Dungeons Dragons

Spider and Stone by Jaleigh Johnson

By Jaleigh Johnson

Lolth-patron deity of the drow, Spider Queen, regent of the Demon net Pits-has once more stirred the darkish elves into roiling aggression opposed to the remainder of Faerûn, reveling within the chaos born from her darkish schemata. this can be the increase of the Underdark.

In Iltkazar, the final subterranean country of the as soon as resplendent dwarven realm of Shanatar, King Mith Barak faces a siege of drow squaddies, spies, and assassins seeking to grab the robust urban and the traditional magical artifacts hidden there. someplace within the urban, the Arcane Script Sphere-a mystical orb touched via Mystra, the long-dead goddess magic-calls out to heroes and adventurers, beckoning with whispers of energy and data. Mith Barak hears it and understands he can't carry the artifact for much longer, yet fears what the drow might do with it.

Enter Icelin, Ruen, and Sull, Waterdavian wanders whose wish to comprehend their very own spellscars units them looking for Mystran mysteries-they wish to appreciate magic and therefore comprehend its plague. As they circulate from city to city, urban to urban looking for wisdom, Icelin hears the siren name of the Arcane Script Sphere, and it attracts the trio deep into rocks of the Underdark the place they locate themselves on the middle of the fight among the dwarves and drow.

Only King Mith Barak can start up them into the mysteries they wish to light up. yet first they have to aid him with a secret of his own-a darkish elf murderer, himself a seeker of the field, lies in Iltkazar's dungeons shrouded within the secret and magic of Lolth. Icelin will be the only to work out previous that shroud and make certain the genuine target of the Spider Queen's schemes.

As the darkish elves accentuate their assaults, the trio realizes their quest for wisdom has taken them right into a new and unsafe realm . . . a realm dictated by means of the whims of spider and stone.

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If he ca ll, he attacks adjace nt targe ts. "If a target isn' t adjace nt to the [ro ll, rhep he take s a move ac tion to sn iff th e air. Doi ng so tells hi m th e genera l area h is foes are in- th e eas ter n area (3 gro up of squares surrou nde d by a dash-dot-dash line and con tain ing nu mbel'S I ro 12), the sout hern area (a g rou p of squares su r rou nded by. :~::t~j area dashed (a gline ro upand of squa containing res surrou nunded mbe r~by1 ato l2). If th e rro ll can sme ll pe s in m ore than o ne are a, th en he prefers western to so uther n and southern to eastern.

PITTRAP The pit has a dirt -covered wood en lid . If a PC moves into a pit square, don't reveal the en tire exten t of th e lid . Cam o u fl aged Pit Trap: CR 4; mecha n ical; location trigger; manual reset; DC 20 Reflex save avoid s; 40 ft. deep (4d 6, fall); multipl e targe ts; Se arch DC 25; D isable Device DCI ? DC 15 Climb che cks arc required to scramble out of th e p it unaided . : Lis te n +6, Spo t +7 Lan gu age s G no ll AC 19, tou c h 13, flat-footed 16 Fort +9, Ref +6, Will +2 Speed 30 ft.

Su m be n on's wcrcrats also have a co n nec tion to Slaug lu crgarde. The y're allied wi th d row who ar e seek ing as mu ch in for m ario n about the d emonic fonress as rhe y ca n find. Dark creeper s also serve th e drow- rhe werernrs migh t be aided by some of those sha dowy c reatu res. pe s batt le were rats in enc oun ter s Ti l and T14, and they m eet d ark cre epe rs in encou n ter U S . Dep end in g on the need s of you r ca mpa ign, the characters ca n dis co ver th e werera r co ns piracy in Sum be rron at any tim e.

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