After reading through the adventure, you
may [wish] to flesh out the levels by adding
3 or 4 additional rooms to each level of
the Demonweb. Below are some suggested
rooms with monsters
&& treasures for each.
Web Level One
13. Chamber of the Winged Horror
This warm,
sandy desert-like room is the lair
of a powerful demon's
steed, a hieracosphinx.
Treasure:
1,100 sp, 1 magick item, 1 scroll
<leather
armor +2, XP: 1000>
<scroll
ov protection from magick, bone scroll case,
XP: 1500>
14. Hall of Fate
In this small but ornate
room an old man sits
@ one end of a polished wooden table shuffling
a deck
of many things. He will deal 3 cards,
face down, to any person who sits at the
table.
15. Lair of THE
SNAKE
A spirit
naga herein is a companion ov Lolth,
and has been given 7 ogres
as slaves.
Treasure:
8,000 cp, 4,000 ep, eight gems,
one magic item, one potion.
Web Level Two
16. Stable of the Nightmare
This is Lolth’s
personal steed which is cared
for by 2 manes.
There is no treasure in this
room, but the nightmare
is wearing horseshoes
of
a zephyr.
17. Hall of Statues
This hallway contains 20 statues--actually
shadows.
The
door at THE END ov the hallway is
the same doorway that the party came in.
When
all ov the shadows have been destroyed,
a black
opal
will appear on some statue pedestals.
Treasure:
6
black opals (1,000 -- 5,000 gp each)
<3k, 3k, 4k, 4k, 4k, 2k>
18. Catacombs of the Diggers
This very extensive subterranean dwelling
place is the abode of 4 umber
hulks.
Treasure:
5,000 gp, 3,000 pp, nine gems,
2 magick items, 2 scrolls.
<aquamarine,
500>
<amethyst,
100>
<oriental
amethyst, 1000>
<chalcedony,
50>
<rock
crystal, 50>
<chrysoprase,
50>
<pearl,
100>
<garnet,
100>
<azurite,
10>
<trident
of submission, 1250 XP>
<scroll
of protection from magick, leather case, 1500 XP>
<priest scroll: cause
fear,
protection
from good, enthrall, abjure,
stone
tell, leather case, 1400 XP>
<wizard scroll: mending,
whip,
dispel
illusion, bone case, 700 XP>
19. Temple of Chaos
Lolth’s
favorite human..<priest>
and 6 lesser
human..<priests>
reside here. All are CE, of course.
Treasure:
7 maces and 7 suits of armor,
2,000 gp, idol of Lolth with two gems for
eyes
(5,000 gp each).
<all items have been forged in The
Abyss>
<horseman's
mace +1, 350 XP>
<chain mail
+4, 4000 XP>
<horseman's
mace +1, 350 XP>
<studded
leather +2, 1250 XP>
<horseman's
mace +1, 350 XP>
<scale mail
+2, 1100 XP>
<horseman's
mace +2, 700 XP>
<full
plate armor +2, 5000 XP>
<horseman's
mace +2, 700 XP>
<plate mail
+1, 800 XP>
<footman's
mace +2, 700 XP>
<splint
mail +3, 2250>
<footman's
mace +2, 700 XP>
<leather
armor +2, 1000 XP>
Web Level Three
20. Crypt
Lolth uses
vampires
to terrorize lands She is
about to invade. 2 open crypts are in this
sunken room with the vampires
(one for each)
close by.
Treasure: 300 pp each.
21. Cube of the Skybeast
In this very secure room, a transparent
cube
floats in midair. In the center of the
cube is a
captured ki-rin,
in a state of suspended animation.
The captive is carefully guarded by a
Type V
demon.
Treasure:
The ki-rin, if rescued, will offer its
services for 24 hours.
22. Wyrms of Fire
This very large room is the nursery
for
Lolth’s
red
dragons. There are 5 very young
dragons,
1
small very old female dragon,
and 3 eggs in the room. The female’s mate
is on THE OTHER SIDE of a
very large door at the
rear of the room.
Treasure:
60,000 ep, 4 magick items,
eight potions, one scroll.
<horn
of the tritons, 2000 XP>
<wand
of fear, box, 30 XP per charge, 88 charges, 2640 XP>
<medium shield +5, forged in The
Abyss, 1750 XP>
<scroll
of protection from devils, bone case,
2500 XP>
<oil
of sharpness, 4 applications, 4 x 100 XP>
<potion
of ESP, 500 XP>
<potion
of levitation, 250 XP>
<potion
of healing, 200 XP>
<potion
of longevity, 500 XP>
<potion
of sweet water, 200 XP>
<elixir
of Life, 250 XP>
<potion
of vitality, 300 XP>
<wizard scroll: stinking cloud, haste, tongues, tongues, ultravision, reincarnation, limited wish, leather case, 2800 XP>
Web Level Four
You may [wish] to expand upon the number
of alternate worlds available on level
4.
Here are a few suggestions
J.
Cloud World: A world made up completely
of clouds, fog,
and mists. Perhaps it would be
occupied by flying
creatures, floating castles,
and so forth.
K. Tundra: A treeless plain of permafrost soil.
L. <Rainforest>:
A sweltering, steamy world of thick
towering vegetation and huge
insects and reptiles.
M. Savanna: Endless,
rolling plains of tall
grasses-possibly on a
large planet.
N. Airless World:
A hostile world devoid of
breathable atmosphere.
O. Woodlands: A world
dominated by thick,
lofty trees, fast-running streams and grassy
<flow rate>
meadows, populated by sylvan creatures.
<qv. DMG encounter table> <cf.
MM2 encounter table>
P. Normal World: A typical campaign
world. In
fact, the very one in which your PCs
dwell (assuming that they are not from
the WORLD OF
GREYHAWK Setting), or a
campaign
[run] by 1 ov your [Friends]. Lolth’s
minions are
hard at verk therein, and trouble
most vile will spring forth in only a few
short
months, appearing as if of a normal sort
(from
a typical troublesome location) but w/
far
greater power && evil behind it
than might
be suspected...
>>Appendix 5>>