If I complained that the last module (Slave Pits of the Undercity) was too light on story and lore and just a bunch of monsters and rooms to fight in, the same cannot be said about Queen of the Demonweb Pits. This is a fantastic module in more ways than one.

A culmination to the adventures started in G1, this is the seventh module in the series and such a long run demanded an epic conclusion, this certainly is that. It’s a strange and unique module as your party goes into Lolth’s domain to take the fight to the Spider Goddess. On the way to her you have to go through one of the strangest maps in all of D&D, the art-like Demonweb, an interlacing web of corridors full of overpasses and underpasses as well as doors to other dimensions, teleporting and tough monsters and this is all before you get to Lolth’s ship, a spider-shaped steam engine that is also the goddess’ keep. 

One of the coolest modules in the first decade of D&D, full of surreality and danger as well as deep lore and endless possibilities (you have a set of seven doors each leading to a different universe where characters can have independent adventures as well as optional instructions to add even more universes) this is a fitting end to the long GDQ series of modules. 

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