CREDITS Designer: Matthew D. Bannerman Editor: Noah Stark, Ann Renken Map Artist: Cze and Peku Template: Simple Microsoft Word Template by Laura Hirsbrunner Playtesters: Chance W., Olive, Crimson, and Aaron P.

ON THE COVER To the north of Nevanistra’s Gauntlet, characters will reach the portcullis, which signals both safety and the end of their journey. Map art by Cze and Peku.

Disclaimer: The designer of this supplement cannot be held responsible for the consequences of killing or stealing from an insane drider who covered a bridge in webs.

DUNGEONS & DRAGONS, D&D, , , , , the dragon ampersand, and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. pp Sample file This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild.

All other original material in this work is copyright 2020 by Matthew D. Bannerman and published under the Open Gaming License.

1 TABLE OF CONTENTS Credits...... 1 Table of Contents ...... 2 Introduction...... 3 Overview ...... 3 Using this Supplement ...... 3 Key NPCs ...... 3 Unique Effects ...... 3 Into the Gauntlet ...... 3 1 – Nevanistra’s Lookout ...... 3 2 – Southern Ballista ...... 4 3 – The Gauntlet ...... 4 4 – Northern Ballista ...... 4 5 – The Portcullis ...... 4 The Aftermath ...... 4 Appendix A – Monster Statblocks ...... 4

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2 INTRODUCTION INTO THE GAUNTLET Welcome to Nevanistra’s Gauntlet, a short adventure supplement for the world’s greatest roleplaying game. The goal of this quest is to cross the bridge that connects Characters of 6th to 9th level will find this encounter the two battlements and get through the portcullis on the challenging. northern side, which opens as the characters approach it. However, characters may choose to take other paths, such as attempting to kill Nevanistra; doing so does not end any of the environmental effects, but it does prevent her from shooting at them as they cross the bridge. At the end of each round, roll 1d8 and consult the table OVERVIEW below to see what emerges and where on the bridge. For In this adventure, characters must face the the purposes of this encounter, all creatures not hostile to environmental and hostile enemy challenges of crossing Nevanistra possess the following trait: “Web Walker. The Nevaistra’s Gauntlet. Nevanistra controls a host of spiders, GAUNTLET EVENTS , and spider-like creatures as one of Lolth’s punished children, and she brings it all to bear on every creature that 1d8 roll Gauntlet Event attempts to cross her Gauntlet. 1-3 Nothing happens. 4 1d4 drow elite warriors climb onto the bridge USING THIS SUPPLEMENT from the west 60 ft north of the southern end. You can use this supplement as a stand-alone one shot; 5 2 drow elite warriors and 1d4+1 quaggoths climb however, it truly shines as part of an existing campaign. onto the bridge from the east 60 ft south of the This supplement fits well into any world with heavy dungeon crawls. Nevanistra’s Gauntlet could easily northern end connect two disconnected sections of a dilapidated castle, 6 3 fierce giant spiders climb onto the bridge from for example, or bridge the gap in a set of ancient ruins. the east side at the exact center Note that the adds can quickly become overwhelming for 7 2 fierce giant spiders and one quaggoth climb a smaller group; feel free to only roll for the adds every onto the bridge from the west side 20 ft south of other round, or only roll for the adds when the wind check the northern end successfully triggers a Strength saving throw. 8 1 fierce giant spider and 1d4+1 quaggoth climb KEY NPCS onto the bridge from the east side 90 ft north of the southern end Nevanistra is a drider (neutral evil) with a modified

statblock (see Appendix A) who controls the castle creature can traverse webbing as though it were normal around her Gauntlet, and she jealously guards the terrain.” passageway from any incursion. 1 – NEVANISTRA’S LOOKOUT UNIQUE EFFECTS Assume all of the characters in the party know one This adventure has several unique effects that add to its another before reaching Nevanistra’s gauntlet. They are, challenge for characters attempting to cross the bridge and after all, deep in a dungeon and about to cross a dangerous run the gauntlet. gauntlet together. If you run this as a one-shot, give each

WIND At the start of each round, roll a d20. On any result above a 12, a gust of wind sweeps across the Gauntlet from east to west. Creatures hostile to Nevanistra must succeed on a DC 14 Strength saving throw or be knocked prone. Flying creatures have disadvantage on this save.

WEBBING The entire bridge and all of the battlements are covered in a thick layer of webbing, rendering it difficult terrain for creatures hostile to Nevanistra. A creature who can fly can avoid this difficult terrain by remaining at least 30 ft above player the opportunity to introduce their character to the the surface of the bridge. others as they approach the battlements. Then read: The characters should immediately roll initiative. Unless CLOUDSample COVER they cannot be surprised for somefile reason, they are all Nevanistra’s magic keeps the Gauntlet perpetually surprised, and Nevanistra uses this opportunity to cast shrouded in thick cloud cover so that no direct sunlight faerie fire on as many of them as she can from the top of reaches the bridge or the battlements. her 25 ft battlement. From that point on, she uses her action to shoot her longbow three times, harrying the characters all the way along the length of the gauntlet.

3 The characters need not kill her, if they do not want to; with opportunistic attacks when they are already engaged they can run the gauntlet entirely without engaging her with more dangerous enemies. Party members captured by directly. Nevanistra wind up in the , in her lair near Darklake, and will require rescuing. Nevanistra makes an 2 – SOUTHERN BALLISTA excellent recurring minor villain for your campaign. Atop this battlement stands an animated ballista. It springs to life as soon as Nevanistra attacks something and APPENDIX A – attacks the character nearest it each turn. MONSTER STATBLOCKS 3 – THE GAUNTLET It is along this bridge that characters must run to reach the portcullis on the other side. Hostile creatures continue Large beast, any alignment to climb onto the bridge at the end of each round, even if the characters decide to kill Nevanistra, and she is happy Armor Class 17 to defend herself with melee weapons. Once the characters Hit Points 114 (12d10+48) have dealt with Nevanistra, they may have quite a hoard of Speed 40 ft., climb 40 ft creatures to handle, but they will be well fortified in Nevanistra’s tower (at least for a while). STR DEX CON INT WIS CHA 15 (+2) 19 (+4) 19 (+4) 7 (-2) 9 (-1) 8 (-1) If you do not want your player characters to be overrun, you can choose to have each gauntlet event spawn only once and for the NPCs spawned by the gauntlet events to Saving Throws: Dex +7, Con +7 not wander far from where they spawn. That way, the Skills: Stealth +7 characters encounter smaller, more manageable groups of Damage Resistances: bludgeoning, piercing, and slashing from enemies, as they would in a more standard dungeon crawl. nonmagical weapons 4 – NORTHERN BALLISTA Damage Immunities: poison Senses: Blindsight 30 ft, Darkvision 120 ft. Atop this battlement stands an animated ballista. It Challenge: 5 (1,800 XP) springs to life as soon as any character breaks the halfway point of the gauntlet and attacks the player nearest it each Spider Climb. The spider can climb difficult surfaces, including turn. upside down on the ceiling, without having to make an ability check. 5 – THE PORTCULLIS The portcullis slides into the battlement with a metallic Multiattack. The spider makes three attacks; two with its clink as soon as the first character gets within 5 ft of it, and forelimb stab and one with its fanged bite. a characters can spend 5 ft of movement to step through. On this side, they see a hand winch which they can use as Fanged Bite. Melee Weapon Attack: +5 to hit, one target, reach 5 an action to lower the portcullis. If a character spends 3 ft. Hit: 11 (2d8+2) piercing and 9 (2d8) poison damage. actions holding the winch in place, the portcullis will jam Forelimb Stab. Melee Weapon Attack: +5 to hit, one target, and will no longer open without repair, effectively locking reach 10 ft. Hit: 13 (2d10+2) piercing damage. anything on the other side (including any allies) on the gauntlet. Any allies still on the gauntlet when this happens are either killed or become Nevanistra’s prisoner. Once the portcullis is jammed, read:

In Nevanistra’s treasure room, characters find 2d4 platinum, 4d10 gold, 3d12 silver, and two random magic items (roll once each on Magic Item Tables C and E). THESample AFTERMATH file If the characters kill Nevanistra and successfully cross the bridge, the Gauntlet permanently becomes a safe passage from one area of the castle to another. If they do not, but they steal her treasure, she will stalk them for it from the shadows, harrying them in further adventures

4 Spider Climb. Nevanistra can climb difficult surfaces, including upside Large monstrosity (drider), neutral evil down on ceilings, without needing to make an ability check.

Armor Class 20 (Natural armor) Hit Points 168 (16d10+80) Sunlight Sensitivity. While in sunlight, Nevanistra has disadvantage on Speed 30 ft., climb 30 ft attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

STR DEX CON INT WIS CHA Web Walker. Nevanistra ignores movement restrictions caused by 16 (+3) 20 (+5) 20 (+5) 15 (+2) 15 (+2) 13 (+1) webbing.

Skills Perception +5, Stealth +9 Sharpshooter. Nevanistra has mastered ranged weapons and can make Senses Darkvision 120 ft., Passive Perception 15 shots that others find impossible. Attacking at long range does not Languages Elvish, Undercommon impose disadvantage on Nevanistra’s ranged attack rolls. Her ranged weapon attacks ignore half- and three-quarter cover, and before she Challenge 9 (2,300 XP) makes an attack, she can choose to take a -5 penalty to the attack roll. If Fey Ancestry. Nevanistra has advantage on saving throws against being the attack hits, it deals an extra 10 damage. charmed, and magic can't put Nevanistra to sleep.

Multiattack. The drider makes three attacks, either with its longsword or Innate Spellcasting. Nevanistra's innate spellcasting ability is Wisdom its sharpshooter longbow. It can replace one of those attacks with a bite (spell save DC 13). Nevanistra can innately cast the following spells, attack. requiring no material components: Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 2 (1d4)

piercing damage plus 9 (2d8) poison damage. At will: dancing lights Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with 1/day each: darkness, faerie fire two hands. Sharpshooter Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 17 (1d8 + 13) piercing damage plus 4 (1d8) poison damage.

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