You are on page 1of 4

SPIDERSILK

Spidersilk is a mithral shirt of exceptionally fine texture and


quality. Black threads of spider silk appear to have been woven
in among the metal rings.
Nonlegacy Game Statistics: +1 mithral shirt; Cost
2,100 gp.

SPIDERSILK

APPENDIX

HISTORY

LEGACY RITUALS
Three rituals are required to unlock all the abilities of
Spidersilk.
Knowledge of the Spider: You must acquire 2 ranks (or
2 additional ranks) in the Knowledge (nature) skill. These
ranks can be taken at any rate you choose, as long as you
have them all by 8th level. Cost: 1,500 gp; Feat Granted: Least
Legacy (Spidersilk).
Test of the Fang: You must be bitten by a spider of at least
Large size and survive the poison without recourse to magical
assistance. Thus, a slow poison or neutralize poison spell would
negate the test, but a nonmagical resource, such as a vial of
antitoxin, is acceptable. In Expedition to the Demonweb Pits,
the spiders in encounters D3: Shifting Spiders, D5: Abyssal
Spiders, F4: The Harpoon Spiders, F7: Spider and Assassin,
F20: Bebilith Porter, and several of the wandering spiders in
the Abyss all fulfill this qualification. Cost: 13,000 gp; Feat
Granted: Lesser Legacy (Spidersilk).
The Still and Patient Spider: You must spend one day
per character level in meditation with Spidersilk. At least
8 hours of each day must be spent meditating, and you
cannot engage in any strenuous activity or spellcasting
during this period. Cost: 40,000 gp; Feat Granted: Greater
Legacy (Spidersilk).

Spidersilk was originally the armor of the legendary drow


wizard Valenet. About four hundred years ago, he received
it as a gift from Dierdra, his house matriarch, for slaying a
mind flayer that had held her in thrall. The matriarch lavished
training and resources upon the young male drow, educating
him in the care and riding of spiders as well as the wizardly
arts. (DC 15; Knowledge of the Spider)
No other male was as pampered or as powerful as the
matriarchs young savior, and Valenet enjoyed his privileged
status. But among the drow, jealously is easily aroused and
quickly manifests in violence. After another drow nearly
killed Valenet in a duel, Dierdra forbade anyone to challenge
him. Valenet subsequently survived several assassination
attempts, thanks largely to Spidersilk. Eventually, however,
he died from drinking a cup of wine poisoned with spider
venom. Dierdra buried Valenet dressed in this armor. (DC 18;
Test of the Fang)
WIELDER REQUIREMENTS
The odds that the grave of one so envied and hated by other
The optimal user of Spidersilk is an elf wizard, although any
drow would lie undisturbed were slenderer than the fi nest
arcane spellcaster might use it. Many wizards and sorcerspider silk. In fact, grave robbers opened Valenets tomb and
ers would enjoy the opportunity to wear armor without
made off with Spidersilk mere hours after the stonemasons
the usual detriment to their spellcasting abilities. Bards,
had sealed it. Many unverified accounts of the armor indicate
multiclass rogues, and other lightly armored spellcasters
a profusion of owners during the next three hundred years.
such as beguilers (PH2 6) or sorcerers might also embrace
Legend holds that it was worn by surface dwellers such as
Spidersilk as an opportunity to expand their repertoire of
Yew, a cleric of Obad-Hai, who was credited with ridding
abilities.
the Yellow Wood of spiders. Occasionally, however, it was
brought back to the Underdark and sold back to the drow
Spidersilk Wielder Requirements
as finely crafted armor. Most who wore the armor remained
Base Will save +5.
ignorant of its true capabilities. (DC 25; The Still and
Ability to cast arcane spells.
Patient Spider)

LEGACY ITEM ABILITIES


pqqqqqqqqqrs

AN EXCERPT FROM THE


JOURNAL OF VALENET
Another long period of recuperation. Surviving yet another
assassination attempt, this one coming as a heavily armed
attack in the marketplace by unknown brigands without
obvious ties to any of the houses.
Though I can never find any fault with my mistress, Matriarch Dierdra, my honor suffers from the prohibition of
being challenged directly. Id rather face a blade in a duel
than these underhanded attempts to kill me. Acting as an
escort and honor guard for Dierdra exposes me to a great
deal of danger, but at least I can fulfill my duty andkeep her
safe. Only through her prestigious patronage are my marginal
thoughts of honor, service, and doing whats right tolerated
in the public community, though I know that Im ridiculed in
private. At least my arcane studies offer me solace, and my
spider friends know nothing of politics and duplicity.

180

pqqqqqqqqqrs

95568720_Ch07_App.indd 180

All the following are legacy item abilities of Spidersilk.


False Life (Sp): Beginning at 5th level, you can use false
life as the spell once per day with a command word.
Reduced Spell Failure (Su): When you reach 6th level,
Spidersilks chance of arcane spell failure is reduced by 5% (to
a minimum of 5%).
Spiderfriend (Su): At 7th level, you gain protection from
spiders. While wearing Spidersilk, you are continually under
the effect of a sanctuary spell that affects only spiders and
spiderkind creatures.
Summon Lesser Spiders (Sp): Beginning at 8th level,
you can summon either 1d3 Small monstrous spiders or 1
Medium monstrous spider once per day with a command
word and a gesture. This ability is the equivalent of a 2ndlevel spell.
Web (Sp): Starting at 10th level, you can use web as the
spell three times per day with a command word. The save
DC is 13 or 12 + your Cha modifier, whichever is higher.

2/13/07 10:27:43 AM

APPENDIX

Illus. by E. Cox

mand word and gesture. Each spider gets a Will save


(DC 15 + your Int modifier) to negate the effect.
Affected spider creatures can understand
you, and they perceive your words and
actions in the most favorable way.
(Treat their attitude as friendly.)
This effect lasts for one day, and the
affected spiders do not attack you
during this time.
You can try to give an affected
spider orders, but you must win
an opposed Charisma check
to convince it to do anything
it wouldnt ordinarily do.
(Retries are not allowed.) A
commanded spider never
obeys suicidal or obviously
harmful orders, but it might
be convinced that something dangerous is worth
doing (see charm person).
You can affect spiders of
the vermin type and spiders that were
originally vermin before the addition of a
templatefor example, fiendish spiders,
or a spider that has been corrupted by
the Abyss (see page 190).
Maximize Spell (Su): At 20th
level, you can cast up to three spells
per day of up to 6th level that are
maximized as though affected by
the Maximize Spell feat. Using this
legacy ability does not change the
spell slots of the altered spells. However, a spontaneous
spellcaster (such as a sorcerer) still needs a full-round action
to augment a spell with this ability, just as he would to do so
with the metamagic feat.

SPIDERSILK

Summon Spider Swarm (Sp): When you attain


11th level, you can use summon swarm, as the spell,
to summon a swarm of spiders five times per day
by speaking a command word.
Spider Climb (Su): Beginning at 12th
level, you can walk on walls and ceilings as
if affected by the spider climb spell while
wearing Spidersilk.
No Spell Failure (Su): When you
attain 13th level, Spidersilks chance of
arcane spell failure is reduced by 5%
(to a minimum of 0%).
Maximize Spell, Lesser (Su):
Beginning at 15th level, you can
cast up to three spells per day of
up to 3rd level that are maximized as though affected
by the Maximize Spell
feat. Using this legacy
ability does not change the
spell slots of the altered spells. However, a
spontaneous spellcaster (such as a sorcerer)
still needs a full-round action to augment
a spell with this ability, just as he would to
do so with the metamagic feat.
Spell Storing, Minor (Su): Starting at
16th level, you can store up to three levels
of spells in Spidersilk as though it were a
ring of minor spell storing.
Summon Greater Spiders (Sp):
Once per day at 17th level, you can
summon either 1d4+1 Large monstrous
spiders or 1 Huge monstrous spider with
a command word and a gesture. This ability is the equivalent
of a 2nd-level spell.
Command Spiders (Sp): Beginning at 19th level, you
can command up to 40 HD of spiders (no two of which can
be more than 30 feet apart) three times per day with a com-

Spidersilk
Wielder
Level
5th
6th
7th
8th
9th
10th
11th
12th
13th
14th
15th
16th
17th
18th
19th
20th

Skill
Check
Penalty

Save
Penalty

Caster
Level
Penalty

Spell
Slot
Loss

1st

2nd

3rd

4th

5th

6th

7th

8th

Abilities
False life
Reduced spell failure
Spiderfriend
+2 mithral shirt
Summon lesser spiders
Web
Summon spider swarm
Spider climb
+3 glamered mithral shirt, no spell failure

Maximize Spell, Lesser


Spell storing, minor
Summon greater spiders

Command spiders
Maximize Spell

181

95568720_Ch07_App.indd 181

2/13/07 10:27:44 AM

THAAS

APPENDIX

THAAS

The name of this weapon translates loosely from Elven as


The Vigilant Bow. Shaped from the great rack of a massive
white stags antlers, this longbow feels warm and comfortable,
as if shaped to the hand of the person holding it by regular
use. In springtime, soft velvet covers the bow, as if it were
still part of a living stag. As the year progresses, this velvety
coating rubs or flakes off, exposing the roughly textured
horn beneath.
Nonlegacy Game Statistics: +1 composite longbow; Cost
2,315 gp.

HISTORY
During the past few millennia, demons have attempted
incursions into almost every plane, and the Wilderness of
the Beastlands has been no exception. The invading tanarri
delighted in destroying the wild, natural beauty of that place.
The demons began their assault in Karasuthra, the land of
the deep, moonlit night, by putting the forest to the torch
and slaughtering all the wildlife they could find. Realizing
the danger, the natives of the plane, predators and prey alike,
united under the leadership of Anastrianna Amakiir, an elf
druid, and an intelligent, awakened great white stag (a megaloceros, see page 49) named Forest Hart. Together, these two
marshaled the inhabitants of the Beastlands (humanoids,
magical beasts, awakened animals, fey, and their animal
associates) and repulsed the demons incursion. Many,
including Forest Hart, died in the effort. (DC 15; Against
the Demons)

Anastrianna knew that Forest Harts spirit lingered on,


still committed to fighting the invaders from the Abyss. So
she fashioned a magnificent longbow from his antlers. This
bow, which she named Thaas, embodied Forest Harts purity
and protectiveness. It also manifests Forest Harts willingness
to sacrifice everything to oppose demons. (DC 18; Return
to Nature)
Although the demons invasion of the Beastlands had
failed, Anastrianna knew that demons still posed a threat
to the natural beauty and order of the world, so she resolved
to take the fight to them. To that end, the elf organized multiple expeditions into the Abyss. But although these sorties
succeeded in slaying a great many demons, the hordes of
the Abyss proved too numerous and resilient for the casualties that Anastriannas forces inflicted to make much of an
impact. But even though the elf knew in her heart that no
war on the Abyss could succeed, she also knew a deeper
truththat good must actively strive against evil. (DC 25;
The Best Defense)

LEGACY RITUALS
Three rituals are required to unlock all the abilities of
Thaas.
Against the Demons: You must knowingly and willingly
enter into an encounter with an outsider that has the chaotic
and evil subtypes. The EL of this encounter must exceed the
average party level by 1 to 4. Many encounters throughout
Expedition to the Demonweb Pits offer the opportunity to fulfill
this requirement. Cost: 1,500 gp; Feat Granted: Least Legacy
(Thaas).

Thaas
Wielder
Level
5th
6th
7th
8th
9th
10th
11th
12th
13th
14th
15th
16th
17th
18th
19th
20th

Attack
Penalty

Reflex Save
Penalty

Hit Point
Loss

2
2

Abilities
Sense demons
+1 evil outsider bane longbow

Strength adjusting

Obstruct summoning, lesser


+1 chaotic outsider and evil outsider bane longbow

+2 chaotic outsider and evil outsider bane longbow

+3 chaotic outsider and evil outsider bane longbow


Obstruct summoning
Banishment
Plane shift
+3 holy chaotic outsider and evil outsider bane longbow

182

95568720_Ch07_App.indd 182

2/13/07 10:27:48 AM

THAAS

APPENDIX

Return to Nature: You must bring Thaas back to the


tomb of Forest Hart in the Beastlands (A Sacred Space,
page 41) and place it upon the ground. According to legend,
the bow will dissolve into dust and be forever lost if the
spirit of the great stag judges you unworthy. If the bearer
has actively opposed evil and demonkind, and willingly
returns the bow to be judged, the spirit of Forest Hart
deems the wielder worthy and shares more powers suitable
for opposing demons. Cost: 13,000 gp; Feat Granted: Lesser
Legacy (Thaas).
The Best Defense: You must travel to the Abyss to
bring the fight to the demons. Once there, you must spend
24 hours overcoming the perils of the place and triumph
in an encounter with a hostile demon whose Challenge
Rating is at least equal to your character level. You can
accomplish your victory through intimidation, trickery,
stealth, combat, or any other appropriate method. Many
encounters throughout Expedition to the Demonweb Pits offer
the opportunity to fulfill this requirement. Cost: 40,000 gp;
Feat Granted: Greater Legacy (Thaas).

WIELDER REQUIREMENTS
The optimal user of Thaas is an elf ranger, although any elf or
martial character might use it. Thaas is an incredibly useful
weapon in the Expedition to the Demonweb Pits adventure.
Illus. by E. Cox

Thaas Wielder Requirements


Base attack bonus +3.
Weapon Focus (longbow).
Non-chaotic, non-evil.

Legacy Item Abilities


All the following are legacy item abilities of Thaas.
Sense Demons (Sp): Beginning at 5th level, you can
detect demons within 60 feet, as if using the detect evil spell.
Caster level 5th.
Strength Adjusting (Su): When you attain 8th level,
Thaas automatically adjusts to your Strength, serving as a
composite longbow ideal for your Strength modifier. Thus, if
your Strength score is 14, Thaas grants a +2 bonus on damage
rolls for hits scored with it. If you drink a potion of bulls
strength that increases your Strength score to 18, the bows
bonus on damage rolls automatically increases to +4.
Obstruct Summoning, Lesser (Su): When you attain
10th level, evil outsiders with 10 or fewer Hit Dice attempting
to use their summon abilities within 60 feet of you automatically fail, but the daily use of that ability is still used up. Thus,
if a vrock tries to use summon tanarri within 60 feet of you
while you wield Thaas, the attempt fails and the ability is
used up for that day.

Obstruct Summoning (Su): When you


attain 17th level, all evil outsiders attempting
to use their summon abilities within 60 feet of you
automatically fail, regardless of their Hit Dice. The daily use
of that ability is still used up.
Banishment (Sp): Beginning at 18th level, you can force
extraplanar creatures out of your home plane, as if using the
banishment spell, once per day with a command word and a
gesture. The save DC to negate this effect is 20 or 17 + your
Charisma modifier, whichever is higher.
Plane Shift (Sp): Starting at 19th level, you can use plane
shift as the spell once per day with a command word and a
gesture. Only willing creatures can be transported with this
effect.

183

95568720_Ch07_App.indd 183

2/13/07 10:27:49 AM

You might also like