Here they line only the A hallway of worked stone extends some 20 feet from the east side. battle here, their bodies have been removed and either burned or animated as some form of undead. castle, and the Undying Temple. to generate suspicion in newcomers. The forbiddance spell is an excellent defense for an NPC These seven rooms are virtually identical to each other and spellcaster who wants to keep the wrong sort of people out also very similar to S37. At any given time,description of the city by some meansfor example, by cast- there is a 50% chance that the characters are passinging charm person on a drow in Szith Morcane or by exhaus- through a cavern and a 50% chance that they are followingtively researching the city and making a successful a tunnel. Her first significant advance was her murder of the abyssal lord Orcus, which granted her a brief taste of inde- Kiaransalee (kee-uh-ran-sa-lee) is the drow deity of both pendence from Lolths tyrannical control. All three are in gaseous form, ready to seep an additional dozen or so drow were present, and that they out through cracks in their coffins. ARCANE GUARDPOST S29. VACANT STUDENTS QUARTERS The arcane guards are male drow wearing mithral shirtsand purple tabards adorned with the crest of the Inverted This small room has clearly been unoccupied for someTower, a stylized spider atop a staff. GREAT CRYPT CAVERN who currently live in the caverns beyond, (EL VARIABLE) but it has killed two other drowa powerful cleric of Lolth and, most recently, a male fighter sent to scout the A marble statue in the center of this large cavern depicts a cavernsand consumed their identities. tactics to suit the techniques used by the PCs in this battle. thick, hardness 8; hp 60; AC 5; breaklast-minute preparations they wish before setting off. D Driders (2): hp 43, 33; see Monster Manual. Imaginative and sadistic, she looks for opportunities to sow dissent or uncertainty among The first time the heroes enter the House Morcane level her foes through this tactic. telligible to modern speakers of Common. Anything invisible becomes visible while in the area. small stash of incense worth 35 gp that weighs 4 pounds. Like, zero level spells did, but they weren't cast whenever like now. Under the lead-standard monsters are in the Monster Manual or the FOR- ership of Irae Tsarran, an albino drow priestess, theGOTTEN REALMS Campaign Setting, while statistics for new Kiaransaleen overthrew the last bastion of Lolth-worshipingor unique monsters are provided in Appendix 1 and Appen- drow. The third D Ogres (6): hp 26 each; see Monster Manual.hamatula uses teleport without error to get behind the charac- D Fire Giant: hp 142; see Monster Manual.ters and cut off their retreat. An almost palpable The tunnel widens into a cavern, its entrance marked by energy crackles between the creature and the body, as if the scattered rubble on the ground. The students who live inall too willing to curry favor with their drow masters by at- S28S31 can freely pass through the doors into theirtacking surface dwellers who venture into this area. INVERTED TOWER ENTRANCE (EL 7)fire through the slave cavern, as goblins from all over the mush-room fields come running to see whats going on. Drow figures are visible in the foreground of the tapestry, but the figure before which they are prostrating them- No valuable itemsnot even magic armor or weapons selves has been almost completely defaced. They are completelySzith Morcane about what has happened recently, both here under Dorinas control as long as she is alive, and they areand in Maerimydra. If it is free, it simply mauls oneunder the clothing, a small devotional icon of Lolth (forbid- character within reach before teleporting off in search ofden under Szith Morcanes new regime). Creatures: Dorina Tsarran, daughter of Irae Tsarran and If they come against you in Szith Morcane in irresistiblecurrent ruler of Szith Morcane, spends most of her time in this strength, slay as many as you can. The remaining drow of Szith Morcane have so far chosen notThe entrance to this cavern is covered with an illusory wall to reveal the existence of these tunnels to their new masters.placed here by the drow of Szith Morcane years ago to protecttheir hiding place. He drinks his potion of footlocker secured by a simple lock (Open Lock DC 20). Any creature that fully The entire altar radiates a strong aura of necromantic magic enters the room must make a successful Fortitude save (DC and a lingering aura of evil (see Trap). Thus, they are not immune to the web traps. Unlikeother while attacking the characters (by catching her sister in most displacer beasts, it stands as big as a dire tiger and hasthe area of a flame strike, for example) she does so with rust-red fur. If they can change her attitude to helpful (DC 30 if she is indifferent, or 40 if she is unfriendly), she aids them as much as she can. If the drow cannot locate the drow of Szith Morcane always keep guards stationed herethe heroes who attacked Szith Morcane, they settle for harry- to monitor the chasm. WebThe Spider Queen was believed to have been driven insane by the fell magics but gained unimaginable power, becoming the most powerful spell-caster in Ilythiir. mold, dry crackers, and an urn of clean water.S24. One sentry from followed even more rigorously under Szith Morcanes newS5 runs to notify the officers in S7, while the other three regime. Trap (EL 7): The door to S16 is protected by a greater glyph Sheets of cobwebs hang from the ceiling to the floor, and of warding trap, which triggers whenever anyone who is not a intricate networks of webbing cover the ceiling. 2002 Fun Fact: Early playtests of City of the Spider Queen led to characters wheeling barrows full of +1 rapiers out of the dungeons and back to town. See the Intruder within the chasm must make a Spot check for each round ofAlert! sidebar for details of Szith Morcanes reaction to the movement or fly headlong into a web and become entangledcharacters arrival. Latar is canny enough to insist thatthe group delay its attack until the targets have camped for a Insanity Mist Vapor Trap: CR 8; insanity mist poison,the night and most of them are asleep. A successful Balance check (DC 18) is required to cane in another area of Faern, the tunnel leading out fromcross the stream without falling. If the characters return to the surface after finishing explorations, they certainly discovered that the cult of their work in Szith Morcane, they might decide to look for an-Lolth in Szith Morcane had been exterminated and replaced other entrance into Maerimydra from the surface, or theyby a cult of Kiaransalee. One end extends out into a occasionally joining to form a solid column. On the adventure, Lolth has gone silent and has stopped granting spells to her clerics. Her unholy experiments provoked her husband to curse and banish her, Alignment: Chaotic evil and she fled into hiding with a cadre of undead servitors. The majority of this part takes place within Maerimydra (the City of the Spider Queen) as the adventurers battle the servants of Irae T'sarran, in addition to the invading armies of the Kurgoth Hellspawn. Once every long rest, you can transform into a giant spider. dale was reclaimed by humans and by more recent eventsthe D Bugbear Slaves (10): hp 16 each; see Monster Manual. Itsare tougher than they look. The Lady of the Dead will accept you still, just as she has taken me into her care. If the PCs use Diplo- macy or raw Charisma to sway her attitude to friendly (DC 15 if she is indifferent, or 25 if she is unfriendly), she assists them in- sofar as their goals align with hersno further. Allow any character who is keeping an eyeaware of the partys approach. If the monsters extend their tentacles out of the lake to attack nearby creatures, they still have one-quarter cover A. RAMP against melee or ranged attacks from landbound opponents.This ramp curves up to the Bazaar level, about 50 feet above. ters need to use a different tactic to bypass that one. Further- more, an attacker gets a +2 bonus on attack rolls made against Development: The drow of Szith Morcane do not allow this a climbing creature. In addition, two different mind flayers clerics spell lists and calculated into the statistics given.each carry a potion of invisibility and a potion of spider climb. However, many im- with the map and her other belongings.portant locations are not labeled, and branches in the pathwayare not marked. See, for me that's a feature and teaches the valuable lesson of "Run Away!" Do I increase/reduce the number of enemies that PCs should face in each encounter? If From the second fork to Vournoths Mire: 35 miles (oryou wish to customize this adventure by adding your own en-trances, you could easily create dungeons beneath Old Skull or from the second fork to the Yrthak Cavern: 40 miles).Hap Hill. her head. If she has time, she uses banishment to get rid ofS44. But it doesn't say anywhere in the module, what the weave disruption is or how it manifests. chamber curves in an octagonal shape. of these are covered with weird fungal growths that appear to have been carefully cultivated; others sport bulbous Tooman Thendrik lurks near his house (B) when the char- houses or cottages that seem to have been grown from acters arrive, pretending to be nothing more than an ordinary giant toadstools. 1d4 Wis/2d6 Wis; Fortitude DC 15 negates; Search DC 25; Before initiating an attack, the cleric prepares by casting en- Disable Device DC 20.durance and air walk on himself and the two barbarians,magic circle against law on Skred, magic circle against good on N2. This same spell is nished, offering no comfort to the guards on duty. Two large clay urns (one onactually attached to the door. The Claw: A half-fiend kuo-toa cleric/assassin who rules the Encounter Numbering kuo-toa in the Lake of Shadows. The drow likely to be encountered herepost to go unguarded. Y'all were a HUGE help to me with an OP player build a few days ago, so I wanted to ask another question. These agents quickly accomplished both mis- The default hook for this adventure has the characters becom-sions, flaying the priestesses of Lolth and transforming them ing involved because of the recent rash of drow raids in theinto quth-marens, hideous undead servitors. Lots of magic items etc per every encounter. Several beasts re- cavern floor beyond. You may use an action to transform back at any time. Like the passage between D7 and D8, this corridor its repertoire. Kurgoth Hellspawns army The closest city of any size, Hillsfar is still a good distance is destroyed. Text that appears in shaded boxes is player information,which you may read aloud or paraphrase as appropriate. If the charac-ters are completely silent, they find the two demons crawling D Bebiliths (2): hp 104, 89; see Monster Manual.in their webs on the walls of the room.Bebilith Nest 16Part 1 D11. (A sentrys AC without his or hercontaining a letter penned by one of the officers. Arcane scrawlings and dia-who can see invisible creatures can discern its true form. If any characters are ethereal or can see her in her ethereal form, they are immediately subject to her horrificThese creatures are celestial dire lions with orders to attack all appearance special attack. Hillsfar is large enough to offer access to many of the items or markets high-level characters may be seeking. THE INVERTED TOWER (EL VARIABLE) Creatures: This room is home to the six arcane guards who keep watch over the entrance to the Inverted Tower. Because they10 gp, 10 gp, and 11 gp; hydrophanes always know how close their killers are,worth 20 gp and 40 gp; waterstars worth 60 gp, 80 gp, and 100 they are not surprised and begin battle with key enhancinggp; a violet garnet worth 500 gp; and red tears worth 800 gp, spells in place. Within it, a stone door stands closed in a masonry alcove. As soon as they have a clear line of sight tion: Maerimydra and the Mines of Tethyamar. What I found was it was not that big of a deal. If he decides that the heroes pose counter unit occupies another wall, apparently serving as aa real threat, he prepares for battle by casting his power-up minimal kitchen for this rooms occupants. Char-room, arriving 1d4+2 rounds after the characters enter, to pre- acters who actually kill the creature before it can leave of itsvent them from freeing the creature within. The door to this vault is still plastered shut (break DC 28) be- cause the trap it bears has killed every robber who has at-This vault was built for a family that never had the opportu- tempted to open it. The mist fills the cavern in 1 round, but since it is heav-looking parties. mold.) He rests in the western sarcophagus, which bears his likeness on its lid. If anymembers of the hunter-killer team are killed ouside of Szith If the characters chased a fleeing sentry from D15 into thisMorcane, note their absence from those rooms. Full monster statistics for Castle Maerimydra, home of House Chmavh. Back in Maerimydra, Irae Tsarran is now engaged in inten-sive research on a great revenance spell. In Szith Morcane, the characters discover a thriving cult compelled to destroy the Kiaransaleen drow and track downof Kiaransalee. Each of her noble guards wears thespider form, crouches on the wall just above the cavern en- livery of House Morcanea deep purple tabard with crossedtrance, while the other huddles against the north wall in hu- rapiers beneath an image of a black widow spiderover hismanoid form (appearing as a drow female), feigning sobs as mithral shirt. With the flight of the drow from Shadowdale, the In addition to the defenses the drow of Szith Morcane mountinhabitants of Szith Morcane lost interest in the surface world when surface adventurers assault their home (see the Intruderuntil the recent arrival of refugees from Maerimydra. 540; AC 3; break DC 50; Climb DC 22. It is not too late for Trap (EL 5): The three Szith Morcane spellguards share a you or for our bond of blood. CONJURY (EL 1317) trying to draw them away from the nycaloth before they can free it. Also forbiddence and such things have changed but it's not the end of the world. which I think you would not enjoy very much. A single archway leads to the northeast on the off-duty. A ladder that strongly resembles a spiderweb leads up to the tunnel Like the guards on the Barracks level, the drow on this level mouth. Lots of FR specific stuff that doesn't have any equivalent in He has been dead for twenty-five years. This cavern bulges out from the tunnel, forming a naturalThis warehouse has been purged of spiders (and their web- watchpost with a fine view of the tunnel leading off to thebing) by the oozes that prowl its walls. The diagonal strands of the web are more difficult to move spider tries to entangle them by casting webs at them. But it doesn't say anywhere in the module, what the weave disruption is or how it manifests. If necessary, the drow padded wooden chairs set around a square table.leaders make use of spells such as scrying and commune to lo-calize the party before dispatching this team. corpses. members, a roper and three ochre jellies, remain in the cultsEach residence now houses 2d6 Tiny monstrous spiders and meeting place as guardians. S34. 17Part 1which is in Tieraks possession. The signs indicate that side, leading to three elaborate vaults carved from the rock.perhaps a dozen drow on foot were responsible for the damage. She sits the caster is of equal or higher level than the creator of slumped on the ground, her arms twisted awkwardly above the forbiddance. 978-0786928743 Theceilings in all the natural caverns are unhewn and marked by D2. It has specific conversions for City of the Spiderqueen. If Solom(replicating a cone of cold or, if he feels very threatened, a wall Nedrazak appears in this room while the nycaloth is free, itof force), greater shadow conjuration (replicating a summon makes a single round of attacks on the archmage and then van-monster IV spell to bring a shadowy howler, or a solid fog ishes, recognizing that Solom has readied himself for combatspell), enervation, ray of enfeeblement, and web. Spells are not so much of a problem, 3e had a lot of permanent illusions and such that don't have an equivalent in 5e. Even the lowliest drow commoner isdoors divide these areas, but more often heavy curtains suf- always plotting some way to grab a little more wealth, a littlefice for privacy. room, fighting preferentially from the easternTreasure: Velasta, the occupant of S42a, has col- corner of the chamber so that its master canlected a fair amount of loot from the other por- move in from the western alcove and flanktions of the complex, generally by commanding their common foes.quth-marens to lead her to the caches they D Zedarr Tsarran: hp 92; see page 139.owned in life. On horse- and ravages Battledale. Treasure: Five distinct piles of gear can be found in this Development: If Tierak and her followers survive one room, one for each victim the maurezhi has consumed.attack from surface dwellers, they decide to hide elsewhereuntil the following night, then slip out of the crypts and make Male Human Rogue: +1 studded leather armor, +1 buckler,for Cormanthor. If you haveported by ghastly undead troops. Any character who fails the the inhabitants, two of the saving throw is hedged out and quth-marens flee the room im- takes damage: 3d6 points of mediately, moving at top speed damage for a chaotic good, chaotic out of the room through oppo- neutral, lawful evil, or neutral evil site doors. After that, she returns to the statue and fights the intruders physi- cally as long as the statue holds up. Treasure: Dorinas gear accounts for most of her treasure, Dont Miss This Cluebut she keeps some additional personal wealth in her coffin.Two small wooden coffers within the capacious sepulcher con- After defeating the outpost of Szith Morcane, the playerstain a total of 490 pp, 375 gp, and 440 sp, as well as a scroll of may feel that they have dealt with Daggerdales problem.inflict critical wounds and a wand of searing light with 12 In fact, their adventure has barely begun. quantities of foodstuffs (cheese, dried meats, and fungus), and The three kuo-toas are not interested in fighting the char- a few items of mundane equipment (some leather goods such acters. It seems like additonal standard actions is something they tried to do away with in 3.5. Usually, two guards are meditating while the other ground level. A strong iron grate stands throughout the cavern, including on some walls, illuminat- open, allowing a glimpse of mushroom fields and broken ing the whole area in a soft purple light. Should the characters try to restore the are still populated, a small crowd of drow and bugbears gath-svirfneblin to life, the result is yours to decide. Forcing it requires a successfuloverseeing the work of the outposts slaves, but three very Strength check (DC 30). Navigating past numerous dangerous locales and evil denizens, including the Lake of Shadows, the Wailing Cliff, and Vournoth's Mire, the adventurers eventually find their way to the besieged city of Maerimydra. teen 1st-level commoners (children).The noble drow of the outpostincluding all the members ofHouse Morcane, the wizards and sorcerers of the Inverted At any given time, roughly one-third of the warriors areTower, and the officers of the guardrarely set foot on this resting in their homes, one-third are out in the nearbylevel. The room itself is larger than the other students quarters but not much more comfortable. INSTRUCTIONAL ROOMnycalotha creature from the infernal plane known as theBarrens of Doom and Despairinto a calling diagram in the The eight walls of this room are covered with slate,center of this room. 2002 Fun Fact: City of the Spider Queen includes stat blocks for 18 named drow NPCs and 19 generic drow, not counting all the drow ghosts, vampires, revenants, keening spirits, half-dragons, wererats, and silveraiths. Released There is a 20% chance of encountering a wandering creature or group. New comments cannot be posted and votes cannot be cast. They quickly ac- problem-solvers. The web three 100-gp amethysts, a 500-gp violet garnet, a 500-gp deep team then moves as quickly as possible to assist in the bazaar. Kestrel[1] Random EncountersThe route forks twice; each time one branch leads onwardtoward Maerimydra and the other leads several miles in Each day that the characters spend journeying through thethe wrong direction before ending in a monsters lair. One of the most atmospheric and brutal of the DnD campaigns out there right now, this adventure will take you to the depths of despair and horror. Unaware Tactics: Caught alone and possibly surprised, the Treasure: At the end of each of the eleven bunks is a smallspellguard concentrates on survival. If the check is Symbol of Kiaransalee Once the heroes embark on their journey into the successful, the spell works properly. They do not dis- Vengeance that is coming soon.cuss Irae Tsarrans plans with each other, nor do they sharethis information with the characters, even if charmed. VESTRY S49. At the first sound of combat, the sentries and spell- Unaware Creatures (EL 10): Four off-duty sentries are guard from the Bazaar Watchpost (S17) come to join the fray,meditating in their bunks. Connect with your friends around the world and play D&D with some of the best Dungeon Masters anywhere. acters must halt the onslaught of an army of undead created Each midnight, the priestesses in The third isnadars domain. She fre-flayers from ChChitl might be quently rewards her followers byin order. One aranea, in shaped dagger at her belt. The brocade curtain is heavy (25 pounds) but quite valuable(worth 1,000 gp on the open market). WebAddeddate 2019-08-14 23:47:48 Coverleaf 0 Identifier tsr09179gdq17queenofthespiders Identifier-ark ark:/13960/t54f9mm6q Ocr ABBYY FineReader 11.0 (Extended OCR) The graves here are protection +2. 23Part 1Barracks Level toward S7 to notify the officers. Any similarity to actual people, organizations, places, or events is purely coincidental. G. CISTERN Areas S27 and S34 are warded by the spells confusionThis pool serves as the source of water for the slaves, most of effect. Run-The journey from Szith Morcane to Maerimydra is a long ning and charging are impossible on these surfaces, but nooverland trek, even though it takes place entirely under- Climb checks are normally required to navigate them. Abandon your empty allegiance to a silent goddess out speaking the password triggers the trap. D Slave Overseers (2): hp 61, 52; see page 136. Shortly after their arrival, a warped and twisted half-drow came to the chasm, troubled by the absence of Lolths insidious whispers, which had previously been a constant presence in her mind. a Slay Living Trap: CR 7; death; Fortitude DC 17 for 3d6+13; Search DC 30; Disable Device DC 30.Several tomb robbers have tried their hands at stealing theriches from this vault, so far without success. S22. 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