Expedition to the demonweb pits pdf download






















Download ». Get BOOK. Skip to content Fantasirollespil. Expedition to the Demonweb Pits. Kobold Guide to Combat. At the heart of every adventure lies conflict. Anyone caught by a tendril must succeed on a DC 22 Fortitude save or take 1d6 points of Constitution damage. Multiple wounds from such attacks result in cumulative bleeding loss two wounds for 6 points of damage per round, and so on. The bleeding can be stopped only by a DC 10 Heal check or the application of any cure spell or other healing spell heal, healing circle, or the like.

The pack lord remains hidden until spotted or an Abilities Str 18, Dex 15, Con 16, Int 5, Wis 12, Cha 8 opportunity to make a decisive strike presents itself. The wild hunter W approaches on its mount effect. A trunk has magical attack that specifically targets it except for ranged touch attacks. AC 3, hardness 5, and hp. Climb DC Resistance to Ranged Attacks Su As displacer beasts.

Space 5 ft. It next targets a Special Actions horn of the hunt, selected prey character who attacks it. They need not charge in a straight Speed 40 ft. Those within 10 feet who fail their saves a Medium or smaller opponent with its gore attack. If it become frightened. The megaloceros does not need to move with its foe in order to throw its foe more than 5 feet.

Tossed victims take impact damage on landing equal to falling the distance they were tossed. A slavering wolverine crouches nearby. Speed 20 ft. It can also attack with its fists. This watcher Combat Gear 2 scrolls of cure moderate wounds, 2 scrolls of has five scrolls scratched into its bark.

The markings dis- call lightning, scroll of protection from energy, ring of fire appear once the spell is cast; if the elder is defeated, any warding see below remaining markings can be cut out and used as scrolls. Druid Spells Prepared CL 5th : The wizened elder watcher casts barkskin on itself at 3rd—greater magic fang, sleet storm the beginning of the encounter.

SQ animal companion, link with companion, plant traits It seeks to kill or drive off anyone who harms its master. Improved Woodland Stride Ex A wizened elder can move through any sort of natural or magical undergrowth at its normal speed and without taking damage or suffering any other impairment. Entangle Su As the entangle spell; at will; DC 17; caster level 9th. This ability affects a foot-radius area around the wizened elder and lasts for 1 minute. Wolverine animal companion: hp 45 MM You see a giant figure moving on the tower.

A small gold horn icon hangs on a hook in the tower. The Web creates random portals throughout the planes, drawing Spider Queen Lolth is a demon that became in buildings, structures, and ships. The inhabitants of the a god, and her realm on the 66th layer is the Demonweb then incorporate the structures into the web. The Demon an immense network of overlapping foot-wide tubelike Queen of Spiders covets the status of the most powerful corridors.

Examination of the pathways reveals a subtle deities and seeks to achieve their station through treach- movement in the apparently natural patterns formed by ery, deceit, and murder. Climbing the side of a web passage requires a Unless otherwise noted, all doors are unlocked, simple DC 10 Climb check. Luckily, The Demonweb is made of thick, magical web- the web takes much of the impact, and the PC takes just 1d6 bing, sometimes forming passageways and other points of damage per feet fallen.

If a character cuts through the webbing, he or she can The webbing is immune to fire, cold, and electricity and crawl or climb out of a pathway into the outer web. The has hardness 10 and 20 hit points per 5-foot section. Good creatures take a —2 penalty on all Queen.

Charisma-based checks. Lawful good creatures take a Here and there, solid metal doors lead off from a pathway, combined —4 penalty on all Charisma-based checks. In the Demonweb, evil or chaotic dark elves, demons, and other servants of the Queen of spells function as if cast by a caster of twice the normal level. See page 64 for more about the planar Web spells spread out to fill twice the area that they normally doors.

The save DC of the poison spell increases by 3. Spider climb lasts twice as long, as do spells that summon any type The Outer Web of vermin.

The area around the detailed locations on the map is a black Evil creatures in the Demonweb heal at twice the void filled with strands of webbing in all directions—includ- normal rate. PCs who leave the pathway can plane shift, teleport, greater teleport, and any other spells with fly or move however they wish. A bil- lowing mass of putrid gray clouds suffuses the Demonweb Teleportation Keys Pits beyond the web tunnels. However, certain of her being forever drawn into the chaos of the Abyss.

The common keys, in order of rarity and value, consist In addition, subterranean sporebats page 68 hunt in of iron pyramids, silver spheres, eight-pointed bronze stars, between the tunnels, endlessly searching for prey. Detect magic and DC 20 Spellcraft If the PCs leave the map, they find nothing but an infinite checks reveal that the iron, silver, and bronze keys all radiate web and the soul-sucking fogs below, unless you want to faint conjuration teleportation magic; the blue cubes radiate create other encounter areas.

The Demonweb is a very big moderate conjuration teleportation magic. The various teleportation keys connect waypoint areas The maps and text for this adventure detail only a portion within the Web that are marked with floor mosaics: iron, of the Demonweb and the Demonweb Pits.

Kaarili, and Seeudra; Eccozt. Possessed by: Drow patrol captains. Gethshuq the bebilith. Anyone holding a teleportation key and Some of these encounters are significantly lower level than stepping into the circle is teleported to the destination pic- the PCs, especially if they return for a second or third visit tured as he or she steps onto the mosaic.

If the key holder to the Demonweb. Resist the urge to increase the difficulty of has no particular destination in mind, roll d20 to determine the random encounters; they provide a chance for the party which random destination he or she appears in, as shown in to feel powerful.

The PCs should overcome low-level mon- the table below. Spiders, demons, and other. THE Blacklight Rookery — 5—7 — — monsters attack nondrow on sight. Demon Shrine — 8—12 11—14 12—13 An encountered drow or drow patrol is instantly aggressive Spiderhome — 13—15 — 14 on a roll of 1—6 on a d PCs in drow disguise can bypass non- Hall of the Great Web 16—20 16—20 15—16 15—17 aggressive drow without their Disguise checks being opposed Spiral Desert — — 17—19 — by Spot checks or any words at all being exhanged.

Even if PCs successfully bluff the drow, indif-. In addition, they take a —1 circumstance penalty on all attack rolls, saves, and checks while operating in bright light. Drow fooled by the PCs have little to say to travelers, though they may give a general description of the nearest few points of interest.

PCs who press for information trigger suspicion and the need for additional Bluff checks. Outside the Web If characters explore areas off the map or the strands between the passages, use the following encounter table, rolling 1d20 once per hour:.

If the characters are not on a list of known drow 1 arcanist EL 13 allies, the portal is sealed the next time they return. A DC 23 Gather Infor- drop them near the priestess they seek. This shifting is normal; the connections between transition. Read: the areas on the map are temporary, spun up from the fabric of the Demonweb some say, built by Lolth-touched spiders Suddenly the noise of Sigil is gone, and you are in a chamber seem- and eventually collapsing back into the mists.

The air smells slightly acidic, and the tunnel Once the PCs have left the Demonweb for more than a is about 50 feet wide here. The only marker of the portal is the day, use The Demonweb Second Visit map on page If presence of bones, hundreds of them, all chewed at the ends with they use the portal frequently, generate your own version of the marrow sucked out of every one.

It is made of gold and worth gp because If the PCs enter the shrine, read: of its high quality. An iron pyramid, a bronze star, and a blue crystal cube are This empty chamber contains an entire temple complete with pil- inscribed into the floor here.

These are linked to the Demon- lars, an arched cathedral-style ceiling, and stained glass windows web teleportation keys described on page At the center of the room is an altar.

The image of Lolth here is suspended from spider silk ropes; it is made of hammered silver and worth 15, gp or more for its masterful workmanship. If it is cut down or dropped , it is likely ruined, because its legs are fragile and the whole statue is hollow.

Even if it can be transported, the leg span is 10 feet in diameter, making it a tough item to lug about. THE A 24th-level unhallow effect cast by Eclavdra emanates in a foot radius from the altar. In addition to the usual magic circle against good and turning check effects, anyone in the area who does not worship Lolth is subject to a bane spell Will DC A secret passage Search DC 20 is hidden behind one of the stained glass windows.

The entire window swings into the temple, revealing a foot-wide passage leading away from the arrival portal. This leads to encounter D4: Priestess and Acolyte see page A silver sphere, a bronze star, and a blue crystal cube are inscribed into the floor here.

These are linked to the Demon- web teleportation keys described on page In addition, a small gold horn icon lies among the webs that line the walls of the Shrine Search DC This is the portal key to the planar door to the Iron Wastes see page 64 for more about planar doors and their keys.

The black hemispherical room is the junction of several passages, and its floor is polished black marble marked with silver lines and shapes. Two sections of the wall are covered with silver-and-iron scrollwork that resembles webbing; these two meet at the center of the dome overhead.

The floor wriggles slightly underfoot. The entire hall radiates faint evil and faint transmutation magic. Creatures changing forms here such as a yochlol assuming an alternate form can shift between forms as a free action rather than a standard action. With a DC 17 Wisdom check, a character can interpret the abstract pattern of inlays in the floor as a map of this section of the Demonweb.

The circles are rooms or junctions; the squares are portals, and the lines are the passageways them- selves. An iron pyramid, a silver sphere, a bronze star, and a blue crystal cube are inscribed into the floor here. These are linked to the Demonweb teleportation keys described on page The walls here are covered with silver-and-iron scrollwork that resembles webbing.

Anyone climbing up those walls can find passageway entrances leading to the frayed and vermin-infested area of Spiderhome encounter D6 and to the palrethee magma gate encounter D7. She usually wears a sardonic sneer, but the priestess Lissondra. Each of these areas contains aggres- when in the presence of great planar personages, she softens sive Abyssal creatures that are only too happy to see fresh and shows diplomatically appropriate deference.

Eclavdra fell out of favor with Lolth in recent decades, after Lissondra has a laboratory in area D4. Eclavdra ultimately Demonweb after meeting Lissondra.

The Queen Gate encounter D9 and have acquired a means of opening of the Demonweb Pits admires ambition above loyalty and the door or if they seem intent on doing so at this time.

She might be present on a future occasion if the party returns. Read: a specific portion of the Demonweb. Seventy of them are 4th-level fighters, led by nine 8th- drow warriors and clerics who serve Eclavdra, the epic-level level captains. Luckily for PCs intent on guards, never leaves the Fane. The 8th-level fighter captains enter the Fane by force. The drow noted below and on the have iron pyramid teleportation keys, Artoresz has a silver maps are those in the Fane when the PCs arrive; the rest are sphere teleportation key which he never uses, bestowed as out on standard patrol duty or off duty in the underground acknowledgement of his station , and Eccozt carries a bronze barracks.

Fane, be sure to impress on them its size and the number of drow evident within. If the party tries to crack the Fane The Priestesses without stealth, magical disguises, or verbal subterfuge, fail- The clerics are fewer in number but more fanatical and very ure is assured. PCs not immediately killed in a full-on assault skilled: twelve are relatively humble 5th-level subpriestesses, linger only to face torture in the drow dungeons.

See the but the remaining six are 9th-level whip priestesses, named area description and maps below, plus several strategies the Heveth, Galgolith, Ingili, Kaarili, Seeudra, and Treason. The PCs might adopt to penetrate the Fane without triggering whip priestesses run the services in the Fane, administer an armed conflict that would spell their doom.

The other whip priestesses carry bronze stars, and drow cleric 23; Epic Level Handbook , a ravishing priestess the subpriestesses carry silver spheres. Utterly without compassion and always thinking three moves ahead, Eclavdra. If Eccozt accidentally bonus on the damage roll. She must declare the smite smites a creature that is not good, the smite has no before making the attack. Light Blindness Ex Abrupt exposure to bright light such as Smite Good Su Once per day, Eccozt can make a melee sunlight or a daylight spell blinds drow for 1 round.

Light Blindness Ex Abrupt exposure to bright light such as sunlight or a daylight spell blinds Eccozt for 1 round. In addition, he takes a —1 circumstance penalty on all attack rolls, saves, and checks while operating in bright light.

If Trickery. PCs are best served by retreating Possessions combat gear plus masterwork heavy mace, and trying a different tack. Getting across the web-filled moat lowers and the gates at the base of the patrol tower swing wide.

In a flash of smoke, Eccozt appears on the mosaic, drop down into the open courtyard. Two 4th-level drow warriors guard the home free—they are allowed 10 minutes and 10 minutes only vestibule and must either be evaded or quietly dealt with. Though fired from a variety serves as a breeding ground for phase spiders and Lolth-touched THE. The pit is filled with webs and spiders, but a which includes one range increment penalty, on average. This bridge of carefully spun spider silk can be lowered at this loca- barrage repeats every round PCs remain in the cavern.

This is linked to the Demonweb teleportation keys described on page This tower is guarded by The deepest portion of the spider pits that surrounds the twelve 4th-level drow fighters D , the arcane archer Artoresz inner towers is the swarm pits, which are home to the ten- A , and the whip priestess Treason T. Use the patrol drow thousand-spider swarms that plague visitors.

Anyone entering on page 55 for the fighters, the statistics below for Artoresz, this area releases such a swarm see page The lower sec- and the description above for the priestess. Two 4th-level drow guards D stand watch in the vestibule The Crossbow Guards: The two heavy crossbows here opening onto the covered tunnel that connects the priestess are fired by a standard patrol of four drow fighters.

Their leader, A bronze star is inscribed into the ground between the the arcane archer Artoresz of the House Eilservs, appears patrol tower and priestess tower. This is linked to the Demon- on the roof in 1d4 rounds, ready to fend off intruders.

As a web teleportation keys described on page This tower has witnessed the heights and depths of drow power The guards are on the lookout against stealthy invaders, and intrigue.

When in residence, the high priestess Eclavdra weapons are secured on swivel mounts on the top of the keeps four 8th-level male drow fighter favorites here as lovers. They reload using the Rapid Reload feat and page and two whip priestesses see the stats above, page Lolth and the defense of the Demonweb. If you need her for a combat encounter, she is a Init 4; Senses darkvision ft. Only Eccozt bonus from cover is permitted inside while Eclavdra is gone, and that only to Immune sleep SR 20 attend to any prisoners who might be in the dungeon at the.

They open into a Space 5 ft. A lever hidden 2d4 hours in a panel on the pyramid-throne Search DC 25 moves the Special Actions imbue arrow entire structure, revealing a pit below. The entire pyramid slides over melee touch them again to cover up the pit. Both inner and as sunlight or a daylight spell blinds drow for 1 round. In addition, they take a —1 circumstance penalty on attack rolls, saves, and checks while operating in bright The Platinum Key light.

It opens both the Silver Door Imbue Arrow Sp Artoresz can place color spray, darkness, and the Black Gate, and anyone with it in his or her posses- faerie fire, or shocking grasp upon a bolt. When the bolt sion is assumed to be favored by Lolth. This ability allows him to use the in the floor.

It takes a standard action to cast the spell and fire the bolt. The rotate independently, like metallic hoops set in oiled tracks. If without native cooperation. The doors the party might both circles are rotated so that the nonmatching symbols line fi nd in this adventure include portals to the elf realm of up for more than 10 seconds, the phase-shifted Platinum Key Caer Sidi, the drow city of Erelhei-Cinlu, the Iron Wastes, suddenly appears.

They This octagonal shrine to Lolth is more richly decorated than cannot be magically opened; they must be activated as gates in THE. When the party holy symbol. This information can be discovered with a arrives, the two 9th-level whip priestesses Heveth H and DC 20 Knowledge the planes check or a DC 25 Knowledge Galgolith G , seven 5th-level subpriestesses P , and Eccozt religion check.

E are here; Eccozt hurries to the top of the patrol tower to The doors also open with the use of magic portal keys. With a DC 22 Appraise in a random area of the upper Demonweb.

The residents of check, the party could spend an hour and gather 9, gp the Demonweb, naturally, rarely bother with portal keys and of valuable items, weighing just pounds.

With a second merely slaughter a handy mortal or lesser demon when they hour spent and a DC 25 Appraise check of the more difficult want to open a door. To gather more of the wealth after following locations. Corridor A blue cube is inscribed into the floor in this shrine.

The drow torture their victims the Fane, they are not immediately killed. Instead, the hateful at least three times a day, often more, depriving them of sleep, drow keep them prisoners for a day or three, until dehydration water, and rest.

The drow ask them to reveal their source, and All prisoners must make a DC 20 Fortitude save each day if multiple PCs are in their hands, they torture one of them in or become fatigued from torture, abuse, and lack of food and front of the others to attempt to gain information. Choose the water. Once fatigued, they must make DC 20 Fortitude saves victim randomly, unless the party contains an obviously lawful each day or become exhausted.

The cramped, cold, and wet good character such as a paladin, ranger, or the priest of a conditions of the drow prisons do not allow sufficient rest lawful good deity. Divine exposure to poison each round , and slowly drowning the pris- casters recover spells normally, despite the conditions, if they oner in blood use the drowning rule, page of the Dungeon make a DC 12 Wisdom check.

In each case, the other characters are forced If answers are not forthcoming after a week or so, prisoners to watch, and the victim of torture takes 1 point of Constitution are transferred to area F9: Prison of the Yochlols. Anyone The goods of the surface world and many more besides are casting detect magic can locate the outline of the metal doors, available here at double the usual price.

The PCs can secure though the portal remains incorporeal until someone casts a room at an inn, win cash in the gladiatorial arena, or buy web or spider climb to summon the door on the conquered food, weapons, and supplies. Unless they run out of cash or plane. The tower of the Demon-Quelling castle situated atop a small hill. The sky above is locked in Sword encounter C6, page 51 lies not far from here, giving.

THE an artificial twilight, the sun always tucked away behind a the PCs another chance to acquire it if they missed their dark bank of clouds. It tells them by an impressive army of hobgoblins, gnomes, and trolls.

The haughty Pharisees of Caer Sidi know what form the key takes. Alfric seeks to under- EL 12 mine Lolth and enthusiastically supports any of her enemies, A door portal at this Demonweb anchor point leads to a forest donating minor magic items to the cause and even standing of strangely red trees: Their trunks vary from dark yellow by during initial forays.

The undergrowth is normal Alfric betrays them in hope of currying favor with Lolth. He green. The portal opens near a narrow forest trail, just wide does so by asking them to complete an assassination mission, enough for a horse. On this world, a powerful sun god named Elishar Deities As soon as their hands are bloody, Alfric tries to turn the and Demigods page and his Soldiers of Light prestige characters over to Gethshuq see encounter F20 or another class members protect a network of small gnome and human servant of Lolth.

The party must fight to escape. As an alternative to Elishar, use home world. Demons such as glabrezu Near the gate, the party meets a yochlol named Vonshar wander the streets without attracting undue attention. It tells the party that its village Humans or dwarves who are not slaves are unusual enough is controlled by a seemingly friendly warrior who secretly to attract attention; in the temple, surface dwellers are usu- serves Lolth and keeps his people enslaved.

If the PCs could ally sacrifices or servants. Disguises or invisibility spells are capture and destroy him, they would free the people from required to leave the temple of Lolth safely. The warrior, Lord leave the temple district and the wealthier sections of town, Baraville of the Loireburg, will ride out from his summer they can blend into the crowds.

Surface elves are always palace to his winter hunting lodge soon. Perhaps the party attacked and cannot go anywhere in town undisguised. Once they have done so, they overrun the. This is linked to the Demonweb teleportation keys months. Every dwarf miner bears the marks of a whip, and described on page The drow here are rare.

The dwarves living on the surface rarely thrive, and nocturnal but live on the surface, coming up from thick adobe the drow find the open pits disquieting and more difficult homes and bat-filled caves into the starlight each evening to to secure against rebellion, smuggling, or sabotage. The desert Deep in the mine-pits, the yochlols rule over both driders spiders feed on the small birds, mammals, lizards, and other and dwarves. The greatest of them is a the edge of the fields.

If a disturbance of any kind The portal opens onto the top of a plateau feet above occurs in the mine, yochlols arrive in pairs to sort it out see the level of the surrounding desert a narrow, difficult wind- their statistics on page Any disturbance that lasts for ing path down can be found with a DC 24 Search check.

If combat ensues with Yscolene, use the statistics for seen dwarves, gnomes, or halflings; their slaves are all human, Urialle presented on page The city also contains tame Small, Possible adventure hooks include the following: Medium, and Large hunting spiders CR 1 and 2 , which act 1 The Crippled Crane: Rebellious dwarves ask the party as guard animals and keep the slaves from running off.

The for help in destroying the main crane to the deep mines. During daylight hours, when the drow easily reach the lowest reaches of the mines to put down the are deep in their adobe homes or the bat caves, it looks as if revolt. Truegard, and now a hostage of the drow to ensure the good The best the party can do is defeat the two Gargantuan spi- behavior of his subjects. Once rescued, he must be taken to ders CR 8 each that guard the slave pen during the day and Sigil, where Longbeard can recruit allies to free his people.

The plane on the far side of this portal is one of dwarven misery and slavery. The citadels of Truegard guard the mine entrances that are the source of wealth and sorrow for the entire continent where once dwarves ruled. The citadels are now glorified ventilation shafts and wheelhouses, used to bring up ore and rock, and to remove the bodies of dead dwarves from the deeps. Ask the PCs to make Listen checks against the half its speed while grappling and constricting. At that time, roll initiative for all acting characters and the chwidencha.

This is the portal key its grip, ready to drop on your heads. Languages Undercommon understood but not spoken Parts of the area are covered in deeper darkness, as marked. Finding the lair requires a DC 22 Search Weaknesses vulnerability to sonic check, DC 12 if the deeper darkness is removed first. Space 10 ft. Improved Grab Ex A chwidencha must hit an opponent of up to Medium size with two or more leg rake attacks. It can then attempt to start a grapple as a free action without provoking attacks of opportunity.

If it wins the grapple check, it establishes a hold and can constrict its opponent as well as deal automatic leg rake damage. A leg has an AC of 19 touch 12 and can take 20 points of damage. The loss of a leg does not harm the creature that is, the damage does not apply against its hit point total , and the chwidencha regrows the limb within a day.

The second time, there are two, Languages Sporebat the third time three, and so on. AC 15, touch 15, flat-footed 10 A silver sphere is inscribed into the floor here. A single sporebat uses its enervation ray illumination other than daylight, a sporebat can repeatedly.

Enervation Ray Su A sporebat can fire a brown melee while the other continues to use enervation. Spore- enervation ray every other round at any target within bats do not pursue any creature into the tunnels. As the enervation spell, CL 12th DC Silent Ex Sporebats move in absolute silence. If the PCs explore the spore- bat nests, they might attempt a Search DC 25 check; if successful, they find a small, well-camouflaged clutch of sporebat seeds worth 5, gp if handled carefully.

If this combat lasts for more than 7 rounds, the PCs draw the attention of both a standard patrol and one of the 5th-level subpriestesses from the Fane of Eclavdra page In addition, a small red tree icon lies in a crack in the floor of the rookery Search DC This is the portal key to the planar door to the Red Forest see page 64 for more about planar doors and their keys.

Ceiling Opening: The open section is reachable with a DC 15 Climb check; the hole in the tunnel is 15 feet above floor level. Outer Web: If the characters use the hole to leave the 68 tunnels, see page 54 for a description of the web-filled void outside the passageways.

The Space 10 ft. The spiders shift in around their victim, make a round of flanking bite attacks, and Ethereal Jaunt Su A phase spider can shift from the Ethereal Plane to the Material Plane as a free action, and shift back out at the end of their attacks. They then wait to shift back again as a move action or during a move see whether their poison takes effect. If not, they wait for action. The ability is otherwise identical with ethereal the party to split up and attack the smallest group. They jaunt caster level 15th.

If the fight lasts more than 7 rounds, a standard patrol page 55 arrives at the start of the next round. Webbing: The webs are as thick as strands of cable.

They can be climbed on all fours requiring no skill checks but cutting movement in half, no running possible or walked on with a DC 10 Balance check. Failing the Balance check means that the character falls prone and is stunned for 1 round; if he fails a DC 15 Reflex save, he falls out of the webbing see page 52 for characters falling through the Demonweb. The phase spiders take no penalties and have no chance of falling out of the web. Sticky Webs: If a PC enters one of these sections, his hands or feet stick to the webbing, and he becomes flat-footed and unable to move.

To free themselves, characters must make a DC 18 Strength check or have a friend burn away the web beneath them. This also burns away their means of support. The spiders move over sticky webs without impediment. Then they pose as if they notice nothing, marked D4 on the map page If the PCs come from another direction, they see that the room ahead is full of flickering light, flashing much Lissondra CR 8 more quickly than normal fire and creating roaring heat.

Languages Common, Elven, Undercommon, Draconic, Lissondra is currently out of favor with her goddess and Goblin seeks ways to regain her trust. In typical drow fashion, AC 19, touch 13, flat-footed 18 she plans to betray Lolth and then reveal the plot against Immune sleep her.

Around the edges, you can see that the pyrotechnics 8 charges space beyond has been expanded into a Cleric Spells Prepared CL 7th : summoning chamber or makeshift laboratory.

More DC 16 , magic circle against lawD, stone shape 2nd—augury, darkness, hold person DC 15 , resist tapestries cover the walls and hold in the heat of energy, shatter D DC 15 the braziers. Domains: Chaos, and a black circlet set with shining red gems, and a Trickery. Rather than thanking them, chaos hammer. What they do thereafter is up to them. Glaring is a standard action that affects any creature Bon can see within feet.

The target becomes shaken for 10 minutes, and must succeed on a DC 15 Will save or be stunned. If they are 50 or fewer, it is 10 rounds; 51 to hit points, 3 rounds; or more hit points, 2 rounds. Fiendish glare is a mind-affecting fear effect. Wear Fiend Su An acolyte of the skin summons the essence of a fiend and wears it like a second skin. It takes the spider 1 round to Immune fear, vermin immunities MM chew through the webbing. Space 15 ft.

This is similar to an attack with a net but has a TACTICS maximum range of 50 feet, with a range increment of The spiders throw their webs at foes in the first round or 10 feet. An entangled creature can escape by making a the surprise round, seeking to split the party and immobi- successful DC 19 Escape Artist check, or by bursting lize smaller members. In the second round, they leap out the web with a DC 23 Strength check.

Skills A monstrous spider can always choose to take 10 on If one spider is killed, the other two retreat to their webs. Climb checks, even if rushed or threatened. If the webs are burned, the spiders fight to the death.

If a fight here lasts more than 5 rounds, it attracts the attention of a drow patrol see page The spiders fight in concert with the drow. The webs deal 1d6 points of damage at the start of each As the PCs approach the Spiderhome area, read: round. A bloodsilk spider gains temporary hit points You see that the tunnel ahead shreds into weblike max.

Blood Web Ex A bloodsilk spider can throw a blood-red web strands. The passage continues to crumble until it eight times per day. This is similar to an attack with a net abruptly ends, leaving you standing on a ledge that but has a maximum range of 50 feet, with a range looks down into the web-filled void of the increment of 10 feet, and affects targets of up to Medium Demonweb.

Ten feet in front of you, part of what size. The web anchors the target, allowing no movement. The blood-soaked web is The webbing around you turns red beneath your immune to fire. In addition, a small white hammer icon rests openly on the edge of the spinning corridor Search DC 10 , about to tumble into the web void below. This is the portal key to the planar door to Truegard see page 64 for more about planar doors and their keys. On its turn, the corridor continues its spin, completing a quarter-turn each round and lining up with the tunnels every other round.

Use grapple checks to this area. Just standing next to the gate deals fire damage to a creature, and the palrethee take full You are in a room that seems to belong to a plane advantage of this fact. Striding out of the smoke are two tall skeletal 2 Palrethee Demons CR 8 demons with bony white vestigial wings. Languages Abyssal; telepathy ft. The flame burns for 1d4 rounds.

A burning creature can take a move action to put out the flame. Fiery Shield Sp A palrethee is wreathed in scorching flames that cause damage to each creature that attacks it with a natural or hand-held melee weapon. Weapons with exceptional reach, such as longspears, do not endanger their users in this way.

This ability is the equivalent of a 3rd- 74 level spell. Refer Once the party is engaged with the palrethee, an oppor- to The Demonweb First Visit map on page 53 for additional tunistic inferno spider throws its web from the magma gate, locations in the Demonweb. If this combat lasts for more seeking to snare easy prey. The inferno spider stays in the magma gate as often as it can, using its flame webs to capture prey that might oth- erwise be too quick and nimble.

In combat, it first tries to entangle prey with its webs and then closes to bite with its poisonous fangs. Anyone Languages Ignan standing in the magma takes 4d6 points of fire damage per round; anyone standing adjacent to it takes 2d6 points of fire AC 22, touch 12, flat-footed 19; Dodge, Mobility Immune fire; elemental immunities MM damage per round.

It is a layer made Space 10 ft. This is similar to an attack with a net but has a maximum range of feet, with a range increment of 20 feet, and affects targets of up to Huge size. The web anchors the target in place, allowing no movement. The web has 12 hit points and hardness 5. If any part of the flame web takes 5 or more points of cold damage, the flame goes out and the web becomes cold and brittle, reducing the Escape Artist check DC to 16 and the Strength check DC to Any creature that strikes or touches an inferno spider with its body or a weapon, or that grapples an inferno spider, automatically takes 1d6 points of fire damage once per turn.

Skills An inferno spider can always choose to take 10 on Climb checks, even if rushed or threatened. Those with legitimate business in see page 55 ; the drow arrive at the end of the hall and the Demonweb Pits have access to bronze star or blue cube teleportation keys, which can take the bearer directly to Whisper Demon CR 9 area D9. Otherwise, the drow avoid this area entirely. Characters who succeed in hearing the mutter- Aura maddening whispers 60 ft.

Immune confusion, electricity, hypnotism, insanity, poison, Observant characters Spot DC 15 note an unusual Wisdom damage and drain number of openings in the walls of this corridor. They do not flee maddening whispers, on a roll of 51 or higher, instead until all but one of them is destroyed or turned. It attempts to use its maddening whis- to its average melee damage with the weapon it pers for at least 3 rounds from within the pits, hoping to currently wields or its primary natural weapon, create spawn.

To force the DC 21 Will saves for as many whichever deals more damage. This member each round. To do so, it uses the connecting tun- is a mind-affecting compulsion effect. Instead, it flies straight Madness Ex Anyone targeting a whisper demon with a up to the ceiling of the room and hides there, flying and thought detection, mind control, or telepathic ability whispering.

Under no circumstances do the drow acter to pull hand back before it is webbed onto door and and enter the hall. Search DC This is the portal key to the planar door to the city of Caer Sidi see page Ellessandra, the missing woman, is actually an elf from the Summer Lands.

She came to live in the human settlement when the miller made a dangerous pact with the River King, the lands' powerful sidhe ruler. Now, the player characters must unravel the truth behind Ellessandra's disappearance, piece together the involvement of a young brownie turned-fey lord, and dive into the fey courts of the Summer Lands to stop a raid that would surely spell Riverbend's doom. All the while, Arthurian intrigue and mischief runs high among the fey lords and ladies in this mercurial, open-format adventure from acclaimed adventure designer Wolfgang Baur!

This Pathfinder Roleplaying Game adventure for 4th- through 6th-level characters is full of hijinks and trickery, and fits nicely into any campaign setting in which fey are regal. Their courtly plots are dangerous and will test bold adventurers' skills to the limit!

Score: 4. Insurrection Author : Thomas M. A hand-picked team of the most capable drow adventurers begin a perilous journey through the treacherous Underdark, all the while surrounded by the chaos of war. Their path will take them through the very heart of darkness, and the Underdark will be shaken to its core. If the powerful dark elves falter, the world below is open for Insurrection. Score: 2. Resurrection Author : Paul S. Enter Paul Kemp. The Demonweb Pits, removed from the Abyss to take its place among the lower planes, is more dangerous, more horrifying than anyone has ever imagined.



0コメント

  • 1000 / 1000