long. It is not possible to travel along either side of in an imminent invasion of Oerth, some leading to targets and
the radius web without touching it. Careful inspection will show some leading to staging areas for her armies). She does not
movement within, but it is impossible to determine specifics. This know particulars like the operation of the various gates,
is one of Lolth’s egg sacks, and is filled with 9 baby obsidian operational details about the invasion, etc. If they see a group
widow spiders (see Appendix A: New Monsters). The creatures of obvious adventurers approaching, she will ask some cautious
are just about ready to hatch, and any rough treatment of the questions and hopefully glean the truth about their loyalties
egg sack will cause them to burst forth and attack. Like the using her power to detect lies.
webs themselves, the egg sack is immune to fire.
Guards (5): 2nd level male fighters; 12 h.p. each; AC 0; ; SA
Baby obsidian widow spiders: AC 0; MV 12” *18”; HD 1+1; 4 dancing lights, faerie fire, darkness (once per day). Detect
h.p. each; #AT 1; DAM 1-4; SA poison, strike first in round, ESP slopes, new construction, sliding walls, etc. as a dwarf; MR 50%;
once per round. armed with short swords +2 and hand crossbows with 12
poisoned bolts (save vs. poison or sleep for 2-12 turns).
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 Sergeant: 5th level female fighter; 30 h.p.; AC -2; SA dancing
stone shot through with purple, with a spiderweb carving on the lights, faerie fire, darkness (once per day). Detect slopes, new
face of one pillar, with six gems at seemingly random points on construction, sliding walls, etc. as a dwarf, detect magic, know
the design (red, orange, yellow, green, blue, and purple; the alignment, levitate (once per day), clairvoyance, detect lie,
design is similar to the other gates in the web, but the exact suggestion, dispel magic (once per day); MR 50%; armed with
positioning of the gems is different). If the following gems are a +3 glaive and +2 dagger. She wears a gold spider brooch.
touched in order (red, blue, purple), the gate will activate.
Pressing the gems in the wrong order will cause a 1d3 h.p. 7. OLD EGG CASE. At this point on the radius web has a lump of
shock. Once it is opened, pressing the yellow gem will close the fine white webbing forming an ovoid, but obviously old with
gate. 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
Guarding this locale is a beautiful human female fighter with some 5’ in diameter on the end facing away from the Den. It is
two chimeras (AC 6/5/2; MV 9”/18”; HD 9; 45, 43 h.p.; #AT 6; currently the home of Mirisha Dondragon, the last survivor of a
DAM 1-3/1-3/1-4/1-4/2-8/3-12; SA breath weapon). The human party of adventurers who ventured into the Web through the
is actually a yochlol demon in human form (AC 2 (chainmail Niole Dra gate (their magic-user had discovered a way to force
+2 and +1 shield); MV 12”; HD 6d10; 36 h.p.; #AT 1; DAM per open the gate from the Oerth side, but that device, as well as
weapon type; SA psionics: domination, aura alteration, the magic-user and the rest of the party, was lost in the ensuing
probability travel; MR 50%; armed with a mace +2. Once per battles). Mirisha is paranoid in the extreme at this point, having
round the yochlol can change into its gaseous form (AC -10; survived the web for nearly a month. Her first assumption will be
MV 12”; HD 6d10; 36 h.p.; SA touch is equal to stinking cloud that the PCs are demons in human form, sent to track her down
spell SD +1 weapon to hit, stinking cloud spell heals 3-12 h.p., and deceive her. If she can be persuaded that the PCs are
gust of wind causes 3-36 h.p., wind walk kills; MR 50%), giant who and what they claim to be, she will gladly join them. She
spider form (AC 10; MV 3”*12”; 4+4 HD; 36 h.p.; #AT 1; DAM 2- possesses general knowledge of the functioning of the web
8; SA poison bite; MR 50%); or amorphous shape (AC 10; MV and many of its guards (40% chance she will know where any
12”; HD 6d10; 36 h.p.; #AT 8; DAM 5-8; SA psionics: domination, given permanent feature is and its general nature), but she is
aura alteration, probability travel; MR 50%). unaware of the larger plan to invade Oerth from other worlds.

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

*
See adventure module Q1 QUEEN OF THE DEMONWEB PITS, Vlad’s enemies was successful, and he is now returning the
pp. 17-18 for more details regarding the Nightworld of Vlad favor by attacking Istivin on her behalf.
Tolenkov. The current adventure assumes Lolth’s attack on
10
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 13. DEMONIC SAGE. Those approaching this location will find a
with activity for all its shoddiness; ghouls, trolls, werewolves, discordant sight. There is a tall desk, heaped high with papers
occasional lesser demons, and other fell creatures bustle about and volumes, at which is seated atop a tall stool a Type IV
under the commands of men of evil mien. Watching over the demon, furiously scribbling into a ledger. A tall and precarious
whole scene from a balcony high on the castle is another stack of books is on the floor, reaching up nearly as high as the
human, who stands with inhuman stillness. desk. The demon wears pince-nez, and wears an enormous
black frock coat, through which holes have been cut to
This is the Nightworld of Vlad Tolenkov, who has recently accommodate its small wings. A quasit scrambles about,
conquered the lands about his castle on his world with the aid selecting and moving various texts according to the
of Lolth, and who is now expected to reciprocate by leading commands of its master. The demon is named Fitzrhagl, and is
the impending attack on Istivin (see Upper Level #9). Much as a scholar performing research on the targets of Lolth’s invasion.
Tolenkov’s world is bathed in perpetual light, so too will that city The quasit is Nidge, his assistant. The various books and papers
be, once Lolth’s web of darkness is dropped into the castle. all have to do with the lands of Keoland, Geoff, the Yeomanry,
Then Vlad’s undead hordes will stream in under the cover of and Sterich, and the notes he is taking (in demonic script, so
magical darkness and seize the place for the demon queen. readable only by someone fluent in that rare tongue or by use
of a comprehend languages spell) focus on geography,
The gate to the Nightworld is always open, but there is only a military preparedness, the biographies and psychologies of the
10% chance per round that someone from the other side will various nobles and leaders, and so forth. Once he realizes the
notice PCs looking in (if they are within 10’ of the gate, or PCs are from Oerth, he will begin to pepper them with
studying the scene closely), as all there are occupied with questions; what’s the population of Niole Dra? How tall are the
preparations for the attack. The figure looking over the walls of Gorna? Do the patrols in the Stark Mounds rotate out
courtyard is the vampire-mage himself. If the PCs are noticed every two or three weeks? How quickly do you think a force from
at the opening of the gate, a squad of 6 ghouls and 3 ghasts the County of Ulek would take to reach Gradsul? And so forth.
will be sent to investigate. If that group is defeated, more and Fitzrhagl actually knows the answers to most of these questions;
more powerful troops will be sent through, eventually alerting they are a test, but he will throw in genuine questions once he
the inhabitants of the Web and sounding a general alarm. determines whether the PCs are useful or not, giving questions
that will provide a useful answer even if the PCs are known to
When opened, pressing the green gem will close the gate. If it be lying.
is closed, touching the following gems in order (orange, purple,
red), the gate will activate. Pressing the gems in the wrong order He will only attack if attacked, but if no answers, or answers
will cause a 1d3 h.p. shock. 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.

11
14. DEAD GATE. The radius web swells to a platform 25’ in diameter pieces of jewelry (worth 5,000 g.p., 2,000 g.p., and 100 g.p.),
at this point. In the center is a trilith made of black stone shot 10 gems worth 200-800 g.p. each, and a rope of climbing. The
through with grey, with a spiderweb carving on the face of one 100 g.p. piece of jewelry is in reality Lolth’s demonic amulet,
pillar, with six gems at seemingly random points on the design and can be used to compel service from her for 24 hours. See
all of which are a milky white color. The design is similar to the the Monster Manual for full details.
other gates in the web, but the exact positioning of the gems is
different. No amount of pressing of the clear gems will cause Chest #6: Lock trap: scything blade will chop off a finger unless
the gate to activate; it is for all appearances, dead. a successful DEX check (roll DEX or under on a d20) is made.
Failure means the character’s dexterity is reduced by 1
This is a deception, however. Walking backwards through the permanently, unless a regeneration spell is used. Contains
trilith will bring individuals to a small chamber some 66’ in 1,000 (real) p.p. and potions of treasure finding, poison,
diameter, appearing as a seamless grey substance, and lit by gaseous form, and invulnerability.
unknown means. This is not Lolth’s main treasure hoard, but it
serves as a backup for her most precious items. In the center LOWER LEVEL
of the chamber is an enormous mound of 100,000 each of
silver, gold, and platinum coins. These coins are made of 1. SPIDER SWARM. A swarm of 12 huge spiders is at this point on
Chaos, however, and will fade to nothing if brought to the Prime the web, scuttling and crawling over one another in an ever-
Material Plane. Only one-half of one percent of any coins moving mass (AC 6; MV 18”; HD 2+2; 10 h.p. each; #AT 1; DAM
removed from here are real, and will survive to be spent in 1-6; SA poison +1 save, leap 3”, surprise 1-5). Beneath them is
Oerth. the body of an intruder; once human but now beyond
recognition as the body is black and bloated due to dozens of
The cache is guarded by two of her handmaidens, the Yochlol spider-bites. The body is wearing leather armor +4, carries a
(MV 12”; HD 6d10; 40 h.p. each; SA Psi 133, CD/FH; MR 50%; dagger +3 and a short sword +3, has a set of thieves picks and
Humanoid form: MV 12”; AC 1 (plate mail +2); #AT 1; DAM per tools +10%, and is wearing a ring of protection +1. A pouch
weapon type (spear +2); Spider form: MV 3”*12”; AC 10; #AT contains 35 p.p. and 6 gems.
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 2. DEMON CHECKPOINT. A pair of Type (vrock) I demons (AC 0; MV
cloud effect; SD magic weapon to hit). They will begin in 12”/18”; HD 8; 35, 34 h.p.; #AT 5; DAM 1-4/1-4/1-8/1-8/1-6; SA
gaseous form and use their stinking cloud attack, then morph darkness 5’ radius, detect invisible objects, telekinesis 300 lbs.,
into their amorphous form to inflict massive damage. Once an gate in a Type I demon (10% chance) are led by a female
enemy’s hit points have been reduced by half, one will drow (actually a polymorphed babau demon (AC -3; MV 15”;
transform to spider form to attempt to slay spellcasters with HD 7+14; 42 h.p.; #AT 1 or 3; DAM by weapon +7 or 2-5/2-5/2-
spider-venom, then return to amorphous form. 8; SA darkness 5’ radius, fear by touch, levitate, fly, dispel
magic, polymorph self, heat metal, gate in another babau
The true cache here consists of six invisible chests around the demon (25%), gaze acts as ray of enfeeblement 20’ range; SD
perimeter of the chamber. None are locked, but all have locks. slime causes cutting/stabbing attacks to do half damage)
Once opened they will become visible, but unless some magic armed with a great glaive which does 1-6/1-10 +7 damage.
to see invisible objects is used, attempts to pick locks will be at The vrocks despise their officer, but are too cowed by the
-25%. A successful pick locks roll will mean the thief will realize babau to do anything about it. The demons will challenge any
the chest is not locked in the first place. A failed roll will activate passersby, asking for a pass such as a golden spider pendent,
that chest’s trap. If the chests are simply opened, the trap will asking names and business, etc. The babau has 1 piece of
not go off. jewelry.
Chest #1: Lock trap: poison needle; save vs. poison or be 3. PETUNIAS. There is a bowl of petunias sitting on the radius web
transformed into a giant spider (mentally as well as physically) at this point (actually a demon named Gajarha that has been
over the next 24 hours. Contains boots of speed, 3 gems worth polymorphed into a bowl of petunias). 1d6 rounds after any
500 g.p. each, 600 (real) p.p., and a ring of contrariness. creature comes within 10’ of the bowl, a kindori (also known as
a space whale) will crash into the web at this point, obliterating
Chest #2: Lock trap: acid spray causes 2d6 damage to
anyone within 40’ of the flowers. This whole scenario will reset
anyone within 7’ of the front of the chest; save vs. breath
after 1 hour, leading the bowl of petunias to think to itself, “Oh,
weapon for half damage. Contains scroll of protection vs.
no. Not again,” which can be heard by anyone using ESP on
lycanthropes, potion of undead control, longsword +1/+2 vs.
the flowers.
magic-users and enchanted creatures, magic-user scroll
containing the spells Leomund’s trap, Otto’s irresistible dance, 4. OLD EGG CASE. At this point the radius web has a lump of fine
push, fear, ESP, and burning hands. white webbing forming an ovoid, but obviously old with tatters
clearly visible. The ovoid is an old egg sac, is 20’ long and 15’
Chest #3: Lock trap: stream of green slime shoots in a stream
in diameter at its widest point, and has a single hole some 5’ in
2” wide and 4’ long directly in front of the lock itself. Contains
diameter on the end facing away from the Den. It is empty,
400 (real) s.p., 600 (real) g.p., 3 gems worth 1,000 g.p. each,
and could be used as a temporary refuge, but not for more
a piece of jewelry worth 9,000 g.p., and 3 potions of healing.
than 12 hours, after which normal rolls for random encounters
Chest #4: Lock trap: three darts shoot in front of the chest, should begin again.
attacking as 10th level fighters. They are coated with drow sleep
5. RAMP THREAD. A capture web goes up at a steep angle,
poison. Contains 10 gems worth 10-100 g.p. each, 2 potions
meeting the web at Middle Level #5.
of extra healing, and a potion of flying.
6. RED DRAGON GATE, The radius web swells to a platform 25’ in
Chest #5: Lock trap: webs shoot out (as per the spell) covering
diameter at this point. In the center is a trilith made of black
everything within 15’ of the chest in all directions. Contains 3
12
stone shot through with orange, with a spiderweb carving on read languages, detect invisible object, pyrotechnics,
the face of one pillar, with six gems at seemingly random points polymorph self, project image, 50% chance of being able to
on the design (red, orange, yellow, green, blue, and purple; gate in a Type I demon (30%), Type II demon (25%), Type III
the design is similar to the other gates in the web, but the exact (15%), Type IV (15%), Type VI (10%), or Orcus (5%). She is
positioning of the gems is different). If the following gems are armed with a variety of weapons; 3 scimitars, a battle axe, and
touched in order (red, yellow, orange), the gate will activate. a long bow with 20 arrows +2. He wears 10 pieces of jewelry.
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 Ghasts (4): AC 4; MV 15”; HD 4; 20 h.p. each; #AT 3; DAM 1-
gate. 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
This gate is unguarded. damage.

When activated, the gate will open onto a large dark cave, 8. RAMP THREAD. A capture web goes up at an angle, meeting
dimly lit by light from huge low-burning braziers. Atop a vast pile the web at Middle Level #9.
of treasure rests a huge red dragon. The dragon is named
Galvanax, and the cave is located in the interior of the Jotens, 9. BATTLEPLAIN GATE. The radius web swells to a platform 25’ in
connecting to the outside via a tunnel some 1/4 mile long. diameter at this point. In the center is a trilith made of black
Galvanax is allied with Lolth, and has promised to rain fire and stone shot through with purple, with a spiderweb carving on the
death upon the Yeomanry, Sterich, and western Keoland to face of one pillar, with six gems at seemingly random points on
support Lolth’s invasions. To this end, she has also dispatched a the design (red, orange, yellow, green, blue, and purple; the
quasit as the dragon’s familiar, and to guard the dragon when design is similar to the other gates in the web, but the exact
he sleeps (20% chance). His hoard consists of 4,375 c.p., positioning of the gems is different). If the following gems are
20,200 s.p., 10,000 e.p., 19,250 g.p., 688 p.p., 25 gems of touched in order (red, blue, purple), the gate will activate.
various sizes and values, and 13 pieces of jewelry. He also has Pressing the gems in the wrong order will cause a 1d3 h.p.
a flying carpet, a scroll with the spells fireball and wall of fire, shock. Once it is opened, pressing the yellow gem will close the
and potions of strength, extra healing, and fiery breath in his gate.
hoard.
The gate is guarded by a pair of Type I (vrock) demons AC 0;
Galvanax: huge old red dragon (AC 1; MV 9”/24”; HD 11; 66 MV 12”/18”; HD 8; 40 h.p.; #AT 5; DAM 1-4/1-4/1-8/1-8/1-6; SA
h.p.; #AT 5; DAM 1-8/1-8/1-8/1-8/3-30; SA breath weapon; SD darkness 5’ radius, detect invisible objects, telekinesis 200 lbs.,
share senses with quasit up to a mile away, 25% MR and gate in another vrock (10% chance of success). Each has a
regenerate 1 h.p./round when quasit is within 1”. When the piece of jewelry.
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 Once opened, the gate will show a blasted plain with bare rock
is ever slain, he will have 7 HD and 42 h.p. He can cast the and a disquieting purple-black sky, on which two entire battles
following spells once per day: seem to be taking place. Tens of thousands of dretches and
manes, commanded by hundreds of demons of types I-III,
First Level: Light, Sleep along with many hundreds of chimeras, are engaged in a vast
battle against a force of humans wearing black and red livery,
Second Level: ESP, Ray of Enfeeblement many with a black lion rampant on a red field (this is the coat
of arms of Keoland). The other battle features demons and
Third Level: Dispel Magic, Slow hundreds of giant obsidian widow and giant warg spiders
fighting humans wearing white tabards with three red spears
Quasit: AC 2; MV 15”; HD 3; 10 h.p.; #AT 3; DAM 1-2/1-2/1-4; SA (the coat of arms of the Yeomanry).
polymorph into bat or wolf; claws drain 1 point of DEX unless
save vs. poison, detect good, detect magic, become invisible The humans are illusory while the demons are quite real, and
at will, fear 3” radius once per day; SD regenerate 1 h.p. per the whole scene is mere training for the planned invasion of
round, only magic or cold iron weapons will hit, immune to Keoland and the Yeomanry. This is also a two-way gate, and
cold, lightning, and fire, save as 7 HD monster; MR 25%. there is a 10% chance per round that a demon (35%) or
chimera (65%) will notice the PCs watching and will come
7. EMBASSY. An embassy from Orcus, the demon lord of the through to investigate, as the gate is normally kept closed.
undead, is encamped here, waiting for word from the Den to
proceed into Lolth’s presence. They have been waiting here for 10. SKELETON. At this point in the radius thread a skeletal torso
over three days and are becoming quite impatient, but fear protrudes from the thread itself. The battered remains of plate
Orcus’ wrath too much to simply pack up and leave. The mail adorn the half-skeleton, which seems like it somehow
embassy is led by Thal’dra, a Type V demon, accompanied by merged with the substance of the web. The armor is actually
an honor guard of ghasts dressed in finery emblazoned with a plate mail +3, but because it is damaged (and parts are
rams-horned skull. The ghasts carry four small chests; one filled missing) it gives a base AC of 6, plus the +3 bonus, if removed
with 100 gems worth at least 100 g.p. each, the second with and worn. All other belongings have long since been looted,
20 bars of mithril (each worth 1,000 g.p.), the third with a but one of the teeth in the skull is one of the fabled Teeth of
matched pair of daggers +2/+3 vs. paladins, and the fourth Dahlver-Nar. It is tooth #20, and gives the person who replaces
with a scroll bearing a personal message from Orcus offering a lost tooth with it the ability to find traps three times per day.
friendship and implying they might form an alliance against
Demogorgon and Graz’zt, sealed with a blood-wax seal 11. LOFTWICK GATE. The radius web swells to a platform 25’ in
impressed with a rams-headed skull (the seal of Orcus). 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
Thal’dra (Type V demon): AC -7/-5; MV 12”; HD 7+7; 37 h.p.; random points on the design (red, orange, yellow, green, blue,
#AT 7; DAM 2-8/per weapon type x6; SA charm person, levitate, and purple; the design is similar to the other gates in the web,
13
but the exact positioning of the gems is different). If the 15. ANCHOR POINT RENEGADES. This point is where two anchor
following gems are touched in order (yellow, blue, green), the webs converge on the edge of the Astral vortex. At this point is
gate will activate. Pressing the gems in the wrong order will a small (35’ diameter) hollow cocoon, as well as a segment of
cause a 1d3 h.p. shock. Once it is opened, pressing the red capture webbing that leads up to the upper level, area #12
gem will close the gate. (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
The gate Is guarded by three giant obsidian widow spiders (AC is attempting to defect to Graz’zt. The Type IV demon knows the
0; MV 12” *18”; HD 6+6; 30 h.p. each; #AT 1; DAM 1-8; SA location of Lolth’s amulet (in the Final Anomaly) and is hoping
poison save -4, web spell immune to non-magical fire, always to bargain with that information to gain high rank in Graz’zt’s
strike first, ESP; SD +1 weapon to hit). 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
When activated, the gate will open in the marketplace of the end of the anchor point (see Upper Level #12; the two groups
city of Loftwick, capital of the Yeomanry. It is a two-way gate, are not hostile to one another) can become allies of the PCs if
and will remain open for 1d6 turns, after which time a demon they are presented with a reasonable plan of escape, as well
patrol will visit the gate and close the connection by pressing as proof that the PCs are Lolth’s enemies. The Type IV demon
the purple gem. This gate is intended to be the primary means might even be persuaded to reveal her secret regarding Lolth’s
of invading the Yeomanry when the final invasion of the amulet, if the right plan presented itself.
southwest Flanaess is ordered; fully half of the army in the
Battleplain (see Lower #9) will be devoted to that front. 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,
12. CHECKPOINT. Four ettercaps are here (AC 6; MV 12”; HD 5; 20 pyrotechnics, polymorph self, telekinesis (4,000 g.p weight),
h.p. each; #AT 3; DAM 1-3/1-3/1-8; SA poison bite does 1-8 gate in a demon type I-III 40% chance at will; MR 60%. It wears
additional damage), led by a female drow fighters: F3; HP: 15; 3 pieces of jewelry.
AC -3; SA each can cast clairvoyance, dancing lights,
darkness, detect lie, dispel magic, faerie fire, and suggestion Krendelar (type IV demon): AC -1; MV 9”/12”; HD 11; 66 h.p.;
once per day); armed with +3 longswords and daggers, hand #AT 3; DAM 1-4/1-4/2-8; SA +2 bonus to hit, darkness 10’ radius,
crossbow 1-3 DAM, save vs. poison -4 or sleep for 3-12 turns) create illusion, cause fear, levitate, detect magic, read
and 10 envenomed bolts. The drow will interrogate passersby, languages, dispel magic, polymorph self, telekinesis 500
but only half-heartedly, as she is bored with her duties. Only the pounds, project image, symbol of fear, symbol of discord, gate
most suspicious of visitors will attract her attention. in type I-IV demon (60% chance of success), infravision,
teleport without error; SD +1 weapon to hit, half damage from
13. FINAL ANOMALY GATE. The radius web supports a disc made of cold, electricity, fire, or gas; MR 65%. It wears 4 pieces of
hard webbing material 30’ in diameter. A circular “window” jewelry.
showing a cave dimly lit by some unseen source rests on the
floor. This is a permanent gate to the Final Anomaly; it cannot Special note: Although the demons above have listed their
be closed or interrupted except by a dispel magic spell cast by ability to gate in other demons, none of their allies or servants
a lesser deity or greater entity, and even then, it will re-form in 6 will answer such a summons as long as they are trapped in the
days. The gate only operates one way; it allows passage to the web. They are included above only for informational purposes.
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
THE DEN OF LOLTH
h.p.; #AT 5; DAM 2-12/2-12/1-3/1-3/2-5; SA darkness 10’ radius, Sitting at the heart of the Web of Souls is the Den of Lolth, a sphere
fear, levitate, pyrotechnics, polymorph self, telekinesis (4,000 some 150’ in diameter constructed of webbing of various sizes. A
g.p weight), gate in a demon type I-III 40% chance at will; MR single 20’ hole at the bottom of the sphere allows access to the
60%). They each wear 3 pieces of jewelry. Anyone passing interior. Note that gravity is still “down”, but the surface of the den is
through the gate will arrive at the Final Anomaly (see below), sticky enough to allow non-spiders to walk upon its surface without
and Lolth will instantly be aware of such passage. becoming trapped. This sticky nature will remain intact unless a
given section of the sphere’s surface is exposed to fire. The sphere
14. CORROSION. The radius thread at this point dwindles to only half
cannot be breached except by a creature with a STR of 21 or higher
its normal width, and for a full 30’ its surface is pitted and
wielding an edged weapon +2 or greater.
scarred. Lengths of capture webbing have been cast around
the damaged section, obviously some sort of patchwork repair. The entrance to the sphere is guarded by a pair of drow fighters. If
The radius thread at this point can actually be damage, if 200 they are attacked, they will immediately raise an alarm, causing the
points of magical damage strike it. Once that happens, every guards within the Den to come out and deal with the intruders.
capture thread between the next two radius threads will break, Bearing a brooch is not sufficient to gain entry to the Den; one must
the gate to the Final Anomaly (Lower Leve #13) will be only have a good story, or be expected, to gain entry.
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 Female drow fighters (2): F5; HP: 30 each; AC -3; SA each can cast
have a 50% chance of falling to their deaths on the 66th plane clairvoyance, dancing lights, darkness, detect lie, dispel magic,
of the Abyss below, and the Den itself will sag visibly. If that faerie fire, , detect magic (1/d), know alignment (1/d), levitate (1/d),
happens, the inhabitants of the web will swarm to this point en suggestion (1/d); armed with +3 longswords and daggers, hand
mass. Roll on the random encounter table once every 1d6 crossbow (1-3 DAM, save vs. poison -4 or sleep for 3-12 turns) and
rounds to see what arrives. Lolth herself with a bodyguard of 12 10 envenomed bolts. Both wear gold spider brooches.
giant obsidian widow spiders and 12 giant warg spiders will
arrive in 11-20 (1d10+10) rounds, and will obliterate those Inside, the Den is a vast gauzy white sphere, almost ethereal in its
responsible. Her plans to imprison the Elder Elemental God will beauty. Hazy white light, filtered through the exterior shell, fills the
take a back seat to a real threat to the Web itself. place, and gauzy webs of various sizes and shapes fill the Den at

14
odd angles. Large and huge spiders scuttle about, ignored by the the members of her inner circle; her matron Morag, the guard
others within. The interior surface has the same sticky qualities as the captain, an incubus body servant, and two rutterkin slaves.
exterior, allowing movement, but gravity is still pulling everything
“down”; thus any missile fire by creatures not used to the conditions Lolth’s matron (Morag), Type V demon: AC -7/-5. MV 12", HD 7+7,
inside the Den is made with a -2 penalty. 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
Closest to the entrance, and thus furthest from Lolth, is a troop of 20 A, E / F, G, H, charm person, darkness 5' radius, detect invisible
dretches (AC 2; MV 9”; HD 4; 15 h.p. each; #AT 3; DAM 1-4/1-4/2-5; objects, gate—50% chance for a type I (30%), type II (25%), type
SA darkness 5’ radius, scare, telekinesis 50 lbs., gate in a type I III (15%), type IV (15%), type VI (10%), or Lolth (5%), levitate,
demon (5%), once per day stinking cloud, teleport; MR 30%) led by polymorph self, project image, pyrotechnics, teleport—no error. She
a type II (hezrou) demon (AC -4; MV 9”; HD 10; 50 h.p.; #AT 5; DAM knows her mistress finds her indispensable, but hates her role,
2-12/2-12/1-3/1-3/2-5; SA darkness 10’ radius, fear, levitate, preferring to spend her time in idleness with her lover, an incubus.
pyrotechnics, polymorph self, telekinesis (4,000 g.p weight), gate in She is aware of Lolth’s ultimate plan to use the PCs to seal the prison
a demon type I-III 40% chance at will; MR 60%). 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
A crowd of courtiers then mills about, demons of various types and inside the prison forever. It can be assumed that Morag knows all of
on various missions. There will be 6-12 such present at any given the secrets of the Web and its various gates, except for those
time. Use the following tables to determine type and randomly creatures which are in direct opposition to Lolth, unless otherwise
determine purpose. noted. She wears 10 pieces of jewelry.
Number Courtier The drow guard captain (Sha’ri Venomourn): 8th level female fighter
1 Type IV demon with 2 type I (vrock) demons as (H.P.: 60, AC: -4, +4 morning star, +3 spiked buckler, hand
servitors crossbow with 10 bolts, has a horn of blasting). She commands the
2 Drow female cleric of Lolth (C8/F5) with a retinue of 4 guard here as well as supervising the changing of the guard at the
drow male fighters (F3) gate to Erelhei-Cinlu (see Upper Level #1). She has a dwelling in one
3 Type V demon with 2 type II (hezrou) demons as of the Battleplain’s many fortresses, but does not require more than
servitors 3 hours of rest per week, thanks to Lolth’s ministrations.
4 Human priest of Lolth (C10) with a retinue of 3 lesser
priests (C4) The body servant, an incubus (Kerelin): AC 0; MV 12”/18”; HD 6; 25
5 Type VI demon with 2 type III (glabrezu) demons as h.p.; #AT 2; DAM 1-3/1-3; SA energy drain, darkness 5’ radius,
servitors become ethereal (but not while in the Abyss), charm person, ESP,
6 A trio of succubi clairaudience, suggestion, shape change, gate in type IV (70%) or
7 Drow male (F5/MU 10) with a retinue of 4 troglodytes type VI (25%) or Lolth (5%) 40% chance of success; SD +1 or better
8 Arcanadaemon with a derghodaemon servant weapon to hit. He always appears in male form in Lolth’s presence,
9 Nabassu demon with a retinue of 3 ghasts and is fanatically loyal to his mistress. He wears 4 pieces of jewelry.
10 Night hag
11 Type IV demon with a type III (glabrezu) demon as Rutterkin slaves (2): AC 1; MV 12”; HD 5+1; 23 h.p. each; #AT 1 or
servant 2; DAM per weapon type or 2-7/2-7; SA darkness 5’ radius, fear by
12 Human wizard (MU15) with half-orc bodyguard (A8) touch, fly, telekinesis (100 lbs.), gate in chasme demon (5%),
teleport once per day; MR 40%). They are armed with double-
Die Roll Purpose of Petitioner crescent pole arms (S/M 1-10 damage, L 1-12 damage). They are
1-5 Asking for assistance in pursuing a vendetta against miserable wretches, and will obey Lolth, the Matron, and the guard
someone or something. captain in that order.
6-7 Pleading for mercy for failing in some task
It should be noted that the Den is merely Lolth’s throne room. She
8-12 Presenting a gift to curry favor (50% will be a mortal
maintains a palace on the surface of the 66th level of the Abyss,
captive for Lolth to feed upon)
which contains her treasures and many more perils. It is accessed
13-17 Accusing someone or something of treason against
either by the Battleplain Gate (see Lower Level #9) or by the
Lolth (50% chance this is a false accusation); if two
Demoness opening up a gate directly using her powers as a lesser
courtiers both have this purpose, there is a 75%
goddess.
chance they are accusing each other
18-19 A courier bearing a message from one of Lolth’s
minions or non-demonic allies THE FINAL ANOMALY
20 A courier bearing a message from another Demon
lord 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,
Between the courtiers and Lolth is an honor guard of 12 elite female magic items, etc. are not applicable here, but the Anomaly has its
drow fighters: F5; HP: 30 each; AC -3; SA each can cast own restrictions, as noted below.
clairvoyance, dancing lights, darkness, detect lie, dispel magic,
faerie fire, , detect magic (1/d), know alignment (1/d), levitate (1/d), The home of the Final Anomaly is a cyst deep beneath the surface
suggestion (1/d)); armed with +3 longswords and daggers, hand of Oerth, completely sealed off from the world. Not even those
crossbow 1-3 DAM, save vs. poison -4 or sleep for 3-12 turns) and 10 creatures that burrow in the deepest recesses of the earth, such as
envenomed bolts. 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
Opposite the entrance to the Den is Lolth herself, either in the form only relevant way to enter the Anomaly is through the gate in the
of a giant black widow spider (20%), a giant wolf spider (15%), or a Web of Souls. Interference from the Anomaly itself prevents those in
dark elf female of inestimable beauty (65%). Surrounding her are the Astral or Ethereal planes from entering; all they see is an
impenetrable grey bubble 100’ across. Teleportation can function,

15
but it would be nearly impossible to enter the Anomaly cave that surrounded by a mass of writing tentacles. Any creature in the cave
way without having been there already through some other way. It will be attacked to provide sustenance to the Elder Elemental God.
is also the case that the very existence of the cave is known to only Once it has fed, all of the altars of the god will disappear into the
a few beings. weird dimension that is its home, where it will reincorporate and then
begin to wreak havoc on the multiverse.
The cave is rough, natural stone, some 50’ in diameter. There are no
stalagmites or stalactites; the place is too far beneath the ground Note: No statistics for the physical form of the Elder Elemental God
for the water necessary for such structures to penetrate. In the center are provided. Suffice to say that it has the power of a greater deity,
of the cave is a chunk of some unknown mineral, more than 20’ and this in and of itself means it has the ability to defeat Lolth in short
long, 8’ wide, and extending up out of the floor of the cave by 5’ at order, not to mention any mortals who may happen to be present.
its highest point, near the center. It is very rough with jagged ridges If the PCs think to use the statue of Beory against the Elder Elemental
and a very uneven appearance, is dull in sheen, appears God after it has been freed from its prison, a successful roll “to hit”
somewhat porous, and is a rusty-black in color. If your PCs have with the statue (against AC -2) will cause the God to instantly vanish
previously encountered altars to the Elder Elemental God and think into its home dimension, but it will still be free to return in its full
to ask, they will recognize this mineral protrusion as being the same strength.
material.
THIS ENDS THE WEB OF SOULS
Around the base of the mineral protrusion is a circle chiseled into
the floor. Equidistant around the circle are chiseled into the floor are Concept, text, and cartography: Joseph Bloch
indentations in the shape of an inverted pyramid, a semicircle, an Servant of the Eye illustration: Nick Kranc, used with permission
eight-pointed star, and a square. Along the circle the following is
incised (the language is Flan; either someone fluent in that APPENDIX A: NEW MONSTERS
language or a comprehend languages spell will be needed to
understand it): Servant of the Eye, Lesser

DARKEST EVIL FROM BEYOND FREQUENCY: Very rare


BY OERTH-MOTHER’S HAND IS STILLED. NO. APPEARING: 1
ELEMENTS BECOME ITS BOND ARMOR CLASS: -3 (body) 0 (tentacles)
BEST THREE DARK SERVANTS OR BE KILLED. MOVE: 18”// 24”
WITH A SOUL WILL IT ABSCOND HIT DICE: 9 + 4 (body), 30 hp (each tentacle)
WHEN FINAL KEYHOLE HAS BEEN FILLED. % IN LAIR: Nil
TREASURE TYPE: Nil
Atop the outcropping of mineral is a figurine of a voluptuous mother- NO. OF ATTACKS: 10
figure that radiates a faint green light. Each of the indentations is the DAMAGE/ATTACK: 1d8+1
same size and shape of the power items that were contained inside SPECIAL ATTACKS: Strangle, crush
Lolth’s Platinum Egg. The figurine is an image of the Oerth Mother SPECIAL DEFENSES: + 2 or better weapon to hit, tentacles take half
Beory, and will radiate good if detected for. Any creature affiliated damage from non-edged weapons
with the Elder Elemental God, such as its clerics, servants of the eye, MAGIC RESISTANCE: 20%
etc. will simply pass right through it as if it doesn’t exist, should they INTELLIGENCE: Low
attempt to touch, move, or otherwise affect it, either directly, ALIGNMENT: Chaotic Evil
indirectly, or by magical means. SIZE: L (body 15’ long, tentacles 20’ long each)
PSIONIC ABILITY: Nil
The chunk of mineral is, in fact, the Final Anomaly. It is the last
Attack/Defense Modes: Nil
remaining portion of the physical form of the Elder Elemental God
that was cast down to Oerth by the goddess Beory uncounted
Servants of the Eye are horrors from beyond the regular boundaries
millennia ago. All the other pieces have been discovered over the
of the multiverse, having come to the Prime Material Plane with their
centuries and transformed into altars at which the Elder Elemental
master, the Elder Elemental Eye (also known as the Elder Elemental
God could receive sacrifices. This last untouched piece of the god’s
God). They live only to serve the Eye, and without its active presence
physical form is the key to its imprisonment and freedom.
to guide them, descend into either listlessness (20% chance) or
If the power items from the Platinum Egg are fitted into their homicidal savagery (60%). Some few (20%) will have received a
respective places, the Elder Elemental God’s window into the simple and obeyable order prior to the final overthrow of the Eye,
multiverse will be fully sealed. None of its altars will function, none of and will still be following that instruction millennia later. Those
its clerics will be able to receive spells above 2nd level, and those carrying a lesser or greater tentacle rod are able to control Lesser
magic items specifically associated with it (i.e., tentacle rods) will Servants of the Eye.
cease to function.
A Servant will attack with its ten cilia-covered tentacles, and is
Doing so is not without cost, however. For each of the first three capable of attacking ten different targets if needed. Each tentacle
power items, as it is placed into its place, a lesser servant of the eye is 20’ long, and only takes full damage from edged weapons. If a
will appear (see Appendix A) and attack anyone in the cave. When single tentacle hits a humanoid creature with a natural 20, it will wrap
the final power object is put into place, the individual placing the itself around the neck and proceed to strangle the victim, killing
last of the power items into its place will be sucked into the mineral them in 1d4 rounds in addition to regular damage done (no further
outcrop as the prison is sealed, and will be forever lost. 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,
If the statue of Beory is removed from the Anomaly before the power the servant will crush it, causing automatic damage from both
items are inserted into their places, the Elder Elemental God will be tentacles until either the target is dead or one or all tentacles
freed. This mineral outcrop will become translucent, revealing an crushing the victim are destroyed.
enormous orange eye within, which bursts forth into reality
16
Servants regenerate all lost tentacles within 1d12+11 hours. 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
Lesser Servants of the Eye are vaguely squid-like creatures with ten some means).
hairy tentacles. Their slimy flesh is black and red. They move
remarkably swiftly on land for all their bulk. They lack skeletons, and Crab spiders attack with their heavy foreclaws and bite, which is
can flatten their bodies to pass through spaces as small as 2” in poisonous. Those bitten must make a saving throw vs. poison or fall
height and 2’ in width. They can also climb walls and ceilings as into a deep coma for 1-6 turns. Once per round it can spin a sheet
easily as moving across a floor. They do not speak, but have a latent web. This web can either be used as a sort of “wing” to pick up a
empathetic ability that allows them to understand most simple breeze and allow the spider to fly (agility class E), or to cover an
instructions. 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 semi-
demons, 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.
Spider, Giant Abyssal Crab Giant obsidian widows can control any spider (including those of
giant sort) within 3”. Their bite is venomous, and will cause death
FREQUENCY: Very Rare unless a saving throw is made at a -4 penalty. They can cast a web
NO. APPEARING: 2-5 (as per the spell), but the substance is immune to all but magical
ARMOR CLASS: 3 fire. The same applies to their home webs. Due to their vicious nature
MOVE: 12”/15”*9” and great speed, giant obsidian widows always strike first in a round,
HIT DICE: 4 unless under the effect of a slow spell, in which case they roll initiative
% IN LAIR: 80% normally. They can also use ESP once per round (as per the spell).
TREASURE TYPE: J, N
NO. OF ATTACKS: 3 Occasionally (10%) they will form a super-colony with webs
DAMAGE/ATTACK: 1-8/1-8/1-12 stretching for hundreds of yards, in which dozens of the creatures
SPECIAL ATTACKS: Poison, sheet web can be found.
SPECIAL DEFENSES: None
MAGIC RESISTANCE: Standard Giant obsidian widows have bodies similar to regular black widow
INTELLIGENCE: Low spiders, but their abdomens are covered with sharp projections. The
ALIGNMENT: Chaotic evil characteristic red hourglass symbol is replaced by a stylized
SIZE: M humanoid face (it is, in fact, the face of Lolth). They will invariably
PSIONIC ABILITY: None 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
Giant Abyssal crab spiders are truly horrific. Not only are they sheep- points of damage and their poison has no penalty to the saving
sized spiders with a heavy exoskeleton and massive foreclaws, but throw.
they have a unique ability to spin a sheet-like web which can be

17
Spider, Giant Warg destroyed Elemental Nodes. Now, however, they have been fitted
into the power objects in the Egg of Lolth:
FREQUENCY: Very Rare
NO. APPEARING: 1 • An iron pyramid (the Earth Key, containing the carnelian
ARMOR CLASS: 1 power gem)
MOVE: 18” • A silver sphere (the Air Key, containing the smoky quartz
HIT DICE: 4+4 power gem)
% IN LAIR: 30% • An eight-pointed bronze star (the Fire Key, containing the
TREASURE TYPE: R, S garnet power gem)
NO. OF ATTACKS: 1 • A pale-blue crystal cube (the Water Key, containing the
DAMAGE/ATTACK: 2-12 aquamarine power gem)
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: +1 or greater weapon to hit These power objects have been created by Lolth to act as the keys
MAGIC RESISTANCE: Standard to the prison of the Elder Elemental God, and as such have powers
INTELLIGENCE: Very that only function in the presence of a fragment of the deity,
ALIGNMENT: Chaotic evil including the Final Anomaly. Full details can be found in the
SIZE: L (6’ diameter) description of the Final Anomaly.
PSIONIC ABILITY: Nil
APPENDIX C: NEW SPELLS
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 Conjure Abyssal Animals (conjuration/summoning)
Material Plane in order to spread chaos and evil, and advance their
mistress’s dark schemes. They are hunters, often lying in wait inside Level: 6 Components: V, S, M
a shallow underground den, then springing forth when prey passes Range: 3” Casting Time: 6 segments
nearby. They can jump 6” when emerging from their dens, and do Duration: 2 rounds/leve Saving Throw: None
so with surprise 50% of the time. Area of Effect: special

Giant warg spiders are semi-demons, as they are the result of a This spell functions as the 6th level cleric spell conjure animals, but it
union between Lolth and a giant wolf spider. They are thus will only function in the Abyss, except as noted. The animals
vulnerable to iron, but silver does them no harm unless it is conjured are based on those listed in Appendix L: Conjured Animals
enchanted. They can communicate with any demon, speak the in the ADVANCED DUNGEONS & DRAGONS DUNGEON MASTERS
common tongue, and can psychically communicate with any GUIDE, but all animals are vulnerable to iron, but silver does them
ordinary or giant spider within a 30’ radius, whom they can also no harm unless it is enchanted. They are warped and mutated, with
control. monstrous forms, garish coloring, and innately hostile reactions
(even those which have herbivorous counterparts on the Prime
The bite of the warg spider is especially virulent, with saving throws Material Plane). They otherwise comport to the statistics of their kin
against it being made at a -2 penalty, death being the result of a on the mortal plane.
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 Abyssal Insect Plague (conjuration/summoning)
charm person once per turn.
Level: 5 Components: V, S, M
There is a 5% chance that any giant warg spider encountered will Range: 36” Casting Time: 1 turn
be carrying 11-20 (1d10+10) young on its back. Young have the Duration: 1 turn/level Saving Throw: None
same characteristics as adults, but only 1-1 hit die, their bite does Area of Effect: 36” diameter,
1-4 points of damage, and their poison has no penalty to the saving 6” high cloud
throw.
This spell functions identically to the 5th level cleric spell insect
Giant warg spiders appear as enormous versions of ordinary wolf plague, but it will only function in the Abyss, except as noted. Smoke
spiders, and have the same two large eyes (in addition to the rest will not discourage the insects, and fire and lightning have only a
of their eyes) as tarantulas. They are brown with black stripes. 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
APPENDIX B: NEW MAGIC ITEMS 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.
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 now-
18
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.

19
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.

20
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.

21
LOLTH’S INVASION POINT MAP

MIDDLE LEVEL #8

MIDDLE LEVEL #4

UPPER LEVEL #9

LOWER LEVEL #6

LOWER LEVEL #11

UPPER LEVEL #1

22
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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