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Classic Modules Today: Q1 Queen of the Demonweb Pits (5e)

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In 1980, TSR published the module named “Queen of the Demonweb Pits” with the module code “Q1”. It was written by David C. Sutherland III and Gary Gygax, and illustrated by Jeff Dee, David S. LaForce, Erol Otus, Jim Roslof, and David C. Sutherland III. It consisted of a 32 page booklet and double cover folder containing maps.

This conversion guide allows DMs to run the original module with 5th Edition rules and provides a reference sheet for encounters.

To use this conversion guide you will need a copy of "Q1 Queen of the Demonweb Pits", originally available in hard-copy and now for sale in Digital format at DMsGuild.com.

"Classic Modules Today: B4 The Lost City" contains the OpenOffice/LibreOffice source files used to create this PDF. Visit Classicmodulestoday.com for instructions on creating your own classic module conversions and selling them on the DMs Guild.

Classic Modules Today are a series of products that convert early edition Dungeons & Dragons and Advanced Dungeons & Dragons adventure modules to the Dungeons & Dragons 5th edition rule set. They fully adhere to the rules set forth in the Community Content Agreement of the DMsGuild. The CCA states that adventure conversions must be:

"A streamlined, bare-bones conversion guide for someone who already owns the classic adventure — i.e., encounter-by-encounter conversion notes with any 5E stats needed, leaving out all other content."

For more information, download the free guide "Using Classic Modules Today Conversions".

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Customer avatar
Mark S May 20, 2021 5:54 am UTC
CREATOR
New updated version uploaded.
Customer avatar
Taed W May 21, 2019 1:08 am UTC
PURCHASER
We're done.

The first Lolth battle in spider form went pretty much as expected. My small party of 3 PCs plus Trose were unprepared for poison damage, so the Legendary Action b.ite was the big winner. After killing her minions and about 220 HPs against her, she teleported away.

They then decided to destroy the ship, so they trashed the control room and then the engine room. Lolth feels the shuddering of the ship, and goes to check it out in Drow form. Second battle starts and with her action and Legendary Action, she has 4 Charm Person spells per round. Despite having 3 elementals and 2 demons under the party's command, she quickly charms all of them and two of the three PCs. Lolth tells them to please go get some yummy strawberries upstairs. The sole remaining PC runs up to them, does Plane Shift, and they make their escape.
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Taed W May 21, 2019 12:45 am UTC
PURCHASER
There were a few mentions of "Giant xxx" which should be "Large xxx".
Customer avatar
Taed W May 19, 2019 6:11 pm UTC
PURCHASER
While preparing for today's battle with Lolth, I was struck that your 5e version of her was considerably less magic-based than the 1e version. I'd expect her to be at least equivalent magic-wise as her priestesses and mages, who have faerie fire, ray of sickness, cloudkill, insect plague, and E's black tentacles.

That said, I'm definitely adding "3/day: power word kill or power word heal (self only)" as this explains the two mysterious heals that she does when retreating, but then also gives her another offensive spell.
Customer avatar
Taed W May 07, 2019 5:20 am UTC
PURCHASER
DemonWeb level 4 gate A is missing a reference to Meriven, Duke Alfric's consort. She is also missing from the Monster list. May I suggest a Drow House Captain (CR 9) or Drow Shadowblade (CR 11), both from Mordekein's.
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Customer avatar
Mark S May 09, 2019 1:08 am UTC
CREATOR
Shadowblade is a great suggestion, thanks! I'll add it in.
Customer avatar
Taed W May 07, 2019 5:02 am UTC
PURCHASER
Special Monster Bone Colossus is out of alphabetical order. Monster 100 has a tab instead of a space.
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Customer avatar
Mark S May 09, 2019 12:48 am UTC
CREATOR
I did that to make the stat blocks spread across pages better. The bad spacing on the Monster list is fixed on the current pdf, so just download it again.
Customer avatar
Taed W May 07, 2019 4:51 am UTC
PURCHASER
Special Monster Trinax's text refers to "Trose" and seems to be exactly the same as Trose, but he should be level 8 versus Trose's level 10. I expect there is a copy and paste error.
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Customer avatar
Mark S May 09, 2019 12:49 am UTC
CREATOR
Yeah, one of my shortcuts went unchanged. I'll fix that.
Customer avatar
Taed W May 07, 2019 4:22 am UTC
PURCHASER
In Room 11 of DemonWeb level 3, there is a +1 sword / +2 against magic-users and enchanted monsters which not in the conversion's Magic Items list. I decided to replace it with a Dragon Slayer from the DMG.
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Customer avatar
Mark S May 09, 2019 12:51 am UTC
CREATOR
I'll put that in the magic item list. I think I need to hire you as an editor. Seriously, thanks for catching these so I can improve the conversion!
Customer avatar
Taed W April 21, 2019 9:38 pm UTC
PURCHASER
The NPC Trose needs updating. It looks like he was built with a proficiency bonus of +3 instead of the +4 appropriate for 10th level. There may be other updates needed, but that was the obvious one.
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Customer avatar
Mark S April 23, 2019 3:46 am UTC
CREATOR
Hi Taed. All the NPCs are built as monsters, using the rules from the Dungeon Master's Guide (pgs. 273-283).

They don't use class level to determine proficiency bonus; rather their combination of offense and defensive abilities determine CR, which in turn determines proficiency bonus.

Trose works out to be a CR 5 NPC, so his proficiency bonus is +3.
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Customer avatar
Taed W April 23, 2019 8:40 pm UTC
PURCHASER
Ah, we've been using him as a semi-PC for a drop-in player. It's probably worth a note / parentesized to-hit stats for him due to his +2 mace functioning as a +0 (but still magical) mace since it is not a Drow weapon.
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Customer avatar
Mark S April 24, 2019 12:22 am UTC
CREATOR
Thanks for catching that. The conversion is updated to reflect that as well as adding a note about reducing magic weapon bonuses.
Customer avatar
Taed W April 15, 2019 10:47 pm UTC
PURCHASER
We also ran into a bit of confusion when they wanted to take a long rest, but it was the end of the session, so I haven't had to make a ruling about it yet.

#2: The original Q1 has this text, and it's not clear if that is still in effect for the 5e update or not. Namely, when playing 5e, can clerics get all their spells after a long rest, or only 1st and 2nd level? If only 1st and 2nd, then what happens with higher slots? Namely, do they get no expended slots back, or perhaps they get slots but cannot swap out spells, or perhaps they get the slots but no spell such that all they can do is upcast 1st and 2nd level spells?

"CLERICAL SPELLS
It is very important to note that while in the Abyss, clerics may not regain spells which must be granted by the deity or agents thereof (Le,, only 1st and 2nd level spells may be relearned). This is due to the fact that the deity will not wish to interfere in the affairs of another plane where such meddling might be seen as offensive to...See more
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Customer avatar
Mark S April 17, 2019 2:58 am UTC
CREATOR
My intention, which I should have been clearer about in the text, was that clerics, druids, paladins, and rangers would not be able to change their prepared spells once in the Demonweb, but would still recover spell slots. If they prepared spells that don't function in the Demonweb, they'd be out of luck until they escaped it.
This differs from the 1st edition, where spells were memorized individually, but I feel it's the closest analogy. If you want to really challenge them, then allow clerics and druids to recover only 1st through 3rd slots, and paladins and rangers 1st & 2nd slots, on a long ranger.
Hope this helps answer your questions!
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Customer avatar
Mark S April 23, 2019 3:47 am UTC
CREATOR
That last sentence should read "If you want to really challenge them, then allow clerics and druids to recover only 1st through 3rd slots, and paladins and rangers 1st & 2nd slots, on a long rest."
Customer avatar
Taed W April 15, 2019 10:45 pm UTC
PURCHASER
We started playing this over the weekend and ran into a tiny hiccup.

#1: The Cleric spell Spiritual Weapon was not on the "will not work" list. I think that it should be, but I wanted to see if it was an oversight or intentional.

The 1e Cleric spell Spiritual Hammer was on the Q1 list: "Spiritual Hammer: The spell will fail, as the divine aid necessary for the spell's completion will not be given." The 1e spell flavor text says, "By calling upon his or her deity, the cleric casting a spiritual hammer spell brings into existence a field of force which is shaped vaguely like a hammer."

The 5e spell flavor text says, "You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again."

So perhaps the reason for not including it on the new list is that the original says "by calling upon his or her deity" whereas the new one refers to it as a "spectral" creation...See more
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Customer avatar
Mark S April 17, 2019 2:50 am UTC
CREATOR
Hi Taed. I left Spiritual Weapon off the ban list since it really isn't a powerful spell or one that necessarily requires cross planar contact. It's your choice whether to allow it or not, but it's generally not a game changing spell either way.
Customer avatar
Kevin M April 11, 2019 3:48 pm UTC
I have a copy of the GDQ1-7 mod. Will this still work or will i need to use the Q1 mod itself?
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Customer avatar
Mark S April 12, 2019 3:25 pm UTC
CREATOR
Hi Levon. Some of the room names have been slightly altered in GDQ1-7, and the page numbers will no longer match up, but otherwise the content is the same and the conversion will work just fine.
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Customer avatar
Mark S April 17, 2019 2:46 am UTC
CREATOR
I don't know why I typed Levon instead of Kevin, so I'm going to blame it on my fat fingers and the tiny phone keyboard. My sincerest apologies Kevin!
Reply
Customer avatar
Kevin M April 17, 2019 3:17 am UTC
if it makes you feel any better, my facebook account is names levon. and i didnt bother the change it. so your not the only person to misspell my name. haha
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This title was added to our catalog on December 09, 2016.