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.
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.