Queen of the Spiders
Deep within the bowels of the Earth there lives a fell race, the drow, who conspire and plot to enslave and destroy the surface realms. The webs they spin are many, and the tendrils of their power can be felt from the Crystalmist Mountains to the Pomarj. Yet as deadly as these creatures are, they are pale shadows compared to the grim power they worship — The Queen of Spiders!
The story of the Queen of the Spiders is one of plots within plots, wheels within wheels. Each level of the conspiracy has its own masters (or mistresses) and hidden reasons for their actions. All the parties involved wield their own dread powers and are forces to be reckoned with. It is recommended that at the start of the adventure no characters be of less than 8th level, with 10th level the norm as the characters leave the surface world and journey into the sunless realms of the depths beneath the earth. Characters of less than 8th level will quickly find themselves overwhelmed by the creatures they must face, and it is recommended that those of much lower levels begin play with Temple of Elemental Evil or Scourge of the Slave Lords, which provide the groundwork for this adventure. Just as characters of too low a level will have difficulty dealing with the encounters within, those of supremely high level (18 + at the start of the adventure) will undoubtedly find the challenges within unsatisfying, and surely one such as Lolth would not wish to let into her web any opponent she feels could give her a fair fight! Such characters are best left running their own baronies and kingdoms, provided what support they may for lesser adventurers.
Before starting the adventure, each player should have the Players Handbook, a set of dice, and his or her character. Unearthed Arcana will also be helpful for the players, not only for new spells and classes, but for understanding some of the beings and encounters in this adventure. The DM should have his copy of the Dungeon Masters Guide, and Monster Manual. The Fiend Folio Tome and Monster Manual II will prove valuable as well for full descriptions of some of the monsters the players will encounter. If the DM desires to expand the realms of the underearth beyond the scope presented in this text, the Dungeoneer’s Survival Guide is highly recommended.
For ease of play, the adventure is divided into parts with each part lasting about an evening of adventuring (some evenings may entail covering two parts, while some, like the parts involving challenging Lolth on her home plane, may take several evenings to play). The DM should carefully read the part (or two) to be covered in that evening, highlighting or marking any sections in the text to serve as reminders of specific details of encounters.
Textes tirés de l’ouvrage de TSR : Queen of the Spiders (pour Ad&D 2nd Edition).
Reconnaissance optique de caractères et mise en forme par Mando.
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Table des matières
G1 - The Steading of the Hill Giant Chief
G1 - Upper Level
G1 - Dungeon Level
G2 - The Glacial Rift of the Frost Giant Jarl
G2 - Upper Level (Caves and Rift Floor)
G2 - Lower Level
G3 - Hall of the Fire Giant King
G3 - Level One
G3 - Level Two
G3 - Level Three
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