** CHAPTER 13: The Demonweb Pits **

Should the players escape from The Vault of
the Drow, they may eventually reach the
surface-world again. If they have entered the
Abysmal Plane already, nor found the Egg of
Lolth*, they find the situation in Istivin similar
as before--the mighty sages arguing about
the best method to handle the glowing black
sphere, the surface of the sphere accepting
some adventurers, but not others.

If the the adventurers attempt to enter the
sphere at this time, they are drawn into it and
placed, with the Egg, at location marked
Start. Lolth wants those who have wreaked
such havoc in her earthly domain to drop in
for a visit.

If the player characters have already discovered
the Egg, and been drawn into the tapestry,
they begin at the location marked START
as well.

The platinum Egg is Lolth’s “gift” to the
party. It weighs about 60 gp and has no seams,
hinges, or other signs of opening. It cannot be
opened by hand or force, although it may be
dented. It can only be opened by casting a remove
curse upon it. The person casting the
spell becomes cursed (saving throw applies) to
enter the astral gate to Lolth’s plane, by running
through the amber pool (and the illusion
of Lolth) and then through the mural. The
character so cursed will attempt to retain possession
of the Egg. If prevented by other characters,
the cursed person will either attack or,
if outnumbered, bribe the party with the
Egg’s contents. Inside the Egg are four
items--an iron Pyramid, a silver Sphere, an
eight-pointed bronze Star, and a pale blue
crystal Cube. All of these are powerfully magickal.
They will serve as teleportation keys for
rooms on the Web.

Remove curse has the above effect on the
Egg. Other spells that may be cast upon the
Egg have effects as follows.

Augury reveals to the caster that the Egg
contains the chance for great weal (destruction
of Lolth) and equally great woe (loss of character
life).

Dispel magick or dispel evil causes the Egg to
shimmer as if about to dissolve, but the Egg is
left unharmed when the effect passes.

Commune, contact higher plane, and similar
spells calling in the aid of more powerful
creatures result in the newly arrived being advising
a remove curse on the item (providing it
on a scroll, perhaps). The other great powers
have no desire to challenge Lolth directly, but
if the PCs were to act as their unknowing
agents and defeat the Spider Queen,
so much the better.

Identify, if cast successfully, shows the
holder of the Egg that only a remove curse will
open the Egg to reveal the riches inside.

* The Egg is acquired in the Fane of Lolth in
the Vault of the Drow, dungeon room 5.

To enter the astral gate that will carry the
characters to Lolth’s plane (the
DEMONWEB), characters must first walk
through the amber pool containing the Illusion
of Lolth. After doing this, they are able to
step through the mural on the far wall and enter
the DEMONWEB. If the characters enter
through the black sphere, they find the Egg at
the Start location, as well.

The Web is one of the 666 layers of the
Abyss. It consists of 3 interwoven levels,
over which floats a 4th. All the levels are
dark, but can be illuminated by torches of
magickal light. The light cannot penetrate the
fog around the Web’s pathways, but the “corridors’’
can be lit. On each of the three internoven
levels are 4 doors that lead to rooms on
other layers of the Abyss (not shown on the
map, as they would clutter it and make it difficult
to read). The 4th level has eight doors
that lead to alternate worlds of the Prime Material
Plane, and one door that leads to the level
of the Abyss which contains Lolth’s palace.

Spell Alterations

General Notes
Lolth’s world in the Abyss is an environment
quite unlike the Prime Material Plane,
where most AD&D@ campaigns are run. Because
of this, and because of the nature of the
Web, many of the spells used by the characters
on their natural plane function differently
here. It is important to note that some alterations
do NOT apply to spell casters who come
from the outer planes; they have learned or
been taught the way to CAST spells so that they
function properly here. Certain spells will not
succeed, no matter who casts them (e.g. detect
evil, conjure animals, etc.). In all cases,
spell casters encountered in this region of the
Abyss will know the alteration of any spell before
casting it.

The following spell lists are arranged according
to class: <priest>, druid, <wizard>, and
illusionist spells , arranged alphabetically for
each group.

Those spells with an asterisk (*) after them
function normally in the 12 rooms off of the
Web and in the palace of Lolth. The noted
spell alteration only applies when the effect is
used within the Web itself.

A few spells have different effects, depending
on where they are cast. Those should be
carefully noted by the DM. Some spells will
NOT be forgotten when cast, and this is noted
where the case applies. Otherwise, any spell
cast is used up and forgotten (the normal spell
procedure), whether or not it has any effect.

Special Notes <i>
A. Lolth: This is not the true name of the demoness.

B. Creatures: The Abyss contains no normal
non-fantastic plants, insects, or animals of any
sort that can be affected, controlled, or summoned
by beings native to planes other than
the Abyss. Some few similar creatures may
serve local natives, such as the tiny insect-like
things used to torture lost souls herein.

C. Interplanar Contact: Any spell which
would contact or open a channel to any other
plane of existence, save only adjacent layers of
the Abyss, will not function. Lolth's plane is
the 66th within the Abyss; even contact with
the Astral is impossible.

<Priest> Spells
It is very important to note that while in the
Abyss, clerics may not regain spells which
must be granted by a deity or agents thereof.
Thus, only 1st and 2nd level spells may be relearned.
The reason is that the deity will NOT
wish to interfere in the affairs of another plane
where such meddling might be seen as offensive
to the powers that rule therein.

Abjure: Note that demons are native to this
plane for all such summoning and control-type
spells. Lolth also keeps a tight reign
on what she lets into or out of her Web,
and PCs may not abjure themselves out of
her <dimension> (nor implore other creatures in)
without her knowledge and consent, as reflected
by the consent of the DM.

Aerial Servant: This has no effect; see special
note C.

Air Walk..*: Any character using this effect to
tread out into the maelstrom is lost. The
spell may be used to move from one level
of the web to another, similar to a feather
fall.

Animate Object..*: In the Web, this spell has
no effect. The doors, fog, and pathways
are part of Chaos.

Astral Spell: This has no effect; special
note C.

Cloudburst..*: This spell only functions within
5' of the spell caster.

Commune: Before the spell is cast, the <priest>
realizes that while in the Abyss, contact
cannot be made with the deity. If CAST anyway,
the spell has no effect.

Conjure Animals: No effect; see special note B.

Continual Light..*: The light does not illuminate
the fog, but will light the paths of the
Web as if they were corridors

Control Weather..*: The spell effect is limited
to a 5-foot radius around the spell caster,
and will not affect the maelstrom of wind
and fog in any way.

Detect Evil: Everything in the plane radiates
evil, no one part stronger than any other.

Detect Life..*: The entire construct of the web
is alive in a fashion , composed of lost souls.

Detect Magick..*: Everything in the Web radiates
magick of equal potency.

Dispel Evil: This spell only works against creatures
summoned from planes other than
the Abyss, and is therefore useless against
any demon. Other monsters encountered
in the <dimension> were not summoned, but entered
through the gates, and are thus unaffected.
The reverse of the spell functions
normally.

Dispel Magick..*: The spell has no effect if cast
on any portion of the Web or into the surrounding
maelstrom.

Divination: As this requires advice from a deity's
intermediary, the spell has no effect.

Dust Devil: This has no effect; see special note C..

Earthquake..*: This spell causes the Web's
pathway to buck like a wild pony. Each
player must roll ld6. A result of 1 or 2 indicates
that the character has been thrown
off into the maelstrom, and will be forever
lost (unless previous precautions have been
taken). After the initial shock, the path returns
to normal.

Exaction: See gate spell for effects of summoning
powerful extra-dimensional help.
Also see special note A.

Find the Path: This spell will function properly
65% of the time. A separate check is
made for each turn of operation. (The spell
effect lasts for the entire duration, but will
probably only function intermittently.)

Gate: Any creature gated in instantly knows
that it is in the Abyss. Creatures whose relative
hit dice, strength, and powers are less
than a Type IV demon immediately become
frightened, and retreat through the
gate. Other creatures only elect to stay
25% of the time, as they do not yet see
Lolth as a great threat. If the gated creature
poses a significant threat to Lolth's domain,
the spider queen automatically and
immediately summons an equivalent
number and type of demonic beings to destroy
the gated creature. (For instance, if a
pit fiend is gated in, six Type IV demons
are sent to destroy it.)

Giant Insect: See special note B.

Heroes' Feast: The food created by this spell is
nauseating and unclean to behold, but filling
and nutritious for as long as the spell
duration lasts.

Holy Word: This spell has no effect for any
PCs, as they are not on their home plane.
Its reverse sends Lawful Good creatures
and characters back to their home <dimension>,
and will affect other alignments as per the
spell description.

Insect Plague: See special note B.

Light..*: See continual light, above.

Locate Object..*: When used in the Web, the
correct general direction is indicated, but
the relative height (up, down, or on the
same Web level) varies randomly, checked
each round.

Meld into Stone..*: Anyone attempting to
meld into a wall or floor of the Web is immediately
ejected as if the spell duration
had expired. All normal effects of that
ejection apply (Dmg 4-32 and SAVE for all
equipment).

Messenger..*: See special note B.

Portent: Roll to determine the type of luck the
character will have, but the effect is always
the worst (-3) everywhere in Lolth's domain.

Precipitation..*: This spell only functions within
5 feet of the caster.

Protection From Evil: This has no effect, since
everything around the caster is utterly and
deeply evil, part of the Abyss.

Raise Dead: There is a 45% chance that the
soul of a Type I demon (hp 32) will inhabit
the body that is being raised. If this occurs,
the system shock roll is automatically successful.
The player should be secretly told
to play the new role. The demon will feign
weakness, and will try to lead the party
astray or into a deadly situation. It will not
attack the party without HELP. The memories
of the victim are not known to the demon.

Regenerate: There is an 80% chance that
when this spell or spell effect (a ring, for
instance) is used to regrow a lost body part,
the regrowth will occur improperly. Use the tables
below to determine possible results.

ARM (d4)
1. animal-like (furry and clawed)
2. insect-like
3. tentacles
4. head and body of a poisonous snake (hostile to PCs 50% of the time).

LEG (d8)
1.clawed
2. hooved
3. insect-like
4. snake-like (may be used to walk)
5. bird-like
6. webbed
7. taloned
8. suckered (reduce movement by 3")

HEAD (d6)
1. skeletal
2. frog-like
3. insect-like
4. faceless
5. rat-like
6. bird-like

In all cases where a body part fails to regenerate
properly, the charisma of the individual
may be affected (at the DM's discretion), and
comeliness most certainly. Those changes
which would give potentially useful abilities
(suction cups, claws, etc.) cannot be used during
this adventure, as the recipient must practice
with the new ability for at least 1
month. Certain changes (faceless, in particular)
will result in the character's eventual
death unless steps are taken to correct the situation.

Restoration: If used to restore a life level,
there is a 10 % chance that the spell or spell
effect will accidentally draw on magical energies
from the Abyss, resulting in the loss
of another life level from the recipient.
This spell functions normally when used to
cure insanity or feeblemind. It always
functions normally in all ways for residents
of the Abyss.

Resurrection: There is a 25% chance that the
body will be inhabited by a Type I demon
(see raise dead, above).

Speak With Animals: This functions correctly
with any normal animals brought by the
party from the Prime Material Plane. The
spell has no other effect; see special note B.

Spiritual Hammer: The spell fails, as the divine
aid necessary for the spell's completion
will not be given.

Stone Tell..*: If cast on the Web's path, the
souls trapped therein begin an uncontrollable
noise--pleadings, wild screaming,
scorn, mad ravings, life stories, etc.--and
give no useful information.

Succor: The caster feels queasy and unsteady,
and does NOT teleport to the desired location,
due to lack of orientation.

True Seeing..*: The reality of Chaos is impossible
to understand by any PC in the Web.
In 1 minute of truesight, the <priest> beholds
the Chaos of the Web--an eye-torturing,
blazing tangle of twisted,
rope-like objects. The DM must warn the
<priest> that sanity will be lost if the attempt
is continued, and that the <priest> must close
his or her eyes immediately or go raving
mad. Loss of sanity will result in the cleric <insanity=x>
fleeing from the party only to attack them
later, or if prevented from flight, attacking
immediately. The DM controls the cleric's
actions until the character is cured by a
heal spell. <what about restoration?>

Wind Walk..*: The spell starts to fail as soon as
the <priest> leaves the pathway of the Web,
and the victim spins uncontrollably. The
player must declare that the character is
immediately returning to the pathway; if
NOT, the <priest> is hopelessly blown away by
the winds of the maelstrom and lost forever.

Word of Recall: The caster feels queasy and
unsteady, but does NOT teleport to the desired
location. The spell fails due to lack of
orientation.

Druid Spells
Many of a druid's spells involve the conjuration,
control, or enchantment of plants or animals.
Unfortunately for the druid, none of
these spells will work in the Abyss, as there are
no normal plants or animals to be found
there. The affected spells are animal summoning,
I, II, and III, animal friendship, entangle,
invisibility to animals, locate animal,
liveoak, locate plant, pass plant, Robert plant
growth, and transport via plants.

Call Lightning: The storms in the Abyss are
not the natural type that the druid may call
upon, so the spell has no effect.

Call Woodland Beings: See special note B.

Chariot of Sustarre..*: The chariot arrives 5
minutes after casting. If flown into the
maelstrom around the Web, it is buffeted
by winds of hurricane force. Each rider has
a 10% chance per turn of being blown off
and forever lost in the Abyss. The DM
should inform the druid that the horses are <fire horses?>
not able to keep to the set course. The
druid must then turn the chariot back toward
the path; if not, it and all its riders
will be lost. If turned back, the chariot returns
to the pathway in 1-6 turns; the 10%
chance per turn of being blown off still applies.
Upon returning to the path, the
horses, shaken and exhausted, will REST for
1 hour before pulling the chariot again.

Cloudburst: As the cleric spell.

Commune With Nature: The spell will have
no effect; nature, as the druid understands
it, does not exist on this plane.

Conjure Elemental (Earth or Fire): This has no
effect; see special note C.

Control Weather..*: As the cleric spell.

Control Winds..*: This has no effect, for the
maelstrom around the Web has a greater
force than the druid can control.

Creeping Doom: This has no effect; see special
note c.

Detect Balance..*: The entire web radiates a
strong aura, reflecting the fact that extreme
Evil is at work here. No part radiates
more strongly than another.

Detect Magick..*: As the cleric spell.

Dispel Magick..*: As the cleric spell.

Heat Metal: This functions normally. However,
Lolth's spider-ship palace is not made
of ferrous-based Metal.

Insect Plague: As creeping doorn, above.

Precipitation: As the cleric spell.

Predict Weather: Every prediction is totally
confused, chaotic, and worthless.

Reflecting Pool: This spell cannot function <in this dimension>,
as connection with the Inner <Dimensions> cannot be made.

Reincarnate: The spell functions, but with
adjustments. Use the table of CE
monsters (below) to determine the new
form. In all cases, the person reincarnated
must have living conditions appropriate to
the new form (e.g. ixitxachitl must find
water, salamanders great heat, and so
forth). Failure to do so will result in death
at some point. Furthermore, as the new
form was supplied from a CE
<dimension>, the character's personality will gradually
fade away, to be replaced by the new
monster personality. Eventually, the PC
will think as the monster thinks, hate what
it normally hates, etc. The DM must decide
how long this process will take; 1
hour per level of experience (or some
method depending on the strength of will
of the original character) is recommended.

CE..Monsters
01-06. Bugbear +
07-10. Chimera +
11-16. Gargoyle +
17-20. Giant, Frost +
21-24. Giant, Hill +
25-28. Gnoll +
29-32. Hieracosphinx +
33-34. Intellect Devourer +
35-36. Ixitxachitl +
37-40. Jackalwere +
41-44. Lamia +
45-48. Leucrotta +
49-52. Minotaur +
53-56. Ogre +
57-60. Peryton +
61-66. Quasit +
67-70. Roper +
71-72. Salamander +
73-78. Spider, Giant +
79-80. Spirit Naga +
81-84. Troglodyte +
85-88. Troll +
89-92. Umber Hulk +
93-95. Water Weird +
96-98. Werewolf +
99-00. Will-o-wisp +

Stone Shape..*: The material of the pathways
of the Web is not real stone, and is thus unaffected.
If used to open a hole in a wall of
one of the rooms off the Web, the spell
functions normally, revealing a view of the
maelstrom.

Summon Insects: This has no effect; see special
note B.

Transmute Rock To Mud..*: This spell causes
the material of the Web's pathways to become
soft and soggy. Humanoid figures try
to heave themselves out of the material,
and a great struggle appears to be going
on. In 2 rounds, the path becomes solid
once again; the struggle fails, as does the
spell effect.

Warp Wood..*: If used on a door of the Web, an
effect identical to that described in transmute
rock to mud (above) is produced; the
spell fails.

Weather Summoning: The forces of weather
in the Abyss are beyond the comprehension
of the druid; the spell has no effect.

<Wizard> Spells
No cantrips function in the Abyss. The
magick involved in the casting of cantrips is too
weak to withstand the forces of the outer <dimensions>.

Banishment..*: See the cleric spell abjure,
above.

Binding: As the caster is not on his or her
home <dimension>, this spell fails.

Blink..*: The DM should take great care in determining
the destination of the caster. A
character who blinks off of the Web pathway
is lost in the maelstrom.

Cacodemon: Any demon conjured will attempt
to summon demonic aid (50% effective)
to attack the conjurer. The
effectiveness of its summons is increased by
10% if it is a Type V, and by 20% if <a Balrog> or better.
To determine the demons responding to the summons, roll ld20:

1-14. Type I demons (3)
15-19. Type II demons (2)
19-20. Type III demons (1)

Charm Plants: Only plant-like creatures may
be affected; see special note B.

Clairaudience..*: Every door of the Web leads
to another plane, which is beyond the
range of the spell.

Clairvoyance..*: As clairaudience, above.

Cloudburst..*: As the cleric spell.

Conjure Elemental: The spell has no effect;
see special note C.

Contact Other Plane: See special note C. Only
the 58th through 74th planes of the Abyss
are relatively nearby; the rest of the Abyss,
and all other <dimensions> as well, are 9 or more
removed.

Control Weather: The spell has no effect. The
weather of the Abyss is beyond the control
of any mortal being.

Demand: See the cleric spell abjure, above.

Detect Evil: The entire Abyss is evil; one part
is not detectable as more so than any other.

Detect Illusion..*: In the web, madness will
strike the <wizard> after 1 round unless
the attempt is abandoned. (See the
cleric spell true seeing.)

Detect Magick..*: The entire Web radiates
equally potent magick, predominantly alteration
but including illusion, enchantment,
and conjuration. In areas other than
the Web, the spell functions normally.

Dig..*: The spell is ineffective in the Web, as no
earth, sand, or mud is present.

Dimension Door..*: In the Web, the maximum
distance will be moved, and in a random
direction. The DM should carefully note
the destination; if off of the Web's pathway,
the caster is lost in the maelstrom.

Dismissal: See the cleric spell abjure, above.

Dolor: This spell cannot function, as the
caster is not <in> his home <dimension>.

Energy Drain: As this spell opens a connection
with the Negative Material Plane, it does not
function in the Abyss; see special note C.

Ensnarement: This spell cannot function, as the
caster is not <in> his home <dimension>.

ESP..*: See clairaudience, above.

Feather Fall..*: The spell has no noticeable effect
on a character in the maelstrom
around the Web.

Find Familiar: The spell has no effect unless
the caster is CE. If so, and if the
summons is answered, a quasit appears.

Fly..*: If cast in the Web, the spell has no effect,
but is not forgotten, and may be used
at a later time.

Gate: As the cleric spell.

Imprisonment: This spell will function, but
its reverse has no effect. Anyone and anything
imprisoned in the Abyss is forever
lost in the maelstrom.

Invisibility..*: Any creature encountered in the
Web can detect invisible creatures by vibrations, <spell> <intelligent detection>
attacking with only a - 2 penalty to hit.

Jump..*: Within the Web, any vertical jump
stops at the height of 6 feet. Relatively
horizontal jumps function normally.

Lejend Lore: The spell has no effect, but is
NOT cast or forgotten.

Levitate..*: Apply the same restrictions as given
for jump, above.

Locate Object..*: As the cleric spell.

Magick Jar: There is a 30 % chance per turn that
a lost soul will inhabit the caster's vacant
body. The body then leaps up, dances
about, and cries about its new-found freedom
and home. It will cooperate with anyone
willing to lead it out of the Abyss, but
knows nothing of Lolth. It will be very possessive
of its new body, will flee at any sign
of treachery, and will always attempt to
protect the body from harm (doing nothing
to endanger it). The lost soul may NOT
be forced out by the magic-user alone; a
cleric exorcise is needed to remove it.

Magick Mirror..*: This spell scrys only the Chaos
of the Abyss. The caster must look away
quickly or go insane (see detectinvisiblity,
above).

Mass Invisibilty..*: As invisibility, above.

Maze..*: The spell lasts for one round, during
which the recipient beholds the Chaos of
the Abyss and does nothing but watch it.

Monster Summoning (I, II, III, IV, V, VI, VII):
Only manes can respond within the Abyss. They are under
the control of the caster only 50% of the
time, and in no case will they ever fight any
demon. The number summoned varies by
the spell:

Monster Summoning I: 1-8 manes
Monster Summoning II: 2-8 manes
Monster Summoning III: 3-10 manes (d8+2)
Monster Summoning IV: 3-12 manes
Monster Summoning V: 3-18 manes
Monster Summoning VI: 3-18 manes
Monster Summoning VII: 3-18 manes

Move Earth..*: As the cleric spell earthquake.

Mount: This spell has no effect; see special
note B.

Passwall..*: When used on any part of the Web,
this creates an opening into the maelstrom.

Phase Door..*: As passwall, above.

Robert Plant Growth: The spell has no effect; see special
note B.

Precipitation: As the cleric spell.

Polymorph (Object, Other, or Self): There is a
20% chance for the result to be random. If
this occurs, the DM may select anything from
the same family (see polymorph object in the
PH) as the result. In the case of
polymorph self, the chance must be checked
for each change.

Reincarnation: As the druid spell.

Reverse Gravity..*: In the Web, any creature
who falls more than 10' upward is
swept away into the maelstrom, to be lost
forever.

Rope Trick..*: This spell may be used to gain
passage to another pathway. If a character
climbs into the extra-dimensional space at
the top, a room of the Web might be
reached. The DM should roll 1d20 (per
spell, not per character entering). If the result
is 1-12, that number room is entered.
A result of 13-20 indicates that the usual
extra-dimensional space is reached.

Shape Change: There is a 50% chance for the
new form to be that of a CE..monster,
randomly determined by using the table
given in the druid spell reincarnate.

Sink..*: The victims pass through the floor of
the Web itself, with a 50% chance of landing
on another pathway (95% chance at
any underpass or overpass on the map).
The victims are otherwise lost in the maelstrom.

Spider Climb..*: The caster may NOT climb the
Web's fog walls.

Spiritwrack: See special note A.

Stone Shape..*: As the druid spell.

Succor: As the cleric spell.

Teleport..*: This spell has no effect within the
Web, nor will it function for interplanar
travel. It is thus ineffective for traveling
between the rooms off the Web. If CAST in
an AREA where it will have no effect, the
spell is not forgotten, and may be used
later.

Teleport without error..*: Within the Web, this
spell does not function for PCs, though natives
of the Abyss may use it. See also teleport,
above.

Torment: See special note A.

Transmute Rock To Mud..*: As the druid spell.

Trap The Soul: See special note A.

Unseen Servant: This spell captures a lost soul
of the Abyss, who is rude, abusive, and uncooperative.

Truename: See special note A.

Vanish: As contact with the ethereal plane
cannot be made, the spell fails; see special
note C.

Web..*: The fog walls may not serve as anchor
points. However, the web may be extended
from the path to an overpass or underpass.

Wish: Any wishes made must be acceptable to
and granted by the ruler of the plane (i.e.
Lolth herself) to take effect. If the wish up-
sets The Spider Queen, she not only refuses
to grant it but also sends four demons (two
each of Types III and IV) to attack the
party. Prior to attacking, the demons announce
that Lolth does not grant the wish,
and sends punishment instead. Note,
however, that wishes that do not offend
Lolth directly nor upset her realm will be
granted, as the refusal of such powerful
magick is far more strenuous than simply <cf. strenuous activity, WSG>
granting the request.

Illusionist Spells
All illusions within Lolth’s domain have
been created at the 14th level of magick use,
unless specifically stated to be a product of
some being other than Lolth (such as a demon).

No cantrips function in the Abyss. The
magic involved in the casting of cantrips is too
weak to withstand the forces of the outer
<dimensions>.

Alter Reality: As the <wizard> spell wish.

Astral Spell: This has no effect; see special
note C.

Conjure Animals: This has no effect; see special
note B.

Continual Light..*: The light will not illuminate
the fog.

Creation (Major or Minor): There is a 20%
chance of a chaotic creation, as per the
<wizard> spell polymorph, above.

Demi-Shadow Magic: The spell has no good
effect. Anything created is chaotic, perverted
and twisted.

Demi-Shadow Monsters: Monsters created appear
disgusting and horrible. Any character
viewing them must save vs. fear once <save vs. fear? morale check?>
per round or be affected as a fear spell.

Detect Illusion..*: In the Web, madness will
strike the illusionist after one round unless
the attempt is abandoned; see the cleric
spell true seeing.

Detect Magick..*: As the cleric spell.

First Level Magic-User Spells: As per the individual
spell.

Invisibility 10’ radius..* or Improved Invisibility..*:
As invisibility above.

Light..*: As the cleric spell.

Magick Mirror: As the magic-user spell.

Maze..*: As the magic-user spell.

Phantom Steed: The quasi-real creature that
appears will look like a hell horse, though
it has none of that creature’s powers or
abilities.

Rope Trick..*: As the magic-user spell.

Shades: As demi-shadow monsters, above.

Shadow Door..*: As invisibility, above.

Shadow Magic: As demi-shadow magic, above.

Shadow Monsters: As demi-shadow monsters, above.

Shadow Walk: This spell will not function; see special note C.

Summon Shadow: The spell has no effect; see special note C.

True Sight: As detect illusion, above.

Vision: The spell has no effect. Deities dwelling
<in> other <dimensions> cannot be contacted,
and Lolth will not be helpful.

Magickal Item Alterations
The following lists of magickal items explain
the CHANGES in the effects of treasures used <in>
these <dimensions>. As with spells, some items will
only malfunction in the Web, while others
will not operate properly anywhere in the
Abyss. Certain devices might only operate
properly when used by an inhabitant of the
Abyss; this is noted where it applies. In all
cases, the creatures living <in> these <dimensions> will
know of the alterations to any magical device
in their possession.

Swords, Armor, and Protective devices: The
source of enchantment for these items is
closely connected to the Prime Material Plane.
Therefore, when using magick weapons, armor,
and/or protective devices, 2 “plusses”
are subtracted from the item’s bonus. This
would drop a + 3 weapon to + 1, a ring of
protection + 4 to + 2, and so forth. Magical
+ 1 and + 2 items become non-magickal because
of this. If a weapon has more than 1
type of enchantment, the 2 “plusses” are
deducted from each category; the weapon
may, in such cases, be magical only with respect
to certain creatures (for example, a
sword + 1, + 3 vs. regenerating creatures will
become a nonmagical sword, + 1 vs. regenerating
creatures). If a weapon having extra abilities
is reduced to completely nonmagical
status by this change, all magical properties
are lost while the weapon is in this state (for
example, a luck blade becomes nonmagical,
any wishes contained therein being unusable
while in the Abyss). All drow armor and
weaponry are unaffected because they derive
their power from this <dimension>.

Potions: Potions which duplicate spell effects
(such as flying) are subject to the same modifications
as the corresponding spells.

Gaseous Form..*: Any character who moves
into the fog surrounding the Web is lost in
the maelstrom.

Treasure Finding..*: The treasures in rooms off
of the Web are out of the range of this spell <spell effect?>
effect, as they are on different <dimensions>.

Scrolls: As with potions, any spell effect produced
is restricted as given in the spell notes
above. Protection scrolls function normally,
with this single exception:

Protection from Demons: This scroll is not
powerful enough to function in the
Abyss.
 

Rings: All rings either function properly or
bear restrictions as per the spell or protective
device, with the following exceptions:

Djinn Summoning: The required channel
to the <air dimension> cannot be
opened, so the ring will be useless.

Regeneration: The ring will function normally
for HP, but when restoring
lost limbs, use the tables given in
the cleric spell regenerate, above.
 

Rods, Staves, and Wands: When producing a
spell effect, apply any restrictions noted for
the spell (above). These items otherwise function
normally with the following 2 xceptions:

Rod of Rulership: This device is not powerful
enough to be effective in the domain
of Lolth. It will not affect any
natives of the Abyss.

Wand of Metal and Mineral Detection..*: Note
that areas behind THE DOORS on the Web
are beyond the range of the wand.

Miscellaneous Magic Items: The restrictions
given for spells (above) apply to all items
which produce similar effects. Certain items
will malfunction in the Web, but will else-
-where work normally; see the notes given for
the magic-user spell jump (above). The affected
items items include:

arrow of direction +
boots of levitation +
boots of striding and springing +
broom of flying +
carpet of flying +
crystal balls (all) +
wings of flying +

Numerous items will not function in the
Abyss at all. Many depend on contact with another
plane for their operation (see special
spell note C), and some simply are NOT powerful
enough to affect the home of Chaos. These
non-functioning items include:

Book of Infinite Spells (if left on another plane)
Any item which summons elementals (bowl, brazier, censer, stone)
Candle of Invocation +
Helm of Teleportation +
Horn of Collapsing +
Horn of Valhalla +
Incense of Meditation +
Lyre of Building +
Mattock of the Titans +
Maul of the Titans +
Necklace of Prayer Beads +
Spade of Colossal Excavation +

A few items will have an effect entirely different
from that described in the DMG:

Horn of Blasting: This item retains its stun capacity,
but cannot weaken or destroy any
structure found in the Abyss.

Iron Flask: Demons cannot be captured by
this item when used in the Abyss. It functions
normally against any other creature
(or character).

Portable Hole: This may either open into an
alternate world or create the usual extradimensional
space, as per the magic-user
spell rope trick, above (q.v.)

Talisman of Pure Good: The victim must save
vs. spells or be lost in the Abyss. If it succeeds,
the user of the item is sent back to
his home <dimension>.

The Demonweb
The Web of Lolth consists of four winding
interwovenpathways. The paths are all 40 feet
apart in height. Anyone reaching over the
edge of a path can discover that it is only 3
inches thick. Every pathway is 20 feet wide
and appears to be made of some type of polished
stone. Close examination reveals, however,
that there is a slight movement in it. If
characters study further, this movement resolves
itself into the bodies and faces of distorted
humans; these are the lost souls of the
Abyss, trapped in this material as their punishment.

There are no walls or ceilings around the
pathways; instead, there is a billowing grayish,
repulsive-smelling fog. This fog stays at <DSG, Odor Detection>
the edge of the pathways and forms a ceiling
10 feet above, making a corridor of sorts. If
they explore with some caution, characters
reaching into the fog discover that there is
nothing beyond the mist, in any direction, to
see or touch. Furthermore, due to the billowing
fog, vision is reduced to a maximum of 60
feet and a minimum of 10 feet, varying with
the changes in the fog. Neither infravision nor
ultravision can penetrate the fog.

The given number of the level of a path
does not refer to actual elevation, but only to
the progression (by way of the teleportation
rooms) from the starting level of the Web to
the final level.

One of the unusual properties of the Web is
that no matter how many times a pathway is
crossed, or crosses over itself or another path,
it always remains completely level. There are
no ramps, slopes, stairs, or inclines anywhere
in the Web. Impossible on the Prime Material
<Dimension>, it exists here simply because Lolth wills
it. Lolth has also placed a permanent feather
fall on the underpasses and overpasses of the
Web. When characters step off the path, one
of two things will happen: if there is a path-
way under the characters, they float gently
down to it; if not, they are swept away in the
howling winds of the Abyss, forever lost.

Overpasses And Underpasses
If the party is at point A, then points B and
C are below point A, hence B to C is an underpass.
Points B and C are 40 feet below point
A. Remember that throughout the Web, a
permanent feather fall takes effect whenever
any creature or thing drops toward an underpass.
The net effect is that of an invisible elevator
that slowly lowers any object down to the
pathway below. This effect cannot be negated
by the party.

If the party is at point B, then point A is
above point B and is therefore an overpass.
Point A is 40 feet above point B.

Throughout the Web, Lolth has cast powerful
permanent magick which will limit or cancel
the effects of many spells, mainly those
having to do with flying, levitating and teleporting.
Lolth does not permit adventurers to
zoom up to the fourth level and gain easy access
to her palace. She does not, however, disapprove
of physical climbing. Characters may
therefore use physical means to climb up to
the overpasses (ie. rope and grapnel, a ladder,
etc.). Of the many possible magickal items,
only a rod of lordly might or a rope of climbing
will help in climbing up to an overpass.

Overpasses and underpasses generally will
not be seen by the party because of the swirling
fog that surrounds the Web. If the party
states that they are looking for an underpass or
overpass alongside the pathway, find the
chance of discovery on the following chart:

Movement Rate | Chance to see (per turn)
Running: 30%
Normal: 25%
Standing still: 60%

Adjustments:
Elf: +15%
Half-elf: +5%

Wandering Monsters
Wandering monsters may be encountered
on the three interwoven levels of the Web.
The DM should check every 3 turns; there is a
1 in 6 chance of encountering a wandering
monster. Whenever characters pass below an
overpass, make an additional check. Note that
encounters at overpasses are determined using
the chart for the level of the overpass, not the
level that the adventurers are on. No wandering
monster encounters occur on the fourth
level of the Web.

Any monster encountered at an overpass
will silently float down from above (due to the
permanent feather fall), and the DM should
adjust the chances for surprise accordingly.
The wandering monsters that survive the initial
conflict may (at the DM’s discretion) attempt
to disengage from melee and retreat
along the pathway. They will find the nearest
underpass that will return them to their normal
level and jump off, floating back down to
it.

To determine the type of wandering monster,
roll 1d4 (for the first level) or 1d10 (for
the 2nd and third levels) and consult the
appropriate chart below. The number of monsters
appearing is given after each type.

Level 1 (1d4):
1 Large pedipalpi (1-4)
2 Large scorpions (1-4)
3 Large solifugids (1-4)
4 Large spiders (2-20)

*********

Level 2 (1d10)
1 Driders (1-2)
2-3 Huge pedipalpi (1-4)
4-5 Huge scorpions (1-4)
6-8 Huge solifugids 6-8
9-10 Huge spiders (1-12)

***********

Level 3 (1d10)
1-2 Driders (1-2)
3-4 Giant pedipalps (1-4)
4-5 Giant scorpions (1-4)
6-8 Giant solifugids (6-8)
9-10 Giant spiders (1-12)

Encounter Key: Web Levels 1-3
(The 12 Doors)

The 12 doors and their frames are normal
in appearance (9 feet tall), and have no
locks. They serve as gates to the other <dimensions>.
The only strange aspect of the doors is their
apparent lack of firm support; they each stand
upright on the edge of the pathway, set in an
insubstantial “wall” of fog. However, even
though only 4 inches thick, the doors and
frames cannot be dislodged by any force available
to a party. Characters may peer around
them, and may even examine the backs of
them, but the rooms described below can only
be seen (and reached) by opening the door in
the normal manner for AD&D@ games.

The doors lead to rooms which are located
on other <dimensions> of the Abyss. These rooms are thus not drawn on the map.

Web Level One

Web Level Two

Web Level Three
 

Web Level Four
General Notes
Situated above the intertwining pathways
of levels <1, 2, and 3>, this level of the Web is different
from the others. The pathway is still 20 feet
wide and surrounded by walls of fog as on the
other levels. The other levels of the Web are 60'
below the 4th level. There are 9
doorways on this level, lettered A through I on
the map. These doors are different from those
found elsewhere in the Web. The first 8
doors (A-H) are mounted on the sides of the
pathway, each surrounded by a stone arch. Inside
each arch is a clear panel (the door), without
hinges, knobs, locks, or handles. The clear
section feels somewhat soft to the touch and
will give if gently poked. It is actually a clear,
indestructible membrane to prevent intrusion
into the 4th level.

Should any characters desire, they will discover
that it is a simple process to thrust an
arm or leg in or step through these membranes.
They will experience no ill sensations
other than a slight pulling and dizzy feeling as
the membrane pulls over their face. Other
characters will be able to watch THEM, and
communication will be possible, but only by
gesture as no sound penetrates these membranes.
There is no limit to the number of
times a door may be used to step from the
Web to a world. If the characters desire to return
to the 4th level from one of the spaces beyond
a door, any character touching the
membrane will be shocked for 2-8 points of
damage (no <save>); the membrane will
then yield to the pressure. If any character
touches the membrane more than once, the
shock will be repeated for 2-8 points of damage
each time.

Each doorway is actually a gateway to an alternate
world on the Prime Material Plane.
None of these worlds is the original campaign
of the PCs, but since the gates open to the
Prime Material Plane, a party may enter a gate
to REST and recover spells. All spells may be obtained
&& cast normally while in one of these
worlds. Any deity or intermediary contacted
will inform the <priest> (|or| druid or paladin) that
it is an alternate world, that spells of 3rd and
greater levels may be granted, and that they
will NOT communicate or interfere with those
in Lolth’s plane, including the characters.

Lolth has not yet spun a portal into the bubble
at Sterich, yet, so the characters will not
come across a gateway to that world yet. However,
while the characters are in the web, her
infernal majesty is making the necessary final
arrangements to link her plane of the Abyss
most fully to that of the World of Greyhawk,
opening it to her legions.

Each door (A-H) is accompanied by several
sections of description. The first paragraph
describes what the players see when they look
through a door. The paragraphs that follow
provide the DM with a more complete description
ov what the world is like and what
might be found there. In some cases, small
sketch maps |or| encounter tables are provided.
The DM should study these carefully and decide
what more may be needed for each. Because
each world could be of great size, the
GM may NOT wish to have players exploring
these worlds. In such a case, the DM may suggest
to players, “It doesn’t look like Lolth lives
here” or give some other discouraging clue.