Absolutely. Here is **everything you need to run** the third classic puzzle:
## 🔒 **The Demonweb Puzzle**
**Module:** _Queen of the Demonweb Pits_ (Q1, 1980)
**Puzzle Type:** Planar navigation / spatial logic
**Why It’s Famous:** It turns the dungeon into a **dimensional maze**, where forward doesn’t always mean progress and logic is non-Euclidean.
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## 🕸️ **THE DEMONWEB – OVERVIEW**
> _You walk through metallic corridors suspended in a void. The air is dead. A shimmering portal flickers at each intersection, carved into spiderweb patterns of burnished steel. The entire dungeon feels wrong—up might not be up, and a left turn may take you far more than one room away._
The Demonweb is **Lolth’s planar lair**, consisting of:
- Interlocking **planes** and **corridors**
- **Portals** between areas that don’t obey spatial logic
- **Teleporters**, **false doors**, and **looping paths**
- **Illusions**, traps, and red herrings
- A central mystery: _how to reach Lolth’s sanctum_
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## 🔄 PUZZLE STRUCTURE – HOW IT WORKS
The Demonweb is a **maze made of interdimensional corridors**, with:
|Feature|Description|
|---|---|
|🌀 **Corridors**|Made of silvery-black web metal, angular and identical in appearance|
|🌐 **Portals**|Appear as shimmering spiderwebs at the ends of halls and rooms|
|🪞 **Teleporters**|Some intersections teleport PCs silently to mirror versions of rooms|
|🔁 **Loops**|Many portals _look_ like they connect nearby rooms but actually cycle characters to earlier or unrelated areas|
|💀 **Dead Ends / Traps**|Mimic correct portals but may plane-shift PCs into lethal traps or empty voids|
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## 🗺️ THE CHALLENGE – NAVIGATION AND DEDUCTION
The **puzzle** is to **map the planar layout** by:
- Marking **distinct rooms** (via features, carvings, symbols)
- Using **chalk or magical signs** to track progress
- **Testing portals carefully** (use Mage Hand, rope, summoned creatures)
- Noting which portals loop or teleport
This is a **non-linear dungeon**. Walking in a straight line might teleport the party back to a previous level or mirror version of the map. Navigation is more like solving a **logic maze** than traversing a dungeon.
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## 🎯 GOAL – REACH LOLTH’S INNER WEB
To reach Lolth:
1. Players must identify the **true path** through a **series of portals** (e.g., the correct portal in each hub room)
2. Understand the **Demonweb’s rules** (e.g., every 4th portal loops, mirror corridors flip cardinal directions)
3. Avoid false or deadly planes (fire plane trap, gravity inversion rooms, etc.)
4. Reach the **Planar Nexus**, then take the **true portal** to her sanctum
The exact layout varies by version, but in _Q1_, the correct path requires:
- Avoiding obvious portals
- Recognising planar themes (a room that feels colder? Likely connects to the Paraelemental Ice)
- Following subtle symbols near correct portals (like runes of Lolth or web marks)
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## 📏 PUZZLE MECHANICS – HOW TO RUN IT
### 🎲 Recommended Checks
|Action|Skill / Save|DC|Result|
|---|---|---|---|
|Analyse portal|Arcana or Investigation|16|Learn if portal leads to other plane|
|Track location|Survival or Insight|14|Notice you’re looping or flipped|
|Identify planar traits|Arcana|17|Detect elemental aura of room|
|Resist disorientation|Int or Wis Save|14|Avoid planar vertigo in shifting rooms|
### 🕵️ Detection Tricks
- **Drop coins or chalk marks** — looped rooms show old marks
- **Tether rope** — if rope cuts off or vanishes, it’s a teleport
- **Summon beast through portal first** — see where it ends up
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## ☠️ DANGEROUS FEATURES TO USE
|Trap Room|Effect|
|---|---|
|🔥 Plane of Fire trap|Characters entering this portal are hit with 6d10 fire damage, no save|
|⚖️ Gravity Flip room|Everything flips upside down — falling damage + reposition|
|❄️ Ice Plane trap|Characters begin freezing unless Constitution saves (DC 15) succeed every round|
|🕷️ Lolth’s Lure|A chamber of mirrors where each reflection casts _Hold Person_ (DC 16)|
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## 💡 SOLUTION STRATEGY
To solve the Demonweb and reach Lolth:
1. **Mark unique rooms**: Use distinguishing details, runes, or floor textures
2. **Track portal behaviour**: Which go where? Do they loop? Flip?
3. **Identify patterns**: Every 3rd portal in each hub room leads closer; every 4th loops
4. **Recognise the true portal to Lolth**:
- Glows faintly purple
- Has a carved spider rune above it
- Emits whispers in Elvish: “All webs lead home...”
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## 🧙 DM TIPS – Running the Puzzle
- Draw **non-Euclidean maps**: make exits from one room lead somewhere unexpected
- Give players a **false sense of progress**, then reveal they’ve looped
- Use **escalating planar effects** to increase urgency (e.g., rooms getting colder, time distortion)
- Let clever solutions shine: _Augury_, _Legend Lore_, _Planar Binding_ can offer clues
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## 🕸️ OPTIONAL HANDOUT – Inscription Clue
> **Inscribed on the websteel wall of a central node:**
>
> _“The web binds all.
> Tread thrice and turn.
> Mark the mirrored path,
> And where you began,
> Is not where you are.”_
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## ✅ Summary
|Puzzle Element|What Makes It Work|
|---|---|
|Layout|Impossible geometry and loops|
|Goal|Reach Lolth’s sanctum|
|Challenge|Mapping, logic, deduction|
|Tools|Arcana, Insight, Illusions, Chalk, Runes|
|Danger|Teleports, planar traps, gravity shifts|
|Solution|Recognise patterns, track rooms, identify correct portal|
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Would you like:
- A printable maze map?
- Alternate clues or runes?
- A simplified version for a lower-level party?