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BACKGROUND
Test of the
Demonweb
A short adventure for four
6th-level player characters
CREDITS
Design:
Ramon Arjona
Editorial Assistance:
Penny Williams
Cartography:
Rob Lazzaretti
Web Production:
Julia Martin
Web Development:
Graphic Design:
Mark A. Jindra
Sean Glenn, Cynthia Fliege
PREPARATION
You, the Dungeon Master (DM), need a copy of the
Players Handbook, the DUNGEON MASTERs Guide, and the
M ONSTER M ANUAL to use this adventure. Text that
appears in shaded boxes you should read aloud or paraphrase for players. Unshaded boxes contain information or instructions for you, the DM. Monster and NPC
statistics are provided with each encounter in abbreviated form or, where appropriate, the proper page in the
MONSTER MANUAL is referenced.
To get started, print out this module (including the
map). You also may want to print out the Arda Pharn
writeup from the Character Closeup section at
<http://www.wizards.com/dnd/article.asp?x=
dnd/cc/cc20021028a>.
a Insect Plague Trap: CR 6; magic device; location trigger; automatic reset; spell effect (insect plague; cloud of
AREA 2 (EL 5)
As the PCs approach Area 2 along the hall, allow them
to make Listen checks (DC 10) to hear a strange chuckling sound, followed by a loud hissing, coming from
the room. If they decide to enter the room, read the
following text.
After a short jaunt down a side passage, you enter
a room filled with dust and cobwebs. An elf child
sits in the center of the room laughing, seemingly unperturbed as three enormous spiders
wrap it in silk.
AREA 3 (EL 7)
As the PCs enter this 40-by-25-foot area, read the following text:
The room seems clean, except for a pile of
bleached bones in the far corner. Frescoes depicting the bloody and gruesome worship of Lolth
the Spider Goddess cover the walls. A table or
altar of some kind stands against the far wall.
The PCs must make a Spot check (DC 20) as they enter
the room or become entangled in the ettercaps hidden
web. This webbing covers the 120
square feet immediately in front of
Conditions Inside
the entrance to the chamber. A
Unless otherwise mentioned, the
Spot check opposed by the creawalls throughout this cavern complex
tures Hide checks allow unimare plaster-coated stone about 5 feet
peded PCs to notice the creatures.
thick. There are no doors into the varThe ettercaps attempt to incaious chambers, just doorways. The
pacitate their prey as quickly as
floors are worked stone and fairly
possible, concentrating their
smooth and level, though covered
attacks first on the PCs that seem
with dust.
most likely to escape or break free
from their webbing. If the fight
goes against them, the ettercaps attempt to withdraw.
The table at the far end of the room contains a locked
drawer (Open Lock DC 15).
Inside, the PCs can find four gems valued at 400 gp
each and a single golden necklace valued at 600 gp.
If the PCs are searching for the Golden Band, a successful Search check (DC 15) reveals that the bones in the
corner are most likely too old to be those of the missing
adventurers.
11
10
12
6
5
N#
1
AREA 4 (EL 4)
At a point in the hallway opposite the entry to Area 4,
the tracks of the Golden Band change. Characters following them may succeed at a Search check (DC 20) to
note that the tracks seem to indicate that the NPCs
were no longer walking at this point, but being dragged
following a scuffle. The tracks continue ahead toward
Area 12. If the PCs did not notice the tracks in Area 1,
they may attempt Spot checks here (DC 20) to see them
for the first time.
As the characters are about to turn east into Area 4,
read the following:
A strange sound emanates from this room, as
though a door is blowing open and slamming
shut in a strong wind.
A large chest sits in the middle of this 25-foot-square
room. The chest has been enchanted with a modified
animate objects spell. Every 1d8 rounds, the chest pops
open, giving the PCs a glimpse of its contents: a shining helm and several fragile-looking glass vials. The
chest is otherwise stuck and has no apparent locking
mechanism.
Attempting to break the chest is obviously a bad
plan, if the characters want to retrieve the vials
intact. A character who attempts to snatch a vial
AREA 5
As the characters enter this 20-by-25-foot area, read the
following:
The walls of this empty room are spattered with a
dry, rustlike substance. A partially intact mosaic
that seems to depict a large black widow spider
devouring an elf male decorates the pockmarked
and uneven floor of this room.
AREA 6 (EL 4)
As the characters look into this 20-by-25-foot area, read
the following:
AREA 8 (EL 2)
Dozens of sparkling gems lie scattered on the
floor of this 15-foot-wide room.
Most of these gems are worthless pieces of glass magically enhanced to appear valuable. A single monstrous spider descends from the ceiling as soon as the
characters enter the room and attacks. A successful
Search check (DC 15) allows the PCs to discover a
pair of enormous tiger eye turquoise stones worth
25 gp each.
d Large Monstrous Spider: CR 2, HD4, 22 hp; see
MONSTER MANUAL page 210.
AREA 12 (EL 7)
This room seems unnaturally cold. A statue of a
giant spider with a womans face towers in front
of you.
AREA 7
As the characters approach this area, read the following
text:
Numerous spiderwebs line the walls of this 15foot-wide room. A mosaic depicting a large black
widow spider devouring an elf male decorates the
floor. There seems to be writing near the mosaic,
etched into the floor.
CONTINUING THE
ADVENTURE
If the PCs escape from the temple complex with their
lives and alignments intact, Arda takes a special interest
in them and attempts to arrange another experiment
for the future. Over time, it may become apparent to
the characters that they have attracted the attention of
someone powerful and unpleasant.
Should the PCs return to Lerick with news of the
Golden Band rogues death, the people of the town take
the news badly. The townsfolk enter into a state of deep
mourning. The mayor offers the characters a position as
the towns new guardians, a job that pays a modest
stipend and commands the respect of all those under
their protection. Or, if you prefer, the mayor may ask
the PCs to locate the remaining three members of the
Golden Bandthey did, after all, find only one body.
Should the PCs return to Lerick with the adventurers body, it resists all attempts at being raised or