Image property of Eight-Legged Entertainment
Image property of Eight-Legged Entertainment
This adventure is a competitive, tournament style game. There will be betrayals and eliminations throughout the course of the game. It is not for everyone but offers something very different from the usual story-bound convention game experience. Enter at your own risk.
It will be ideal for all players to have created a character prior to the event, but I will have standby characters in case they're needed. The text below explains the rules changes in detail, rules for character creation, information regarding the Umbral Drow, and advice for competing in the Web.
From the Handbook:
Malarachne's Mandates: The Rules of The Web
Declaration of Action: If a champion declares an action when the game is not in initiative rounds, and another champion contests or wishes to perform the same action, the champion who first declared the action gains advantage on the subsequent initiative roll (i.e., “I stab Bob in the back!” or “I grab the magic sword!”—Everyone rolls initiative. The champion who triggered the action rolls with advantage.
Concealing an Action: If a champion attempts a secretive action, the player must declare that they are attempting to conceal an action, without revealing its specifics. T he player then rolls the appropriate skill, such as Sleight of Hand to palm an item. The result is compared against the passive Perception of all other champions. Any champion who previously declared that they were actively watching the acting champion, a specific object, or a defined area involved in the action may instead roll an active Perception check.
Summoning and Companions: Champions are not allowed to summon or bring anything into the Widow's Web that has its own hit points (e.g., ranger companions, steel defenders, familiars, anything summoned by the various conjure creature or summon monster spells). This rule significantly impacts several classes, so players should keep this in mind when making character selections.
Death Saves: There are no death saves in the Widow's Web. When a character is reduced to 0 hp, they are dead. Abilities or spells that would otherwise prevent a character from going to 0 hit points still function as normal (i.e., a champion protected by the death ward spell).
Raising the Dead: Spells and abilities that raise or resurrect the dead do not work in the Web.
Magic Item Attunement: Magic items can be equipped and attuned with a single bonus action. There is no limit to the number of magic items a character may attune to and use in the Widow's Web. However, item location limits still apply (one weapon per hand, but ten rings if they still have ten fingers).
Rests: There are no short or long rests allowed in the Widow's Web. The tournament will take place over the course of a few hours of in-game time. If champions attempt a short or long rest, they will be met with horrifying visions and nightmares and will not receive the benefit of resting.
Challenge Structure: The Widow’s Web typically consists of around eight challenges, each designed to test different strengths and exploit different weaknesses. During the first challenge, champions take half damage from attacks or effects caused by other champions.
Enemy and Ally Status: Champions can designate another character as an enemy or an ally at any time as a free action (e.g., Rachel declares Max an enemy and denies him the benefit of her paladin's Aura of Protection, but then allows him to pass through her square as though he were an ally in that same round).
Character Creation
Unlike many games, the Widow's Web encourages character optimization (i.e., min maxing). A character that has been crafted into a finely tuned murder machine will not guarantee victory, but it certainly can help. The adventure is balanced for a Fifth Edition experience from core and source books prior to the year 2021. The limitation of certain abilities outlined in Malarachne’s Mandates may be a contentious point, but it exists for game balance. The Web is built so that every champion must depend on their own skill and the shifting loyalties of others, not on summoned aid, restful reprieves, or second chances for the fallen.
Species and Alignment: (Umbral Drow) All characters must be Umbral drow. All characters must be of evil alignment.
Abilities: Use the standard 27-point buy for ability scores. The highest ability score possible at character creation before adding the Umbral drow species bonus is 15.
Classes: Classes and subclasses from any source material may be used, provided they meet the requirements in Malarachne’s Mandates, but are subject to the GM’s discretion. Be sure to read Malarachne’s Mandates before choosing a class. There are restrictions in them that will greatly affect certain subclasses.
Create characters at eighth level. Multiclassing is allowed. You may only multiclass into one other class. You must satisfy any multiclassing prerequisites. Clerics: Malarachne’s domains are war, trickery, and death.
Hit Points: Characters have maximum hit points based on their class and Constitution bonus (e.g., at level 8, a character with a d6 hit die and a +2 Constitution modifier will have 64 hp total).
Equipment: Characters start with a cloth tunic and a small pouch. Characters choose one nonmagical weapon with which they are proficient. Ranged weapons have unlimited ammunition that disappears after attack and damage resolution. Thrown weapons teleport back to the wielder after every attack attempt. Characters choose one nonmagical set of armor OR a shield (not both) with which they are proficient.
All champions are tattooed with a symbol called the Widow’s Mark. For spellcasting classes, the mark acts as a spellcasting focus, replacing material components for all spells the character can cast. The winner of the Widow's Web retains this legendary mark upon leaving the arena and ascending to the Silken Throne. Note: This tattoo is indelible. Cutting, burning, or otherwise attempting to remove a champion's tattoo will not eliminate their ability to cast spells.
Umbral Drow Traits
Ability Score Increases: Increase a single stat by 2 and a different stat by 1.
Age: Umbral drow mature as fast as humans, but can live up to 600 years.
Alignment: Umbral drow are almost always of an evil alignment. Exceptions do occur however, particularly among Umbral drow who leave their homeland in search of adventure.
Size: Umbral drow vary in both stature and build, from under 5 feet to over 6 feet tall. They can be slender or bulky, often related to their chosen path. Their size is medium.
Speed: An Umbral drow's base walking speed is 30 feet.
Languages: Umbral drow can speak, read, and write Common, Elvish, Umbral, and Abyssal.
Superior Darkvision: Umbral drow can see in dim light within 120 feet as if it were bright light and in darkness as if it were dim light. They can’t perceive color in darkness, only shades of gray.
Drow Weapon Training: You have proficiency with rapiers, longswords, shortswords, and hand crossbows.
Sunscourged: While an Umbral drow is in direct sunlight, they have disadvantage on all attack rolls and any Wisdom (Perception) checks that use sight.
Widow’s Luck: Once per long rest, Umbral drow can use Widow's Luck to force an opponent to reroll any successful D20 roll. The target must use the result of the new roll. While competing in the Widow's Web, this ability can only be used against other house champions.
New Backgrounds
Because most background abilities are not pertinent to the Widow’s Web experience, we’ve created a set of new backgrounds that you may choose to use, tailored specifically for the Web. You can also modify most Fifth Edition backgrounds to fit the Karik’Marz society in one way or another. The skills, abilities, and personality suggestions presented here, however, are explicitly tailored to characters participating in the Widow's Web. Each background here supports both the 2014 and 2024 rulesets—simply treat the ability granted by the background as the origin feat you would normally receive as part of a 2024 background.
Deep Wanderer
Skill Proficiencies: Perception, Survival 5e24
Tool Proficiency: Cartographer’s Kit
Feature/5e24 Origin Feat: Full of Terrors - Once per long rest, you can gain Advantage on a saving throw vs. fear.
Karik’Marz is indeed a city of wonders, but the pull of the depths, the desire to know what secrets lie in the tenebrous depths of the Underdark, pulled you away from your noble background, and you left your home. It takes a strong mind and body to survive in the depths. All manner of creatures, demons, abominations, and beings beyond mortal comprehension sleep within it. But it became home—a part of you. You have seen things that would shake even the bravest Umbral drow to their core and emerge unscathed, or perhaps the scars are simply well hidden. Regardless, you have returned, and your presence unnerves the city-dwellers. Are you even still one of them? What corruption touched your mind in the deep?
Devotee of the Sightless Priestess
Skill Proficiencies: Religion, Insight
Languages: Abyssal 5e24
Tool Proficiency: Forgery Kit
Feature/5e24 Origin Feat: Grand Widow’s Presence - Once per long rest, you can gain Advantage on a single saving throw or skill check while within 30 feet of Lady V’ladra.
You are a member of one of the noble houses of Karik'Marz, of course, but beyond that, you are a fanatical admirer of Grand Widow Mother V’ladra, High Priestess of Malarachne. The priestess' unwavering devotion and self-sacrifice inspired you from a young age, and you have become a member of the Devoted of the Sightless Priestess. Lady V'Ladra makes few public appearances beyond arbitrating the great tournament every hundred years, but every word she utters becomes divine scripture to the members of your order. Being part of the great tournament, the chance to be in the Lady's presence and, by extension, as close to the Goddess herself as any mortal dares, is the greatest honor you can conceive. You’ve trained endlessly, honing your skills and strengthening your faith, always striving to become a deserving competitor.
Favored of the House
Skill Proficiencies: Deception, Stealth 5e24
Tool Proficiency: Poisoner’s Kit
Feature/5e24 Origin Feat: House Politics - Once per long rest, you can gain Advantage on one Charisma (Persuasion) check against a non-player character.
You were always destined for this. Your invitation was no surprise; indeed, you were simply waiting for the day to arrive. Now that it has, your house lifts you up with the fanfare you’ve been expecting since you were young. Your house identified your potential when you were a child. While you have enjoyed the pleasures of a noble, you have trained constantly for the potential challenges that Malarachne and her High Priestess may place before you in the Web.
Grudge-bound Combatant
Skill Proficiencies: Intimidation, Athletics 5e24
Tool Proficiency: Disguise Kit
Feature/5e24 Origin Feat: Grudge Bound - You gain Advantage on attacks against members of your enemy's house. However, members of this house also gain Advantage on attacks against you, as they are aware of your vendetta and may use it against you. You must announce before the game which house is your enemy, and they must agree to allow you to choose their house as your enemy.
You have been sent to the Widow’s Web to win the honor of the Silken Throne for your house, but you are also here for a much more sinister reason—revenge. One of the other competing houses is your nemesis, and you have vowed that if you cannot win, you will ensure that neither will they.
I'm Not Even Supposed to Be Here
Skill Proficiencies: Athletics, Deception 5e24
Tool Proficiency: Disguise Kit
Feature/5e24 Origin Feat: Reluctant Fighter - Despite your combat prowess, you would rather not participate in the tournament. Your lack of enthusiasm for the fight makes you more calculating and focused. You can use the Dodge action as a bonus action once per long rest. You never wanted any of this. You despise your house and all those in it.
You wanted no part in the tournament, and you resent being involved. But involved you are, since the unhappy alternative is a long, painful, honorless death in the family dungeons. Why they chose you is perhaps not a mystery. You are as capable as you are cruel and could take the throne and bring renewed glory to your family. But oh, how they will suffer once you do. Yes, you’ll see to that. With the power that comes with victory in the Widow's Web, you will make them wish they had rid themselves of you long ago. Once you sit upon the Silken Throne, they will be the ones who find themselves in the dungeons.
Spider-touched
Skill Proficiencies: Persuasion, Animal Handling (Spiders) 5e24
Tool Proficiency: Poisoner’s Kit
Feature/5e24 Origin Feat: Natural Climber - You gain Advantage on all climbing checks. You were born with an innate connection to the Spider Queen and have always felt a deep affinity for spiders and other arachnids.
As you grew older, you discovered you had a natural talent for communing with these creatures and understanding their behavior. Your connection to spiders has also given you a unique perspective on the world. You might see things in terms of webs, patterns, and networks, and can easily navigate complex social situations.
Sun-cursed
Skill Proficiencies: Survival, +1 Language (see below)
Languages: One of your choice from any of the surface-dwelling races 5e24
Tool Proficiency: Herbalism Kit
Feature/5e24 Origin Feat: Sun-blocked - Once per long rest, you can ignore the usual disadvantage to attack rolls for being in direct sunlight, OR when you are hit by an attack that deals radiant damage, you can use your reaction before damage is rolled to gain resistance to that damage.
While some feel the call of the depths, you, for whatever reason, have journeyed outside of Karik’Marz and to the surface world. There, you came in contact with creatures and other mortal races, perhaps even your light-blighted surface cousins, and lived to tell the tale. You’ve even picked up some of their odd surface words along the way. Has this experience made you more empathetic to the surface-dwellers or less so? At long last, you have returned from your surface trials to the loving bosom of your home, the City of Dark Light. You have reconnected with your house, which perhaps had left you for dead, and they are eager for you to prove your loyalty by representing them in the Widow’s Web.
Venomologist
Skill Proficiencies: Medicine, Nature 5e24
Tool Proficiency: Poisoner’s Kit
Feature/5e24 Origin Feat: Mithridatism - You have been exposed to various poisons throughout your life and have developed a resistance to them. You gain +2 on saving throws against poison.
You are a venomologist; an Umbral drow who has dedicated themselves to the study and understanding of spider venom. Your knowledge of various spider venoms extends to the administration of the appropriate antidote or treatment to mitigate their effects. You also know how to extract venom from spiders and can use it to create poison for your use or to sell to others. As a venomologist, your expertise in spider venom is a highly sought-after skill in Umbral drow society. Your knowledge of venom and its uses makes you a valuable resource for those who need poison for assassination or other purposes. Additionally, your resistance to spider venom gives you an advantage in combat situations where opponents may try to use spider venom as a weapon.
Victory Conditions
The champion who is still alive at the end of the final challenge is the victor. At least three champions must be alive to enter the second-to-last challenge . If there are not at least three champions at this time, the adventure cannot be completed and will result in a loss for everyone. The Widow’s Web is an elimination-style game with a First Edition feel. Death may be instantaneous, and saving throws are not always allowed. A character's death may be caused by other champions but are more often a result of the character finishing last in a challenge or being the least successful in a specific trial. Remember that Malarachne wants a champion to win the Web, so players will need to work together at times. Players who focus on sabotaging the group ruin the experience for everyone. Malarachne reserves special punishment for those who take an attitude of "if I can't win, no one can."
Before the Game
In addition to creating a character, provide a name for your house. Names can be entirely made up or derivative of other words, as it may be easier for the GM to remember (e.g., House Eviscera, House Trecheron, House Stabyouinthebackus).
Remember, surviving the Web often depends on three things: your build, how well you play your build, and simple luck. There may be situations where your champion will be eliminated (through your own bad luck or others’ better luck) and nothing on your character sheet can save you. Finally and importantly: please understand that your character may be eliminated early in the game. Alternatively, all your “friends” might gang up to eliminate your character. If this happens, try to take it in stride and don't hold any grudges. This is the chaos in which Mother Spider delights. A good bet is to make alliances before the game, so that if a character has to be eliminated, it won't be yours.