Lomar 14 Demonweb
Lomar 14 Demonweb
Lomar 14 Demonweb
NWN Translation
Player’s Handbook
Dungeon Master’s Guide
Version 3.1 – HoTU Version
Introduction
Welcome to the module Q1 – Queen of the Demonweb Pits. This is a fairly accurate conversion
of the original D. Sutherland III/G. Gygax module from 1980. This was converted to NWN by
Brendan “Lomar” Arble. This has taken me well over 200 hours to create so hopefully you will
enjoy it.
Storyline
Q1 is the last in a long line of modules that started way back in G1-2-3 Against the Giants
(conversions of these modules by other authors are available for download!). Your initial
adventure was a skirmish with some Hill Giants that slowly snowballed into more dangerous and
devious encounters. After vanquishing countless giants of all sorts you found yourself heading
underground to face the world of the Drow in the D1-2-3 series.
Q1 picks up at the very end of D3. You are deep in the Vault of the Drow and you just defeated
one of Lolth’s High Priestesses. It is here you discover that the true evil behind all these
modules is Lolth herself. At the very tail end of D3 you have a brief encounter with Lolth and
she gives you a “gift” – a platinum Egg. The first person to talk to the in-game Dungeon Master
will get this Egg. The Egg contains 4 small shapes that are a mystery. Also, while exploring this
section of her Temple, you come across a “Communing Pool” which allows you to converse with the
group of nobles that originally tasked you on this adventure. They will get you started.
Adventurer’s Notes
In a nutshell – you are traveling into the Abyss to fight and destroy a demon goddess.
This, like all PnP modules, is best experienced with more than one player. However, realizing that
a majority of NWN players go at it alone, I’ve taken special precautions to make sure “singles” can
still enjoy the module.
You will have to traverse 4 levels of the Demonweb to get to Lolth’s final lair. The first 3 levels
of the Demonweb contain numerous encounters, often a single room. The fourth level contains
alternate planes containing mini-adventures. It is highly recommended you explore each of these
worlds fully. You will have opportunities along the way to create items and to recruit help to fight
Lolth. She IS a goddess - you’re going to need all the help you can get.
Expect fairly generous treasure. This is a high-end module for high-end players - you will receive
high-end rewards. You can expect a few +4 weapons/armor and a supporting cast of powerful
magical items (both standard and custom). Finally, you should raise at least 3 levels during this
adventure … if you live.
This adventure also uses a “restricted rest” system. You can only rest once every 8 minutes or
so. Also, you will need to purchase a bedroll and rations to rest. Every time you rest it will use up
1 set of rations.
Finally, remember at all times that you are entering a whole new world (the Abyss). Some of the
rules you are familiar with may not apply. In some areas you will not be able to rest or recall. In
some areas your spells and equipment may not behave the way you’d expect. In some
areas…well…you’ll see…
This module is pretty dang close to the original. I had to tweak a few things for NWN and
difficulty. I also added some content to spice things up. The original module is pretty much hack
‘n’ slash all the way through. I tried to massage that to tell more of a story and to keep things
interesting.
I used a number of custom monsters, placeables, music and tilesets. Naturally, I wanted MORE
custom work, but at some point you need to draw the line. One adventure that is missing is the
“Frozen Lands” down on Level 4 of the Demonweb. When I originally started this module I fully
expected the SoU expansion to be released and I could just use their winter tileset. Not to be.
But fear not, it doesn’t hurt the module at all and if somebody REALLY wants it, they can add it.
To compensate I added in the Umber Hulk Catacombs, which is an “optional” adventure from the
original module.
As far as resting, it is restricted as detailed above (need bedroll and rations – rest once every 8
minutes). Also, you cannot rest in any of the Demonweb – but you can rest in most of the
alternate worlds off of the Demonweb. You also cannot recall from the Demonweb – but you can
recall from most of the alternate worlds.
While in the actual Demonweb, a few spells will fail to work and all summoning spells by wizards
(and clerics) should summon a Type I demon instead of their intended target. This is due to the
fact that the summoning spells cannot reach out of the Abyss. Rangers, however, will still be able
to summon their pets. This is not intended but I was able to modify the actual spell script for
wizards/clerics, but the way NWN summons a Ranger’s pet is considerably more difficult (maybe
impossible) to change.
Also, the Shadow Dungeon tileset (used for Demonweb Levels 1-4) seems to have a bug that
makes the mini-map transparent. Chalk it up to the “mysteries of the Abyss”. This can make the
Web difficult to navigate, but perhaps that’s not such a bad thing.
Finally, while in the Demonweb, Players will experience a -4 penalty to their AC and their attack
skills. The Demonweb is just a dangerous place!
This will be a walk-thru of all the main areas and what to expect.
Adventurer’s Haven
This is the starting point for the player(s). Here the DM will give the first player to speak
with him Lolth’s Egg. It is the “gift” given to the players at the end of the D3 module by
Lolth herself. The Egg is simply an object that casts “Remove Curse” (a crafty player will
figure this out). You need to use this Egg all through the Demonweb to pass from one level
to the next. The Egg actually has 4 components to it- Iron Pyramid, Silver Sphere, Bronze
Star & Blue Crystal Cube. Also, you cannot leave the room until somebody gets the Egg
from the DM.
The “Leveling Altar” will level the player to an appropriate level for the module. If the
group has 3+ players, they go to level 10. If they have 2 players, level 12. If the player is
solo, level 14.
The conversation with the Nobles just introduces the reason for going into the Demonweb
to fight Lolth.
After running through the Pool and talking to the Nobles, the Players need to figure out
they need to “use” the Egg on Lolth’s mural. This opens the gate into the Web. To make it
interesting, I set it up so if the Players use the Egg on some other items, nasty beasts
show up.
Demonweb Level 1
Welcome to the Demonweb! It uses a series of bridges and lava from the Shadow Dungeon
custom tileset. I thought it painted the right look.
Like all levels of the Demonweb- no resting and no recalling! Also, summon spells and a few
other spells will either fizzle or do something more devious.
This first level of the Web is mainly spiders and a Type I floating around. Nothing too
terrible.
The Teleportation Room on this level requires the holder of the Egg to “talk” to a magical
brazier. From there the Player needs to decide which part of the Egg to place in the
brazier. If the Player chooses the Iron Pyramid, a portal to Demonweb Level 2 opens up.
Otherwise….they have to fight a Vrock.
Stronghold of Trose
The Player will need to find a secret door to complete this encounter. Ah Trose! Our poor
cleric wandering around the Demonweb. Trose has captured 3 werewolves (in buxom babe
form) and has them locked up. Unless the PC Speaker is of “good” alignment, Trose does
not feel obligated to hand out any more information than necessary.
If the Players decide to open the door, not only will the werewolves transform and attack,
Trose will be quite unhappy about the whole issue and he’ll attack the Players as well.
Gnoll Barracks
Be ready for a battle. The Gnoll Barracks is chock full of gnolls and minotaurs. There are
a number of rooms full of beasties trying to kill the players. It’s not the quality, but the
quantity of the attacks.
More importantly, here is the place I decided to place the initial quest for the Godslayer
weapon. There is a secret door that leads to a hall of traps. At the end of these traps is
an ancient tome that explains the Godslayer weapon. This is not part of the original
module, but I wanted to give the Players some more purpose. A rogue will have no problem
detecting the secret door, for others it will be more difficult. However, it is close to a
“combat area”, so there’s a real good chance that just about everyone will find it.
Demonweb Level 2
The pain continues. This level also has some spiders, but Driders make their first
appearance.
The Teleportation Room on this level houses a Balor. However, once he is attacked he will
disappear. Shwew! No…wait - soon after TWO Balors appear and a battle commences!
These types of battles separate the good from the dead. If you focus all your resources
on one Balor and ignore the summoned Succubi, this battle isn’t as tough as you’d think.
During this battle the portal to Level 3 shows up. To enter this portal the Player with the
Egg needs to put in the Silver Sphere. Otherwise, demon time!
The Black Chamber
The Players have just stumbled on a group of Drow investigating this room. This will be a
tough fight, but since none of the Drow are especially tough, they should go down without
any PC casualties.
In this room is a Wizard’s Box. It is, of course, trapped big time. Between the Wizard’s
Box and the Drow loot, a party of Players should be able to equip themselves fairly well.
Chamber of Opposition
Lolth has stationed a small force of Ogres to guard a Mirror of Opposition. The ogres will
prove worthy opponents due to sheer numbers and the close quarters of the battle.
The real cool thing about this is the Mirror of Opposition. Yea, you guessed it, when a
Player uses the Mirror, an exact clone appears behind him and starts attacking!! This
should prove to be some fun for the Players. I opted to leave the Mirror so Players can
use it as much as they want (once per Player).
Hall of Statues
This room has 12 statues and a magical Pool of Shadows in it. Soon after the Players enter
the room the statues will start to turn into special Shadows. One by one the statues will
disappear and Shadows will attack. Most parties will be able to keep just one Shadow at a
time attacking. A slow or indecisive group may have to deal with 3 or 4 Shadows at a time.
Players can avoid the Shadows spawning by destroying the Statues before they polymorph.
The key to this room is the Godslayer weapon. Each Shadow will drop a “Shadow Heart”.
Place 7 (or more) Shadow Hearts in the Pool of Shadows and use Lolth’s Egg on the Pool-
BAM! You now have the Godslayer weapon – in weakened form.
If the Players never received the Godslayer quest then this room will be a bit puzzling to
them.
Magnetic Chamber
Now, this is cool. There is a magical “lodestone” in the middle of the entrance room. If
you’re wearing armor and walk into a large trigger surrounding the lodestone you will take a
severe attack/defense penalty and be slowed. The lodestone will be “pulling” you toward
it, causing these penalties. The heavier the armor, the more severe the penalty. If the
Player has a high strength he may be able to resist the pull of the lodestone, avoiding
those negative effects.
Demonweb Level 3
This is much the same as Level 2, just a bit tougher. More Driders and we welcome to the
game Female Driders. They are smaller and more magical than their male counterparts.
The Teleportation Room on this level houses an innocent looking mouse. The little mouse is
actually a Demon polymorphed into a mouse. Soon after the Players open the door the
mouse will be replaced with a Demon Lord (a tough Balor). About 20 seconds after the
Demon Lord appears, so too will the Portal to Level 4.
The key to this portal is the Bronze Star. Any other choice results in another demon to
fight.
The Umber Hulks have acquired some nice treasure items, including a Girdle of Frost Giant
Strength.
I think, at this point, all but the dumbest players know this place to be a trap. Soon after
the Players wander to the back rooms the Peace-Speakers will change to their true form,
Jackalweres. Carnage ensues.
Lieutenants of Lolth
This, as the Journal entry details, is a very tough encounter. These are some of Lolth’s
head honchos. The encounter starts with a hallway of doors that is dripping with obvious
traps. The coolest trap is the “hallway of blades” that pops up. This trap will disappear
after a short time, but impatient Players will likely walk into it, taking massive damage.
Once in the main room the Players will have to face 6 lieutenants, all dual-classed and all
pretty tough. Furthermore, they have zombie fodder in front of them.
If the Players are victorious they will find quite a few nice magical items on the
lieutenants.
Demonweb Level 4
At last! The final level of the Demonweb! The look of this level is slightly different than
the previous three. Also, there are no monsters to fight (still no resting though!).
This level is more a path than a maze. Along the way are larger alternate worlds and
finally, at the end, a large door leading to Lolth’s Spider Ship. To open this door the Player
must have Lolth’s Egg.
Lolth is trying to pressure the Pharisee into service. However, the Pharisee are a
relatively selfish lot and surely want nothing to do with Lolth’s domination.
The Players meet a Pharisee Ranger that will give them some quick background on this
potential adventure. They may also find the entrance to Lolth’s Forest, but they won’t be
able to enter until talking to Duke Alfric (see below).
Afterwards the Players will head south through a couple small areas to the major city in
Caer Sidi. Here they can find all sorts of shops and people to talk to.
At some point they need to run into Duke Alfric, leader of the Kingdom of Caer Sidi. He
will quest the Players to wipe out Lolth’s army. NOTE: If the Players refuse to help, Duke
Alfric would just assume see them dead – and tries. All of Caer Sidi will go jihad on the
Players if they decline the quest for help.
Also in town they can meet the Rogue Master. This is the leader of the local thieves’ guild.
If they play their cards right, the Rogue Master will join the final battle against Lolth to
help. To reach the Rogue Master, somebody will need to pick a couple locks.
There is random treasure spread about Caer Sidi, but there is some especially nice
treasure upstairs in the Barracks. However, the key to the main chest is on the Captain of
the Guard. The Players will have to pilfer it or kill him to get into the chest. When they
open the chest the local guard dog will attempt to chew their legs off.
Assuming the Players accept the quest to destroy Lolth’s army, they must huff it back to
the entrance area and go into Lolth’s Forest. This is a couple small, wooded areas full of
stand low-grade monsters like ogres and bugbears.
When the Players reach Lolth’s HQ, they’re in for a tougher fight. Ancient walls of a long
abandoned fort are still in place and Lolth’s trained army uses them to their advantage.
When the Players wipe out the main force they can enter an old temple. This is where a
Handmaiden of Lolth has setup shop. After a brief conversation she will change into her
“Yochlol” form and the fight is on. Killing this creature is what advances Duke Alfric’s
quest. The Players need to return to Alfric to receive a nice magical item or, as an
alternative, he’ll offer to help in the final battle against Lolth. Greedy Players will take
the item- smart Players will take the help.
Also in the Forgotten Temple is a trap door to a lost crypt. Here lies the undead remains
of the first King of Caer Sidi (clever Players will recall this from some literature in the
Duke’s Palace). His legacy is that of a dragon-slayer, and his old equipment has stayed
shiny and usable!
The Players find themselves on a seemingly innocent little island. Soon they will discover
what appears to be an abandoned farm. However, inside the farmhouse is a Drow Assassin
that recently murdered the owner of the farm- Karl.
Outside the farm is a Ship Captain getting ready to sail away from this island. The Players
can easily convince him to provide transportation (for a nominal fee). His destination? The
Bandit’s Nest. The Bandit’s Nest is a small town full of, well, Bandits.
The Players can find provisions here and can also find some adventure. Also, after the
Ship Captain drops off the Players he will take off for some shore leave for about 5 game
minutes.
While in the Bandit’s Nest, if the party has a thief, there is an Old Rogue that will offer
up the “Test of Traps” - a sinister little dungeon full of traps to challenge even the most
adept of rogues.
In the main tavern (The Ale and Tail) is a half-orc named Vurg. He will send the Players on
a treasure hunt to find the answers to these three riddles:
1) From pond, lake, river and sea is where you'll find this creature that is so tasty!
2) I may have been the color of coins or maybe color of the rainbow - find what's left of
my dead head and don't be slow!
3) When I look at you, I see you. When you look at me, you see you. What, oh what, are
we to do?
The trick is that the Players have to return with all 3 items before Vurg counts to 100
(roughly 10 minutes in-game time). If he gets to 100 and the Players don’t have all the
items, they’re out of luck.
The first item, a fish, can be caught in a small fishing hole on the east side of the island.
However, the Players must first secure a pole and some bait from the local Bandit
Fisherman. There is a 1 in 4 chance of catching a fish per try. Also, there is a 1 in 4
chance of losing your bait. If the Players lose all their bait before catching a fish, one of
the local merchants will sell more bait.
The second item is a dragon skull. An attentive Player will remember a dragon skeleton
near the docks. Sure enough, there is now a dragon skull there.
The last item is a mirror. There is a “lady” in the cat house that will sell the Players one of
hers.
Assuming the Players get all the items back in time, Vurg will offer them either a magical
item (+5 Natural Armor necklace), gold (8000), or the opportunity to screw over one of
their party members.
If the Player talking to Vurg takes the latter, he will be given a special item (Vurg’s
Prophecy) with instructions to make sure the Player he wants to screw over is carrying it.
When the Players return to the mainland, the person holding that item will be teleported
into a little dungeon full of Water Elementals. To make matters worse, the Player in
question will be polymorphed into a Fire Elemental for 60 seconds. In all likelihood the
Player can expect to die at least once.
Labyrinth of Arachne
This is a fairly large maze full of Lolth’s spiders. This is where she breeds them, so
they’re here – in bulk. There are also a few driders floating around along with some
humanoids. These poor survivors were meant to be food for the spiders, but somehow
fended off their attackers and now live like savages. Some have banded together to stay
alive, but they’re beyond salvation. They will attack the Players on sight.
At the end of the Labyrinth is the Pool of Poisons. This is the second stage of the
Godslayer quest. Once the Pool’s guardians are destroyed, the Players can place the
Godslayer in the Pool and use Lolth’s egg to upgrade it.
Maldev
Maldev – realm of the Mountain Dwarf. Home to King Bogard – hated enemy of Lolth.
Not long ago Lolth launched a full scale invasion of Maldev. Her goal was to breach the
mighty fortress of Kandelspire and wipe out the Mountain Dwarf population.
The Players will enter behind Lolth’s army and will soon come across a destroyed Mountain
Dwarf fort. As the Players push onward they will come across another fort that was
bypassed as Lolth’s army marched toward Kandelspire. It is in this fort the Players can
team up with the Mountain Dwarves to save Kandelspire and Maldev!
The original module places this encounter as a huge scale all out war. I tried to recreate
this and the Players will have their work cut out for them. As the Players work through
Kandelspire’s outer walls and outer keep, they will be met with opposition in force.
Humanoids, giants, drow, demons, oh my! The Players will stumble upon pockets of
Mountain Dwarf fighters on their last leg, but they are hopelessly outnumbered. When
the Players reach the inner keep they will interrupt a battle between King Bogard himself
and Lolth’s highest general – a Balrog. It will be bloody, but if the Players can kill the
Balrog before the King falls, he will join them during the final battle with Lolth.
Finally, the King has some provisioners with very nice equipment. This is the Players’ last
chance to stock up on good stuff before seeing Lolth.
Nightworld
This is the realm of Vlad Tolenkov, Lolth’s link to the undead. She uses Vlad to recruit and
control all manners of undead creatures.
The main feature of this area is Vlad’s castle. It is here the Players will stumble across a
Baelnorn (an elven “good” lich) who is trapped in a prison. The Players will need to get the
key off a Skeleton Chieftain to free him. Once free, he will give the Players a sad story
and pass onto another world. The Players MUST free him before the door heading
upstairs will unlock.
Their first room upstairs contains a “fake” Vlad that dies very easily. In this same room is
a locked door that can only be opened by tripping all three torch brackets in the room.
This leads to a short encounter with the real Vlad, who promptly summons 4 vampires to
fight for him.
After the Players push past this they will find Vlad in his coffin room. This is a cut scene
where he teleports the Players to the same prison the Baelnorn was in. The Players will be
trapped until the Baelnorn reappears to free the Players.
At this point the Players can head back upstairs to finish off Vlad. Once he’s destroyed
they can loot his coffin.
Lolth’s Prison
This is a very small area that hangs off the Demonweb Pits. It is a place Lolth holds her
prey until she has time for them. She currently has Trinax being held prisoner and a Bone
Colossus watching him. The Bone Colossus isn’t especially difficult except he has a high
resistance to everything but acid.
Once Trinax is free he will thank the Players but will not offer up too much information
unless the Player makes a [Persuade] check. If the Players persuade him, Lolth will show
up and kill Trinax.
The first deck, A/B, starts off with an encounter with the Matron. At this point,
everybody on the first deck is neutral with the Players. Lolth knows they are coming and
isn’t too worried about them. The Matron will ask the Players to sign in and will escort
them through a couple rooms to a meeting with Lolth. If the Players refuse to sign in, the
whole first deck goes hostile.
In any event, in the main audience chamber on this level is another short cut scene. Lolth
will appear for a brief speech and then attack. Once she is damaged, she will disappear –
retreating upstairs.
On this first deck are two of Lolth’s pets, a Black and White dragon. By themselves they
are quite tough, but a sloppy party may run from one dragon into the other, forcing a
battle with both of them!
Also on this deck is the Pool of Frost where the Players can complete the Godslayer
weapon.
When the Players advance to deck C/D, they will meet a more stubborn Lolth surrounded
by some of her minions. This room will be a very difficult encounter because the Drider
Knight is lethal and Lolth is, well, Lolth. Furthermore, the center of this room is actually
quicksand that is made to look like a regular floor. Players will suffer penalties while in
the quicksand.
In this battle, Lolth will take about 10 hits before she disappears and retreats upstairs to
the final deck.
Another point of interest on this level is a room with an iron golem. Once the Players
enter the room, the door will shut and lock behind them. They will need to kill the iron
golem to retrieve the door key (of course a rogue can steal the key).
The final level of the Spider Ship is deck E. It is here Lolth waits for the Players. This is
actually a 2 stage battle. The first is with the Drow version of Lolth that will consist of
her casting a lot of spells. Once she is hit around 10 times she will transform into the true
Lolth, a huge spider woman! (stage two).
The true Lolth doesn’t have many spells, which is unfortunate for the Players, because her
physical attacks are brutal and fast. Furthermore, she has around a +45 to hit, so she
won’t ever miss. If the Players recruited any help to kill Lolth, they will show up during
this fight.
Finally, once Lolth is defeated, she will drop the key to her treasure room. Once the
Players enter the treasure room they will have one more monster to kill – a beholder.
Visually an incredible creature. He hits real hard and can usually get at least one kill
before the Players close on him and cut him down.
Loot galore follows.
FINALLY, in the last room of this module is the Hall of Mirrors. The real module had this
room as a possible escape path for Lolth, but after this long adventure I wanted the
Players to kill Lolth. I originally had these mirrors teleporting Players to other places in
the module, but removed it because the amount of work required to adjust all the NPCs to
the fact that Lolth is dead.
Credits
The list is long, but distinguished. Many thanks go out to a lot of folks (and I apologize for any I
missed!), specifically:
Dan Hibiki
The Mind Flayer! Wow wow!
Raistlin2971
The Shambling Mound model which I used as my Yochlol. It was the closest thing I could find,
but I think it worked well.
Digitalnightmare
His Ice Spider model made it into my adventure under a different name. Can’t have too many
spiders in the Demonweb!
Yariv
His re-skinned Balor turned Balrog played the role of Lolth’s highest general. Nice evil
conversion.
Rinithus
Stole quite a few of his placeables to give a few areas a nice unique look and feel.
TheMountain
Is he long gone? I dunno, but his Shadow Dungeon tileset painted the perfect picture for my
Demonweb Levels.
Eyrdan
Stole his idea on how to determine the type of armor a character was wearing. His
implementation was pure genius and made my Lodestone encounter totally magnetic! ☺
Tseramed
Stole much of his fishing scripts/ideas for part of a scavenger hunt.
Elesias
Elesias’s Drow Temple tileset was just what I needed to create Lolth’s final lair. Very evil!