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995568720_Ch01.indd5568720_Ch01.indd 1 22/7/07/7/07 9:54:049:54:04 AMAM Sample file Contents Introduction ...... 4 Planar Door to Erelhei-Cinlu ...... 65 F8: Crystal Tower ...... 119 Planar Door to the Iron Wastes ...... 65 F9: Prison of the Yochlols ...... 119 1: The Demonweb Campaign ...... 5 Planar Door to the Red Forest ...... 65 F10: Spider Golem Door ...... 119 Background ...... 5 Planar Door to the Spiral Desert ...... 66 F11: The Great Mirror ...... 120 A1: Attack! ...... 8 Planar Door to Truegard ...... 66 The Grand Council Chamber ...... 120 A2: Lizard Riders ...... 9 Encounter D1 ...... 67 F12: Ambassador of Pazuzu ...... 124 A3: The Gate Room ...... 9 Encounter D2 ...... 68 F13: Keen-Eyed Oculus ...... 124 Encounter A2 ...... 12 Encounter D3 ...... 69 F14: Aspect of Obox-ob ...... 124 Encounter A1 ...... 10 Encounter D4 ...... 70 F15: Ambassador of Kostchtchie ...... 124 CONTENTS TABLE OF TABLE Encounter A2 ...... 12 Encounter D5 ...... 72 F16: The Word of Demogorgon ...... 125 Encounter A3 ...... 13 Encounter D6 ...... 73 F17: Aspect of Yeenoghu ...... 125 Encounter D7 ...... 74 F18: Aspect of Graz’zt ...... 125 2: Sigil, City of Doors ...... 14 Encounter D8 ...... 76 F19: The Throne of Lolth ...... 126 Entering and Exiting Sigil ...... 15 Encounter D9 ...... 78 F20: Bebilith Porter...... 126 B1: Rats That Talk ...... 18 Encounter D10 ...... 80 F21: The Audience Chamber ...... 127 The Styx Oarsman ...... 19 Future Adventures ...... 129 The Tower of the Prophet ...... 23 5: Zelatar, City of Demons...... 82 Encounter F1 ...... 130 Ambushes in Sigil ...... 26 City Adventure Pacing ...... 83 Encounter F2 ...... 132 B2: Guardians of the Tower ...... 26 Zelatar ...... 83 Encounter F3 ...... 134 B3: Mercenary Yugoloths ...... 26 City Locations ...... 86 Encounter F4 ...... 136 Other Information Sources ...... 26 1. The Giants’ Gate ...... 86 Encounter F5 ...... 137 B4: The Jackal Scholars ...... 26 2. The Roosting Wall ...... 86 Encounter F6 ...... 138 B5: The Library of The Lady ...... 27 3. The Camps of the Legions ...... 86 Encounter F7 ...... 140 Encounter B1 ...... 30 4. Argent Palace ...... 86 Encounter F8 ...... 142 Encounter B2 ...... 31 5. The Bonebreakers’ Pit ...... 87 Encounter F9 ...... 144 Encounter B3 ...... 32 6. The Queen’s Causeway and the Encounter F10 ...... 146 Encounter B4 ...... 34 Plague of Rats ...... 87 Encounter F11 ...... 148 Encounter B5 ...... 36 7. The Boulevard of Fortunetellers ...... 88 Encounter F12 ...... 150 8. The Grand Shrine Encounter F13 ...... 152 3: Yggdrasil and Beyond ...... 38 of the High Lamia ...... 88 Encounter F14 ...... 154 Traveling Yggdrasil ...... 38 9. The River of Salt ...... 88 Encounter F16 ...... 156 C1: The Ratatosk Tribe ...... 40 10. The Bridge Gate ...... 88 Encounter F17 ...... 158 C2: The Branch That Walks ...... 40 11. Viper Tree Boulevard ...... 88 Encounter F18 ...... 160 The Beastlands ...... 40 12. Sign of the Black Heart ...... 89 Encounter F19 ...... 162 C3: The Hunted ...... 41 13. The Swordsmith’s Pit ...... 89 Encounter F20 ...... 164 C4: The Hunter ...... 41 14. The Golden Opportunity ...... 89 Encounter F21 ...... 166 C5: Gate Guardian ...... 41 15. The Running Market ...... 89 Rime Thuras, the Iron Wastes ...... 42 16. The Chosen’s Tabernacle ...... 89 Appendix ...... 168 17. The Great Green Oven ...... 89 C6: The Demon-Quelling Sword ...... 43 Prestige Classes ...... 168 Encounters in Zelatar ...... 90 Encounter C1 ...... 44 Demonwrecker ...... 168 Zelatar Plot Points ...... 91 Encounter C2 ...... 46 Jaunter ...... 172 Encounter C3 ...... 48 City of Zelatar Encounters ...... 92 Encounter C4 ...... 49 E1: The Frogfaced Slaver ...... 92 The Book of Flesh and Mirrors ...... 176 Encounter C5 ...... 50 E2: The Viper Gate ...... 93 Items of Legacy ...... 178 Encounter C6 ...... 51 The Sign of the Black Heart...... 93 E5: Chased Out of the City ...... 98 Spidersilk ...... 180 Thaas ...... 182 4: The Demonweb ...... 52 Encounters E6-E8 ...... 99 Demonweb Features ...... 52 Encounter E1 ...... 100 New Monsters ...... 184 Pathways ...... 52 Encounter E2 ...... 102 Aspect of Graz’zt ...... 184 Planar Traits ...... 54 Encounter E3 ...... 104 Aspect of Obox-ob...... 186 Random Encounters ...... 55 Encounter E4 ...... 106 Aspect of Yeenoghu ...... 188 Arrival Chamber ...... 56 Encounter E5 ...... 108 Corrupted by the Abyss ...... 190 The Demon Shrine ...... 56 Encounter E6 ...... 110 Dabus ...... 192 Hall of the Great Web ...... 57 Encounter E7 ...... 111 Demon, Cambion ...... 195 Encounters D1-D10 ...... 58 Encounter E8 ...... 112 Demon, Carnevus ...... 198 The Fane of Eclavdra ...... 58 Demon, Oculus ...... 200 Entering the Fane Without a Fight ...... 61 6: The Demon Council ...... 113 Envoy of Lolth ...... 202 Starting a Fight ...... 62 The Soul Fogs ...... 113 Giant, Abyssal ...... 204 Patrol Tower ...... 62 The Council Pass ...... 114 Lamia Noble ...... 206 Web Drawbridge ...... 62 F1: The Bone Naga Ambassador ...... 114 Mirror Mephit ...... 208 Swarm Pits ...... 62 F2: Warlocks Beyond the Gate ...... 116 Ratatosk ...... 210 Priestess Tower ...... 62 F3: The Carnevus and the Drow ...... 116 Viper Tree, Elder ...... 212 Eclavdra’sSample Tower ...... 62 F4: The Harpoon Spiders ...... 116 file Player Handouts ...... 214 The Fane ...... 64 F5: The Celestial Cyst ...... 116 Planar Doors and Keys ...... 64 F6. Sleeping Beasts ...... 117 Planar Door to Caer Sidi ...... 65 F7: Spider and Assassin ...... 117 3

995568720_Ch01.indd5568720_Ch01.indd 3 22/7/07/7/07 9:54:119:54:11 AMAM The Demonweb Pits have a deep-rooted history within Introduction the game. In 1978, the landmark series The meeting had been arranged through intermediaries, with climaxed by introducing the drow. The next module series, suspicion and treachery on both sides. Now, at last, the two demon Descent Into the Depths of the Earth, led characters into grand lords had arrived at their secret meeting place. They would have confl icts in the through the Shrine of the Kuo-Toa been more comfortable in his Argent Palace, but the Queen of the to the Vault of the Drow. The fi nal element of the story arc Succubi would agree to that no more than the Dark Prince would culminated with the module Queen of the Demonweb Pits, have agreed to meet in her realm of Shendilavri. featuring the fi rst intense look at the Abyss and an unfor- If his plans came to fruition, the inconvenience—and this gettable fi ght against Lolth herself. pretense of civility—would be worth it. Expedition to the Demonweb Pits presents a different spin on “The idea,” Graz’zt said, “is for mortals to invade the these classic adventures. The game material in encounters Demonweb.” refl ects the most recent edition of the rules and includes “Mortals have their uses,” Malcanthet agreed, smiling pleas- entirely new features, threats, and rewards. antly. She poured dark red liquid into her goblet from a silver Beyond the adventure material, the appendix contains fl agon, not bothering to offer him a cup as well. He wouldn’t two new prestige classes that PCs can take, two new unique

INTRODUCTION have accepted if she did. “You intend to incite them against the magic items, and fourteen new monster descriptions. Spider Queen? I had no idea your . . . tastes . . . included a desire for self-destruction.” THE ENCOUNTER FORMAT She was baiting him as she always did, but this time he had no Expedition to the Demonweb Pits uses a new format designed intention of being seduced by her tricks. Although her cooperation for fl exibility and speedier encounter resolution. This wasn’t required for his plans, Graz’zt needed her to agree, or at the format places all the combat-oriented sections into one or very least, not to interfere. “I seek the destruction of our mutual two-page presentations separate from the main fl ow of the enemies—yes, our,” he said to her raised eyebrow. “We waste adventure plot, fl avor, and area descriptions. These tactical strength warring on each other. What we need is unity. The mortals encounter layouts contain all the information necessary to will provide a pretext, with all their blundering.” play out that encounter at the table—the setup for the situa- “Unity in the Abyss. Blasphemous words, some might say. And tion, statistics for monsters and traps, information on hazards dangerous.” and terrain features, and a map of the area in which the Graz’zt waved dismissively. “For Lolth it might be dangerous. My encounter takes place so that the event can be set up and run own parlor will not be muddied by their boot prints. Well, perhaps on a battle map using D&D miniatures. Overviews of these a little, in my city.” encounter areas appear throughout the chapters, while the “How many steps ahead are you planning this, o Prince of actual encounters are collected at the end of each chapter. Tyrants?” Malcanthet’s voice was more growl than purr. Some sections of the adventure, such as the Demonweb “As many as you like. Let’s say, six steps ahead. Six is my lucky itself, consist almost entirely of combat encounters. Others number.” He drummed his fi ngers on the ebony tabletop. have more of a balance of roleplaying, investigation, stealth, Malcanthet’s wings fl apped a little as she contemplated the pro- and combat elements. posal. “Mortals are unpredictable. They’ll kill the Spider Queen’s aspect, and then what? No one to read the Pact, no one to raise the armies of the Abyss, and no way for you and I to lead the charge WHAT YOU NEED TO PLAY against the heavens.” This adventure is intended for use in any DUNGEONS & Curiosity and ambition ensured her agreement, as he had known DRAGONS game. The setting can be dropped into any campaign. it would. “You worry far too much. Lolth is a creature of eightfold You’ll need the Player’s Handbook (PH), ’s Guide duplicity and glorious paranoia.” (DMG), and (MM) to make use of the material. “Yes. How does that help us if no divine aspect survives to read This adventure draws from a number of other D&D books as the Pact?” well, such as Fiendish Codex I: Hordes of the Abyss (FC1), Book of “What makes you think she has only one aspect?” Vile Darkness, , , (SC), “Ah,” the Queen of the Succubi said softly, and smiled. (FF), and the various Monster Manual supplements Graz’zt smiled in return, showing his fangs. Even if the Spider (MM2, MM3, MM4). However, all the information a DM needs Queen were to be defeated in her own Web—well, that would be to run the adventure is provided in these pages. no defeat for him, would it? Certain spells, such as analyze portal, are assumed to be available to the party at some point before the party reaches 11th level in this plane-hopping campaign. The analyze portal WHAT IS EXPEDITION TO spell description can be found on page 176 as part of the Book THE DEMONWEB PITS? of Flesh and Mirrors. It is an extremely common spell (particu- larly in Sigil), and scrolls can be easily purchased there for SampleThe Expedition to the Demonweb Pits campaign adventure is file the usual price (375 gp). designed to begin with four to six 9th-level DUNGEONS & Finally, the conditions on the various Outer Planes that DRAGONS® characters, with advancement to 12th level by the the player characters visit are similar to the Material Plane adventure’s fi nale. 4 unless otherwise noted.

995568720_Ch01.indd5568720_Ch01.indd 4 22/7/07/7/07 9:54:139:54:13 AMAM I Illus. by D. Bircham l l u s .

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xpedition to the Demonweb Pits is usable as a mini- and perhaps gaining a foothold in the Demonweb for campaign on its own, as a story arc in your regular himself. campaign, or as a series of small side adventures To that end, Graz’zt puts into play a strategy to weaken with a big payoff. The structure is fl exible and Lolth. Talk is cheap—and effective. Graz’zt seeds a rumor eminently customizable. The adventures and encounters fi t that Lolth is hastening her campaign of vengeance against seamlessly into campaigns based in the core D&D® world and and his people, the surface-dwelling also those using the ® . . The thought that their goddess is about to take a The adventure is written to allow multiple tactics and strat- more active role in mortal affairs spurs her worshipers egies to succeed: the three main routes are combat, diplomacy, to become more aggressive. and stealth. Some sections favor one of these over another (the encounters in Sigil are easiest to resolve by the diplomatic ADVENTURE OVERVIEW route, for example), but all sections include guidance to the Graz’zt already rules three layers of the Abyss, but he DM for multiple approaches by the party. wants more. With his cambion son, Rule-of-Three, he plots and launches three schemes to grab power: discredit Orcus, weaken Lolth, and unite the demon BACKGROUND lords under his leadership as the founder and speaker Graz’zt the Dark Prince, one of the most powerful demon of a Demon Council. lords in the Abyss, approaches the Spider Queen Lolth with To start off, Rule-of-Three spreads rumors about a proposal. He suggests that they ally against Orcus and split Lolth’s aggression and hostility against her enemies his power base between them. Lolth refuses. She controls in the Abyss. He slanders her in Sigil and in the the area of the Abyss known as the Demonweb and is less ranks of the demon legions, calling her a goddess interestedSample in Abyssal politics than she is in the endeavors of who considers herself above mere tanar’rifile concerns. her drow worshipers on the Material Plane. Given demonic resentment of her divine status, his Graz’zt is not one to take rejection lightly. Since she won’t lies fi nd a receptive audience. Further, Rule-of-Three be his ally, he plans to make good use of her as a pawn. He spreads the word among Lolth’s followers that the turns his political ambitions toward undermining Lolth Spider Queen herself will soon attack on a broad 5

995568720_Ch01.indd5568720_Ch01.indd 5 22/7/07/7/07 9:54:149:54:14 AMAM front on the Material Plane, advising her followers to strike planes (“past bad behavior, for which I’ve atoned—but some hard now to prepare for her arrival. Graz’zt hopes to attract people are unforgiving”). mortal attention to her, and then direct that attention toward The fi rst errand is easy. He sends the party across town to weakening or embarrassing Lolth and her supporters. visit the Tower of the Prophet (see page 23) to collect a divina- At the same time, since mortals might not be powerful tion that will directly speak to forthcoming events. Since evil enough to defeat the Spider Queen’s aspects, Graz’zt hopes to creatures cannot approach the Celestial Eye, Rule-of-Three gather the demon lords together for a council that will unify needed someone to do this for him anyway; the PCs’ arrival them against their enemies, even if only temporarily. is convenient timing. At the tower, they gain a prophecy All he needs is a group of mortals willing to stir up trouble that directly relates to them—and anger some archons, who in the Demonweb so that Lolth and the demon lords listen suspect the PCs are helping Graz’zt unite the Lower Planes to his talk of unity and security from interference. against Mount Celestia. The Hook The World Ash The PCs hear about increased drow activity in their own lands When they return, Rule-of-Three assigns the PCs a second

CAMPAIGN or through the kidnap and slaughter of cohorts or NPCs in task. He deciphers the fi rst line of the prophecy, which CHAPTER 1

THE DEMONWEB DEMONWEB THE nighttime raids. The drow have heard the rumors of Lolth’s indicates that the characters should go to the Beastlands and aggression, and they believe their goddess is coming. They recover the weapon of legacy known as Thaas. The PCs fi ght act, believing it is time to kill the surface dwellers. through beast encounters and return through the branches The PCs encounter the drow, their ogre zombie servants, of Yggdrasil, possibly picking up a demonbane weapon from and a vrock demon guardian of a gate to Sigil. Among the the Iron Wastes on the way. The characters’ acquisition of the spoils of victory, they fi nd a letter with three seals of black, bow suits Rule-of-Three’s (and by extension, Graz’zt’s) plans red, and yellow wax. The letter is from “the Styx Oarsman, to have the PCs cause disruption in Lolth’s Demonweb. In Sigil,” telling them that “a source here confi rms the Spider part, this is a test of their abilities: if they fail the relatively Queen is on the move. Attack and kill her enemies without simple task of retrieving the bow, they certainly won’t be fi t pause or mercy.” (See Lithara’s Letter, page 220.) The writer for what lies ahead. promises further details in a later letter, to be picked up in Rule-of-Three neglects to mention that he is working for Sigil by the messenger who carries their reply. Graz’zt. If the party fails to follow up by traveling to Sigil, drow attacks and elf deaths increase sharply until churches and The Demonweb local offi cials beg the party to intervene. The third errand is to visit the Demonweb and gather a spy’s report that details Lolth’s plans. Once they arrive in Lolth’s Planar Plot realm in the Abyss, the PCs must evade drow patrols, mon- After the characters arrive in Sigil, they meet the cambion strous spiders, and various demons before they complete Rule-of-Three at the Styx Oarsman. He is in one of his favorite Rule-of-Three’s request. guises, using his hat of disguise to appear as a githzerai scholar. They arrive not long after Graz’zt puts forth his Demon Rule-of-Three was expecting a return messenger from the Council plan to the Abyssal lords. The Demon Queen of Spi- drow, not the PC party, but he is nothing if not fl exible. ders takes on her trickster aspect and issues the invitations They can help each other. In return for three errands, he herself, taking Graz’zt’s plan for her own. While she doesn’t can offer a gate home and an end to the drow infi ltration. much care about Abyssal politics or , even Lolth Rule-of-Three asks them to complete errands that he can’t can see the advantages of turning the demon lords’ collec- do himself, since he is not exactly welcome throughout the tive power against mutual enemies instead of spending it on

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DROW TRAITS • Spell-Like Abilities: dancing lights, darkness, and faerie fire All the drow that play a part in this adventure have the racial once per day each. Caster level equals the drow’s class traits of elves as well as the special racial traits possessed by level. dark elves. Those traits include the following abilities: • Spell resistance equal to 11 + class level. • Immunity to magic sleep spells and effects. • Proficient with the rapier, the hand crossbow, and the short • +2 racial bonus on saves against enchantment spells or sword. effects. • +2 racial bonus on Listen, Spot, and Search checks (already • +2 racial bonus on Will saves against spells and spell-like figured into each statistics block). abilities. • A drow who passes within 5 feet of a secret or concealed • (can see in total darkness) out to 120 feet. door is entitled to a Search check to notice it as if that indi- Sample • Light Blindness (Ex): Abrupt exposure to bright light (such as vidual were actively looking forfile it. sunlight or a daylight spell) blinds drow for 1 round. On sub- Finally, all drow encountered in the Demonweb are out fitted rounds, they are dazzled (–1 on attack rolls, saves, with an effectively unlimited supply of drow sleep poison and checks) as long as they remain in the affected area. (Fort DC 13, unconscious 1 minute/unconscious 2d4 hours). 6 pqqqqqqqqqqqqqqqqqqqqrs

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