13. The Court of Lolth

The floor in the center of this AREA is gray
lead flooring. The perimeter, 20' wide, is
swirled marble, and the pillars about the
room are smooth marble. The walls are
adorned with mosaics of a colorful jungle
swamp inhabited by an unfamiliar race of
arachnoid humanoids. The far wall is set with
doors, one every 10 feet. All are wooden with
brass bindings, all identical in appearance.

In the center of the room stands a gigantic
black spider with 2 dark humanoid arms. A
compellingly attractive female (drow) head <cf. Comeliness>
protrudes from between the many spider eyes.
(The image seen in the drow Temple of the
Fane, at the end of Chapter 12, was nearly
identical to this.) This is Lolth, Queen of Spiders.

As the PCs enter the room, She speaks.
“Welcome to our home, little ones. You have
done very well, so far--but only against our
puny minions. Nevertheless, you force us to
dispose of you personally.” And with that, she
starts casting a spell.

DMZ (Dispel Magick Zone): The 30-foot-square
area directly beyond THE DOORS has a
permanent dispel magick CAST upon it, at 16th
level magick USE. This has a 70% chance of destroying
any potion that enters it, and standard
chances of destroying any other magickal
effect, whether CAST here or previously cast and
currently in effect on some item or person entering
this area. Magick cast outside of the Zone
and directed at some TARGET also outside the
Zone is not affected, even if the Zone lies between
the 2.

If any PC casts a dispel magick directly at this
Zone, that may remove the permanency thus
destroying the DMZ. The level of magick use is
again 16th.

L. Lolth: In the center of the room stands a
phantasmal force of Lolth, controlled by the
demoness herself from area 14. After its opening
speech, the image begins moving as
though it were casting a spell. If attacked, the
image reacts in an appropriate manner (under
the real Lolth’s control). Lolth will maintain
the image for as long as convenient. Players
must declare disbelief before being allowed a <cf. Illusions, DLA>
SAVE (vs. spells) against the effect.
NPCs may SAVE as soon as they see the image,
but at -8, as Lolth is expected. If everyone
believes and tries to close on the illusion, the
image leaps away and flees to one of the doors
in the far corners of the room (preferably the
left), apparently escaping.

>>14. Spy Room>>