TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new 
  DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter 
  Adkison. 
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  ® play document. To find out more about the RPGA and to learn more on how you can sanction 
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  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  ADP7-06 
   
   
   
   
  Expedition to the Demonweb 
  Pits 
   
  A Multi-Round  
  D&D
  ® LIVING GREYHAWK
  TM Adapted Adventure 
   
  Adapted by Tim Sech 
   
  Reviewers and Contributors: the Circle 
   
  The word is that the drow are on the attack hitting and destroying numerous temples of Corellon and various elven 
  villages throughout Oerth.   The strange thing is that no one seems to know where their exact location is or who the 
  main leader is ordering the attacks.  Adventurers are pouring in to help with the cause are you willing and able?  A 
  multi-round Core Adaptable adventure set on numerous planes for characters level 9-12 (APL 10; Three ARs). 
   
  Resources for this adventure [and the authors of those works] include Expedition to the Demonweb Pits [Wolfgang 
  Baur and Gwendolyn F.M. Kestrel] and Magic Item Compendium [Andy Collins]
  
  ADP7-06 Expedition to the Demonweb Pits 
   
  Page 2 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the Living Greyhawk campaign—a worldwide, 
  ongoing D&D
  ® campaign set in the Greyhawk 
  setting—you must sanction it as part of an RPGA 
  event. This event could be as elaborate as a big 
  convention, or as simple as a group of friends meeting 
  at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  Herald-Level™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  Herald-Level GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official 
  game, and you can use the AR to advance your Living 
  Greyhawk character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members 
  of the Dungeons & Dragons Rewards program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008.  
   
  To learn more about the Living Greyhawk 
  character creation and development, RPGA event 
  sanctioning, and Dungeons & Dragons Rewards, visit 
  the RPGA website at www.rpga.com.  
   
  Players Read No Farther 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this 
  adventure as part of an RPGA-sanctioned event, 
  reading beyond this point makes you ineligible to do 
  so.  
   
  PREPARATION FOR PLAY 
  To get the most out of this adventure, you need copies 
  of the following D&D books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual. 
  You also need a copy of Expedition to the Demonweb 
  Pits, the adventure to use with this supplement.   
   
  Throughout this adventure supplement, text in 
  bold italics provides player information for you to 
  paraphrase or read aloud when appropriate. 
   
  Along with this adventure supplement you’ll find 
  a RPGA Table Tracking sheet. If you’re playing this 
  adventure as part of an RPGA-sanctioned event, 
  complete and turn in this sheet to your senior GM 
  directly after play. You’ll also find a Living Greyhawk 
  Adventure Record (AR). 
   
   LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to Living 
  Greyhawk games, this adventure’s challenges are 
  proportionate to the modified average character level 
  of the PCs participating in the adventure. To determine 
  this modified Average Party Level (APL) follow the 
  steps below: 
  1. 
   Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
   If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other 
  than those brought by virtue of a class ability (such 
  as animal companions, familiars paladin’s mounts) 
  or the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine 
  the number of levels you add to the sum of step 
  one. Add each character’s animals separately. A 
  single PC may only bring four or fewer animals of 
  this type, and animals with different CRs are 
  added separately.  
  # of Animals 
  Mundane 
  Animals 
  Effect on APL 
  1 
  2 
  3 
  4 
  1/4 & 
  1/6 
  0 
  0 
  0 
  1 
  1/3 & 
  1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  3. 
   Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round up to the nearest whole number. 
  
  ADP7-06 Expedition to the Demonweb Pits 
   
  Page 3 
  4. 
  If you are running a table of six PCs, add one to 
  that average. 
   
  Throughout this adventure, APLs categorize the level 
  of challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls 
  on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or 
  easier adventure. Based on their choice, use either the 
  higher or the lower adjacent APL. 
   
  APL also affects the amount of experience and 
  gold a PC can gain at the end of the adventure. If a 
  player character is three character levels or more either 
  higher or lower than the APL at which this adventure 
  is being played, that character receives only one-half of 
  the experience points and gold for the adventure. This 
  simulates the fact that either the PC was not 
  challenged as much as normal or relied on help by 
  higher-level characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels 
  higher than the highest APL supported by the 
  adventure may not play the adventure. 
   
  TIME UNITS AND UPKEEP 
  This is a multi-round Core adapted adventure, set in 
  various planes. All characters pay a total of 32 Time 
  Units. 
   
  Adventurer’s Standard Upkeep costs 12 gp per 
  Time Unit. Rich Upkeep costs 50 gp per Time Unit. 
  Luxury Upkeep costs 100 gp per Time Unit. Characters 
  that fail to pay at least Standard Upkeep will retain 
  temporary ability damage until the next adventure, 
  must buy new spell component pouches and healer’s 
  kits, and may suffer other in-game penalties (or 
  possibly gain in-game benefits) as may be detailed in 
  this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties 
  by living off the wild. If the character possesses four or 
  more ranks in the Survival skill and succeeds at a DC 
  20 Survival check, the character will heal temporary 
  ability damage as if he or she paid for Standard 
  Upkeep, may refill spell component pouches and 
  healer’s kits, and may restock up to 20 arrows or bolts if 
  the character has at least four ranks in Craft 
  (bowmaking). The player is allowed to Take 10 on this 
  roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the Living Greyhawk Campaign 
  Sourcebook. 
   
  ADVENTURE BACKGROUND 
  As per the adventure Expedition to the Demonweb Pits 
  with the following changes: 
  • 
  The adventure starts in Greyhawk City as the PCs 
  are approached by a few concerned elves.  
  • 
  Spidersilk and Thaas are not items of legacy.  Only 
  one PC at the table can have access to either of 
  these items (the same PC or different ones). See 
  AR 1 for more details on what they have become.   
  • 
  If PCs do not play Expedition to the Demonweb 
  Pits completely and in order they do not get to use 
  the items they found in previous adventures 
  unless they purchased them.  For example if a PC 
  played the first part and used Spidersilk for the 
  adventure then played a Living Greyhawk Core 
  adventure then played the second part he would 
  not keep Spidersilk unless he purchased the item. 
  • 
  Any item marked with a * is in Appendix 2: New 
  Rules Items. 
   
  ADVENTURE SUMMARY 
  The adventure should be run as written, with the 
  exceptions noted below. It is assumed that the 
  adventure will be played in the order presented in 
  Expedition to the Demonweb Pits. The APL of this 
  adventure is 10, and the adventure is recommended for 
  characters of levels 9-13. Characters of 14th level and 
  higher may not find the adventure challenging 
  enough, while 8th level characters and lower will 
  certainly be overwhelmed.  
   
  The experience and gold is presented per area in 
  the Experience Point Summary and Treasure Summary 
  below. There is a chance that the PCs could earn more 
  gold than the maximum; however, they can only earn 
  the maximum gold that is listed at the end of this 
  document and on each of the Adventure Records (AR).  
   
  Note: This adventure requires approximately 8-12 
  sessions of gameplay. You should ensure that players 
  are aware of this before beginning, and that multiple 
  sessions are set up to cover the entirety of the 
  adventure.  Players may play other Living Greyhawk 
  adventures in between these sessions, though again it 
  is recommended they play this as one continuous 
  adventure.  
   
  PREPARATION FOR PLAY 
  This is an adaptation of the adventure Expedition to 
  the Demonweb Pits by Wolfgang Baur and Gwendolyn 
  F.M. Kestrel published by Wizards of the Coast. As 
  such you cannot run this adventure without a copy of 
  said adventure. 
  
  ADP7-06 Expedition to the Demonweb Pits 
   
  Page 4 
   
  INTRODUCTION 
  This adventure begins in Greyhawk.  Ask the PCs if 
  they wish to buy anything now before they get started. 
   This adventure does not take place in Greyhawk City 
  so whatever rewards they have tied to Greyhawk City 
  or the Domain of Greyhawk do not apply unless they 
  specifically say state that they apply only if the 
  adventure begins in one of these places. 
   
  Greyhawk City is ablaze with activity this fine 
  summer morn.  Many rumors abound about the 
  continued fighting in the Pomarj, along with 
  various Temples of Corellon being razed in the 
  name of Lolth.  Most of the citizens here in the city 
  do not seem to care all that much, as they believe 
  the militia is strong enough to protect them. 
   
  If the PCs are traveling together, then read the 
  following boxed text as is.  If they are not together, 
  then have them be approached by various concerned 
  elves wishing to speak with them and meet them at the 
  Druid’s Gate. 
   
  A few dignified high elves point in your direction.  
  They all nod and walk towards you.  A timid smile 
  crosses the face of one of the elves before speaking. 
   
  “Well met young adventurers.  I … assume you 
  are adventurers?  (He waits for a response)  My 
  brethren have a vital mission for you all if you wish 
  to hear me out. Excellent, please follow me to the 
  Druid’s Gate where we leave the city and tell you of 
  our plight.” 
   
  At this time, if the PCs wish to purchase any items they 
  may.  The PCs may ask questions while walking but the 
  elves just answer ‘in due time’. 
   
  Once they pass under the Druid’s Gate the elves 
  lead the PCs to a copse of trees just outside the city 
  walls.  For PCs not with the main group, or if they were 
  not together at the time, they see the other PCs being 
  led to this spot by elves as well. 
   
  “I am so glad that all of you decided to take us up on 
  this essential mission.  Across these lands our 
  Temples of Corellon are being attacked and 
  destroyed by drow.  The despicable devils are doing 
  so in the name of their foul mistress of which I do 
  not speak her name.  We wish of you to go and seek 
  out the source of these attacks.” 
   
  “Will you do so?” 
   
  Assuming the PCs say yes, the elves thank them 
  heartily and say that they have no form of payment at 
  this time. The only lead they have is that a great many 
  of the attacks are near Sterich.  The elves do not have 
  any more information other than the drow leaving no 
  prisoners. 
   
  At this point the PCs should continue on to 
  Sterich.  If they wish to teleport or use any fantastical 
  means such as that to get there that is fine, but have 
  them camp at night at the Travelers’ Rest per the 
  adventure.  
   
   
  Continue with the adventure as normal. 
   
   
   
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the 
  values for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives 
  plus roleplaying) to each character. 
   
  A1: DROW ATTACK 
  Lithara wears the special suit of armor known as 
  Spidersilk.  It is not a item of legacy in this adventure, 
  but instead is +2 mithral blinking glamered twilight 
  chain shirt.  See AR 1 for more details. 
   
  Defeat the drow and her minions: 
  APL 10:  300 XP 
   
  Treasure:  
   
  APL 10: Loot: 160 gp; Coin: 58 gp; Magic: +2 
  mithral blinking glamered twilight chain shirt (2,688 
  gp), +1 light steel shield (97 gp), ring of protection +1 
  (166 gp), gloves of dexterity +2 (333 gp), periapt of 
  wisdom +2 (333 gp), +1 greataxe x2 (193 gp each), 
  potions of cure moderate wounds x4 (25 gp each), 
  potion of lesser restoration x4 (25 gp each), +1 
  breastplate x2 (113 gp each), wand of cure moderate 
  wounds (34 charges) (255 gp) 
   
  A2: LIZARD RIDERS 
  Defeat the lizard riders. 
  APL 10:  270 XP 
   
  Treasure: 
   
  APL 10: L: 30 gp; C: 2 gp; M: +1 spiked chain x2 
  (193 gp), gloves of dexterity +2 x2 (333 gp), potions of 
  cure light wounds x6 (4 gp) 
  
  ADP7-06 Expedition to the Demonweb Pits 
   
  Page 5 
   
  A3: THE GATE ROOM 
  If the vrock joins the battle in A2 then combine the 
  treasure from those two encounters.  If there is a 
  summoned vrock here in its place it does not have the 
  boots/cloak only the original does. 
   
  Defeat the vrock: 
  APL 10:  270 XP 
   
  Treasure: 
   
  APL 10: L: 0 gp; C: 0 gp; M:  cloak of elvenkind 
  (208 gp), boots of elvenkind (208 gp) 
   
  SIGIL 
  Everything in the adventure regarding this area 
  applies.  If the PCs wish to buy anything here they may 
  as long as they have access to it from their ARs. 
   
  Use the ‘Motivating the PCs’ sidebar if there is any 
  problems with getting the PCs into the adventure. 
   
  Also please utilize Gryfalcon and Leshawn Sonj 
  during the first part of the adventure in Sigil.  They can 
  be used to give PCs further information or as a hook to 
  get them to continue on. 
   
  B1: RATS THAT TALK 
  Only award experience if they choose fight the rats. 
  They do not get any experience if they just follow the 
  rat’s advice. 
   
  Defeating the rats 
  APL 10:  270 XP 
   
  B2: GUARDIANS OF THE 
  TOWER 
  Only Humbart has a ring of shooting stars and it is 
  exact same item in the Dungeon Master’s Guide.  
  Ignore the entry that it has charges. 
   
  Defeat the warden archons: 
  APL 10:  300 XP 
   
  Treasure 
   
  L: 1333 gp; C: 0 gp; M:  ring of shooting stars 
  (4,166 gp), +1 full plate of light fortification x2 (471 gp) 
  B3: MERCENARY 
  YUGOLOTHS 
  Defeat the yugoloths: 
  APL 10:  330 XP 
   
  Treasure: 
  L: 283 gp; C: 67 gp; M:  +1 trident x3 (193 gp), 
  +2 greataxe (693 gp), oil of keen edge x2 (63 gp each) 
   
  B4: THE JACKAL SCHOLARS 
  Only if they offend them – they can find various items 
  if they do a quick search and only then they can do 
  that. If the PCs kill the scholars and loot they may find 
  the book, Mystic Journey’s.  Only one PC at the table 
  may get this item and it’s at no cost. 
   
  Defeat the jackal scholars 
  APL 10:  300 XP 
   
  Treasure: (only for defeating the scholars) 
  L: 500 gp; C: 0 gp; M:  +1 scimitar x2 (192 gp), 
  scroll of raise dead (510 gp) 
   
  B5: THE LIBRARY OF THE 
  LADY 
  If the PCs do end up fighting the librarians and 
  goldfeather he does not have the taklif arrows on him. 
   
  Defeat or follow the rules of the librarians  
  APL 10:  360 XP 
   
  Treasure: 
   
  APL 10: L: 66 gp; C: 0 gp; M:  scroll of identify (10 
  gp), +1 leather armor (96 gp), +1 light steel shield (96 
  gp), scroll of knock (13 gp), +2 rapier (693 gp), oil of 
  daylight (63 gp), potion of aid (25 gp), oil of slow 
  arrows (63 gp) 
   
  YGGDRASIL 
  While in Yggdrasil if a PC dies they can be raised as 
  normal.  Do not follow the rules set forth by the 
  adventure. 
   
  If a PC wishes to catch a star then they may do so.  
  They receive that item on the AR for free. 
   
  The DM may use the random encounter chart for 
  Yggdrasil but the PCs receive no experience for 
  defeating the creatures. 
   
  Twinkling Star: You managed to grab a star from 
  Yggdrasil!  This functions like an ioun stone that 
  radiates as a perpetual daylight spell (CL 12
  th) for 30 
  days. 
   
  
  ADP7-06 Expedition to the Demonweb Pits 
   
  Page 6 
   
  C1: THE RATATOSK TRIBE 
  Role-playing encounter. The PCs earn no experience if 
  they kill the ratatosk.  They receive no treasure as well 
  it all falls over the side of the tree as does the body of 
  Kippenvall. 
   
  C2: THE BRANCH THAT 
  WALKS 
  Defeat the ironmaw: 
  APL 10: 390 XP 
   
  Treasure: 
   
  APL 10: L: 0 gp; C: 0 gp; M:  cloak of invisibility 
  (1,667 gp), mace of blood (1,333 gp), sword of the 
  planes (1,860 gp), potion of invisibility x4 (25 gp), 
  potion of cure serious wounds x3 (63 gp), potion of 
  neutralize poison x3 (63 gp) 
   
  C3: THE HUNTED 
  Defeat the displacer beasts: 
  APL 10: 240 XP 
   
   
  C4: THE HUNTER 
  Defeat the hunter: 
  APL 10: 300 XP 
   
  Treasure:  
   
  L: 100 gp; C: 0 gp; M:  +1 mithral full plate (471 gp)  
   
  C5: GATE GUARDIAN 
  Change the ring of fire warding to a ring of divergence 
  (fire).  
   
  Thaas another weapon of legacy is now changed to 
  be a +1 holy banishing* chaotic outsider and evil bane 
  longbow.  It is fully detailed in AR 1.  
   
  Defeat the gate guardian: 
  APL 10: 210 xp 
   
  Treasure  
   
  L: 4 gp; C: 455 gp; M:  brooch of shielding (125 gp), 
  ring of divergence* (1,500 gp), Thaas: +1 holy 
  banishing chaotic outsider and evil outsider bane 
  longbow (4,198 gp), scroll of greater magic fang (31 gp), 
  scroll of sleet storm (31 gp), scroll of barkskin x2 (13 
  gp), scroll of bull’s strength (13 gp), scroll of goodberry 
  (2 gp), scroll of faerie fire (2 gp), scroll of magic stone (2 
  gp), scroll of shillelagh (2 gp), scroll of cure moderate 
  wounds x2 (13 gp), scroll of protection from energy (31 
  gp), scroll of call lightning (31 gp) 
   
  C6: THE DEMON−QUELLING 
  SWORD 
  All of the planar aspects apply to this encounter. 
   
  Defeat the frost giants and the elements: 
  APL 10: 330 XP 
   
  Treasure: 
   
  L: 5 gp; C: 0 gp; M:  Demon-Quelling Sword, +3 
  mithral evil outsider bane frost mighty cleaving bastard 
  sword (8,673 gp) 
   
  END PART ONE 
  Award XP and hand out the Part 1 AR to the players 
  at this time. 
   
  THE DEMONWEB 
  There are various teleportation keys that are found 
  either by defeating enemies within the Demonweb or 
  searching in other areas.  The keys work when trying 
  to teleport within the Demonweb.  
   
  However there are a few keys that are no longer in 
  the adventure.  These are the keys that teleport the PCs 
  to the following planes: Caer Sidi, Erelhei-Cinlu, Iron 
  Wastes, Red Forest, Spiral Desert, and Truegard.  It is 
  also noted within the encounter that these keys are to 
  be taken out of the adventure. 
   
  If the PCs fight certain enemies either by 
  assaulted the Fane of Eclavdra then they are no longer 
  in the adventure.  They can be changed to be other 
  NPCs if you so choose like if the PCs are having an 
  easy time defeating the creatures. 
   
  The standard drow patrol is listed below. PCs can 
  get experience only once from defeating the patrol. 
   
  Standard Drow Patrol  
  APL 10: 330 XP 
   
  Treasure:  
  L: 105 gp; C: 60 gp; M: +1 breastplate (113 gp), 
  +1 light steel shield (97 gp)  
   
  The rest of the section is to be used per the adventure. 
   
   
  
  ADP7-06 Expedition to the Demonweb Pits 
   
  Page 7 
  THE FANE OF ECLAVDRA 
  This is an unscaled encounter that requires stealth.  If 
  they kill all the NPCs then they get all the treasure and 
  experience for doing so. 
   
  Defeat or sneak into the fortress of Eclavdra: 
  APL 10: 540 XP 
   
  Each NPC’s treasure is listed below by their name if 
  they are defeated. 
   
  Eccozt: 
  Treasure:  
  L: 0 gp; C: 21 gp; M: +1 leather armor (97 
  gp), +1 buckler (97 gp), +2 rapier (694 gp) 
   
  Heveth, Galgolith, Ingili, Kaarili, Seeudra, and Treason:  
  Treason has a blue cube teleportation key and there is 
  also a bronze teleportation key. 
   
  Treasure: 
  L: 0 gp; C: 904 gp; M: +1 breastplate x6 (113 gp 
  each), +1 light mace x6 (193 gp each), +2 rapier (694 
  gp), potion of remove disease x6 (63 gp each), potion of 
  remove paralysis x6 (25 gp each),  
   
  Subpriestess 
  Treasure:  
  L: 565 gp; C: 0 gp; M: potion of cure light 
  wounds x12 (4 gp each) 
   
  Artoresz Eilservs 
  She has a silver sphere teleportation key. 
  Treasure:  
   
  L: 26 gp; C: 57 gp; M: +1 chain shirt (104 gp each), 
  +2 heavy crossbow (696 gp), +1 light steel shield (97 
  gp), +1 bolts x22 (880 gp total) 
   
  ARRIVAL CHAMBER 
  Treasure: 
   
  L: 33 gp; C: 0 gp; M: 0 gp 
   
  DEMON SHRINE 
  There is no portal key to the Iron Wastes here. 
   
  Treasure: 
   
  L: 100 gp; C: 0 gp; M: 0 gp 
   
  D1: CHWIDENCHA 
  There is no small silver cube icon lying amongst the 
  rubble. 
   
  Defeat the chwidencha: 
  APL 10: 270 XP 
   
  D2: BLACKLIGHT ROOKERY 
  There is no small red tree icon. 
   
  Defeat the sporebats: 
  APL 10: 300 XP 
   
  Treasure: 
   
  APL 10: L: 416 gp; C: 0 gp; M: 0 gp. 
   
  D3: SHIFTING SPIDERS 
  Defeat the spiders: 
  APL 10: 270 XP 
   
  D4: PRIESTESS AND 
  ACOLYTES 
  The PCs do not get the treasure if they talk with 
  Lissondra. 
   
  Defeat or use diplomacy with the drow and tiefling: 
  APL 10: 300 XP 
   
  Treasure: 
   
  APL 10: L: 0 gp; C: 7 gp; M: +1 breastplate (113 
  gp), +1 hand crossbow (200 gp), +1 bolts x23(953 gp 
  total), +1 heavy mace (194 gp), cloak of protection +2 
  (333 gp), +1 longspear (192 gp) 
   
  D5: ABYSSAL SPIDERS 
  Defeat the spiders: 
  APL 10: 150 XP 
   
  D6: SPIDERHOME 
  There is no small white hammer icon. 
   
  Defeat the spiders: 
  APL 10: 270 XP 
   
  
  ADP7-06 Expedition to the Demonweb Pits 
   
  Page 8 
  D7: PALRETHEE DEMONS 
  There is no bronze pyramid portal key. 
   
  Defeat the demons: 
  APL 10: 330 XP 
   
  Treasure: 
  APL 10: L: 0 gp; C: 1,166 gp; M: +1 flaming 
  longsword x2 (693 gp each) 
   
  D8: WHISPERING CORRIDOR 
  There is no small black sphere icon. 
   
  Defeat the demon and allips: 
  APL 10: 330 XP 
   
  D9: GIANT AT THE BLACK 
  GATE 
  Defeat the kastighur: 
  APL 10: 330 XP 
   
  Treasure: 
  APL 10: L: 0 gp; C: 0 gp; M: +2 breastplate (363 
  gp) 
   
  D10: THE GODDESS COMES! 
  Defeat the hammer of lolth: 
  APL 10: 360 
   
  Treasure: 
  APL 10: L: 0 gp; C: 0 gp; M: amulet of health 
  +4 (1333 gp), potion of cure serious wounds x2 (63 gp 
  each) 
   
  ZELATAR 
  The DM can reward roleplaying experience if PCs 
  think first to get a guide in Zelatar right away.   They 
  also can get at the DM’s discretion experience on 
  figuring out how to use the portals. 
   
  At the DM’s discretion the PCs may visit 
  numerous places in Zelatar.  Run this as the adventures 
  says to. 
   
  There are no experience points for random 
  encounters as PCs should know to hire a guide. 
   
  If the PCs decide to attack and kill the ambassador see 
  encounter F1 for details. 
   
  E1: THE FROGFACED SLAVER 
  Defeat the hezrou and possibly the armanite guards: 
  APL 10: 330 
   
  Treasure: 
  APL 10: L: 1,500 gp; C: 2,000 gp; M:  0 gp 
   
  E2: THE VIPER GATE 
  They only get the treasure if a vrock comes to 
  investigate. 
   
  Defeat the elder viper trees: 
  APL 10: 330 
   
  Treasure: 
  APL 10: L: 0 gp; C: 0 gp; M:  cloak of 
  elvenkind (208 gp), boots of elvenkind (208 gp) 
   
  E3: INKHEART AND SABLE 
  Defeat the shadow demons and possibly the alkilith: 
  APL 10: 300 (420 if the Alkilith joins in) 
   
  Treasure: 
  APL 10: L: 0 gp; C: 4,916 gp; M:  0 gp 
   
  E4: SUCCUBUS 
  COURTESANS 
  Defeat the succubi: 
  APL 10: 330 
   
  Treasure: 
  APL 10: L: 200 gp; C: 0 gp; M:  0 gp 
   
  E5: CHASED OUT OF THE 
  CITY 
  Defeat the lamias: 
  APL 10: 390 
   
  E6: CHARNEL HOUND  
  Defeat the charnel hound: 
  APL 10: 390 
   
  Treasure: 
  APL 10: L: 200 gp; C: 0 gp; M:  0 gp 
   
  
  ADP7-06 Expedition to the Demonweb Pits 
   
  Page 9 
  E7: THE NIGHT HAG 
  Defeat the night hag: 
  APL 10: 330 
   
  Treasure: 
  APL 10: L: 0 gp; C: 0 gp; M:  hearthstone (150 
  gp) 
   
  E8: TWO GIANT HUNTERS  
  Defeat the giants: 
  APL 10: 360 
   
  Treasure: 
  APL 10: L: 50 gp; C: 0 gp; M:  0 gp 
   
  END PART TWO 
  Award XP and hand out the Part 2 AR to the players 
  at this time. 
   
  THE DEMON COUNCIL 
  This is the second time the PCs visit the Demonweb. 
   
  F1: THE BONE NAGA 
  AMBASSADOR  
  Defeat the bone ambassador and ogres: 
  APL 10: 360 
   
  Treasure: 
  APL 10: L: 4 gp; C: 83 gp; M:  candle of truth 
  x2 (208 gp each), ring of protection +1 (166 gp), brooch 
  of shielding 40 points left (0 gp) 
   
  F2: WARLOCKS BEYOND THE 
  GATE  
  The wand of chain lightning is not in Ruthenoc’s 
  possessions. 
   
  Defeat the drow warlocks: 
  APL 10: 300 
   
  Treasure: 
  APL 10: L: 52 gp; C: 6 gp; M:  wand of alter self 
  6 charges (45 gp), wand of slow 13 charges (244 gp), 
  potion of cat’s grace (25 gp), potion of invisibility (25 
  gp), wand of Evards black tentacles 24 charges (840 gp), 
  +2 mithral chain shirt (438 gp) 
   
  F3: THE CARNEVUS AND 
  THE DROW  
  Swap out the ring of shocking grasps for a ring of 
  thunderclaps.  The demons no longer have a wand of 
  lesser spell turning. 
   
  Defeat the carnevus demons: 
  APL 10: 390 
   
  Treasure: 
  APL 10: L: 66 gp; C: 2,040 gp; M:  scroll of 
  tongues x2 (58 gp each), scroll of seal portal x2 (138 gp 
  each), scroll of meld into mirror x2 (58 gp each), +2 
  longsword x4 (693 gp each), ring of thunderclaps* x2 
  (500 gp each), +2 mithral chain shirt x2 (438 gp each), 
  +3 heavy steel shield x2 (764 gp each) 
   
  F4: THE HARPOON SPIDERS  
  Defeat the harpoon spiders: 
  APL 10: 390 
   
  F5: THE CELESTIAL CYST  
  Defeat lady katirin: 
  APL 10: 300 
   
  Treasure: 
  APL 10: L: 16 gp; C: 0gp; M:  divine scroll of 
  daylight (31 gp), divine scroll of consecrate (17 gp) 
   
  F6: SLEEPING BEASTS  
  Defeat the displacer beast pack lord and the displacer 
  beasts: 
  APL 10: 390 
   
  Treasure: 
  APL 10: L: 250 gp; C: 0 gp; M:  scroll of raise 
  dead (510 gp), +2 dagger (691 gp), wand of magic 
  missile CL 10
  th 12 charges (135 gp) 
   
  F7: SPIDER AND ASSASSIN  
  Defeat the spiders and the assassin: 
  APL 10: 360 
   
  Treasure: 
  
  ADP7-06 Expedition to the Demonweb Pits 
   
  Page 10 
  APL 10: L: 26 gp; C: 982 gp; M:  potion of 
  barkskin +5 (100 gp), potion of resist energy 
  (electricity) 20 (58gp), +1 studded leather armor (98 
  gp), +2 rapier (693 gp) 
   
  F8: CYRSTAL TOWERS 
  Defeat the yochlols: 
  APL 10: 360 
   
  Treasure: 
  APL 10: L: 537 gp; C: 0 gp; M:  0 gp 
   
  F9: PRISON OF THE 
  YOCHLOLS  
  Defeat the yochlol torturer and yochlols: 
  APL 10: 360 
   
  Treasure: 
  APL 10: L: 270 gp; C: 0 gp; M:  +1 halfplate 
  (146 gp), +2 anarchic two-bladed sword (2,725 gp) 
   
  F10: SPIDER GOLEM DOOR  
  There is no mirror of flying in the room. 
   
  Defeat the spider golem and corruptor of fate assassin: 
  APL 10: 360 
   
  Treasure: 
  APL 10: L: 4 gp; C: 0 gp; M:  potion of fly (63 
  gp), wand of daylight 25 charges (188 gp), potion of 
  cure serious wounds x2 (63 gp each), +2 studded 
  leather armor (347 gp), amulet of natural armor +1 (166 
  gp), ring of protection +1 (166 gp) +1 short sword (193 
  gp), +1 composite shortbow (str +3) (216 gp) 
   
  F11: THE GREAT MIRROR  
  There is no helmet of blinking in the room. 
   
  Defeat the mirror mephits: 
  APL 10: 330 
   
  Treasure: 
  APL 10: L: 4 gp; C: 83 gp; M:  +1 returning 
  darts x12 (358 gp) +1 chain mail (108 gp) 
   
  F12: AMBASSADOR OF 
  PAZUZU  
  Defeat the vrock ambassador: 
  APL 10: 420 
   
  Treasure: 
  APL 10: L: 6 gp; C: 0 gp; M:  cape of the 
  mounteback (840 gp), +2 studded leather armor (347 
  gp), gauntlets of ogre power (333 gp), ring of protection 
  +2 (666 gp), potions of greater magic fang +2 x2 (100 gp 
  each), ring of protection +1 x2 (166 gp each) 
   
  F13: KEEN−EYED OCULUS  
  There is no ring of seal portal on the demons. 
   
  Defeat unsharje: 
  APL 10: 390 
   
  Treasure: 
  APL 10: L: 0 gp; C: 333 gp; M:  +1 unholy 
  longsword (1,526 gp) 
   
  F14: ASPECT OF OBOX−OB  
  Defeat the aspect of Obox-Ob: 
  APL 10: 390 
   
  Treasure: 
  APL 10: Treasure: L: 0 gp; C: 0 gp; M:  skin of 
  Obox-Ob (333 gp), ring of major spell storing (16,666 
  gp), scroll of heal (138 gp), +4 tanar’ri bane keen 
  returning javelin (8,192 gp) 
   
  F15: AMBASSADOR OF 
  KOSTCHTCHIE  
  Defeat Kulli: 
  APL 10: 330 
   
  Treasure: 
  APL 10: L: 13 gp; C: 0 gp; M:  potion of cure 
  serious wounds x3 (63 gp each) 
  
  ADP7-06 Expedition to the Demonweb Pits 
   
  Page 11 
   
  F16: THE WORD OF 
  DEMOGORGON  
  Defeat the aspect of Demogorgon: 
  APL 10: 360 
   
  Treasure: 
  APL 10: L: 33 gp; C: 0 gp; M:  potion of fly x2 
  (63 gp each), potion of cure serious wounds x2 (63 gp 
  each), potion of shield of faith +4 x2 (50 gp each) 
   
  F17: ASPECT OF YEENOGHU  
  Defeat the aspect of Yeenoghu and his consorts: 
  APL 10: 360 
   
  Treasure: 
  APL 10: L: 72 gp; C: 0 gp; M:  potion of cure 
  serious wounds x3 (63 gp each), +1 large triple flail (as 
  heavy flail) (194 gp), +1 leather armor (97 gp), +1 
  battleaxe (193 gp), +1 chain shirt (96 gp), cloak of 
  resistance +1 (83 gp), ring of protection +1 (166 gp), 
  scroll of blur (13 gp), scroll of greater invisibility (58 
  gp), scroll of cat’s grace (13 gp), scroll of glitterdust (13 
  gp), scroll of cure light wounds x4 (2 gp) 
   
  F18: ASPECT OF GRAZ’ZT  
  Graz’zt does not have his dagger of poison. 
   
  Defeat the aspect of Graz’zt and his succubi: 
  APL 10: 360 
   
  Treasure: 
  APL 10: L: 83 gp; C: 0 gp; M:  potion of cure 
  serious wounds x2 (63 gp each), +2 greatsword (693 gp), 
  potion of invisibility x2 (25 gp each) 
   
  F19: THE THRONE OF LOLTH  
  Defeat Lolth’s fury and Treason: 
  APL 10: 330 
   
  Treasure: 
  APL 10: L: 10 gp; C: 24 gp; M:  elixir of 
  sneaking (21 gp), potion of cure moderate wounds (25 
  gp), +2 leather armor (347 gp), elixir of hiding (21 gp), 
  +1 longsword (193 gp), +1 buckler x2 (97 gp each), 
  amulet of health +2 (333 gp), +3 chain shirt (771 gp), +1 
  morningstar (193 gp), potion of barkskin +5 (100 gp), 
  potion of cure serious wounds (63 gp) 
   
  F20: BEBILITH PORTER  
  Defeat Gethshuq: 
  APL 10: 360 
   
  Treasure: 
  APL 10: L: 0 gp; C: 1,416 gp; M:  0 gp 
   
  F21: THE AUDIENCE 
  CHAMBER  
  Defeat the Envoy of Lolth and the Hammer of Lolth: 
  APL 10: 420 
   
  Treasure: 
  APL 10: L: 0 gp; C: 0 gp; M:  +1 longspear (192 
  gp), cloak of charisma +2 (333 gp), circlet of persuasion 
  (375 gp), amulet of health +4 (1,333 gp), potion of cure 
  serious wounds x2 (63 gp each) 
   
  CONCLUSION 
  Follow the conclusions in the adventure depending on 
  how well the PCs did. 
   
  If the PCs disrupted the Dark Pact the elven envoy 
  greets them again after a time wherever the PCs are as 
  the drow attacks have stopped.   
   
  A group of elves, smiling from ear to ear greet you 
  warmly.   
   
  “It is SO good to see that you have returned 
  from your journey.  With guidance from our dear 
  Corellon we have learned of your trials and success! 
   I speak for all my kind in saying that you have our 
  gratitude and are in our debt.  Please any time you 
  are near a place of worship of Corellon stop in.” 
   
  The PCs have earned the favor ‘Thanks of the Elven 
  Community’. 
   
  If they succeeded in stopping the pact then 
  Gryfalcon will come to the PCs to offer his thanks and 
  help in the future. 
   
  Also, Leshawn Sonj will meet with the PCs and 
  offer her thanks and she will ask if the PCs wish to 
  have her tag along in the future.  This means a PC can 
  have Leshawn as a cohort if they meet the 
  requirements.  Copy her stat blocks down for the PC 
  that is going to take her as a cohort 
  
  ADP7-06 Expedition to the Demonweb Pits 
   
  Page 12 
   
  Award XP and hand out the Part 3 AR to the 
  players at this time. 
   
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the 
  values for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives 
  plus roleplaying) to each character. 
   
  Discretionary roleplaying award (Part One) 
  APL 10 
  945 XP 
   
  Total Possible Experience (Part One) 
  APL 10 
  4,815 XP 
   
  Discretionary roleplaying award (Part Two) 
  APL 10 
  1,485 XP 
   
  Total Possible Experience (Part Two) 
  APL 10 
  7,485 XP 
   
  Discretionary roleplaying award (Part Three) 
  APL 10 
  1,890 XP 
   
  Total Possible Experience (Part Three) 
  APL 10 
  9,390 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters 
  cannot take the time to loot the bodies, they do not 
  gain this gold. If you feel it is reasonable that characters 
  can go back to loot the bodies, and those bodies are 
  there (i.e., not carted off by dungeon scavengers, 
  removed from the scene by the local watch, and so on), 
  characters may return to retrieve loot. If the characters 
  do not loot the body, the gold piece value for the loot is 
  subtracted from the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this 
  treasure, the coin total is subtracted from the 
  encounter totals given below. 
   
  Next, the magic items are listed. Magic item 
  treasure is the hardest to adjudicate, because they are 
  varied and because characters may want to use them 
  during the adventure. Many times characters must cast 
  identify, analyze dweomer or similar spell to determine 
  what the item does and how to activate it. Other times 
  they may attempt to use the item blindly. If the magic 
  item is consumable (a potion, scroll, magic bolts, etc.) 
  and the item is used before the end of the adventure, 
  its total is subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, 
  Gems, Jewelry, and other valuables; Magic = Magic 
  Items. 
   
  Treasure Cap (Part One) 
  APL 10:   
  8,950 gp 
   
  Treasure Cap (Part Two) 
  APL 10 
  12,650 gp 
   
  Treasure Cap (Part Three) 
  APL 10 
  16,100 gp 
   
  ITEMS FOR THE 
  ADVENTURE RECORD 
  AR 1 
  Item Access 
  APL 10: 
  � Wand of cure moderate wounds (34 charges) 
  (Adventure; DMG; 3,060 gp) 
  � Adamantine arrows (Adventure; DMG; 60 gp each; 
  limit 8 per PC) 
  � +1 full plate of light fortification (Adventure; 
  DMG) 
  � Ring of shooting stars (Adventure; DMG) 
  � Scroll of raise dead (Adventure; DMG) 
  � Oil of slow arrows (Adventure; DMG; 750 gp; 
  arrows treated deliver slow spell on it as if cast 
  from scroll) 
  � Demon-Quelling Sword, +3 large mithral evil 
  outsider bane frost mighty cleaving bastard sword 
  (Adventure; 104,076 gp) 
  � Cloak of invisibility (Adventure; DMG; 20,000 gp 
  functions just like ring of invisibility) 
  � Mace of blood (Adventure; DMG) 
  
  ADP7-06 Expedition to the Demonweb Pits 
   
  Page 13 
  � Sword of the Planes (Adventure; DMG) 
  � Brooch of shielding (Adventure; DMG) 
  � +1 mithral full-plate (Adventure; DMG) 
  � Ring of divergence (fire) (Adventure; MiC; 18,000 
  gp) 
  � Thaas:  +1 holy chaotic outsider and evil outsider 
  bane longbow (Core; see above) 
  � Spidersilk :+2 mithral blinking glamered twilight 
  chain shirt (Core; see above) 
   
  AR 2 
  � +1 flaming longsword (Adventure; DMG) 
  � Cloak of elvenkind (Adventure; DMG) 
  � Boots of elvenkind (Adventure; DMG) 
  � Hearthstone (Adventure; Monster Manual) 
   
  AR 3 
  � Candle of truth (Adventure; DMG) 
  � Brooch of shielding (Adventure; DMG) 
  � Wand of Evard’s black tentacles (24 charges) 
  (Adventure; DMG; 10,080 gp) 
  � Wand of slow (13 charges) (Adventure; DMG; 
  2,925 gp) 
  � Wand of alter self (6 charges) (Adventure; DMG; 
  540 gp) 
  � +2 mithral chain shirt (Adventure; DMG) 
  � Ring of thunderclaps (Adventure; MiC; 6,000 gp) 
  � Scroll of seal portal (Adventure; Expedition to 
  Demonweb Pits; 1,650 gp) 
  � Scroll of meld into mirror (Adventure; Expedition 
  to Demonweb Pits;  375 gp) 
  � Scroll of raise dead (Adventure; DMG) 
  � Wand of magic missile 9
  th level (12 charges) 
  (Adventure; DMG; 1,620 gp) 
  � Potion of barkskin +5 (Adventure; DMG) 
  � +2 anarchic tw0-bladed sword (both sides are the 
  same) (Adventure; DMG) 
  � wand of daylight (25 charges) (Adventure; DMG) 
  � +1 returning dart (Adventure; DMG) 
  � cape of the mounteback (Adventure; DMG) 
  � potion of greater magic fang +2 (Adventure; DMG) 
  � +4 evil outsider bane keen returning javelin 
  (Adventure; DMG; 98,301 gp) 
  � Skin of Obox-Ob (Adventure; see above) 
  � Scroll of heal (Adventure; DMG) 
  � Ring of major spell storing (Adventure; DMG) 
  � Elixir of hiding (Adventure; DMG) 
  � Elixir of sneaking (Adventure; DMG) 
  � Circlet of persuasion (Adventure; DMG) 
   
  
  ADP7-06 Expedition to the Demonweb Pits 
   
  Page 14 
  APPENDIX: NEW RULES ITEMS 
  Ring of Divergence 
  Magic Item Compendium 122 
  Price: 18,000 gp (14
  th) 
  Property: Ring 
  Caster Level: 13
  th 
  Aura: Strong; (DC 21) abjuration 
  Activation: - and immediate (mental) 
  Weight: - 
  A ring of divergence provides resistance 10 against a 
  specific type of energy (acid, cold, electricity, fire, or 
  sonic) determined when created. 
   
  Once per day, if you are targeted by a spell of 3
  rd 
  level or lower with the same descriptor as the energy 
  type the ring protects against, you can activate the ring 
  as an immediate action to reflect the spell back at the 
  caster, as if spell turning had been cast upon you.  
   
  Prerequisites: Forge Ring, resist energy, spell 
  turning. 
   
  Cost to Create: 1,500 gp, 120 xp, 18 days 
   
  Banishing 
  Magic Item Compendium 28 
  Price: +2 bonus 
  Property: Weapon 
  Caster Level: 13
  th 
  Aura: Strong; (DC 21) abjuration 
  Activation: Free (command) 
  When you strike an extraplanar creature of 26 Hit Dice 
  or fewer while wielding a weapon that has this 
  property, you can activate the weapon to banish that 
  creature back to its home plane (Will DC 20 negates).  
  A creature so banished cannot return for at least 24 
  hours.  A creature that succeeds on its save cannot be 
  banished by the same weapon for 24 hours. 
   
  If the creature struck has damage reduction that 
  requires a particular weapon alignment or special 
  material to overcome, increase the save DC by 2 for 
  each such property shared by the weapon.  For 
  example, if you use a holy banishing cold iron weapon 
  against a hezrou (damage reduction 10/good), the save 
  DC would increase by 2, while against a marilith 
  (damage reduction 10/good and cold iron), the save DC 
  would increase by 4. 
   
  The banishing property can be activated three 
  times per day. 
   
  Projectile weapons bestow this property upon 
  their ammunition. 
   
  Prerequisites: Craft Magic Arms and Armor, 
  banishment. 
   
  Cost to Create: Varies 
   
  Ring of Thunderclaps 
  Magic Item Compendium 127 
  Price: 6,000 gp (10
  th) 
  Property: Ring 
  Caster Level: 7
  th 
  Aura: Moderate; (DC 18) evocation 
  Activation: See text 
  Weight: - 
  You can activate this ring as a swift (command) action 
  to make a melee touch attack before the end of your 
  turn that deals 1d8+5 points of electricity damage if 
  successful.  This ability functions three times per day. 
   
  Once per day, upon successfully using the ring to 
  damage a target, you can activate a second ability of the 
  ring as a free (command) action to create a powerful 
  thunderclap that mimics a shout spell. 
   
  Prerequisites: Forge Ring, shocking grasp, shout. 
   
  Cost to Create: 3,000 gp, 240 xp, 6 days 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Adaptables/597/ADP7-06 - Expedition to the Demonweb Pits (APL 9-12)/ADP7-06 - Expedition to the Demonweb Pits.pdf