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D ESIGNER
J AMES W YATT
C YNTHIA F LIEGE
D EE B ARNETT
T ODD L OCKWOOD
G RAPHIC D ESIGNERS
D EVELOPER
R ICHARD B AKER
E DITORS
M ICHELE C ARTER
G WENDOLYN F.M. K ESTREL
C OVER A RTIST
R EBECCA G UAY
V INCE L OCKE
R AVEN M IMURA
P UDDNHEAD
C HRISTOPHER S HY
B EN T EMPLESMITH
S AM W OOD
I NTERIOR A RTISTS
M ANAGING E DITOR
P ENNY W ILLIAMS
C REATIVE D IRECTOR R ICHARD B AKER
V ICE -P RESIDENT OF RPG R&D B ILL S LAVICSEK
V ICE -P RESIDENT OF P UBLISHING M ARY K IRCHOFF
RPG C ATEGORY M ANAGER A NTHONY V ALTERRA
P ROJECT M ANAGER
M ARTIN D URHAM
D ENNIS K AUTH
C ARTOGRAPHERS
R OB L AZZARETTI
P RODUCTION M ANAGER
C HAS D E L ONG
C ARMEN C HEUNG
G RAPHIC P RODUCTION
A RT D IRECTOR
R OBERT R APER
S ONYA P ERCIVAL
A RTISTS
PLAYTESTERS: Christopher Adomaitis, Dave Anderson, Rich Baker, Jeffrey Ball, Robert Ball, Marty Bartoy, Derek Belanger, Paul Bender, James Black, John Black, Gwendolyn Black, Carl Bobo,
William Braun, Craig Bucheli, Barbara Chandler, Scott Chandler, Steve Cook, Dan Cooper, Cameron Curtis, Donald Dodge, Jocelyn Eisenhour, Sarah Faigh, Matthew Farr, Kelmar Firesun, David
Fulkerson, Carlos Garcia, Chris Garcia, Corey Garrett, Chris Garrison, Omar Ghannoum, Matt Glavich, Catherine Good, Andrew Gristina, August Hahn, Cynthia Hahn, Arthur Harris, Cory
Herndon, Nick Hidalgo, Quentin Hidalgo, William Holder, Kurt Johnson, George Kalauokalani, Charles Keene, Brian Klement, Robert Krempa, Gary Labrecque, Rocky Lange, Toby Latin, Kevin
Leistico, Eric Lopez, Anthony Ludlam, Jon Lundeen, Jeremy Lutz, Ralph Mack, Greg Marone, Thomas Martin, Frank Mathenia, Joseph Meeks, Kevin Meyer, Todd Meyer, Scott Morgan, Nicholas
Morgan, David Noonan, David Nowell, Kevin Odom, Brock Ormond, Damian Osisek, Jon Otaeuro, Scott Parks, Goon Pattanumotana, Gavin Pattanumotana, Tom Pearce, Brian Perry, Tim Rhoades,
Russell Richardson, Dan Robbins, Andrew Rothstein, Richard Sakoda, Steve Schubert, Monica Shellman, Jeff Showiak, Ray Stakenas, Ed Stark, Maryrita Steinhour, Curtis Steinhour, Jeff Stolt, John
Sussenberger, Lisa Sussenberger, Zachary Tom, Robert Trottier, Thomas Vail, Maggie Vining, Michael S. Webster, Jason White, Penny Williams, Matthew Woodard, Warren Wyman.
Resources: The foundational game material about drow in Faerûn includes Drow of the Underdark by Ed Greenwood and Menzoberranzan by Ed Greenwood, Douglas Niles,
and R.A. Salvatore. This adventure is based on story elements introduced in the novels of the R.A. Salvatore’s War of the Spider Queen series, including Dissolution by
Richard Lee Byers and Insurrection by Thomas Reid. The material describing the features and properties of the Ethereal Plane is derived from Manual of the Planes , by
Bruce R. Cordell, Jeff Grubb, and David Noonan. Several drow-related magic items in Appendix 1 originally appeared in Lords of Darkness by Jason Carl and Sean K Reynolds.
The revenant template in Appendix 1 originally appeared in Monster Compendium: Monsters of Faerûn by Rob Heinsoo and James Wyatt.
Based on the original D UNGEONS & D RAGONS ® rules created by E. Gary Gygax and Dave Arneson and the new
D UNGEONS & D RAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison.
This W IZARDS OF THE C OAST ® game product contains no Open Game Content. No portion of this work may be reproduced in any form without written permission.
To learn more about the Open Gaming License and the d20™ System License, please visit www.wizards.com/d20.
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R OBERT C AMPBELL
S COTT F ISCHER
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Table of Contents
Contents
Introduction 3
Preparation 3
Adventure Background 3
Adventure Outline 4
Character Hooks 4
Running the Adventure 4
Faerzress and the Underdark 5
Sidebar: Kiaransalee
Magical Transport
46
Conclusion
114
Trekking Through the
Deep Wastes 46
Deep Wastes Features 46
Random Encounters 46
Starting Out 49
Naga Crawls 49
Lake of Shadows 50
Lower Caverns 50
Upper Caverns 52
On the Lake 53
Shrine of the Claw 54
Across the Lake of Shadows 56
Wailing Cliff 57
Sidebar: Fighting in the Air 57
The Middle Stretch
Further Adventures
114
5
Appendix 1: Monsters and Magic 115
Abyssal Ghoul 115
Demon, Blood Fiend 116
Demon, Maurezhi (Tanar’ri) 117
Drider Vampire 118
Sidebar: Spiderkind 119
Golem, Spiderstone 120
Jade Spider 121
Orb Wraith 122
Quth-Maren 123
Wraith Spider 123
Arachnoid Creature (Template) 124
Half-Dragon, Faerûnian
(Template) 126
Keening Spirit (Template) 126
Revenant (Template)
Keeping Track of Time
5
Resting and Re-equipping
6
Playing the Villains Smart
7
Triggers
7
Irae’s Responses
8
Cast of Characters
9
Part 1: Spinning the Web 10
Adventure Start 10
Dordrien Crypts 11
Dordrien Crypts Features 11
Sidebar: The Lords of
Dordrien 11
Surface Level 12
Crypt Level 15
Underdark Level 18
Szith Morcane 20
Szith Morcane Features 20
Retaliation 20
Sidebar: Intruder Alert! 20
Szith Morcane Description 21
Barracks Level
59
Yrthak Cavern
60
Vournoth’s Mire
61
Last Leg
63
127
Silveraith (Template)
127
Part 3: Maerimydra
64
New Special Items
128
The Burning City
64
New Magic Items
129
Sidebar: Maerimydra and the
Drow of Cormanthor 65
Sidebar: Weave Disruptions 68
Sites in Maerimydra
69
Appendix 2: Creature Statistics 131
Part 1: Spinning the Web 131
Dordrien Crypts 131
Sidebar: Drow Traits 132
Szith Morcane Sentries 133
Sidebar: Vampires 134
Szith Morcane 135
Part 2: The Deep Wastes 140
Random Encounters 140
The Lake of Shadows 141
Sidebar: Kuo-Toa Traits 142
The Wailing Cliff 143
Sidebar: Kir-Lanan Abilities144
Vournoth’s Mire 145
Part 3: Maerimydra 146
The Burning City 146
Castle Maerimydra 149
Part 4: The Undying Temple 156
Sidebar: Politics in
Maerimydra
70
24
Sidebar: How can the
Hidden Help? 71
Castle Maerimydra 77
The Castle Design 78
Castle Maerimydra Features 78
Key to Castle Maerimydra 81
Sidebar: Alert on Level One 83
Sidebar: Alert on Level Two 87
Sidebar: Alert on Upper Levels 93
Bazaar Level
26
Commoners’ Level
29
Sidebar: A Common
Drow Household
29
Inverted Tower Level
32
House Morcane Level
37
Sidebar: The Trouble with
Forbiddance
38
Sidebar: What the
Drow Know
39
Part 4: The Undying Temple 102
Undying Temple Features 102
Destroying the Undying
Temple
Sidebar: Don’t Miss
This Clue
42
103
Fane of Lolth
42
Encounters in the Undying
Temple 104
Key to the Undying Temple 104
Sidebar: Ethereal Plane
Features
Part 2: The Deep Wastes
45
The Way to Maerimydra
45
From the Surface
45
110
2
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R EALMS ® adventure presenting a substantial
quest into the deep Underdark of Faerûn.
Against the background of civil war among the drow, the char-
acters must halt the onslaught of an army of undead created
to exact a terrible vengeance upon the surface world.
Encounter Levels: City of the Spider Queen is designed for
a party of four characters who begin the adventure at 10th
level. The characters’ long quest should offer enough experi-
ence to bring them as high as 18th level by the conclusion of
the adventure.
P re p aration
You need a copy of the Player’s Handbook , the D UNGEON
M ASTER ’s Guide , the Monster Manual , and the F ORGOTTEN
R EALMS Campaign Setting to use this adventure. Some mon-
sters from Monster Compendium: Monsters of Faerûn also
appear in this book, but their complete statistics are given in
Appendix 2. If you prefer to use monsters from the Monster
Manual, appropriate monster substitutions are suggested in
Appendix 2 as well. Several NPCs in this adventure have pres-
tige classes that are detailed in other books . These books are
not required to run this adventure, since all pertinent statistics
and abilities for these NPCs are included in Appendix 2.
Text that appears in shaded boxes is player information,
which you may read aloud or paraphrase as appropriate. Text
in sidebars contains important notes for the Dungeon Master
(DM) and background campaign information. Monster and
nonplayer character (NPC) statistics are provided with each
encounter in abbreviated form. Full monster statistics for
standard monsters are in the Monster Manual or the F OR -
GOTTEN R EALMS Campaign Setting, while statistics for new
or unique monsters are provided in Appendix 1 and Appen-
dix 2 at the end of this book. You should review all these sta-
tistics before the game starts to refresh your memory of the
creatures’ abilities.
Adventure
Back g round
Lolth has fallen silent.
Each midnight, the priestesses in their darkened chambers
send their pleas to the Demonweb Pits, but they receive no
answer. They gain no spells. They hear no reassurance that
Lolth has not abandoned them, still watches over them, or
even remains alive.
Many priestesses remain firm in their faith. In their minds,
it is perfectly logical that Lolth would test them this way,
withdrawing her presence and observing whether her followers
remain faithful. In most cities of the drow, life goes on as
normal. Not so in all cities, however.
In the Underdark city of Maerimydra, Lolth’s slackened grip
on the drow has brought about utter annihilation. Initially, insur-
rection, unrest, and the unbridled ambition of the city’s archmage,
Duneth Wharreil, weakened Maerimydra and led to its fall at the
hands of an invading force of goblins, ogres, giants, and demons.
Led by the fearsome half-fiend fire giant Kurgoth Hellspawn, the
invaders sacked the city and slaughtered most of its population,
drow and slaves alike. From his Shattered Tower, Duneth greatly
aided Hellspawn’s onslaught and brought about the fall of many
drow strongholds and redoubts.
Duneth and his barbaric allies were not alone in their
hatred for House Chûmavh, the ruling house of Maerimydra.
Worshipers of Kiaransalee, the drow deity of death and
vengeance, took advantage of the chaos to seize control of
Castle Maerimydra, home of House Chûmavh. Under the lead-
ership of Irae T’sarran, an albino drow priestess, the
Kiaransaleen overthrew the last bastion of Lolth-worshiping
drow. While Kurgoth’s troops burned and plundered the city,
3
C ity of the Spider Queen is a F ORGOTTEN
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Introduction
Irae T’sarran struck against Duneth, killing the archmage and
casting down his tower. Then, at the direction of her evil deity,
the priestess gathered her living and undead servants in Castle
Maerimydra and summoned Kiaransalee’s Undying Temple to
the Material Plane.
Although most of Maerimydra’s drow were killed or en-
slaved, small bands of refugees escaped into the Underdark.
One such group fled toward Maerimydra’s former outpost at
Szith Morcane, located some 100 miles to the southwest. Irae
T’sarran’s agents (including her son and daughter) pursued the
fleeing refugees to Szith Morcane with instructions to discover
whether the Lolth-priestesses in the colony had been similarly
robbed of their spells, and—if possible—to seize control of
Szith Morcane. These agents quickly accomplished both mis-
sions, flaying the priestesses of Lolth and transforming them
into quth-marens, hideous undead servitors. Inspired by their
new leaders, the drow of Szith Morcane have begun making
raids on the surface, primarily on the lands of Daggerdale,
almost directly above the drow outpost.
Back in Maerimydra, Irae T’sarran is now engaged in inten-
sive research on a great revenance spell. Guided by Kiaransalee’s
divine whispers, the priestess prepares to use the potent nega-
tive energy of the temple in conjunction with the new spell to
simultaneously animate the thousands of fallen drow, goblins,
ogres, and giants in and around Maerimydra into a single horde
under her command. The magic Irae studies would raise a
vengeful legion of revenants in full possession of their facul-
ties, but slaved to her will. Irae has already savored the first
sweet taste of the vengeance demanded by her deity by destroy-
ing the Lolthites of Maerimydra—now she dreams of fulfilling
the age-old dream of all drow and exacting revenge against the
peoples of the surface world.
Adventure Outline
The adventure begins as the player characters investigate a
number of recent drow raids on the surface in Part 1. Their ex-
plorations lead them through some ancient crypts in the
Dagger Hills to the caverns of Szith Morcane, a small drow
outpost originally founded by colonists from nearby Maerimy-
dra. In Szith Morcane, the characters discover a thriving cult
of Kiaransalee. The cult has taken control of the outpost,
flayed the priestesses of Lolth, and spurred the natives of
Szith Morcane and the refugees from Maerimydra alike into
renewed activity against the surface world.
At the heart of Szith Morcane, the characters find a
tunnel leading off to the northeast, toward Maerimydra. In
Part 2 of the adventure, they must travel through roughly
100 miles of Underdark tunnels, past numerous dangerous
regions, including the Lake of Shadows, the Wailing Cliff,
and Vournoth’s Mire. Battling past the evil denizens of these
tunnels, the characters eventually make their way to the
ruins of Maerimydra.
In Maerimydra, in Part 3, the party finds the drow city in
ruins. The remnants of the army of Kurgoth Hellspawn have
overrun the cavern. The cult of Kiaransalee still defends the
last redoubt of the drow city, bolstered by large numbers of
undead. Irae T’sarran’s summoning of the Undying Temple
created serious local corruptions in the Weave of magic. The
bulk of the adventure takes place in the ruins of Maerimydra
(the City of the Spider Queen) while the PCs fight the living
and undead servants of Irae T’sarran, as well as the remaining
invaders of the city.
Part 4, the climax of the adventure, occurs in the Undying
Temple, Irae T’sarran’s sinister fane at the top of Castle Maer-
imydra. Built partially in the Material Plane and partially in
the Ethereal Plane, the temple sits at the center of a large and
expanding area of disruption in the Weave. Within this strong-
hold, the PCs battle Irae’s fiendish and undead minions and
finally the priestess herself.
Character Hooks
The default hook for this adventure has the characters becom-
ing involved because of the recent rash of drow raids in the
Daggerdale region. The PCs may be asked to stop the raids by
some higher authority (such as Randal Morn or some Harper
higher-up), or they may be lured to investigate for more per-
sonal reasons. If any of them have family or holdings in Dag-
gerdale, those could be the targets of drow raids.
If your campaign’s activity centers somewhere other than
the Dalelands, you can move Szith Morcane to that location,
draw the characters in through drow raids in that area, and
connect Szith Morcane to the Deep Wastes and Maerimydra
through a portal. The adventure assumes you are making use
of the Daggerdale setting.
Another option entails a rather different campaign style.
The novel Dissolution by Richard Lee Byers and the remaining
novels in the War of the Spider Queen series follow the actions
of a group of Lolth-worshiping drow from Menzoberranzan
in the wake of Lolth’s sudden silence. This adventure works as
well for evil drow characters as it does for heroes from the sur-
face, though their motivations are completely different. If this
kind of campaign appeals to you, the characters could be drow
from Menzoberranzan or members of House Jaelre in Cor-
manthor sent to Szith Morcane to learn what they can about
the rumored destruction of Maerimydra. Finding the clerics of
Lolth slaughtered and transformed into undead, the player
characters (assuming they remain loyal to Lolth) might feel
compelled to destroy the Kiaransaleen drow and track down
their leader in Maerimydra.
Running the
4
Adventure
Descending deep into the Underdark to confront powerful
drow villains in their own demesne makes for an extraordi-
nary adventure. You will want to address several unique com-
plications inherent in this adventure in order to make the best
use of the plotline, the villains’ capabilities, and the features
of its unusual setting. Faerzress, the magical emanation
common throughout the Underdark, scrambles teleportation
magic. The villains have powerful spells they may employ
against the heroes once they become aware of the threat the
player characters pose. Finally, the heroes will have to balance
the use of time to rest and re-equip against the advance of the
villains’ plots.
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