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Official Game Adventure

The Throne of Bloodstone

by Douglas Niles and Michael Dobson

Table of Contents

Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ...2 Pregenerated 100th-Level Characters . . . . . . . . . . . . . . . . . . .91

Running 100th-Level Characters . . . . . . . . . . . . . . . . . . . . . . . .6 Mazes. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 5 , 6 7 - 6 9

Cover Maps for the Palace of Orcus . . . . . . . . . . . . . . . . .93, 95
Prologue . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ...9 City Maze of Orcusgate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .94
Battle Arena. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 6
Chapter 1: Citadel of the Witch-King . . . . . . . . . . . . . . . . . .12
Chapter 2: Into the Abyss . . . . . . . . . . . . . . . . . . . . . . . . . . . .30 NPC Capsules
Chapter 3: Realm of the Undead . . . . . . . . . . . . . . . . . . . . . .46 Arctigis . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15
Chapter 4: The Abyssian Fortress . . . . . . . . . . . . . . . . . . . . . .57 Zhengyi. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 9
Chapter 5: Into the Seven Heavens. . . . . . . . . . . . . . . . . . . . .78 Klavikus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ..23
Dimwold. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 0
Epilogue: Return to Bloodstone Pass . . . . . . . . . . . . . . . . . . .82 The Dire Whiner . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .55
Fyrillicus. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 8
People of Bloodstone Pass . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85 Baphomet. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 4
Glyphimhor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 2
Pregenerated Player Characters . . . . . . . . . . . . . . . . . . . . . . . . . 86 Orcus. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 6

CREDITS Distributed to the book trade in the United States by Random House, Inc., and in
Canada by Random House of Canada, Ltd. Distributed to the toy and hobby trade
by regional distributors. Distributed in the United Kingdom by TSR UK Ltd.
Interior Art: Graham Nolan logo are trademarks of TSR, Inc.
Cartography: David C. Sutherland III, Stephen Sullivan,
and Dennis Kauth This adventure is protected under the copyright laws of the United States of America.
Typography: Betty Elmore Any reproduction or other unauthorized use of the material or artwork contained
Keylining: Stephanie Tabat herein is prohibited without the express written permission of TSR, Inc.
1988 TSR, Inc. All Rights Reserved.

TSR, Inc. TSR UK Ltd

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Printed in U.S.A.
Notes for the the player characters must enter the
Abyss and defeat Orcus on his own
paign, theres nothing wrong in sam-
pling what really high-level play has
Dungeon Master territory in order to secure their king- to offer!
The four-module Bloodstone Pass dom. The authors acknowledge their As usual, the authors will be
campaign series (of which this is part debt to the spirits of such great tradi- pleased to answer questions when
four) explores what is one of the most tional dungeon-crawls as the infa- accompanied by a stamped, self-
interesting aspects of the AD&D mous S1, Tomb of Horror, and Q1, addressed envelope, mailed to us
game: becoming a ruler. Queen of the Demonweb Pits. Dave using the address on the back cover.
Although the Dungeon Masters Sutherland, co-author of Q1, and Good luck, and good adventuring!
Guide provides that a character of currently Chief Mapmaker for TSR, is
the designer of the castles of the
sufficient level can build a castle, hire
an army, and set himself (or herself) Witch-King and of Orcus, and his
What Has
up as a proper medieval ruler, the malevolent, sinister imagination is Gone Before
rules given for accomplishing this are greatly appreciated. Players whose characters have
not sufficient to allow ruling and role As noted in H3, The Bloodstone adventured in the first three modules
playing to go together. Instead, high- Wars, this series was integrated into of the H-series should be familiar
level characters who become rulers are the new FORGOTTEN REALMS with the background information
normally considered to be retired Fantasy Game Setting from TSR, Inc. that is summarized here. Players who
from adventuring. Perhaps from time The Forgotten Realms is the creation are new to the Bloodstone Pass cam-
to time these old warhorses in your of the incredibly talented Ed Elmin- paign need to be given the general
campaign get trotted out for a partic- ster Greenwood, whose columns in background; it may also not hurt to
ularly tough challenge, leaving their DRAGON Magazine have inspired refresh the memories of the other
seneschals behind to administer their many a campaign. A certain amount players. Certain deep background
dominions for a while. But mostly the of retrofitting had to take place to information is for the use of the
campaign moves on to younger, new- shoehorn this campaign into the larg- Dungeon Master only; the player
er characters. er world, including melting a large characters will discover the truth soon
More often, players avoid the bur- glacier on the original maps from Ed enough. . . .
dens of rulership altogether, prefer- Greenwoods campaign to make This material may be read or shown
ring to maintain their high-level room for the kingdoms of Damara directly to the players, or it may be
characters as freelance adventurers, and Vaasa. revealed in the course of the adven-
ready to move on to the next Pre-generated characters are pro- ture as the PCs explore the area, con-
dungeon, carrying their treasure in vided for those players whose charac- duct research, or ask those whom they
their backpacks or in the saddlebags ters are not yet of sufficient levels. encounter.
of their mounts, or in a convenient Certain situations are built around
magical chest that neatly avoids the the specific abilities of these charac- The Kingdoms of
issue of encumbrance altogether. ters, but handling those situations
Damara and Vaasa
It has been our feeling for a long should pose no challenge for the
time that there is a lot more that can experienced Dungeon Master. For generations, the cold northern
be done with characters who become High-level modules are inherently wastes supported a scant population
rulers. The Bloodstone Pass saga is open-ended, because of the vast of hunters, trappers, and poor
our attempt to show that high-level range of options available to powerful farmers. These hardy souls scrabbled
AD&D game play can be qualita- characters. It takes skill and a firm a meager living from the hard, stony
tively, as well as quantitatively, differ- hand to run such an adventure suc- soil; they barely endured the long,
ent from low- and medium-level cessfully, but we have confidence in dark winters.
playand just as exciting. your ability to handle the unforeseen But that was before the coming of
In this conclusion to the saga, the in the context of the evolving plot. the Witch-King, Zhengyi, who
villain that has been lurking just This is the first module written for formed the Kingdom of Vaasa and in
behind the scenes, Orcus, Prince of people who run super-high level char- a single night built an evil castle atop
the Undead, comes to center stage, as acters. Although we do not endorse a lonely crag, from which his sinister
the so-called Monty Haul cam- shadow crept across the land.

Some said that Zhengyi had conspired against the others for scraps harvest followed by a long and terri-
enlisted the aid of powerful demons, of power and wealth, throwing the ble winter caused mass starvation,
or was a demon himself, and this entire south into political chaos. A and dire wolves from the Galenas
must have been true, for the King- steady stream of refugees moved preyed on whatever they could find.
dom of Vaasa soon raised a powerful south, searching for an ever-elusive Some of the wolves were infected with
army of human, non-human, and safety and leaving economic chaos in lycanthropy, compounding the hor-
undead warriorsfar more than the its wake. ror. Many people starved in that long
poor northern lands could possibly winter, and those who dared to hunt
support. And with this army, Vaasa The Barony of Bloodstone for food themselves became fodder
became a power to be reckoned with for the dire wolves.
Hardship and poverty had long The next disaster struck the follow-
in the Forgotten Realms. been no stranger to one small barony.
The armies of the Witch-King ing year, when the Witch-Kings arm-
The Barony of Bloodstone, so named ies closed the passes through the
invaded the peaceful Kingdom of for the deep-green chalcedony
Damara without warning. At first Galenas, cutting off the Barony of
flecked with red jasper that was Bloodstones remaining source of
they seemed unstoppable. But the mined there, had once been a pros-
army of Damara was brave and well- wealth. Many families left for the
perous, if small, province of Damara, south that year, and the population of
trained, and soon the tides of battle located in a verdant valley in the
turned. For 10 long, bloody years, the the valley dwindled to a scant fraction
Galena Mountains. In addition to the of what it had been. The remaining
forces of Vaasa and Damara fought, gems that were its trademark, the bar-
neither able to achieve final victory. humans gathered close to the village
ony gave its name to Bloodstone Pass, of Bloodstone, abandoning the outly-
Many thousands of brave warriors and the major route through the Galenas
fell creatures died. ing areas. The dwarves, halflings, and
to points north and west, including centaurs who shared the valley
Then, in the summer of 1147, Zhentil Keep and the Moonsea. The
King Virdin faced the Witch-Kings became clannish and insular, and
valley was home to humans, dwarves, withdrew to their own communities.
cohorts at the Ford of Goliad in what centaurs, and halflings, who farmed
would be the final engagement of the Poverty settled in the valley. Bandits
the land, mined the mountains, and and strange creatures began to infest
long war. Some say it was the treach- maintained the trade routes. All gave
ery of the Kings chief lieutenant, the passes to the south. Escape was no
their loyalty to the Baron, and lived in longer possible; the valley of Blood-
Felix (who was reputed to be secretly a peace for many generations.
member of the Guild of Assassins, in stone was now completely isolated.
But at approximately the time the Then the final disaster struck. In
league with the enemy), that Witch-King came to power in the
betrayed the young King to his death, 1147, following the defeat at the Ford
north, the first of a series of disasters of Goliad, the Grandfather of Assas-
and threw his army into utter defeat. befell the Barony of Bloodstone.
The Witch-King and his secret ally, sins, whose mysterious citadel was
First was the loss of the mines. long rumored to be hidden in the
the Grandfather of Assassins, moved Once, the bloodstone mines pro-
quickly to consolidate the victory. In a Galenas, reached out to organize the
duced stones worth well over 100,000 bandits of the mountains. Soon, a vir-
single night, the most loyal and pow- gp annually. Human and dwarven
erful nobles of Damara were slain by tual army (allied with Vaasa, of
workers toiled side by side beneath course) had built a camp in the can-
sword and by poison, leaving the cra- the earth, providing a steady stream
ven, the incompetent, and the disloy- yon that once held the mining opera-
of wealth. But one day, a duergar dis- tions. The poor citizens of Bloodstone
al to sue for peace. covered a strange pool of mercury
Indeed, the Witch-King would knew nothing of this, until the army
within which lurked a nameless evil. began demanding tribute of gold,
make peace, but on his own terms. The evil awoke, and death stalked the
He took the rich northern provinces food . . . and finally, slaves.
mines. Only a few mine workers Baron Tranth, 5th Baron of Blood-
for his own, then generously granted returned to tell the tale. Many brave
independence to the southern stone, was discouraged from long
souls tried to enter the mines to dis- years of hardship and defeat. His oath
lords. . .as long as they paid tribute cover the truth and defeat the evil,
and acknowledged the Witch-Kings to protect and defend his people had
but none returned alive. kept him going through each succes-
power. This was a shrewd political Next came the fell winter of 1137,
move, for each petty baron and duke sive disaster. . . even the personal trag-
known as the Wolf Winter. A poor

edy of his wifes death in childbirth. the children took up arms, and all the occupied by the svirfneblin, while the
He had counseled that his people give enemys might could not sway them. duergar led mean and squalid lives
tribute to the banditsanything, The bandit army was broken, and the outside the cavern network. Over
just to keep surviving. But slavery was Grandfather of Assassins retreated by many years, the duergar had preyed
worse than death, and so he resolved magic to his mountain fastness. on the deep gnomes, but never
to fight back, even at the risk of losing The beautiful daughter and heiress achieved military victory.
all. of Baron Tranth, Lady Christine, fell But one night a lone duergar crept
He needed helppowerful help, in love with one of the adventurers, a into the gnome city to steal food and
but where could he turn? There was brave paladin, and they planned to perhaps murder a few gnomes.
no treasure with which to buy merce- wed. It seemed that with the power- Sneaking through an infrequently
naries. He could only beg. Garlen ful patronage of these adventurers, used tunnel, he found an open mine
and Garvin, two cousins, were sent the Barony of Bloodstone might have shaft. Curious, he crawled inside, and
south just before the fall harvest to a bright future. found there a pool of mercury, glis-
seek the aid of powerful adventurers Yet even in the moment of victory, tening coldly. He felt a calling from
who might save his people. the Baron realized that very soon win- it, a sense of implacable evil that
ter would set in. Even now, the cold thrilled him. He stretched out his
The Adventure of northern winds were bringing the hand, touched the mercury, and was
Bloodstone Pass first frost to the valley. . . . instantly transformed into a figure of
In H1, Bloodstone Pass, Garlen transcendent horroran avatar of
and Garvin approached a party of The Mines of Bloodstone Orcus, Prince of the Undead.
adventurers in the town of Valls, capi- In H2, The Mines of Bloodstone, The spirit of Orcus ravaged the city
tol of the Duchy of Arcata. Although an early winter set in and the villagers of the svirfneblin, driving them from
they could only afford to offer a fee of began to fear a repeat of the Wolf their homes and destroying their civi-
Winter. The military success of the lization in a single night of horror.
five silver pieces per day, the adven-
turers agreed to help. past few months had not solved all The horror then stalked the mine
Operating under a cloak of secrecy the problems of Bloodstone, and the shafts near the surface to bring
and aided by the powerful magic of adventurers were once again called to deathand worseto those who
the seven heroes, the village prepared action. But as they began to investi- worked there. Then the avatar dissi-
for battle. First, a party of tribute col- gate the food situation, a new night pated, leaving the strange pool of
lectors was ambushed and wiped out. of horror descended on the village. At mercury gleaming with its eerie blue
The villagers, long used to defeat, a home near the Abbey of St. Sollars, light.
were elated. Then came a battle on a peasant family had been foully mas- The duergar were quick to exploit
the open field, and a punitive expedi- sacred by worgs, and there was evi- the destruction of the svirfneblin,
tion by the bandit army was defeated! dence of vampirism. And painted on and took the city for their own. Cler-
But then came a night of horror, a wall in the blood of the victims was a ics of the duergar found the glowing
when a Priest of Orcus conjured the goats headsigil of Orcus, Prince of pool, and learned its awful secret: it
dead of the Bloodstone graveyard to the Undead. was a gate to the lower planes of the
unholy life, and corpses shambled the All signs in the investigation point- Abyss, and through it Orcus would
streets. A simultaneous sneak attack ed to the long-closed bloodstone one day be able to enter the Prime
mines, and it was there that the Material plane and claim it for his
by enemy cavalry resulted in much of
the village being burned. The people adventurers traveled. The abandoned own.
of Bloodstone were sore afraid, but mine shafts were redolent with evil; at The duergar built a huge Temple of
resolved that death was preferable to the bottom, demons and succubi Orcus with the pool of mercury at its
subjugation and slavery. Thus it was eagerly awaited new victims. center. Guards, wards, and fiendish
On defeating the demons and suc- traps were set about it to keep anyone
that the first clue of the presence of
the Prince of the Undead came to cubi, the heroes rescued two from penetrating its secrets. The
svirfneblin gnomes, who revealed the svirfneblin, shattered remnants of
existence of a huge cavern city of their former glory, lurked in small
Then came the final battle, as the
Grandfather of Assassins himself took duergar far beneath the mines. Once, caves outside the city, hoping one day
the gnomes said, the city had been to return.
the field. The aged, the women, and

After hearing this story, the adven- goods and gold, and so the adventur- war was declared.
turers proceeded down the narrow ers were once again pressed into serv- The Bloodstone Wars began with
corridors that led to the great cavern ice to take the gems to the Free City of an invasion of Bloodstone Pass by the
of the duergar city, escaped through Heliogabalus. Duchy of Arcata, then a lightning
the city in a desperate rush, then The overland journey was hazard- counterattack by the forces of Blood-
entered the catacombs outside, ous, involving border crossings, stone against Valls, capital city of the
finally locating the gnome king. bribes, and encounters with hostile Duchy. Adding the Duchy of Arcata
King Ruggedo of the svirfneblin and suspicious guards from the petty to their realms, the adventurers next
quickly realized that destiny was baronies and duchies that lie between battled the Duchy of Carmathan in a
upon him. He suggested to the Bloodstone and Heliogabalus. But clash of steel.
adventurers that a military attack by the fabled, sin-ridden city of Helioga- With the news of war in Arcata and
the svirfneblin would create a diver- balus was at the end of the journey, Carmathan, the minor baronies of
sion while the heroes penetrated the and the adventurers sold the gems at Ostel, Morov, and Polten united to
Temple of Orcus to destroy the evil at good prices, recruiting several units of face the threat to their indepen-
its center. mercenaries in the process. dence. Upon their defeat, the south-
Passing through the eight Tests of One cannot sell a million gold piec- ern provinces of the old kingdom of
Orcus, the adventurers finally es worth of gems without setting off Damara were reunited, owing fealty
reached the Pool of Orcus in the Dark rumors, and the word of the wealth of to the new realm of Bloodstone.
Sanctuary at the very heart of the tem- Bloodstone Pass spread like wildfire. The Witch-King and his ally, the
ple, and there managed to disrupt a Thousands of refugees in Heliogaba- Grandfather of Assassins, decided
ceremony of summoning at the last lus and neighboring provinces heard that enough was enough. Plotting to
instant before Orcus penetrated the the word; so did the petty princes, lure the troublesome heroes into the
Prime Material plane! dukes, and barons of what was once mountain fastness of the Grandfather
With the rupture of the ceremony, southern Damara. The mysterious of Assassins, they sent one of their
Orcus was forced back into the Abyss. Grandfather of Assassins heard the number to be captured. Upon inter-
The duergar were routed from the city word in his mountain fastness. And, rogation of their prisoner, the adven-
by the svirfneblin army, to flee into in his evil castle in the far north, the turers learned the secret location of
the twisted corridors of the great Witch-King of Vaasa heard... the Grandfathers fortress. Unable to
Underdark. The grateful King Rug- but, of course, he had known the launch a direct military attack, they
gedo swore a treaty of eternal friend- truth ever since the defeat of the used stealth to enter the fortress.
ship, and the mines of Bloodstone Priests of Orcus in their temple deep That, of course, was all according
were restored. beneath the earth. to plan. Lured into the fiendishly
And it was thus that Baron Tranth Refugees, scoundrels, adventurers, deadly Assassins Run, it looked like
offered the hand of his daughter, traders, soldiers, farmers, and labor- certain death for the heroes. But
Lady Christine, in marriage. And as a ers all headed into the Galena Moun- through superhuman effort (and per-
dowry, Baron Tranth gave the barony tains toward Bloodstone Pass. The haps a little bit of luck), they survived
itself as a fief to his new son-in-law, new citizens of the valley were put to even this challenge.
retiring to become an adviser to the work, cultivating farmland, building Resuming the military offensive,
new baron and baroness. new towns, building fortifications, the Bloodstone Army pushed the
and drilling as soldiers. For war was Vaasan troops back to the Ford of
The Bloodstone Wars inevitable...if not with Vaasa at first, Goliad, site of the greatest defeat of
then certainly with the jealous lords the Damaran Army. But the forces of
With the evil of the mines of neighboring states. the Witch-King held the other bank.
destroyed, the dwarves of Bloodstone William the Lazy, eighth Duke of Whichever army crossed the river first
and the svirfneblin of Deepearth were Arcata, in league with the Grandfa- would be vulnerable to the other, and
able to reopen the mines and restore ther of Assassins, was first to strike, by so a stalemate seemed inevitable.
them to full production. Within six using the Chief Assassin, a man
months, a fortune of nearly one mil- known only as the Fist, in a midnight
lion gold pieces worth of the fabled attack to eliminate the troublesome
bloodstones had been mined. Yet adventurers. The attack failed, but
gems are worthless unless traded for

A large part of the fun of playing the playing hobby are best served by peo- sionists, there is no further decrease in
AD&D game is the opportunity to ple running fun, exciting games that number to hit AC0 (THAC0) or in
do the impossible. Even at low levels, can last a long time. saving throws. The cleric gets 2 more
the thrill of entering a strange fantasy In spite of these reasons, there are hp /level and the magic-user or illu-
world where the laws of magic super- corresponding reasons why people sionist gets 1 more hp/level and thats
sede the laws of science lets you slip want to play super-high characters all. That means a 100th-level cleric
loose from one reality and enter legitimately. First, we believe, is the differs from a 29th-level cleric by a
another one. But the characters who thrill of role playing great fantasy theoretical maximum of 142 hit
populate our favorite fantasy novels heroeswizards with a seemingly points, and by nothing else. Now,
are much greater than the average endless arsenal of powerful spells, great 142 extra hit points is nice, but
characters who inhabit our campaign. fighters who can cleave an enemy from against the level of opponents a
Heretofore, weve been encouraging head to breastbone with a single blow, 100th-level cleric is liable to face, it is
you to moderate your lusts for power crafty thieves of ultimate skill and dar- not a huge protection. Fighters can
and play ordinary fantasy charac- ing. There is also the desire to test the get huge hit point bonuses, but their
ters rather than the great heroes of ultimate limits of the game system, to lack of spell abilities or other special
myth and legend. max-out a character with everything talents still keep them loosely within
There are, of course, quite good that the AD&D game can provide. the bounds of reason, since their
reasons for this. First and foremost, And finally there is the desire to con- THAC0 and saving throws top out at
game balance is much easier to main- front in battle those creatures in the level 17. Thief ability increases stop at
tain when the power level of players is various monster manuals that are 17th level (23d for thief-acrobat), and
kept to reasonable levels. Even an beyond the reach of ordinary mortals. the THAC0 and saving throws do not
experienced Dungeon Master can be The challenge was too great to improve past 21st level.
overcome by a party of aggressive, resist (not that we tried very hard). It Another way that extremely high-
super-powerful player characters. turned out to be easier than we level characters differ from lower-
Another reason is our desire to thought, once we discovered the level ones is in the number and power
maintain the illusion of realitywhat three principles of running 100th- of the magical items they possess. A
science fiction writers refer to as the level characters: 100th-level charac- hundred or so extra hit points may
willing suspension of disbelief. ters are not 10 times more powerful not disrupt your game balance, but a
Within our fantasies we maintain than 10th-level characters; apply all fighter with a vorpal holy dancing
strict standards of realism. Ulti- the rules strictly; and never give a luck blade +25, Intelligence 17, all
mately, if you as players and DMs can- 100th-level character an even break. primary abilities, extraordinary
not believe in our illusions, we have Follow these strictures carefully, dis- powers, special purpose powers, plus
failed you. cuss them with your players, and you, 29th-level spell use and +50 bonus to
Third, we have been suspicious of too, can successfully run a super- wielders AC may be a little tough to
the desire to play super-high level powerful adventure! handle. There is a simple solution:
characters. We tend to believe that Four sample 100th-level PCs are restrict characters to the magical items
most people who want to play 100th- described on pages 91 and 92. listed in official AD&D rule books,
level characters are motivated primar- modules, and possibly DRAGON
ily by the desire to have unkillable 1. 100th-Level Characters Are Not Magazine, and dont allow them to
PCsthereby eliminating the chal- 10 Times More Powerful Than have artifacts. Even if 100th-level
lenge of the game. We believe that 10th-Level Characters characters load themselves down with
unkillable PCs and a never-ending one of everything in the DMG, there
supply of easy wealth may be attrac- The relative power difference are still limitsa fighter can hardly
tive for a short while, but boredom between levels tends to lessen dra- use more than two swords at a time
with the game inevitably sets in, and matically as the levels increase. The (well, three if you use a sword of
the campaign eventually collapses. cleric, magic-user, and illusionist all dancing), a magic-user cannot wear
Therefore, we advocate balanced reach the limit of the number of spells more than two magical rings at the
games, where the rewards are given they can memorize at a time at 29th- same time, and all characters must
for heroism, skill, and excellent play. level. Above 19th-level for clerics and account for the encumbrance of all
The AD&D game and the role- 21st level for magic-users and illu- items carried.

Still, a character can acquire too type spells, psionic abilities, and unimportant rules turn out to be
many magical items even at lower spell-like effects, as described in L&L, extremely important after all. Espe-
levels, and so a 100th-level character pg. 7. Avoid using such spells in your cially when running high-level char-
is still not hugely more powerful dungeons, or concentrate them acters, it becomes vital to apply all the
than, say, a greedy 15th-level charac- against non-clerics. rules strictly and precisely. For exam-
ter with a too-generous DM. The effects of high Constitution ple, it would be relatively easy to
Finally, characters of very high level are most beneficial to fighters, since extend the magic-user spell acquisi-
will frequently elevate all or at least other classes cant get more than an tion table past 29th-level, but then a
most of their statistics above 18, using extra 2 hp/level even with a constitu- 100th-level character wizard would
wishes, various tomes and manuals, tion of 25. The automatic regenera- have an incredible 15 spells each for
intervention of the gods, artifacts, tion ability can be troublesome if levels 1-4 and 14 spells each for levels
and other means. Although this gave your dungeon strategy is to wear 5-9. If the THAC0 tables for fighters
us pause at first, we realized that if we down the party slowly, but the maxi- were extended, a 100th-level fighter
were going to design an adventure for mum possible regeneration of 1 hp/ would hit AC 0 on a -40 on 1d20,
100th-level characters, we should turn only results in 144 hp/day. One plus get 11 attacks every 2 rounds.
assume that people who create 100th- good 100-HD fireball will take care of Strictly following the rules as they are
level characters will tend to give them that neatly. written puts a reasonable brake on PC
stats above 18. So we consulted Leg- Charisma bonuses give characters improvement.
ends &Lore to determine the effect of innate awe abilities. This may prove Spell descriptions are also impor-
super stats, and found that they were very effective against some low-level tant to follow. Material spell compo-
not as disrupting as we had feared. opponents, but does not affect ene- nents for certain high-level spells are
There is an absolute limit of 25 in mies of high Intelligence or of greater very difficult and expensive to obtain,
each stat. A Strength of 25 only gives than 12 HD or levels. thus limiting the ease with which a
a bonus of +7 to hit, +14 to dam- Saving throws of some characters PC can have multiples of those spells
age, and some bonuses for opening will fall below zero because of race/ ready for immediate use. Finding
magical doors and bending bars/ class bonuses, magical items, or high material spell components takes
lifting gates (100%). Dexterity is also stats. Give your key traps some saving time, and some spell components are
easy to handle, giving bonuses to throw penalties to compensate, such bulky. Spell memorization times get
reaction/attack and defense, and as powerful poison that gives a -10 longer and longer, also putting some
some adjustments to thief scores. penalty to saving throws. limits on magic-users. To memorize
Intelligence poses some challenge, Overall, although these walking the full range of spells of a 29th-level
because with an Intelligence of 25 a tanks are nobodys pushovers, they spell-caster takes 70 hours, or slightly
character is effectively immune to all are just not that much more powerful less than three days.
illusion/phantasm spells. To handle than characters of mid-20th-level. It The DMG provides rules for the
this, avoid using illusion/phantasm is critical to design adventures that are maximum number of magical rings
spells as the basis for traps. You can appropriate to the powers and abili- that can be worn at a time, and for the
cover a pit of boiling lava with an illu- ties of these characters, but then it is effects of drinking multiple potions.
sion of a stone floor and fool normal always appropriate to design any Some character classes cannot use cer-
characters, but with high-level PCs, adventure based on the level, skill, tain items; some classes, like the pala-
hollow out stone blocks until they and interests of your campaign partic- din, are restricted as to the number of
form a thin crust that will collapse ipants. items they can use. Magic-users must
under the weight of a normal human, have spell books to recharge spells,
cover the pit with that, and the ability 2. Apply All the Rules Strictly which take up bulk.
to see through illusions wont help Dont give an automatic identify of
the characters. The illusion/ The AD&D game is very carefully new items discovered in the adven-
phantasm spell is an easy tool for balanced. It may sometimes seem to ture; make players experiment. May-
dungeon designers, but you can avoid you (and has sometimes seemed to us) be youll get them to take a cursed
it with some effort. that some tiny little rules are unim- item or two.
Beings with very high Wisdom portant nuisances, but we have dis- As mentioned earlier, study the
scores are immune to most charm- covered that those ostensibly strengths and weaknesses of the PCs

in your campaign when creating an made into a powerful opponent if through which they are taken, which
adventure, and tailor the monsters, intelligently handled. means that all +5 swords are now
traps and tricks to make them truly With one player per PC, the PCs only +3. Clerics turn undead at two
challenging. In the adventure in H4, are normally much more effectively levels lower than normal (that ability
for example, we take the PCs to the run than are the monsters, which are tops out at 14th, anyway), but can
Abyss, and strictly apply the rules in all handled by a harried, overworked only recover 1st- and 2d-level spells.
Manual of the Planes, which will help DM. Consider recruiting one or two Remember that evil clerics can turn
us keep the characters powers under assistant DMs to run the monsters. paladins.
control, as you will see. That way, the odds are evened up, When designing an adventure, it is
since the assistant DMs will run their easy to believe that the fiendish trap
3. Never Give a 100th-Level monsters as effectively as possible. you have just designed spells auto-
Character an Even Break Select the right monsters for your matic, instant death for your unwary
adventure. It doesnt take a lot of skill PCs. This reminds us of the story
At low levels, it is often incumbent as a scenario designer to throw 50 tar- about a scientist who put a chimpan-
on the DM to make adjustments on rasques at a party. It shows much zee in a room with only four ways to
behalf of the PCsfudging the odd more talent to use a less-powerful escape, to see which of the four the
die roll when an unfair instant creature cleverly. A ring of spell turn- chimp would first discover. The
death result would hurt the game. ing on a monster of middling power chimp found a fifth way. So will your
But as characters get more powerful, turns the partys magical strength players.
it is appropriate for you to get stricter against them. Or just working out The very best encounters dont rely
in applying the rules. details of creature tactics in advance on brute strength, but the intelli-
Lets say that you manage to trap a can vastly increase the strength of gence and creativity of the player (not
party in a vat of boiling acid, and they even a minor monster. his character). All the power in the
take a mere 100 hp of damage apiece. Challenge high-level PCs by taking game is not enough when there is a
They shrug it off, perhaps using a few them to an environment that restricts puzzle to solve instead of a monster to
heal spells. But then you insist that their power. Weve chosen the Abyss; fight. Or just changing the motiva-
they make a saving throw for each virtually any extra-planar location has tion of your monster from kill the
item in their possession. The magic- its plusses. On the way to the Abyss, PCs to something more subtle can
users spell books save at a 10, the we first enter the Astral Plane, where make a great difference. Encounters
clerics pearl of wisdom saves at an 11, all sorts of fun things can occur. A that concentrate on role-playing skill
all scrolls in the party save at a 14, etc. broken silver cord, for example. The rather than unlimbering the heavy
Challenging a party of high-level silver cord of a 100th-level character is artillery are just as challenging for a
characters is often a matter of attri- no more resistant to being broken 100th-level character as for a 10th.
tion. Each individual monster, trap, than that of a 1st-level character. Fortunately, your objective is not
or trick may do only minor damage, Magical items and spells that tap into necessarily to kill the PCs, but only to
but it all adds up after a while. Work extradimensional space or the Ethere- challenge them and make them
at designing adventures that force al or inner planes do not function in believe that they could die. The looks
characters to move forward, rather the Astral. These spells include of horror on your players faces when
than retreating to safety to recharge Leomunds secret chest, deeppockets, a magic-users spell book catches fire
spells and heal damage. If they stop, bag of holding, etc. This has the in a pool of boiling lava, or a paladins
attack them to disrupt the rest and delightful effect of drastically limit- holy sword disintegrates on a roll of
recuperation they need. Bleed off ing what party members can carry. 10, will make running the adventure
their spells by giving them juicy tar- In the Abyss, we have other inter- truly worthwhile for the suitably
gets. esting problems. For example, the fiendish DM.
Run their opponents intelligently; wish, limited wish, and alter reality
dont give them lots of dumb cannon spells are granted by the nearest
fodder (unless your goal is simply to Power capable of granting such a
drain their magic), Almost any mon- desirein this case, Orcus. All weap-
ster in the system, from the wimpy ons, armor, and protection devices are
kobold up to Orcus himself, can be reduced by one plus for each plane

Set-Up # 1: tory Tavern Scene to bring the party
together (You know, Like, youre all
counselor, Quillan the Sage. Lady
Christine is also present. If the PCs
For New Players in this tavern, see, and you introduce are not already familiar with the story
Use this section if you have not yourselves, and one of you says, Gee, given in the Introduction, they are
played the earlier modules of this lets find some monsters to kill, first briefed on what has happened up
series. and....), then give them the back- to this point. Then the Baron says the
Although this adventure can be ground, and have at it. Thats pretty following:
integrated into your existing cam- basic, however, and we hope youll be
paign world or played as a stand- more creative than that. There are Through consultation of wise
alone adventure, it is designed for use many ways to get a new group of char- men, use of the mystic arts, and
with the FORGOTTEN REALMS acters together, such as the opening of the craft of military intelligence,
Campaign Setting, which is recom- H1, The Circus of Doctor Trundles. we now know that our opponent is
mended (but not absolutely essential) Note that in the Forgotten Realms, in league with powerful demons.
for play. The kingdoms of Damara most parties tend to have official par- We suspect the Prince of the
and Vaasa are shown on the maps that ty names. Undead, Orcus, whose name I
come in the basic boxed set. To get characters from the southern shudder to even mention. Zhen-
To set up the adventure, you must provinces of Damara to Bloodstone gyi, the Witch-King of Vaasa, is
first lure your characters to Blood- Pass, they must climb the pass obviously a minion of that fell
stone Pass, located in the Galena through the Galena Mountains. demon. The Witch-Kings army
Mountains that separate Damara and Module H1 has a route map and some consists largely of undead. We can-
Vaasa. They could easily learn the sto- pre-set encounters, but you can also not cross the Ford of Goliad with-
ry of the great war (as told in the use REF3 and REF4, The Book of Lairs out being at a great disadvantage;
Introduction) by a chance conversa- I and II, and run several of the short if they crossed the ford first we
tion in a tavern. adventures thereinthey are much could prevail in battle, but they
There are lots of potential motiva- more exciting than a series of random show no signs of such foolishness,
tions for PCs to travel to Bloodstone encounters. No map is necessary. more is the pity.
Pass. Plant a rumor or two about the When new characters enter the We have been seeking adven-
amazing bloodstone mines in the campaign, the DM has two choices: to turers both brave and powerful
Galena Mountains, and the normal leave Baron Tranth (see page 85) as enough to enter the castle of the
greed of most parties will move them Baron of Bloodstone Pass, or to use Witch-King in the north of Vaasa,
in the desired direction. Or have Gareth Dragonsbane (see page 86) as penetrate its secrets, learn the role
them learn the history of Damara and Baron. Either way, the bloodstone of Orcus in this matter, and destroy
realize that there are great opportuni- wealth of the barony has allowed the the source of this evil once and for
ties for military command and hero- Baron to finance an army that has all.
ism. Both the winning and losing annexed the smaller baronies and There is virtually no limit to
sides in a war make good employers. battled the Army of Vaasa to the the reward we would pay to rid
If characters in your campaign have a banks of the Goliad Ford. Lady Chris- ourselves of this evil, but there is
previous history of planar travel or tine is unmarried, and may be attract- virtually no limit to the dangers
demon-battling, a hint of the ed to one of the PCs, if that provides you may encounter in the castle.
involvement of Orcus in the whole additional motivation for the party. Come, let us discuss this matter
matter should get them excited. The PCs should stay at the Inn of together.
If you are starting a new high-level the Clowns on their first night in the
campaign with this adventure, your Barony. Here Stephan the Innkeeper, The Baron brings out fine brandy,
players can create characters at any a blunt ex-soldier, engages them in and talks freely about the strategic sit-
mutually agreeable level from 18th conversation. Once satisfied of their uation. He and Quillan are pleased to
through 100th or use the pre- ability and honor, he recommends answer any questions to which they
generated characters provided at the them to the Baron. Stephan is well- know the answer. Although they do
back of this book. You might start this respected, and his recommendation is not know that the castle of the Witch-
high-level campaign with the Obliga- enough to get the party an audience King leads to the Abyss, they can pro-
with both the Baron and his chief

vide general advice on dealing with alities should occur, the problem is The strategic problems are simple:
demons, and the treachery and evil of still the might of Vaasa, and the PCs attacking Vaasa head-on is suicidal,
their opponents. See the next chapter need to defeat the Witch-King any- the source of Vaasas power is proba-
for details. way. Once the power of the Witch- bly demonic, and the Witch-King is
King is broken, all the other the focus of that power. Therefore, if
Set-Up #2: problems are solvable.
If the PCs were fully successful in
the Witch-King is neutralized, then
the power of the Vaasan army will
Bloodstone Warriors H3, then Baron Tranth and Quillan fade, and military victory is relatively
If you are continuing play from the Sage suggested to the party that assured. To win the war, save the peo-
previous modules in the H-series, use they declare that a new kingdom has ple of Bloodstone Pass, reunite the
Set-Up #2. been formed, and that they are mon- entire kingdom, and become great
At the conclusion of H3, The archs. They have a choice whether to rulers in the Forgotten Realms, the
Bloodstone Wars, the player charac- call their realm a united Kingdom of PCs need only enter the Witch-Kings
ters should have conquered the Damara, or to declare a new King- castle, find the source of power,
southern duchies of Arcata and Car- dom of Bloodstone, or to name it destroy it, keep Orcus from ever both-
mathan, and the baronies of Ostel, something else (or, of course, not to ering the Realms again, and escape in
Morov, and Polten, thereby reuniting do it at all). We have a personal pref- one piece.
southern Damara under the leader- erence for calling the new realm the Because of the role of Orcus in the
ship of the Barony of Bloodstone. Kingdom of Bloodstone, since the matter, Quillan the Sage offers advice
They should have developed the PCs probably dont have blood rights about the Astral plane and the Abyss,
economy of Bloodstone Pass, to the throne of Damara. (Of course, For we do not know what powers
absorbed large numbers of immi- a pretender to the Damaran throne Orcus will bring to bear, and it may
grants, and fortified the approaches could spring up later, if you liked.) be necessary or unavoidable for you to
to the valley. They may also have built If the PCs declare the kingdom, enter his realms.
castles for themselves. In addition, then they must either choose one of Both the DM and the players
they should have completed the their number as king, or select one of should read Manual of the Planes,
adventure of the Assassins Run, and the NPCs to be king (Baron Tranth is pp. 60-83 and 101-103. If the players
broken the power of the Grandfather a good choice), then set up the opera- are not already familiar with planar
of Assassins in southern Damara. tions of their new realm. (The Epi- travel, this should be considered to be
As the adventure opens, the main logue to this adventure goes into the briefing and advice they get from
army of Bloodstone is probably some detail on running the king- Quillan the Sage. Once the PCs have
encamped on the southern edge of dom.) It is probably unwise for the entered the Astral plane, do not allow
the Ford of Goliad, facing the main characters to hold the proclamation the players to refer to their copies of
army of Vaasa in a stalemate and coronation ceremonies until after Manual of the Planes during the
whichever army crosses the ford first is the Vaasans are finally defeated, espe- adventure. Anything the players
likely to lose the battle. The charac- cially with the opposing armies set- dont remember, their characters
ters are faced with the problem of ting on the banks. But if they declare dont remember either. If your play-
how to break the stalemate and defeat the new kingdom to their army, then ers have questions after reading the
Vaasa once and for all. the army gets a +1 morale bonus for sections of Manual of the Planes, you
Since this is a role-playing game, the remainder of the war with Vaasa. may clarify any material given in the
there are other possibilities. The PCs Start the adventure in the tent of book, but dont give them any infor-
could have lost one or more of the the Commanding General of the mation not in the book. For Manual
major engagements, or elected not to Bloodstone Army at the Ford of of the Planes is just the known
go to war in the first place, preferring Goliad, at a late-night strategy ses- information about the planesthe
to maintain the safety of Bloodstone sion with the PCs, Baron Tranth, Lady truth may be a little different....
at all costs. Alternatively, the PCs Christine, Quillan the Sage, and any The PCs should next travel to the
could have lost in a big way, and other NPCs who have been involved castle of the Witch-King, and into
Bloodstone has fallen into the hands in the war, such as the leaders of the their greatest adventure.
of the enemy. One or more of the PCs dwarf, centaur, halfling, and
could be dead. If any of these eventu- svirfneblin communities.

The first step on the characters jour- atop the central tower, that will will not get any of the details.
ney to the Abyss is taken at a castle observe them unless they think to
standing in the remote and frozen take precautions and conceal them- Rising like a ghostly tree trunk
wastes of Vaasa: the Citadel of the selves. from the surrounding tundra, the
Witch-King Zhengyi. During this The encounters and challenges that Witch-Kings citadel is clearly visi-
part of the adventure, the PCs must the PCs face during this part of the ble for miles. A solid wall circles
break into the fortress, discover the adventure are designed especially to the base of the fortress, which
shaft leading into the ground below, warn them to prepare for the unex- appears to be a tall cylinder sur-
and reach the pool of mercury that is pected. If they are surprised by the rounded by several narrow towers.
the gate to the Abyss. dragon, and in particular by his magi- Each of these towers is supported
The Witch-King himselfa lich cal protections and abilities, they by a frail-looking flying buttress.
with the powers of a 30th-level should learn something valuable The stone of the castle is black,
wizardis a formidable obstacle to about the rest of the adventure. If streaked with red. It stands like a
this task. Take a few minutes to famil- they dont make the connection garish sentinel over an expanse of
iarize yourself with the character of themselves, you can provide them barren, lifeless wasteland. Even the
Zhengyihe will fight the party with with a subtle hint (Well, that little rough grass that has grown else-
his wits as well as his wizardry. And fight didnt go exactly the way you where across the tundra has died
remember that Zhengyi, above all thought it would, did it?) or two. If here. The ground is cracked and
else, is cautious; he will never sacrifice the characters are going to live broken in the area around the
himself in a risky attack, preferring to through this adventure, they will Witch-Kings fortress, as if super-
wait for the deadly ambush. have to play it smart! natural forces had at one time
And the white dragon Arctigis The land changes dramatically wracked and twisted it.
should provide another worthy foe when the characters reach the hex on
not so much for his innate abilities, the map containing the Witch-Kings
but for his brash confidence and cruel citadel. As a result of the regularly The Weather Here
sense of humor. Of course, the ring of opened gate to the chaos of the
spell-turning that he wears doesnt Abyss, both the terrain of the imme- Regardless of the conditions across
hurt, either. diate area and the weather are subject the rest of Vaasa, the hex containing
But remember that, overall, the to special rulesnaturally designed the Witch-Kings citadel is always
purpose of this adventure is to set the to create difficulty for unwelcome covered by thick, gray overcast. The
stage for the real challenge that faces travelers to the place. temperature will be much warmer
the characters when they reach the The effects on both terrain and here than in the rest of the tundrait
Abyss. You should do your best to weather extend for three miles from will feel like a muggy spring day right
teach them that they are up against the castle in all directions. after a heavy rainstorm. The ground,
foes to be reckoned with, but you The characters can see the castle however, is quite dry. In fact, there is
shouldnt try to wipe them out at this when they are 10 miles from it, if it is no standing or running water in the
stage of the game. (Well, maybe one daytime. If they travel at night, the hex of the castle.
or two of them, but not the whole castle will not be visible until they During daylight, the thick clouds
group....) have come within 200 yardsthe reduce the light to a bright twilight.
almost-constant overcast here makes This is one reason why the citadel can-
not be seen with normal vision from
The Land the nights very dark indeed. Of
course, the PCs will have had an any adjacent hex, even though it
Around the Citadel encounter with one of the castles occupies the highest ground in the
denizens before they get that close, hex.
The manner in which the party At night, of course, the area is vir-
approaches the citadel will set the unless they have taken pains to con-
ceal themselves. tually pitch black. Walking is treach-
stage for the rest of the mission. If erous for characters without light or
they are observed, their task will be If they see the castle during day-
light, read the following description. infravision because of the rough nat-
much more difficult. The citadel is ure of the terrain. Characters who
guarded by a magical eye, resting If it is dark, they will be able to see the
general shape of the structure, but cannot see must make Dexterity

Checks every turn. Failure means a wise suffer. A large shield will negate Any characters flying when the
fall that inflicts 1d6 points of dam- 1d8 points of damage. (The shields hailstorm strikes will be unable to use
age. will not protect characters totally shields to protect themselves. In addi-
Every six hours (Midnight, 6:00 because of the chaotic nature of the tion, because of their exposed posi-
AM, Noon, and 6:00 PM), a savage hailstormsome of the hail comes tions, they will suffer double the
hailstorm bursts from the sky, thun- straight down while other chunks tra- damage listed. They will also be
dering onto the ground throughout vel almost horizontally.) forced to the ground. If a character is
the hex. Hailstones the size of small After one round, the hailstorm flying with a fly spell or through the
rocks pummel anything exposed to stops, and the hail immediately use of a magical device that the PC
them, inflicting 2d10 points of dam- begins to evaporate. One hour later, actually wears, he can land with no
age upon characters in any protection it will all be gone. The hail turns additional ill effects other than those
flimsier than plate armor. Characters directly from ice to water vapor as described. If, however, a character is
in plate armor suffer 1d6 points of long as it lies on the ground. If char- using a broom of flying, a flying car-
damage. A character can use a small acters pick up the hailstones, or other- pet, or other device that requires that
shield to protect himself from 1d4 wise protect them from the ground, he remain balanced upon it, he must
points of the damage he would other- they melt normally. make a Dexterity Check with a -4
modifier to his Dexterity score. If he attempting to climb into or out of a that he will be seen. The eye has no
fails, he falls from whatever height he ravine must make a Dexterity Check abilities to see invisible or magically
is flying at. when he first moves onto the slope, camouflaged characters.
Note that, although the hail occurs then again at the halfway point, and If the characters are seen, Arctigis,
at quite regular intervals, the PCs will lastly when he is just about at the top. the white dragon, will immediately
have a tough time determining the Failure means that the character slides be notified. The dome at the top of
exact hour under the overcast skies. to the bottom, from wherever the the castle (area 21) will unfold, allow-
Unless they attempt (verbally) to do check was failed. This results in no ing Arctigis to fly out. The white
some specific calculations, do not feel damage if the character fails the check dragon will fly at full speed to the
obligated to give them the exact min- at the bottom. A character falling location where the PCs were seen. He
ute that the storm starts. from the middle of the slope suffers will search in an expanding spiral
Both the cloudy skies and the regu- 4d6 points of damage by the time he from that spot outward.
lar hailstorms vanish if the characters reaches the bottom. A character fall-
succeed in closing the Witch-Kings
gate to the Abyss.
ing from the top suffers 8d6 points of
Any character aided by a rope When characters are traveling in
Approaching the Castle anchored at the top of the slope can this region, whether on the hilltops or
climb up or down with no danger. in the ravines, check once every hour
The castle has a number of defenses Because of their better balance and for a random encounter. There is a
against approach and penetration by wall-climbing experience, thieves 50% chance per check that the PCs
hostile forces. These include wander- receive a bonus of +2 to their Dexter- will encounter some undesirable
ing parties of undead and demons, ity when making these Dexterity group of creatures. Roll 1d8 to deter-
roaming among the gulleys and hil- Checks. mine what is encountered.
locks surrounding the structure, and The advantage of staying in the
the All-Seeing Eye, which sits atop ravines is that the characters will not Castle Area Random Encounter Chart
the high dome of the castle and sur- be observed from the castle as they
veys the area, seeking intruders. make their approach. However, the D8 RollEncounter
The ground is divided into rough ravines involve taking a much longer 1 1d6 Type I Demons: AC 0;
hills of bare dirt and steep-sided route because of their winding nat- MV 12/18; HD 8; hp 34
ravines that cut savagely across the ure. In some ways they are like a each; #AT 5; Dmg 1d4/1d4/
area. Characters can elect to travel in maze, because characters who have 1d8/1d8/1d6; MR 50%; AL
the ravines, or along the hilltops, or not mapped out a route from a hilltop CE; Size L; XP 1,600 each
through any combination of these or higher altitude will have to guess at 2 1d6 Type II Demons: AC
terrain types. Each pathway, of their route. -2; MV 6//12; HD 9; hp
course, entails risks and problems of a Characters crossing the hilltops, 39 each; #AT 3; 1d3/1d3/
unique nature. however, will almost certainly be seen 4d4; MR 55%; AL CE; Size
The ground is dry, cracked dirt that by the All-Seeing Eye that rests upon L; XP 2,450 each
crumbles underfoot and slides easily the top of the castles main dome. 3 1d4 Succubi: AC 0; MV 12/
down the slopes of the ravines. The This eye looks in all directions simul- 18; HD 6; hp 28 each; #AT
high ground is not smooth, although taneously. Darkness has no effect on 2; Dmg 1d3/1d3; MR 70%;
the overall terrain is fairly level. its ability to detect intruders. It has a AL CE; Size M; XP 2,300
Movement rates along the soft dirt, range of two miles at all times, but it each
either atop the hills or within the cannot see into the ravines. 4 1d4 Type III Demons: AC
ravines, are only 1/2 of a characters If a character exposes himself, or -4; MV 9; HD 10; hp 47
normal rates. most of himself, within range of the each; #AT 5; Dmg 2d6/2d6/
Because of the soft dirt lining the eye (see the map on page 13) he will 1d3/1d3/1d4+1; MR 60%;
walls of the ravines, climbing out of certainly be discovered. If a character AL CE; Size L; XP 3,000 each
them is not so much a matter of wall- peers over the top of a ravine, but 5 3d6 Wraiths: AC 4; MV 12/
climbing (as in the thief ability) but tries to remain concealed, there is 24; HD 5+3; hp 26 each;
perseverance and luck. Each of the only a 10% chance (per character) #AT 1; Dmg 1d6 + energy
ravines is 100 feet deep. A character

drain; AL LE; Size M; XP 720 All-Seeing Eye, or by undead or ing him, and perhaps the globe of
6 1d6 Spectres: AC 2; MV 15/ demons who escape an encounter invulnerability and the shield spell.
30; HD 7+3; hp 34 each; with the characters and return to the He will fly past the PCs, using his
#AT 1; Dmg 1d8 + 2 level castle to sound the alarm. breath weapon to strike the maxi-
energy drain; MR immune to It will take 2d6 rounds for Arctigis mum number of characters possible,
sleep, charm, cold, hold, poi- to be protected by the Witch-King, until it is expended. He will engage
son, and paralysis; AL LE; and then the white dragon will fly. any characters who take to the air in
Size M; XP 2,000 each The lich protects the dragon by cast- melee. He will only land and fight the
7 1 Groaning Spirit (Banshee): ing a globe of invulnerability upon party if many of the PCs have been
AC 0; MV 15; HD 7; hp 29; him immediately before Arctigis immobilized or badly wounded.
#AT 1; Dmg 1d8; SA Wail flies. The spell lasts for 30 rounds.
causes death within 3; MR The white dragon will fly at an alti-
50%, + immune to sleep,
charm, hold, cold, and elec-
tude of 500 feet above the ground as
he races at full speed (30300 yards
NPC Capsule
tricity; AL CE; Size M; XP per minute) to the spot where the PCs
2,750 each were seen. He can see into all of the Arctigis
8 2d10 Manes: AC 7; MV 3; ravines within a quarter mile of his Huge, Ancient White Dragon
HD 1; hp 5 each; #AT 3; flight path. When he reaches the
Dmg 1d2/1d2/1d4; AL CE; area, he begins to circle outward in an AC: 3
Size S; XP 25 each expanding spiral until he discovers MV: 12"/30"
the intruders, or his path returns him Hit Dice: 7 (56 hp)
Any of these groups of monsters to the castle. # AT: 3
automatically attacks the PCs on When Arctigis reaches the spot Dmg: 1d4/1d4/2d8
sight. The undead fight to the last where the PCs were seen, he casts his Special Attack: Frost breath weapon
creature, unless forced away by a cler- shield spell, which lasts for 20 rounds. Alignment: Chaotic Evil
ics turning ability. In this case, they This path of flight keeps him at the Size: L (24 long)
flee to the castle and, if they make it, lower fringes of the cloud cover. In
inform the Witch-King about the the shadowy overcast, he is very diffi- SPELLS:
intruders. cult to see. Of course, any players spe- Level 1: Magic Missile (two missiles),
The demons fight until at least half cifically stating that their characters Shield, Read Magic, Enlarge
of their number have been slain or are keeping an eye on the sky will see
otherwise removed from the fight. As him-if no one keeps such a watch, Special Equipment:
soon as this occurs, the remaining you can allow the PCs to make Intelli- Ring of spell turning
demons head for the castle by the gence Checkswith a -10 modifier Scroll containing the following
most expeditious means (flight, tele- to Intelligence scoresin order to spells: invisibility, detect invisible,
portation, or simply hoofing it) avail- determine if they happen to look up detect magic, and haste
able. Once there, the castle guards are and see Arctigis.
alerted, and Arctigis, the white If he sees the PCs, he will attack Arctigis has been a faithful servitor
dragon, is sent to search for the boldly, even going so far as to bellow a of Zhengyi since the time, centuries
intruders. In addition, the number of cry of challenge before he dives upon earlier, when the lich was actually a
random encounter checks around the them. living being. Zhengyi, then a wizard,
castle will increase to one check every Any characters striving to observe subdued the white dragon when Arc-
three turns. the dragon carefully will notice the tigis was a sub-adult.
band of gold upon the claw of his Arctigis is a cruel and vicious tor-
Encounter With Arctigis right forepaw. However, characters mentor of the weak and helpless. He
taking actionfleeing, preparing to enjoys nothing so much as allowing a
Arctigis is a medium adult white cast a spell, or using a weaponwill doomed captive to feel as if he has a
dragon. He is described fully in the not be able to look carefully. chance to escape, only to meet a slow
following NPC Capsule. This Arctigis will enter the encounter and lingering death at the claws of the
encounter occurs only if the PCs are with his ring of spell turning protect- dragon who snatches that hope away
sighted outside of the castle by the

just before it can be realized. An overhanging parapet presents a -1 penalty. In addition, characters
Arctigis has learned to approach challenge to any thief attempting to attempting to open them must have a
high-level enemies with caution, climb the sheer surface. He must way to raise themselves along the
however. If he has the opportunity, he make a climb walls check with a -30 wall, and then hold themselves
will have Zhengyi cast a globe of modifier in order to negotiate the steady. A levitating character, for
invulnerability upon him before obstacle. example, who smashes at the door
entering combat. If the castle is pene- The wall itself is 50 feet high. It is will only push himself away from it.
trated, Arctigis is liable to use an made of solid, nonmagical stone. The If a character does open the door,
invisibility spell from his scroll to con- walkway within the parapet seems to read the following description:
ceal himself. He will remain at his be a smooth stone surface. This is
post in the top of the castle, awaiting actually a thin shell of stone that will The door leads into the side of a
any intrudershe knows that they break if it is stepped upon, or even if long corridor. The passageway
will have to pass by him in order to prodded sharply by a character thrust- curves away to both sides, appar-
reach the gate below the castle. ing a staff or a weapon against it. The ently mimicking the curve of the
In a peculiar and reptilian way, top of the wall contains a huge ring of wall itself. It is strewn with bits of
Arctigis loves the lich. Should any- acid, three feet deep. The top of the rotted wood and other refuse.
thing untoward happen to Zhengyi, wall is 30 feet wide, and the trough of The air smells musty and stale,
Arctigis will spare no effort to track acid runs uninterrupted around its like topsoil that has just been spad-
down and destroy the perpetrators. In entire circumference. Any character ed over.
this case, his normal wariness of high- stepping into the acid will suffer 6d6
level opposition will be forgotten, points of damage, and will lose all There are no other entrances or
and he will press in with blood-thirsty clothing and magical items carried exits from this tunnel. It is just wide
rage for the kill. below the waist. Metal items, such as enough to hold a massive purple
swords, should be allowed to save vs. worm. The worm will hear the door
acid. A character touching the acid open as the characters enter the wall,
1. The Castle Wall carefully, and not actually jumping or and will immediately move forward
stepping into it, will suffer only 1d6 to attack. It will take the worm 1d20
A smooth-surfaced high wall runs points of damage. rounds to reach the PCs (it might
through an apparently perfect cir- If the characters manage to reach have to go all the way around the cir-
cle around the castle proper. You the castle wall via the ravines, it is cle, since it cannot turn around in the
can see no doors or gates on ground quite possible that they have done so narrow confines). It always moves
level, although two doors are visi- unobserved. Each ravine that is clockwise.
ble in the wall, some distance marked on the map as adjoining the When the PCs enter the wall
above the ground. These doors are wall runs right up to the barrier. The through one of the doors, all of the
spaced about 60 degrees from each wall has been built into the ravines, other doors disappearthey can only
other along the circular wall. all the way to the bottom, so the dis- leave through the one they entered
The top of the wall is protected tance to the top from a ravine is a full via. If they enter through magical
by a steep overhang that is crowned 150 feet. means and do not use one of the
by a studded parapet. No signs of Characters emerging from the doors, then none of the doors will be
life are visible either outside or on ravine in the shadow of the wall will there when they are inside.
top of the wall. not come within sight of the All-
Seeing Eye, howeverthe eye can see Purple Worm: AC 6; MV 9; HD
A smooth stone wall runs in a per- nothing closer than 100 feet from the 15; hp 88; #AT 1; Dmg 2d12 + swal-
fect circle around the castle. There is wall. low if attack roll exceeds number
no gate or other passageway entering A curved tunnel runs within the needed by 4 or better, roll of 20
it at ground level. However, at a wall, with entrances at the six doors in always means swallow; AL N; Size L
height of 30 feet above the ground, the outside of the wall. They are all (60 long); XP 6,700
six wooden doors are set into the wall, braced securely from the insidethey
spaced evenly around its circumfer- have no locks to pick, and any There are a few items of treasure
ence. attempts to smash them open suffer a that have been excreted by the worm

and now lie scattered throughout the natively, if it looks like the characters
Each of the four towers flanking will remain in the air, the perytons
passageway. Allow whichever charac-
the castle has a slender and unpro- will attack them there.
ter is leading the party to check every
tected stairway climbing from the
round to see if something is discov- tower to the main castle, where it
ered. A roll of 5 or 6 on 1d6 means Perytons (4): AC 3 (because of
ends in a door. Doorways also lead invisibility; MV 12/21; HD 4; hp
that one of the items from the list is
from the stairways into the small 17 each; #AT 1; Dmg 4d4; SA +2 to
discovered. No item can be discov-
towers. all attack rolls; SD +1 weapon need-
ered more than once, and if the char-
There is a parapet surrounding ed to hit; AL CE; Size M; XP 200 each
acters walk the full circumference of
the base of the castles high tower.
the tunnel they will find all of the
This is simply a platform of smooth Once the perytons attack, or get
items. (You can stop checking ran-
stonethere are no visible doors attacked by the PCs, they will fight
domly if they have killed the worm
leading into the castle from the until they have all been killed.
and declared or displayed an intent to
parapet. Below this parapet is
walk the full circle).
another platform. This one sup-
ports the bases of the many but-
2. The Outer Parapets
D10 These open, flat platforms might
tresses that curve upward to
Roll Treasure look like tempting landing zones for
support the midsection of the cas-
1 12 gems, worth 1000-6000 gp flying characters. They are smooth,
tle. This platform also does not
each, scattered along 50 feet and the stone of their surfaces is light
show any signs of doors into the
of the corridor brown, rather than the black and red
2 A medallion of ESP of the rest of the castles exterior. Any
3 A wand of fireballs, with six If the characters can see the south- attempts to detect magic or detect
charges left ern side of the castle, they will see two invisibility will show nothing wrong
4 A metal bottle containing huge bronze doors at ground level. here. A true seeing spell will reveal a
four doses of a potion of gas- These doors stand side by side, and clear glaze, almost like a thin layer of
eous form are apparently the only ground-level water or varnish, over the stones.
5 A ring of contrariness entrances to the castle. This glaze is in fact a powerful,
6 A periapt of proof against Show the players the illustration on albeit nonmagical, adhesive of
poison page 18 to amplify your description of demonic origin. Anything coming
7 A long sword +1, luck blade the castle, and to aid in their plan- into contact with the adhesive will be
with two wishes remaining ning. stuck fastits so powerful that even
8 A shield -1, missile attractor The area within the castle wall is the tip of a sword or spear used to
9 A scattering of 10,000 gp, apparently devoid of any life. In actu- probe the platform cannot be pulled
spread along 40 feet of the ality, it is guarded by four perytons away. The bond cannot be broken by
corridor that have been made permanently mortal strength, or magical powers
10 A small glass vial containing invisible by the magic of the Witch- such as telekinesis, levitate, or fly. A
dust of sneezing and choking King. One of these creatures perches character could teleport off of it, how-
atop each of the four towers placed ever. Also, the adhesive can be dis-
The Castle Exterior around the periphery of the castle. solved by oil.
The perytons will not venture out- Any character attempting to fight
The courtyard within the wall is a side of the castles outer walltheir in melee while stuck to the adhesive
moonscape of blasted dirt, barren assigned task is to attack and kill suffers -2 penalties to both his
of even a blade of grass or withered intruders within the courtyard, or any Armor Class and his attack rolls.
bush of thorns. The castle itself ris- that fly over the wall into the airspace There are no entrances into the cas-
es, more like a skeleton than a solid around the castle. tle from either of these platforms. Pay
edifice, high into the air from the In the case of flying characters, the attention to the thickness of the stone
center of this courtyard. Its black perytons will wait and see if they land walls if a character attempts a passwall
stone walls are streaked with red, as upon one of the parapets (areas 2). If spellin most cases it will take sev-
if countless gallons of blood have any characters become stuck there, eral uses of the spell to reach any hol-
been spilled across them. the perytons will then attack. Alter- low area within the castle.

3. Throne Room of the such as a spear or a staff, he only suf- Level 2: detect good, detect invisibili-
fers 2d6 points of damage. A charac- ty, invisibility, mirror image,
Witch-King ray of enfeebfement, shatter,
ter who is not in contact with the
The Witch-King sits eternally ground is also protectedif he is web
upon the throne in this, the heart of more than one foot from the ground,
his citadel. He is always attended by he suffers no damage; at a height of Level 3: clairaudience, clairvoyance,
his two bodyguard guardian one foot or less, the electricity arcs dispel magic, fireball, fly,
daemons. Players who attempt to from him to the ground and he suf- lightning bolt, slow
waltz through the front door and do fers 6d6 points of damage.
battle will be in for a rude surprise If the characters take pains to rig up Level 4: confusion, dig, dimension
perhaps the last surprise of their an insulated device, they can do so. door, ice storm, minor
careers! Thick padding of leather, any ceramic globe of invulnerability,
protection, or an unusually long and polymorph other, wall of ice
First, the Doors thick piece of wood can be used to
hook one of the rings, and easily open Level 5: animate dead, cloudkill, con-
The huge bronze doors leading the door. jure elemental, magic jar,
into the ground level of the castle are Because this is magical electricity passwall, teleport
fully 20 feet high. Each is 12 feet (and also because the characters know
wide, and together they are engraved a great deal less about electricity than Level 6: anti-magic shell, death spell,
to create a picture of a leering and the players do, presumably) the glassee, globe of invulnera-
bestial face. Any PC taking the trou- charge in the doors cannot be short- bility, spiritwrack, stone to
ble to examine the engraving will, circuited into the ground. flesh
with a successful Intelligence Check, The charge in the doors can be
recognize the face of Orcus himself. detected with a clerics find traps or Level 7: cacodemon, delayed blast
(The Intelligence Check is not true seeing spells. The doors can be fireball, limited wish,
because the PCs are presumed to be annihilated by destructive magic such phase door, statue, vanish
stupid, but rather because the quality as disintegrate.
of the engraving is very bad.) Level 8: clone, glassteel, mass charm,
Each door has a round ring set in permanency, power word
the center of the door, about six feet
above the ground. Toward the junc- NPC Capsule blind, trap the soul

ture of the two doors, and even with Level 9: astral spell, gate, meteor
the ring, each door has a large key- The Witch-King Zhengyi swarm, monster summon-
hole. Lich, former 30th-level magic-user ing VII, shape change,
The doors are not lockedthe key- time stop
holes are only a part of the trap AC: 0
designed to kill unwary thieves. The MV: 6 Special Device:
doors, instead, are magically charged Hit Dice: 11 (85 hp) Talisman of Orcus- this is a potent
with a tremendous electrical voltage, # AT: 1 amulet that Zhengyi wears around his
such that any character touching the Dmg: 1d10 neck. It makes the lich much tougher
doors, or touching a metal object or Special Attack: Touch causes paralysis for a cleric or paladin to turnall
another character who touches the Alignment: Chaotic Evil turning attempts against him suffer a
doors, will suffer 12d6 points of elec- Size: M -6 penalty on the die roll.
trical damage. The characters posses-
sions will also have to save as if hit by SPELLS: The lich Zhengyi has been dead for
lightning. Level 1: charm person, detect magic, nearly four centuries, and it shows.
Swords, daggers, and thieves lock- enlarge, erase, magic missile His almost entirely skeletal visage is
picking probes will transfer the full (15 missiles), read magic, concealed beneath a deep hood,
damage to their bearer if the object is ventriloquism made from the skull of a dragon. His
touched to the doors. If a character robes were formerly quite splendid,
holds the wooden shaft of a weapon
but they have rotted almost entirely he will teleport away before he gets King, and another round before the
away. Still, their former elegance is permanently killed. In this case, he two guardian daemons come into
suggested by the remnants of gold will teleport to Arctigis in the upper view.
thread that still hang about Zhengyi chamber of the castle, where he will Describe these characters using the
like a frail spiderweb. warn the dragon of the imminent boxed text in the NPC capsule for
The Witch-King has been a devo- threat. Then he will drop down the Zhengyi on page 19.
tee of Orcus throughout his death, shaft to the underground cavern, to The two areas labeled with the cone
and also through much of the life that await the PCs there. of silence on the map should be
preceeded his demise. He is dedi- He will fight to the death in order noted. They are fully inside the room,
cated to the principles of chaos and to prevent them from gaining access so a spellcaster standing outside of the
evil, and he seeks to spread both to the gate to the Abyss, however. opened doors will not be affected.
through the realms. However, as soon as he steps inside,
To this end, he has gathered the he will be unable to cast until he
army of undead that now faces the Now, the Room moves out of the cone.
armies of Damara across the Ford of The bubbling lava pool and its fire
Goliad. Although their might is not Whether the characters enter are an illusion, but a very good one,
yet great enough to carry the invasion through the front door (foolishly) or even to the point of appearing to radi-
southward, Zhengyi knows that even- use a passwall or other magical means ate heat. This pool actually serves to
tually, aided by the power of his to come in from an unexpected direc- conceal the shaft that runs from the
demonlord manifested on the Prime tion (much smarter), read them the dragons lair on the upper level of the
plane, his forces will be ready to following description after they have castle to the cavern and gate below.
sweep the armies of law and justice gained access to the throne-room. The shaft is lined with lead, and will
from the land. thus defeat any attempts to passwall.
Formerly one of the wizards of This massive room apparently
-- fills If the electrical charge in the door is
Thay, Zhengyi has managed to retain the entire area of the castle at shorted by a character touching it or
his animation, at least in an undead ground level. The only light comes otherwise triggering the trap, the
form, by the force of his evil and pow- from a blazing fire in the middle of Witch-King will immediately sense
erful magic. His current state has bred the chamber, where orange-red the potential threat to his castle. He
within him an irrational hatred of all tongues of flame flicker upward will begin casting spells, anticipating
that is alive, such that he will seek to from a bubbling pool of lava. The a combat, until the PCs enter, or he
slay life whenever and wherever he domed ceiling rises nearly 50 feet has cast all of the following spells (in
encounters it. This is why he sur- overhead in the center of the room. order): detect invisible, mirror
rounds himself with undead, or with The fire rests upon a raised plat- image, globe of invulnerability, invis-
the denizens of the Abyssthey do form in the center of the room. ibility, conjure elemental (16-HD fire
not remind him of his former, and Beyond that platform rises elemental).
much more enjoyable, existence. another, and then a wide flight of If the battle is joined in the throne
(Well, yeshe was chaotic evil then, stairs leads to a massive throne, room, the lich will fight cleverly as
too, but that doesnt mean that he made entirely of bone. Stone long as it looks like he has a chance of
didnt know how to have a good columns flank the throne, and also winning the fight. If things start to go
time!) stand in a line behind it. badly, he will teleport out at the first
But Zhengyi is a cautious and opportunity, resorting to a dimension
methodical characterfour centuries If the PCs enter anywhere in the door spell if the teleport is interrupt-
of undeath will teach one patience, if southern half of the room, they will ed.
nothing else! Thus, he will do his best immediately see the lich and its two The guardian daemons will fight
to see that all of the characters meet guardian daemons. If they come in until one side or the other is
horrible and untimely deaths during from the north, Zhengyi will be aware destroyed, or the PCs flee from the
their visit to his citadel, but not if it of their presencehe can sense the castle. Their primary objective in the
means that his own reign will come to faintest disruption in this, his cham- fight will be to see that intruding
an end in the process. If a battle in his ber for all eternitybut it will be one fighters do not have a chance to close
throne room goes badly, for example, round before they see the Witch- with their masterthey they will

ignore any other targets in an effort to without muffling the blow under body back out of the doorway.
place themselves between such fight- some kind of silence spell, they will If the PCs are fairly close together,
ers and the lich. alert Klavikus, the guard demon in you can require those in the second
They, too, are formidable foes: room 9. Klavikus will begin gating in rank to make a Dexterity Check
reinforcementskeep careful track of (penalized if they are really close) to
Guardian Daemons (2): AC 1; MV passing rounds in order to get an see if they can react before they get
9; HD 8; hp 45 each; #AT 3; Dmg accurate number of adversaries ready stuck in the trap.
1d6/1d12/1d12; SA breathe fire in for the PCs. Read the NPC Capsule Oh, yesthe ones who get caught
30x10 cone for 5d6 points of dam- on page 23 for more information on are immediately blinked to the upper
age (but not on targets closer than the encounter with Klavikus. of the two parapets described in area
10); SD immune to charm, hold, Silent movement will be critical for 2. Of course, they will be stuck there.
sleep, polymorph, and fear, +2 or the characters throughout this level of At the same time, Arctigis will be
better needed to hit; AL CE; Size L; the castle. If they make an untoward warned that the trap has been sprung.
XP 1,700 each amount of noise at any time, you can He will prepare himself as if the All-
allow Klavikus an Intelligence Check Seeing Eye discovered intruders out-
When and if the characters are free (call his Intelligence a 17) to see if he side the castlesee the Arctigis NPC
to examine the chamber, they will see hears the intruders. Of course, you capsule on page 15.
that a door stands in the wall of the can give the check a hefty negative
throne room directly opposite the modifier if the PCs are relatively 6. Good Moaning!
entry. This door leads to a stairway quiet arguing in whispers, for
The door to this room is closed, but
that spirals upward. No other example.
the latch is cleanit does not have
entrances or exits can be found in the
the abandoned look of the previous
room (except for the front doors). 5. Another Empty Room doors encountered on this floor. If
The stairs spiral upward in a tight
(Very Empty) anyone so much as attempts to listen
The door in the hallway between at this door, he will certainly hear the
circle. The light from the burning
rooms 4 and 5 is stuck, similar to the tragic sound of a woman crying. She
lava flickers at the base of the stairs,
door to room 4. If the party moves wavers between a low moaning keen
but quickly fades to inky darkness.
into the corridor beyond it, they will and a nearly hysterical wail
see that the door to room 5 is standing obviously, she is heartbroken.
4. Landing The door opens easily if pushed.
The stairs climb through 120 steps, Within stands a low couch, very near
approximately 60 feet upward for This room is empty, dry, and the door. A frail figure sits, hunched
those characters who take the trouble featurelessexcept for the stair- over and buried in a woolen blanket,
to keep track. It is very dark after the way that starts in the far corner of sobbing into her hands.
first 10 feetcharacters without their the room and spirals upward Only after the door is opened does
own light source, or infravision, will through the ceiling. she lift her head, and the PCs will see
be quite blind from here on, except that she is a ghostly creature with a
where light sources are specifically There is no stairway in this room, horrid, snarling visage. The creature
mentioned. nor is there anything else here. The immediately opens her mouth and
door contains a teleporter, however, screeches a horrible soundthe
The stairway ends at the floor of a and any characters passing entirely death cry of a banshee.
still, dark room. A thick layer of through it are instantly teleported.
dust, grown pasty with condensed Any characters who start through the Groaning Spirit (Banshee): AC 0;
moisture, gives the air a moldy door and then decide to change their MV 15; HD 7; hp 38; #AT 1; Dmg
smell. The floor of the room does minds (say, because their companions 1d8; SA Wail causes death within 3
not seem to have been disturbed just blinked into apparent oblivion (save vs magic); SD +1 needed to hit,
for years. before them) will find themselves immune to charm, sleep, hold, cold,
stuck in the teleporter. They can electricity; MR 50%; AL CE; Size M;
The door to this room is jammed move forward any time they want, XP 2,800
solidly shut. If the PCs smash it open but they cannot pull any part of their

The banshee will wail every round of ice spell across the door. seem. Gold coins have been scattered
that the door remains open, unless After this, the death knight across the top of mounds of copper
the characters enter the room. In this attempts to gate in a demon every and silver pieces. Many of the
case she will shriek forward into melee round that it can do so. When and if gems are pieces of cleverly cut glass
combat, lashing out viciously until the characters engage in melee com- that, at a distance, will seem to scin-
slain. Her room is empty of items of bat, it abandons the use of magical tillate like the real thing.
value. powers in order to fight with its two- Many of the swords and suits of
The good news: her wail does not handed sword, +5 defender. plate mail are indeed magical, while
cause Klavikus to begin gating in much of the rest has been enchanted
demons. She does it several times a Death Knight: AC 0 (+ effect of only with Nystuls magic aura.
day on the average, and hes used to sword); MV 12; HD 9; hp 51; #AT The door into room 9 has a large
the noise. In fact, he rather likes it. 1; Dmg 2d6+5 (+ effect of sword); keyhole in it. If the PCs have some-
SA all power word spells; MR 75% how entered this room undetected,
7. Lair of the...Vampknight? (on roll of 11% or lower, spell one can peer through the keyhole to
rebounds on caster); AL CE; Size M; see Klavikus, bored, waiting on the
A dull flickering light is visible XP 4,500 other side. (Show the players the pic-
from under the door to this room. It is ture on page 24.) If the demon has
quite faint, and might not be noticed The death knight will not use its heard them, however, the room
if the characters are carrying light fireball in these close quarters. It will beyond will be cloaked in darkness.
sources of their ownany character fight soundlessly, and the wall of ice The purpose of this room is to draw
not carrying a light can make an Intel- will help to soundproof the room, so intruders into it, where they can be
ligence Check. Klavikus will not be alarmed by this restrained by one of the two traps in
The door to this room swings open fightunless the wall of ice is the room and slowly dismembered by
easily if pushed. destroyed before the fight is over. Klavikus and his pals. Each of the
traps is activated when the door
Thirteen candles glow from niches 8. Treasure Room (sort of) between rooms 8 and 9 is opened.
in the wall around the periphery of The first trap is mechanical: an
this room. Each is tall and The door to this room is stuck and invisible net is strung across the ceil-
slenderno wax yet runs from must be opened forcefully. Unless the ing of the room. It will cover the
them. noise of this is silenced, Klavikus will entire floor (and everything on it)
The walls of the room, between hear it. He will not intervene yet, but when it drops. Note that, even if the
the candles, are hung with plush he will begin gating in his war party if characters have a detect invisible spell
draperies of a deep crimson color. he has not already done so. in operation, the character with the
The candlelight gives them the col- spell must state that he is looking at
or of/fresh blood. In the center of There is another door in the right- the ceilingthe net is camouflaged
the room, resting on a raised stone hand wall of this large room. The so as to be difficult to see, even with-
platform, is a long box. Its lid near side of the chamber is empty, out the spell. The net can be dropped
stands open. but many objects are piled on the by the players if they discover it
floor and against the wall on the firstthey simply have to cut a loop
Any character who thinks to ask other side. at each corner and in the middle. Or
immediately recognizes the box as a Small mountains of gold coins it could be burned, or magically
coffin. Even as the PCs open the door, are heaped across the floor. Bril- destroyedit is mundane in every
a body sits up in the coffin and liant gems gleam from these piles. respect.
beckons them inward. Swords, shields, several long staffs, Characters caught in the net can
This creature resembles a vampire and shirts of plate armor can be cut themselves free in 1d6+1 rounds.
in every wayit is dressed in a black seenthe piles are so high that While trapped, they suffer a +4 pen-
silk robe, and its face is pasty white. It there is no telling what might lie alty to their Armor Class. If they
even has long white fangs. But it is, in under the surface. attempt to fight within the net, they
actuality, a death knight. It attempts are unable to use missile weapons.
to lure as many of the PCs as it can This room does contain treasure, Attacks with melee weapons suffer a
into the room, and then casts its wall but not perhaps so much as it might

-4 penalty on all attack rolls. gems, 800 gems (1d6x100 gp each), & AD darkness 10 radius, create illu-
Spellcasting might be possiblea 100 swords (nonmagical), 12 swords sion, cause fear, levitate (as 12th-level
character must make a successful Dex- +1 (all types), 50 suits of plate mail magic-user), detect magic, read lan-
terity Check immediately before cast- (nonmagical), eight plate +1, and guages, dispel magic, polymorph
ing a spell (during the same round). assorted staves, figurines, sacks, and self, telekinesis (5,000 gp weight),
Failure means that the tugging of the vials, all nonmagical project image, symbol of fear, symbol
net interfered with the somatic por- of discord
tion of the casting, and the spell does 9. Lair of Klavikus The room contains the table and
not work. chair shown in the illustration, and
The two doors to this room are both thousands of books. Each wall is lined
The second trap is magical, and is
locked. If the PCs somehow manage with bookshelves that are filled to
also triggered when the door between
to approach either door without hav- bursting. Dozens of stacks of books
rooms 8 and 9 is opened. The effect of
ing alarmed Klavikus, then they can are scattered around the floor. On the
this trap is to cast a slow spell upon
peek through one of the keyholes and table, carefully marked with a silken
every character in the room. The
see something: show them the picture bookmark (unless the PCs have sur-
room will radiate magic if a detect
on page 24. If the demon has been prised Klavikus in this room) is a
magic is used; a dispel magic will
alerted, however, the room will be heavy tome entitled, The Effects of
negate the effect of the trap. The slow
cloaked in darkness. Drought Upon the Farm Economies
spell can be dispelled either before or
The locks on the doors were manu- of the Eastern Realms.
after it goes into effect.
factured in the Abyss, and are far
Klavikus will hear any disturbance
sturdier and more complex than most
of the treasure in the room, even if he NPC Capsule
mundane locks. A penalty of -50%
has not previously discovered the
applies to all thief attempts to pick
presence of the characters in this part
locks. If the roll fails by more than Klavikus
of the castle. He will begin gating in
20%, the demon hears the clumsy
his team. Type IV Demon Guardian
Klavikus will attack the PCs in this
The doors are also very sturdy. Any
room, with as many of his demons as AC: -6
person attempting to bash one of
he can muster, as follows: MV: 6/15
them in suffers a -2 penalty. They
If he did not hear the party until Hit Dice: 8+8 (61 hp)
have an inherent magical resistance of
they reached this room, he will attack #AT: 1
66% vs. spells cast against the doors,
when he has gated in 12 demons, or Damage: 1d12+1
door frames, or locks.
when the PCs seem ready to leave the Special Attack: Whip pulls victim
The number of demons encoun-
room-whichever comes first. (He into ring of fire for 4d6
tered here will vary depending upon
will have the first demon gated in points of damage
the amount of warning Klavikus has
watching through the keyhole to Special Defense: +1 or better weap-
had regarding the presence of the
warn him if the party prepares to on needed to hit
PCs. See the NPC capsule on this
leave.) Magic Resistance: 75%
page to determine the nature of the
If he heard the party previously on Alignment: Chaotic Evil
this floor of the castle, he will attack Size: Large (12 tall)
Type III Demons: AC -4; MV 9;
when he has gated in 20 demons. Ten
HD 10 (45 hp each); #AT 5; Dmg
will attack through the hallway, and Special Abilities (All can be used as
2d6/2d6/1d3/1d3/1d4+1; MR
the other 10 will accompany their often as desired, but only one per
60%; AL CE; SZ L (9 1/2 tall); SA &
master through the door between the round): darkness in a 10 radius,
SD darkness 10 radius, fear, levitate,
rooms. He will hurry his attack if the cause fear (as a wand of fear), detect
polymorph self, pyrotechnics, teleki-
party seems ready to leave the room, magic, read magic, read languages,
nesis (4,000 gp weight)
however. detect invisible objects, cause pyro-
Type IV Demons: AC -1; MV 9/
If the PCs take the time to go technics, dispel magic, suggestion,
12; HD 11 (51 hp each); #AT 3;
through the treasure, they will discov- telekinesis (6,000 gp weight), symbol
Dmg 1d4/1d4/2d4; SA +2 to hit;
er the following items: 20,000 gp, of fear, symbol of discord, symbol of
SD +1 or better needed to hit; MR
100,000 sp, 500,000 cp, 10,000 fake stunning, 70% chance to gate in a
65%; AL CE; SZ L (10 1/2 tall); SA

demon of Type III (80%) or Type IV Klavikus will read anything. An offer The two secret doors in the room
(20%) of a spell book will always buy passage work with the same type of mecha-
for a party of characters. A lesser tome nism as opens the door to the room
Special Equipment: ring of protec- will have only a chance of success. itself. The one to the right opens into
tion, +4 on AC, +2 on saving throws Assume a base chance of 50%, modi- a circular chamber containing a spiral
fied up or down for the rareness of the staircase very much like the one
Klavikus has been ordered to guard tome, the quality of its contents and between the throne room and this
the Witch-Kings citadel by none binding. Increase this chance if the level of the castle.
other than Orcus himself. The Prince PCs offer several books. The other secret door opens into a
of the Undead detected in Klavikus He might even be persuaded to small closet. Here, Zhengyi has stored
seeds of ambition that caused Orcus allow a single character to teleport off some of his most cherished mementos
some considerable unease. The solu- to get some booksbut he will make of his former life as a mage. However,
tion: assign him to an important sure to keep other PCs, unarmed, as this door is protected by a double trap
guard post on the Prime plane, to hostages. arrangement. Players must detect the
serve for 500 years. In that time, Klavikus does not suggest trading two traps individually, since one is in
Orcus hopes to decide upon a more the characters lives for booksthe the ceiling and the other is in the
permanent solution. players have to think of it themselves. If floor.
Klavikus does indeed aspire to rule the demons force them to surrender The areas of effect for the traps are
in the Abyss, but Orcus tricked him (see Tactics of Klavikus) the party is tak- shown as two semi-circles on the map.
into this pledge of service. He spends en into the room with his books, so The inner circle is hit by the ceiling
his time now (measured in centuries) they get this clue as to his interests, trap: a two-foot-thick slab of stone
reading. The thousands of books he however. falls to the floor when the secret door
has gathered here are only part of his is pushed open (not when the catch is
library. Though he cannot leave the Tactics of Klavikus released). Any characters caught
citadel, and in fact cannot leave this under the slab suffer 12d6 points of
If Klavikus becomes aware of damage. The trap releases with a loud
room except to attack some enemy of
intruders in his part of the citadel, he clunk, however, so characters
the Witch-King (and, hence, enemy
will attempt to use his gate ability every standing at the very edge of the area
of Orcus), he collects new books all
round until he has gathered a force of of effect can be given a Dexterity
the time. He gates in weaker demons
20 demons, or is forced into combat. Check to see if they can jump out of
whenever his supply of unread books
Keep track of the number of each type. the way. That brings us to trap #2:
begins to drop, and sends them
If Klavikus has the chance to The second trap affects the floor
throughout the realms, and indeed
assemble all 20 of his demons, he will around the area of effect of the ceiling
the planes, to steal more volumes.
attack with his full force when the PCs trap. The floor around this area
Then, when his room begins to fill
are in room 8, or if they walk past the swings freely downward, depositing
with books he has read, he bullies his
entrance to room 9. any characters standing upon it into a
subordinates into taking many of the
tomes to the Abyss to await Klavikuss deep pool of acid. Characters falling
return. He has 112 years to go. 10. Going Up? into the pool suffer 12d6 of damage
Klavikus has vowed to stand guard The secret door guarding the at first, and another 1d6 per round
in the citadel of the Witch-King, but entrance to this room looks like a until they can be pulled out. The pool
nothing more. Of course, he will attack blank section of wall. It can be is 10 feet below the surface of the
and kill any intruders for the simple opened by pushing on one of the room. Characters standing at the
amusement of itother than reading, stones near the top of the wall, just to edge of the pit might be able to make
thats the only fun he gets to have. the right of the door. a fingertip grab of the edge of the
Knowing this, Orcus didnt bother to trap as the floor falls awaygive
make him extend the pledge. The large, L-shaped room is empty them a Dexterity Check with a -8
However, Klavikus can possibly be and featureless. There seems to be modifier. Oh, and dont forget to
bribed into letting intruders live. The no dust on the floor, and the air is have them make saving throws for any
price, of course, will be books. Spell cool and dry. items that take the plunge. . . .
books, map books, whatever If any PCs manage to get a look

into the room, however, they might light. marked on the map (inside the dotted
find it worth their while. It contains a By six days, the character suffers a lines) becomes a deadly trap.
large wooden chest that is protected point of damage per turn spent in The floor swings away to either
by nothing more than a simple poison sunlight. If given an opportunity, he side, separating in the middle, to
needle trap in the lock. Of course, the will draw blood from any available reveal a nightmarish collection of
poison is of Abyssian originsaving source to drink it. He will not expose gears and grinders. Characters stand-
throws suffer a -8 penalty. his craving to companions, ing on the falling floor will drop into
The chest contains the following howeverat least not a companion the gruesome machinery, although
treasures: that will be alive after the vampiric you may allow characters very near to
A scroll, with these spells, as cast PC is through with him. Also, the the edge of the trap to make Dexterity
by a 30th-level wizard: fireball, light- characters canine teeth have begun Checks with a -8 modifier. Success
ning bolt, meteor swarm to grow. This is a subtle effect, notice- means that they grabbed the lip of
A scroll, with these spells (also at able only to a character who specifi- the trap at the last minute.
level 30 ability): teleport, globe of cally looks. Those unfortunate characters fall-
invulnerability, mass invisibility After seven days, the transforma- ing into the grinders will suffer dam-
A potion of levitation (four tion is complete, and the character is a age. Some characters might slip
doses) vampire in every respect. through cracks in the mechanism and
A ring of vampiric regeneration, These effects are cumulative, so a escape relatively unscathed, while
with these special effects: immunity character wearing the ring for four others might catch the full brunt of
to charm, sleep, and hold spells, days, and then taking it off for a the savagely cutting teeth. To deter-
immune to poison and paralysis* while, will start right in on day 5 if he mine the damage suffered by each,
A robe of eyes puts it back on. The effects last after roll 1d20. The resulting number is
the ring is removed, alsoalthough, the number of d6 of damage that the
* Any means of examination used an exorcize or wish spell can remove character suffers in the trap.
upon this ring will not be able to dis- them. After turning into ground PC,
tinguish it from a normal ring of The character wearing the ring is whatever is left of the characters will
regeneration. However, this ring of unable to remove it. He does every- fall into a holding bin below the
vampiric regeneration carries. certain thing in his power to conceal the machinery. Characters can possibly
risksit was created by Orcus himself changes from his comrades. He hides climb through the machine to
and is imbued with the power of or flees from his companions in order safetythere are a lot of handholds.
undeath. While this is the source of to retain the ring, and even fights A character will only suffer 1d4 d6s of
its powers, it also causes a character them if necessary. damage in making this climb, but
who wears the ring for a total of seven must either have help from characters
days to become a vampire. The effects 11. Landing outside of the trap, or make a Dexter-
become gradually apparent to the ity Check as he climbs out. Characters
character. The stairway enters through: the failing that check will fall back
After two days, the character will floor of this small room and ends
through the trap.
find sunlight on his body to be very here. There is a typical door set in the
unpleasant. Inform the character wall of the roomand its not even 13. Poison Gas
wearing the ring, but not the entire. locked or stuck. There is also a secret
party, of this factyou do not need to door leading directly to room 15 that This room is nearly as featureless as
tell the player that the effect is caused allows players to bypass the traps on the last one, although, in addition to
by the ring, of course. this level of the castle. the two doors, it has a number of
After four days, the character small holes in the ceiling. When the
thirsts for blood, such that if any 12. Slices, Dices, Makes door that leads to room 14 is opened,
bloodshed occurs near him, he will Julienne Fries! a spray of poison gas rushes from the
(surreptitiously) attempt to consume holes, filling the room instantly. As
This long room is empty of visible the gas is of Abyssian origin and
the stuff. Also, by this, time, the char- features, save for the doors at either
acter suffers 1 point of damage per exceptionally deadly, saving throws
end. When the door connecting the vs. poison are made with a -8 penal-
hour that he spends in direct sun- room to room 13 is opened, the area ty to the die roll.

2 6
14. Fly the Fiendly Skies ter of the room. There are strange appropriate keys.
runes carved into the surface of each The keys to these doors are kept in
Once again, here is a room with
of the doors. the towers (areas 17-20) outside of the
nothing to offer but a pair of doors.
The runes are intricate, but study main keep. The runes on the door
And one of those doorsthe one that will reveal that the runes on a given
appears to lead into room 15is in leading out of this room indicate
one of the outer doors will match the which key is kept in the tower out that
reality a false door. The facade of a runes on one of the. inner doors, door.
regular door has been mounted on a
although the match is always with one The keys in towers 17, 18, and 19
smooth stone wall in an effort to
of the three doors that does not line open doors that. reveal blank stone
entice intruders into the room.
up directly with the outer door. The wallsthere are no rooms beyond
The reason: a teleport trap that
outer doors are locked with typical them. They key in tower area 20
affects everyone in the room is acti-
iron locks, and can probably be opens the door that actually leads to a
vated when the fake door is pushed or
picked by a high-level thief. These spiral stairway going up.
pulled. The trap teleports the charac-
doors will radiate powerful magic if a
ters to the upper parapet (area 2) and
detect magic spell is used. There is no 17. Waiting Pool
also notifies Arctigis of the potential
magical effect to the doors if and
victims awaiting him. The white This room contains a 12-foot-deep
when they are opened from inside
dragon will prepare as if the All- pool of water than fills the room from
this room. They will swing shut, how-
Seeing Eye had spied victims (see the wall to wall. The key to one of the
ever, if a character does not hold or
Arctigis NPC capsule on page 15). doors lies at the bottom of the pool: a
otherwise prop them open.
The magic affects attempts to open gleaming golden device that can be
15. Ladder these doors from the outside. In easily seen if any light is allowed into
short, it cant be donethere are no the room.
Standing against the curved outer
doors leading from the outside into The pool also contains an unnatu-
wall of this room is a sturdy wooden
this room. There are false doors at the ral monster, enchanted with the com-
ladder. It will radiate magic if a detect
magic spell is used. However, this is top of the stairways leading from the bined power of Zhengyi and Orcus: a
towers. However, pulling or pushing water weird. This monster is far more
only caused by the effects of Nystuls
magic aura it has no effect on char- on these does nothing but activate a powerful than normal example of its
acters (other than, perhaps, to make slide trap on the stairsand if the type.
them a little worried.) The ladder door is pulled, it comes off in the
climbs 10 feet into the ceiling of the characters hand! Water Weird:, AC -4; MV 12;
The trap, when activated, causes HD 18+18; hp 104; #AT 3; Dmg
room, and then another 10 feet
the stairs to flatten into a long slide. drowning; SD sharp weapons cause
through a narrow shaft in the stone,
before it ends in the floor of the room Characters sliding down end up in the only 1 point dmg, cold spells slow it,
tower, unless they can make a Dexter- immune to fire-based attacks, purify
ity Check with a -10 modifier. Suc- water does 3d20 points dmg; AL CE;
cess means that they have hurled Size L (20); XP Value 13,840
16. The Round Room
themselves off of the slide and will
fall 100 feet to the ground below. If the water weird takes damage
This huge room fills the entire equal to its total number of hit
Failure, or no attempt, will slam the
diameter of the castle: It is empty. points, it is disrupted for two rounds.
A round wall seems to mark a characters into the door to the tower
(for 2d20 points of damage) and will It will form again at full strength on
smaller circular room in the center the third round and be able to attack
of this one. Several doors are visi- then deposit them inside the room.
(See the encounters for areas 17-22.) that round.
ble in the outer wall of the room, This water weird forms three
and also in the wall of the round The inner doors are also locked,
but here the lock is magically heads, instead of the usual one. Char-
room in the center of this one. acters struck by the monster must save
reinforcedit can never be picked. In
addition, the inner doors have a mag- vs. paralyzation With a -10 penalty
There are four doors around the to their saving throws or be dragged
outer wall of the room. Each of these ic resistance of 100%. The only way
these doors can be opened is with the under water and held there until the
doors lines up with a door in the cen- monster is killed or the character dies.

A character dragged underwater 19. Corrosion Corral ture of 500 degrees. Any character not
can survive for 1/3 his Constitution protected against the heat (such as by
(round up) in rounds if he does not This room contains rust ravenous
rust monsters. The poor creatures, a ring of fire resistance) will suffer
fight. This number is halved (also 2d10 points of damage per round
rounded up) if he attacks the water cute and cuddly though they are,
have been nearly starved by the spent in the room. (Double, triple, or
weird while underwater. In addition, quadruple this effect for characters of
characters underwater suffer -4 pen- Witch-King. They will aggressively
leap at any metallic objects entering very high levels, just as if this were a
alties on all attack rolls and all dam- trap.)
age rolls (minimum damage of 1, their little chamber, although each of
the creatures will stop to feed as soon A cast-iron key has been built into
though). the spearhead on the spear carried by
Attempts to climb back up the as it manages to corrode something.
one of the salamanders. This is the
slide are not too difficulta thief key needed to open the door to the
receives a +20 modifier to his climb 5 Rust Monsters: AC 2; MV 18;
actual stairway leading to area 21.
sheer surfaces check. A non-thief HD 5; 22 hit points each; #AT 2;
character can do it by making a Dex- Dmg Nil; AL N; Size M; XP Value
200 each 21. Flight Deck
terity Check (-6 penalty) or by
climbing a rope dropped by another The stairway spirals upward into
character. Once the trap has been The key in the center of this room is this room, circling around the thick
sprung, however, characters will need made out of hard wood, and is conse- column that runs up and down
a passwall or some other means-to get quently of no value to the rust mon- through the center of the castle. It
back into the room at the topthe sters. Alas, it too opens a door to a finally ends at the floor of the wide,
door, once closed, really does not exist false stairway. domed chamber. The shaft continues
from this side! upward for another 30 feet, ending in
20. Salamander Salad Bar a high platform in the very center of
18. Slime Pool the room.
The outside of this tower, includ-
The floor of the room is empty of
This room is essentially a vat full of ing the door, is hot to the touch.
Thats because inside of it there are 20 other features, and the ceiling
green slime colonies. Characters com- matches the shape of the roof of the
ing through the door will find them- salamanders, held here by Orcuss
and Zhengyis trickery. For every castle. The All-Seeing Eye cannot be
selves literally up to their eyeballs in seen from inside the room. The ceil-
the stuff. The key in the room, natu- intruder that the salamanders slay,
ing, if a detect magic is used, radiates
rally, is at the bottom of the pool. one of their number is allowed to
a powerful enchantment.
return to the plane of Fire. They
dont like it here, so they vigorously This is because it is made of magi-
100 Green Slimes: AC 9; MV 0; cal panels of silver. These panels will
HD 2; 8 hit points each; #AT 0; SA attempt to fulfill the conditions of
open, separating along the lines
turn victims to green slime; SD their release.
shown on the map as they fold down-
immune to all attacks except cure dis- However, the salamanders cannot
leave this room. Thus, anytime the ward, allowing the white dragon to
ease; AL N; Size S; XP 620 each fly out or in at Arctigiss, or Zhen-
trap brings someone sliding into their
gyis, command. The effect, if a char-
A single cure disease spell will domain, they will fight fanatically to
acter sees it, will be not unlike the
destroy 2d6 of the green slimes here. prevent the victim from leaving the
blooming of a rose, as the petals fold
If 50 of them are killed in the center tower before he can be killed. outward. The All-Seeing Eye will
of the room, a character can reach the remain poised in the air above the cas-
key without becoming affected. 20 Salamanders: AC 5/3; MV 9;
tle when the roof opens.
(Note: this is not the key to the real HD 7+7; 50 hit points each; #AT 2;
Arctigis, if hes still around when
stairwell, so the PCs are not required Dmg 2d6/3d6; SD +1 or better
the PCs get here, will be sitting on the
to get it in order to continue the needed to hit; AL CE; Size M; XP
platform at the top of the column.
adventure). Value 1,300 each
Like all of the rest of the surface of
this column, the sides of the shaft are
In addition, the room itself is
lined with lead, and have a magic
maintained at the blazing tempera-
resistance of 100%.

Arctigis will defend his lair to the rope tied to one of the rungs, and immediately to the group at the gate
best of his ability if he is here. If he then to cast a fly, levitate, featherfall, to warn them, while the other two,
has already been defeated by the PCs, or similar spell. It will negate the using their fly ability, will attack any
the room will be abandoned. effects of potions, but not rings or characters emerging from the shaft.
The platform atop the shaft is other miscellaneous magical items. Two rounds after the alarm is
smooth and flat, except for a round sounded, all of the demons will tele-
hole, three feet in diameter, in the 22. The Gate to Orcus port to the party. The babau will actu-
center. This hole radiates magic. It is ally teleport into the middle of the
This huge underground chamber group of PCs, attacking in melee with
pitch dark within it, although any
contains the gate to the Abyss. It is their halberds +2. while the nabassu
attempts to shed light through it
guarded by minor demons, and rep- stand back, using their vampiric
reveal the smooth walls of the shaft,
resents the climax of the adventure at attack power first, and then trying to
extending straight down. The shaft is
nearly as wide as the outer column the Witch-Kings castle. cast silence upon an object carried by
characters who take the time to mea- a spellcaster among the PCs.
sure will find that the walls of the A huge pool of lava casts flickering To insure a challenge for all levels
shaft are only about one foot thick. tongues of fire, illuminating the of PCs in this encounter, double, tri-
This hole is the only way to the whole of the vast cavern in a hellish ple, or quadruple the number of each
gate, far below the castle, that is the light. Long stalactites extend down type of demon just as you would for
connection between Vaasa and the from the ceiling, and their the damage done by a trap, if the
Abyss. It has a permanent featherfall counterpointsstalagmites average level of the PCs is above 25.
spell cast upon it, such that anything reach greedily up from the broken
passing through the hole will flutter floor. 6 Babau (Minor Demons): AC -3;
slowly downward. A silvery pool of smooth liquid MV 15; HD 7+14; 55 hit points
The shaft plunges nearly half a glows at the far end of the cham- each; #AT 1; Dmg 1d1O+9; MR
mile, through the center of the castle, ber. The center of the cavern is split 50%; AL CE; Size M (7 tall); XP Val-
and into the depths of the earth. It cleanly by the huge and flaring ue 2,600 each; Specials: Suffer 1/2
terminates in the ceiling of a vast pool of lava, although a frail- damage from cutting and stabbing
underground chamberarea 22. Its looking suspension bridge runs attacks, darkness 5 radius, levitate,
sides are smooth and featureless across the pool. fly, dispel magic (as 12th-level magic-
except at the bottom. Here, about 10 A number of grotesque creatures user), polymorph self, heat metal, ray
feet above the bottom of the shaft, are moving slowly about the silvery of enfeeblement gaze (20 range),
several metal rungs are anchored stur- pool in a ritual dance. All of them gate in another babau (25% chance),
dily in the wall. Any character float- are gaunt and skeletal, and several all thief abilities at 10th level
ing downward can grab one, if he have huge, batlike wings.
decides to do so quickly. If not, he 2 Nabassu (Major Demons): AC -
flutters through the end of the shaft. The silvery pool at the far end of 5; MV 15; HD 5+20; 60 hit points
The lower end of the shaft is also the chamber is the gate to the each; #AT 3; Dmg 2d4/2d4/3d4; MR
enchanted with a permanenced spell. Abyssit is a pool of mercury that 50%; AL CE; Size M (7 tall); XP Val-
This one is a dispel magic, however, radiates potent magic if anyone both- ue 4,000; Specials: iron or +1 or bet-
cast at the 30th level of ability. It will ers to detect. Any character jumping ter weapons needed to hit, darkness
automatically dispel the featherfall into it will emerge at area 1. 5 radius, death stealing, energy
spell. Characters will find the normal However, getting there can be a bit drain, etherealness (twice/day), para-
effects of gravity again apply, and will of challenge. The demons on guard lyzation 10 radius (once/day), regen-
plunge the 200 feet to the bottom of here are mostly gathered at the gate, erate up to 20 hp per day, silence 10
the cavern in a big hurry. but several remain near the mouth of radius, vampiric attack 20 range
The dispel magic has its usual the shaft that descends from the cas- (once/day), thief abilities: move
chance of working on any spells cast tle. These babau demons cling to sta- silently, hide in shadows, backstab
by the PCs, as well. A safe procedure lactites on the ceiling, keeping careful (All at 10th level)
is for a character to lower himself watch. If any intruders emerge, or
through the end of the shaft with a make any sound near the bottom of
the shaft, one babau will teleport

Now that it is clear that the pool of
mercury is a magical gate that allows You look at each other, then one free, to find yourself floating
passage to another plane, the PCs of you finally says, Are you talk- weightless in a bright, well-lit
must decide whether to pursue the ing about stealing the Wand of grayness that seems to extend to
Witch-Ring into the Abyss. In case Orcus from the Abyss and bringing infinity in all directions. Floating
they need some more encourage- it to the Seven Heavens? near you are your fellow adventur-
ment, a well-timed Divine Interven- Yup, says St. Sollars, scratch- ers, and also nearby is a pool of rip-
tion is called for. ing himself. You got it. pling silverobviously the portal
through which you entered the
Ahem. St. Sollars will answer seven ques- Astral plane.
A polite throat-clearing noise tions asked by the PCs. He grants cler- Then you feel yourself being
from behind you causes you to spin ics a full, instant recharge of all spells dragged helplessly along toward a
around, weapons and spells at the (warning them that once they travel pool of amethyst. You are sucked
ready. But instead of another to the Abyss, they cannot recharge in, feel the terrible disorientation
demonic threat, you see a short, any but first- and second-level spells). and nausea once again, and then
stocky little man with huge angels He explains that the pool of mercury feel a wrenching, tearing sensation
wings wearing a white robe. He will take them to Pazunia, top layer of within you. And suddenly it all
calmly puffs on a cigar as he looks the Abyss, and that they will then stops, and you sit up to look
at you. have to discover the way to the plane around. Your surroundings have
Im Saint Sollars. Pleased ta of Orcus. Then he vanishes, taking totally changedit is a barren,
meetcha, he says. the beer with him, but the smell of dusty place without life or green-
cheap cigar smoke lingers. ery, baking beneath a hell-red sun.
Indeed, this is St. Sollars the Twice- The PCs can enter the mercury The dusty plains are broken by
Martyred, patron saint of Bloodstone pool, use another method to traverse three features: huge holes in the
Pass, whose sigil is the Yellow Rose the Astral plane and find the Abyss, earth, great iron fortresses, and a
and the Lone Star. He magically con- or give up the adventure at this point. winding, black river. Welcome to
jures a table with a large pitcher of Assuming they enter the mercury the Abyss.
beer and enough mugs for everybody, pool:
and begins to pour. Since the PCs have traversed the
The gleaming surface of the mer- Astral plane by physical means, they
I guess youve figgered out by cury pool ripples like water as you have their corporeal bodies and all pos-
now that that bad hombre youve step into it. As you slowly sink into sessions, and do not have silver cords.
been fightin is Orcus himself, the the liquid metal, the feeling of Remember that the magical bonuses of
meanest dude this side o the implacable evil surrounds you. all weapons and armor are reduced by 2
Pecos, St. Sollars says, taking a Slowly, slowly, your body descends. because of passage through the Astral
deep swallow from his mug. He You look around one last time at plane to the Abyss.
doesnt explain what, exactly, the the Prime Material plane that sur- The PCs arrive in area 1 of the map
Pecos is. The big boss, ol Baha- rounds you. It is shimmering, on page 31.
mut, dont much like Orcus, and beginning to look indistinct and
especially dont want him messin cloudy, becoming transparent. 1. Arrival Point
round this plane, you unnerstand. Finally, after a minute that seems
The only way to corral that an eternity, you descend all the way A silver pool of mercury, the one
there demon an git him offn your into the cold pool. through which you entered this
backs once and for all is to corral Then, chaos! Tumbled and turn- hellish landscape, lies before you.
that big skull stick o his and bring ed in a wild vortex, your body feels To the south is a dark, swiftly flow-
it to me at my spread out Mercuria as if it is being turned inside out! ing river.
way, over in the Seven Heavens, The disorientation is total as you
and Ill tell yuh how to git rid o it. are gripped with nausea and This is the first layer of the Abyss,
Any questions? dread. Then suddenly you break known as Pazunia, or the Palace of

1,001 Closets. Like all the layers of CE, Size L (MM, pg. 19) mune spell, but he will use it to further
the Abyss, it is infinite in size. A 4 1-2 Nabassu, AC -5, MV his own plots. Compliance with any
small part of the layer is shown on the 15/15, HD 5+20, #AT 3, request or demand of Pazuzu automat-
map. If the adventurers want to Dmg 2d4/2d4/3d4, SA/SD ically changes the alignment of the
explore further, the landscape is iden- spell-like abilities, MR 50%, character one step in the direction of
tical: the winding course of the river, AL CE, Size M, Level VIII/ chaotic evil, with immediate applica-
the strange holes in the ground, and 3,300 + 12/hp (MM2, pg. tion of all character class changes.
at random intervals, the iron fortress- 40) Proper sacrifices, an atonement spell,
es. 5 1d6 Chasme, AC -1, MV etc., may return the PC to his original
The river is the Styx. The holes in 6/21 (MC: D), HD 7+2, alignment.
the ground are conduits to other lay- #AT 3, Dmg 2d4/2d4/1d4, If attacked, Pazuzu prefers to sum-
ers of the Abyss. The PCs will have to SA/SD spell-like abilities, mon his bodyguard of six Type VI
discover by trial and error (or appro- MR 40%, AL CE, Size M, demons, gate in 1d4 succubi (75%
priate magical spells or items) which Level VIII/ 1275 +10/hp probability of success) to tempt the
conduit leads to the plane of Orcus. (MM2, pg. 38) characters, plus use his spell-like or
The iron fortresses usually house the 6 1 Demon Lord (entering or psionic powers. If defeated or outwit-
material bodies of higher-level leaving iron fortress), choose ted by the characters, he is unlikely to
demons and demon lords when they from Fraz-Urbluu, Lolth, bear a grudge.
are traveling astrally. These places are Pazuzu, or Kostchtchie (roll
usually guarded by the demons ser- 1d4) 2. The Banks of the Styx
vants who fight to the death to pro-
tect their charge. If the characters attempt to fly by You are standing on the bank of a
There is a chance per turn equal to any means, magical or not, there is a deep, swift, unfordable river.
the partys average character level 10% chance per turn (non-
(but never greater than 75%) of a ran- cumulative) that they encounter This is the river Styx, which flows
dom encounter according to the fol- Pazuzu, Prince of the Lower Aerial through the top layers of each of the
lowing table (roll 1d6): Kingdoms. seven lower planes, plus various
deeper levels of the Abyss. Any char-
Random Encounters in Pazunia Pazuzu (Demon Prince), AC -9, acter who touches, drinks, or is
MV 12/36//24 (MC: A), 155 hp, immersed in the river must make a
D6 RollEncounter #AT 1, Dmg 1d8+8 (long sword & successful saving throw vs. spell or
1 1d6 Type III Demons, AC strength bonus), SA spell-like abili- instantly forget his entire past life,
-4, MV 9, HD 10, #AT 5, ties, SD +2 or better weapon to hit, including all spells. If the saving
Dmg 2d6/2d6/1d3/1d3/ MR 90%, AL CE, Size M, Level/XP throw is successful, the river affects
1d4+1, SA/SD spell-like Value X/65,000 (MM2, pg. 41) the character as a forget spell cast by a
abilities, MR 60%, AL CE, 15th-level wizard (no further saving
Size L (MM, pg. 18) Pazuzus especial joy is to turn lawful throw is allowed). A character swept
2 1d6 Type IV Demons, good clerics and paladins from their away in the flood has normal chances
AC -1, MV 9/12, HD 11, alignment to his service by offering of drowning, plus a 50% chance of
#AT 3, Dmg 1d4/1d4/2d4, them the ability to call upon him for being dragged into another plane or
SA/SD bonus of +2 to hit, aid at any time. He is willing to provide layer of the Abyss (determine at ran-
need +1 or better weapon to information, direct assistance, the use dom) before reaching the shore. A
hit, plus spell-like abilities, of his personal staff, or anything else small craft stands a 20% chance of
MR 65%. AL CE, Size L the PC may desire. If the cleric or pala- capsizing, and a large one 10%.
(MM, pg. 19) din calls on the aid of Pazuzu, Pazuzu Characters using water walk or fly to
3 1d6, Type V Demons, AC will in turn ask or demand a service in cross the river have a 40% chance of
-7, MV 12, HD 7+7, #AT return, ostensibly very innocent in nat- attracting 5d6 hydrodaemons, who
7, Dmg 2d4 x6; SA/SD spell- ure, but actually serving the cause of attack immediately.
like abilities, +1 or better chaos. For example, Pazuzu might ask
weapon to hit, MR 80%) AL the party to provide him with a com-

Hydrodaemons: AC 2, MV 6/6 Alternatively, the PCs may summon other layers in the Abyss. Light or
(MC: D)//24, HD 9+36, hp 80 ea., charonadaemons by using any scrying devices or spells cannot sense
#AT 3 or 5, Dmg 1d4/1d4/1d8/1d8/ conjuration/ summoning spells. Their any bottom to them. The characters
1d10, SA Energy Drain, SD various, skiffs hold 1d10 passengers at a time. can use magic to descend through the
MR 70% to 1st level spells, AL NE, Their fee per passenger is any of the fol- hole, or climb down, using the rules
Size L, Level VIII/3,450 + 14/hp lowing: a magical item, a bag of 10 pp, in the DSG, pp. 14-17, and the
(MM2, pg. 30) or two gems of 50+ gp value apiece. If WSG, pp. 33-39. If a character
someone tries to board without paying, should fall into the hole from any
The safest method of crossing the the skiff and the charonadaemon point during the descent, he takes
Styx is to summon Charon the Boat- instantly teleport away underneath the 20d6 hit points of damage and lands
man or one of the charonadaemons. character, causing him to fall into the in the destination layer of the Abyss.
Styx. The charonadaemons can pilot Once the characters have
Charon: AC -5, MV18 over all their craft through the Astral and Ethe- descended 100 feet into the hole, the
surfaces, hp 140, #AT 1, Dmg 2d4+ real planes as well as any of the lower following occurs:
paralysis, SA Gaze inspires fear, SD planes (there is no branch of the river
Nil, MR 120% to 1st-level spells, AL Styx on the home layer of Orcus). Tran- Suddenly you feel a lurching sensa-
NE, Size M, Level X/22,000 +35/hp sit time for a trip by charonadaemons is tion, as if your entire body has just
(MM2, pg. 28) 1d10 days, with the possibility of ran- been turned inside out. You look
dom encounters en route. There is a tip, only to find that the surface
Charonadaemon: AC -1, MV 15% chance that the charonadaemons world above you has disappeared.
18, HD 10+20, hp 70, #AT 1, Dmg betray their summoners, either by Below you, about a hundred feet
2d4, SA Gaze inspires fear, SD Nil, delivering them to the incorrect plane away, you see lightyour destina-
MR 80% to 1st-level spells, AL NE, or place (85%) or leading them into an tion!
Size M, Level VIII/5,300 + 16/hp ambush of other charonadaemons and
(MM2, pg. 29) hydrodaemons (15%). The chance of It is too early to figure out what is
betrayal can be reduced by paying below; the characters must descend
Charon may be summoned only on higher fees. There is also a 10% chance the rest of the way to find out what
the banks of the Styx, by any of the per day that the charonadaemons stop they see.
following spells: holy or unholy word, to pick up other passengers (usually
conjure elemental, summoning an higher-level demons who are 75% As you leave the conduit, you see it
invisible stalker or aerial servant, or likely to be hostile to the party). as a tall, rocky column stretching
casting a symbol of any type. He will far above you until it vanishes into
appear with a large black skiff that The Conduits of Pazunia the dark sky. Then you look
holds up to 10 people, and for a fee around, to see what strange land-
will ferry the party to the top layer of This general description fits all the
conduit holes in the Palace of 1,001 scape you have entered.
any of the lower planes, or to the oth-
er bank of the river, as desired. His Closets.
3. The Layer of Desert
charge per passenger, which is non-
negotiable, is a magical item, a silk You reach the edge of a huge hole,
over a hundred yards in diameter. The stinging sand particles whip at
bag with 100 pp, or two gems worth
The hole, it seems, goes on every patch of exposed skin as you
at least 500 gp apiece. Transit time to find yourself in the middle of a
any point, including just across the forevera bottomless pit into
infinity. You throw a rock into the desert. The hot, black sand forms
river, takes 1d100 turns. If attacked,
hole, but it vanishes long before dunes out to the very limits of your
in addition to his normal and special vision. Heat lightning shatters the
attacks, he can command the river to you hear a sound of it striking bot-
tom. The rough rock walls can be sky.
rise up and attack the party as a 16-
HD elemental. Any successful hit has climbed, but a slip would spell
disaster. This layer of the Abyss is a never-
the effect of being immersed in the ending desert of black sand with a
river. If killed, Charon is restored The holes are actually conduits to sandstorm that never stops raging.
within a single day.

The sand penetrates all backpacks, 4. The Glacial Layer 5. The Realm of Demogorgon
pouches, and armor, spoiling food,
water, oil, and anything else that sand The arctic winds howl as you exit The smell of rotting jungle vegeta-
can ruin (think of a bad day at the the conduit, and the glare of the tion greets you before you can exit
beach). There is a 10% chance per bleak white sun on the ice is blind- the conduit. You are at the edge of
turn that the heat lightning will strike ing. The glacier seems to stretch on a range of jagged mountains, over-
a randomly selected party member for into infinity. looking jungle that seems to go on
full damage as a lightning bolt spell. forever. There is a river some miles
If the PCs attempt to explore this This layer of the Abyss has effects away, and a path leading from the
layer, they will encounter various similar to being trapped on the para- conduit toward it.
demons (Types I-VI), plus giant scor- elemental plane of Ice, with an auto-
pions, shadow mastiffs, dustdiggers, matic 1d6 points of damage per This is the home layer of Demo-
dun puddings, crypt things, huge round for any characters not fully pro- gorgon, Prince of Demons. Use the
purple worms, dune stalkers, groan- tected against cold. No fire-based map on this page. Demogorgon and
ing spirits, huecuva, medusae, retch- spells work here. Orcus have been at war for thousands
plants, vampires, volts, and other In addition to all types of demons, of centuries, and it is possible that
desert wilderness creatures. No this plane is home to ice demons, ice once Demogorgon hears of the char-
demon lords or princes make their devils, white dragons, ice para- acters mission, he will want to help.
homes here; other creatures have only elementals, ice trolls, remorhaz, coffer This may provide alignment prob-
standard treasures. corpses, ogre magi, sons of Kyuss, night lems for some characters. Then there
hags, brain moles, frost giants, and ten- is the possibility that Demogorgon
ebrous worms, none of whom have any may not be interested in listening to
more than standard treasures. No the characters story, and take appro-
demon lords make their homes here. priate action.
In addition to the full range of C. Balor: As the path climbs into harm to Demogorgon, the demon
demonic life (but no undead crea- the mountain, the party beholds a prince has all the powers of a Lesser
tures), the plane of Demogorgon is great winged demon standing on a Power (Manual of the Planes, pp.
filled with all types of dinosaurs, wild rock before them. 124-126) and uses them without mer-
apes, and birdlike monsters. Crea- cy He prefers to capture rather than
tures of animal intelligence have neu- Balor (Type VI Demon): AC -2, kill his victims, and tortures them
tral or neutral(evil) alignments; MV 6/15, HD 8+8, hp 45, # AT 1, horribly throughout eternity, never
intelligent creatures are all chaotic Dmg. 1d12+1, SA whip & flame for letting them die.
evil. 4d6 plus spell-like abilities, SD +1 or Unless the PCs have successfully
As with all the planes of the Abyss better weapon to hit plus spell-like gotten Balor to escort them to the
described in this chapter, we behold abilities, MR 75%, AL CE, Size L (12 throne of Demogorgon, the demon
only the smallest section of these infi- tall) (MM, pg. 19) prince uses all his powers against
nite planes. On a future journey to them. If the PCs are accompanied by
the Abyss, things might look wildly Do you tire of mortal life so much Balor, they are led to the throne of the
different. that you seek to end it at the hands of demon, who has enlarged himself to
The path leads to the castle of Prince Demogorgon? the demon be over 50 feet tall.
Demogorgon, with various marked hisses. The PCs can parley, attack, or Once convinced that the party is
encounters en route. flee. If they parley, they can explain seeking the level of Orcus, he offers to
A. Tyrannosaurus Rex: As the par- their mission to steal the Wand of aid them by granting each member of
ty nears this fork in the road, they Orcus. Balor listens to the story care- the party a wish. Any party member
hear a thundering noise, followed by fully, then tells them that if they dare, who accepts the wish is automatically
the sound of snapping wood. The he will take them to Demogorgon to moved one alignment step toward
earth begins to shake, and trees fall. plead their case. If they attack, Balor chaotic evil. If all the party members
Coming toward the party, towering tries to gate in other demons. In addi- refuse the wish, Demogorgon angrily
above the trees, are the heads of an tion to the stated chances of gating waves his hand and expels them all
uncountable stampede of terrible type III or type IV demons, there is a from the layer. The party instantly
giant lizards! 10% chance that Demogorgon him- reappears at area 1 of the Layer of
self appears to enter the fray. If the Pazunia.
25 Tyrannosaurus Rexes: AC 5, MV PCs flee back toward the conduit, In the extremely unlikely event
15, HD 18, hp 108 ea., #AT 3, 1d6/ Balor lets them go; if the PCs try to go that the party manages to fight and
1d6 5d8; SA swallow man-sized crea- around Balor toward the Palace of kill Demogorgon, all 100,000
ture whole on natural 18 or better, SD Demogorgon, Balor attacks them, demons in the city attack. If the play-
nil, AL N, Size L (50 long, 20 high) first trying to gate in allies. ers survive, they should get a major
(MM, pg. 28) D. Demon City: The Palace of reward indeed.
Demogorgon rises several miles high
B. River Crossing: Like most cur- in the center of a great city occupied Demogorgon: AC -8, MV 15,
rents through the Abyss, this is a by over 100,000 demons of all types. hp 400, #AT 3, Dmg Special, SA/SD
branch of the river Styx. In addition The demons do not attack. For every spell-like abilities, Lesser Power abili-
to normal hazards, this part of the riv- six turns (one hour) spent in the city, ties, +2 or better weapon to hit, MR
er is home to a demon dinichtys. each PC is drained of one life-level 100%, AL CE, Size L (54) (MM, pg.
(no saving throw). 16)
Demon Dinichtys: AC -5, MV 6 E. Palace of Demogorgon: The Pal-
1/21, HD 10, hp 70, #AT 1, Dmg ace of Demogorgon is an incredibly 6. The Layer of Space
5d4, SA swallow man-sized creature ornate palace that stretches several
whole on natural 15 or better, gate in miles up above the city. It is occupied You hear a rushing of wind as you
Type IV demon (50% chance), SD by demons of all sorts, and contains near the bottom of the column,
+2 or better weapon to hit; immune many magical traps and devices. It is but as you step out, you find your-
to all water- based spells, MR 65%, impossible to approach the palace self on the very edge of infinite
AL CE, Size L (25 long) (based on without Demogorgon being aware of space!
MM, pg. 25) the approach. Should a party intend

Each character must make a suc- 8. The Abyssian Ocean
cessful Dexterity Check at -5 to Dex- uids, buffeted by strong winds. As
terity on 1d20 or be swept into the you look out, you feel alternately This conduit hole is located on the
void. This layer consists of infinite, heated by free-standing balls of edge of the river Styx, which runs
gravity-less empty spaceair exists, fire and chilled by the remains of into the hole forming a waterfall
but there is no native matter. A huge, huge glaciers. The tug of randomly into the depths.
rushing wind sweeps anything it changing gravity further disorients
catches far away from the conduit, you. As usual when the Styx is involved,
which is out of sight within seconds. any contact with the water, including
Only magic has any chance of finding The maelstrom layer is similar to spray from the waterfall, causes full
the conduit and getting back to Pazu- Limbo, but there are no safe zones memory loss effects.
nia. There is no life native to the here. Characters unwise enough to As characters approach the bottom
plane, but there is a 10% chance of venture out into this insanity will of the hole:
encountering Pazuzu here. quickly find themselves alternately
baked, frozen, drowning, or trapped Below you is a torrent of water that
7. The Maelstrom in sliding earth and, muck. Some fills the bottom 50 feet or so of the
strange versions of life exist here, conduit shaft, coming from the
An insane cacophony resounds in including gibbering mouthers, asco- waterfall above.
the conduit as you reach the bot- moids, basidironds, crysmals, froghe-
tom. Outside, you cha- moths, kampfults, vargouille, and Water from the Styx has filled this
os! Boulders, trees, and entire other creatures too bizarre for words. entire layer, which has become a deep
landscapes are swept up in a tor- ocean. The exit from the conduit
rent of water and other murky liq- shaft (which is well underwater)
comes out into the bottom of the

ocean. Such spells as water breathing special, SA spell-like abilities, SD +1
still involve contact with the waters of or better weapon to hit, MR 80%, AL magmen, lava children, fire elemen-
the Styx. If characters who make their CE, Size L (12) (MM, pg. 19) tals, salamanders, red dragons, fire
saving throws stay in contact with the giants, galeb duhr, etc.
water (by being in it, say), they must Yeenoghu can be goaded into a
make saving throws each turn. one-on-one fight with a party mem- 12. The Realm of Juiblex
The Abyssian Ocean is filled with all ber with a wager of freedom for the
manner of evil and monstrous under- party, but he uses his Lesser Power The nauseating stench of decaying
water creatures, both freshwater and abilities to eliminate spells and magi- matter greets you as you near the
saltwater, including water naga, marine cal items possessed by that party bottom of this conduit.
trolls, aquatic ogres, dragon turtles, memberand cheats if he begins to
giant pikes, kopoacinths, lacedons, lose. He is not interested in helping The adventurers are entering the
green slime (giant size), morkoths, sea against Orcus, and only welcomes layer ruled by Juiblex, the Faceless
dragons, throat leeches, giant squids, having new victims to torture in his Lord, as shown on the map on page
eyes of the deep, kraken, pisco- dungeons. 38. The realm of Juiblex is filled with
daemons, and hydrodaemons. all manner of living fungus and rot,
10. Queen of the Demonweb with the entire range of deadly
9. The Mansion of Yeenoghu Pits slimes, molds, and jellies living off
each others putrid forms.
A barren salt waste lies before you. Silence greets you at the bottom of A. Conduit Exit: All characters
But in the distance you see an this conduit, as you step out into a must make one saving throw vs. poi-
amazing sight: a mansion the size dungeon corridor. son at a -5 penalty for every three
of a city, being pulled slowly by turns spent in this layer, or suffer the
thousands of slaves. Gnoll over- This is the Web of Lolth, Demon effects of a stinking cloud spell. Char-
lords whip them ceaselessly to pull Queen of Spiders, the 65th Layer of acters who save are still nauseated
their burden. the Abyss. Module Q1, Queen of the enough that they cannot eat and keep
Demonweb Pits, and GDQ1-7, their food down. In addition, the
If the PCs attack the gnolls, they Queen of Spiders, contain details of innate magic of this layer instantly
flee, but a flight of 100 Type IV this deadly layer. putrifies all nonmagical food and
demons swoops down from the giant water carried by the party. Water is
mansion to repel the attackers. 11. Layer of Rock changed into gelatinous cube materi-
al and food is changed into black
100 Type IV Demons: AC -1, MV pudding, both of which attack the
A deep rumbling greets you as you
9/12, HD 11, hp 55 ea., #AT 3, contents of the PCs backpacks and
reach the bottom of the conduit.
Dmg 1d4/1d4/2d4, SA bonus to +2 pouches.
As you look out into this layer of
to hit plus spell-like abilities, SD +1 The landscape as far as the eye can
the Abyss, you see a region of hot
or better weapon to hit, MR 65%, AL see is a putrid swamp filled with
lava flows, with volcanoes erupting
CE, Size L (10 1/2) (MM, pg. 19) unnatural colors, with an odor so
in the middle distance.
strong you can see the fumes rise. A
For every hour the PCs remain in
If the demons are defeated, a fur- narrow path, wide enough only to
this layer, a new volcano erupts.
ther 100 demons attack, and so forth, allow single-file movement, is the
There is a 20% chance that a new
until the party is captured, flees, or is only safe way to proceed. Stepping
volcano erupts right where the PCs
killed. If the party flees back into the into the swamp at any point results in
are standing, sending a stream of
conduit, the demons do not pursue. the simultaneous effects of a green
hot lava onto the party for 10d20
If the party surrenders or is captured, slime, yellow mold, ochre jelly, and
hit points of damage.
they are taken before Yeenoghu. black pudding (turn creature into
This layer is home to most types
green slime, kill anyone who fails a
of demons, plus creatures at home
Yeenoghu: AC -5, MV 18, hp saving throw vs. poison, dissolve flesh
in this environment, such as
200, #AT 1 (special), Dmg 3d6 + at 3d4 points/round, corrode metal).

If characters fly or levitate above the drained creature, AL NE, 2d6, SA&SD spell-like abili-
swamp, the swamp spews forth great Size M (MM2, pg. 96) ties, MR 45%, AL CE, Size M
columns of muck as high as necessary 2 Giant Gelatinous Cube (1, (MM2 pg. 37)
to cover the characters, with the above appears to be a clear lake
effects. filled with jelly): AC -5, MV C. The Palace of Juiblex: The evil
B. Random Encounters: There is a 21) HD 100, hp 400, #AT stench of this noxious swamp gets far
chance equal to the partys average 10, Dmg 10d6, SA paralyza- worse as the characters approach what
character level (but no greater than tion, surprise on 1d3, SD seems to be the largest heap of decay-
75%) each turn of a random encount- immune to cold, electricity, ing garbage in all the planes of
er from the following table: fear, holds, paralyzation, existencethe palace of Juiblex
polymorph, and sleep itself. The area around the palace is
Random Encounters: Realm of attacks, MR 75%, Size L filled with manes, bar-lgura, and
Juiblex (Roll 1d4) (100 per side) (MM, pg. 43) type II and IV demons, all of whom
3 Green Slime Colony (1,000 prey on each other. Several attack the
D4 RollEncounter slimes): AC 9, MV 6, HD party as it nears the palace; if the
1 Giant Obliviax (one per party 2,000, hp 8,000, #AT 1 pseu- attackers are not instantly repelled by
member): AC 0, MV Nil, HD dopod, Dmg special, SA great force, a great mob joins in. Din-
10, hp 20 ea., #AT special turns victim into green slime, ner time!
(memory drain range 60 feet, SD immune to all weapons Juiblex is not interested in the visit
victim must save vs. spell at and spells except cure of normal creatures, regardless of
-5 or lose all memories from disease, AL N, Size L (MM, what they have to offer, and attacks
last 24 hours, including all Pg. 49) full-force anyone with the temerity to
memorized spells), Dmg Nil, 4 Bar-Lgura (20): AC -3, MV enter his lair. If he appears to be los-
SA can cast stolen spells, SD 9@15, HD 6+6, hp 35 ing, he teleports away. His palace con-
form imitation of memory- ea., #AT 3, Dmg 1d6/1d6/ tains many treasures, including rings

of plant control, an alchemy jug, an A search of the corridors (if Urdlen ty. (The food is all poisoned with a -
amulet of life protection (always is defeated) reveals an immense, 10 penalty to the saving throw, but
worn), a bag of transmuting, a chime bulky treasure of tons of jewels and death only sets in 12 hours after the
of hunger (which he uses in melee), a precious metals that have been bro- food is eaten, so it may appear safe.)
periapt of foul rotting, pipes of the ken, tarnished and melted in sacrifi- That night, any characters who have
sewers, a scarab of insanity, and a tal- cial ceremonies. The value of the not eaten are visited by those NPCs
isman of ultimate evil. treasure is in the hundreds of millions most dear to them, or by beautiful
of gold pieces, but so is the bulk. maidens or anything else their hearts
Juiblex: AC -7, MV 3) hp 176, desirebut these are all succubi or
#AT 1, Dmg 4d10, SA spell-like abil- 14. The Layer of Delusion type VI demon assassins who seek an
ities plus spew slimes, SD +2 or bet- unguarded moment to kill their vic-
ter weapon to hit, MR 100%) AL CE, Sunshine, bright light, and the tims.
Size L (MM, pg. 17) sound of children at play greet you If at any point the characters try to
at the bottom of this conduit. As escape or resist the delusion of this
13. The Realm of Urdlen you look out, you see an unbeliev- layer, the entire landscape turns vio-
able sightyoure home again! lently against themnot only do
The exit from this conduit is filled The village of Bloodstone lies angry mobs of their friends and loved
with solid rock. before you, and running toward ones rush to kill them, but even the
you is the beautiful Lady Chris- trees, grass, and buildings are alive
This entire layer is a solid mass of tine! and evil.
rock, with some tunnels, corridors Be as devious and nasty as you can.
and chambers hollowed out. The rock This indeed appears to be Blood- This layer should be deadly.
is solid granite. Magical means may stone Pass, but it is actually the Layer
allow passage; characters using magic of Delusion, a sentient being seeking 15. Baphomets Maze
should also figure out how to find to destroy all who enter by simulating
their way back to this conduit, or else a pleasant environment. Its power is The conduit ends in a dungeon
be lost forever. About 50 feet into the such that it can mask itself against the corridor, with exits in four direc-
rock is a narrow corridor that leads in range of normal detect spells, includ- tions.
a winding, mazelike fashion deep ing the innate detect evil ability of
into this layer. paladins. This is a small part of the maze of
This is the home of the evil gnome- All the NPCs of Bloodstone Pass Baphomet, Demon Lord of Mino-
god Urdlen, the Crawler Below, a are present, welcoming the heroes taurs. The walls shift and change, so
Lesser God who appears as a huge, home. Quillan the Sage shows up to learning the path on one visit means
dead-white furless mole with claws of tell the heroes that they have evident- nothing. The current configuration
steel. He lusts for the blood of any ly found an interplanar conduit that of this section of the maze is shown on
human, humanoid, or demi-human. brought them back to Bloodstone, the map on page 40. There is a chance
He smells the fresh blood of the party and that they can return to the Abyss per turn equal to the partys average
if they enter any of his corridors, and soon, after youve regained your level (but no greater than 75%) of an
appears to attack them within 1d10 strength and restored your magic. encounter with a band of 1d12 mino-
turns of their arrival. Quillan tells them he has discovered a taurs with special powers:
new source of magic, and gives each
Urdlen: AC 2, MV 12(36), hp of them what seem to be the magical Minotaurs: AC 6, MV 12, HD
544, #AT 2, Dmg 4d4 +7 (x2), SA items of their dreams, holy swords 6+3, hp 35 ea., #AT, Dmg 2d6 +
Nil, SD permanent blur spell, MR +10, rod of infinite spell casting, etc. 4 (halberd +4) SA breath weapon or
100%, Size L (8 1/2 long), AL CE, The items all appear to work while in magic (see below), SD surprised only
powers of 8th-level cleric, 10th-level this layer. on a 1, MR 50%, AL CE, Size L
fighter, 13th-level illusionist, 12th- Nothing untoward happens until (MM1, pg. 71)
level assassin, plus all Lesser Power nightfall, after a wonderful, delicious
divine abilities in home plane. banquet has been offered to the par-

Minotaur Special Powers (roll 1d10) and is currently being held in the This layer of the Abyss appears to
dungeons of the Prince of the be just like a standard Prime Material
1 Lightning Breath Weapon (as Undead. (See Baphomets NPC Cap- plane. There are forests, rivers,
lightning bolt spell) sule on page 64 for details.) Under- mountains, and other normal fea-
2 Gas Breath Weapon (as standably, the minotaurs of tures. Even the ambient light is nor-
repulsion spell) Baphomets Maze are anxious for the mal, rather than the strange, eerie
3 Gas Breath Weapon (save vs. return of their lord. If the characters illumination common on these lay-
poison or die) parley with the minotaurs and reveal ers.
4 Cold Breath Weapon (as cone their destination, 1d6 minotaurs This layer is the home of the semi-
of cold spell) (randomly generated breath abilities) demons: cambions (offspring of
5 Flame Breath Weapon (as offer to accompany the characters to human females and demons) and alu-
fireball spell) serve as henchmen until Baphomet demons (offspring of human males
6 Gas Breath Weapon (save vs. can be liberated. Accepting the offer and succubi). Feared by their human
paralyzation or be perma- of the minotaurs to accompany the relatives and despised by their demon
nently paralyzed) party does not cause an alignment relatives, many have moved to this
7 Clerical Spell Use at 10th shift; freeing Baphomet, on the other layer of the Abyss. They live in small
level hand, could be considered a chaotic villages and war on each other con-
8 Magic-User Spell Use at 10th evil act. stantly. They are sterile, and so there
level are no children.
9 Illusionist Spell Use at 10th 16. Lair of the Semi-Demons If members of the party approach
level the village, there is a 50% chance
10 Type VI Demon Abilities This layer of the Abyss looks rela- they will be attacked immediately by
tively normal. There is a small 5d100 soldiers (a mix of cambions
Baphomet, demon ruler of mino- town a few miles distant. and alu-demons). If not attacked,
taurs, has been captured by Orcus they will parley with the party mem-

bers. They are not interested in the and Appendix B of module T1-4, The ings) or 12 in human form, HD 49
activities of other planes, but might Temple of Elemental Evil. (444 hp), #AT 2 or 4, Dmg 2d6 (x2)
provide assistance to the characters if The entire floor of this level has or 2d4 (x4), SA spell-like abilities
they help destroy a neighboring vil- been turned to mud by the water plus all Lesser Power abilities, SD +2
lage. Of course, helping demons prey from the river Styx. Touching the or better weapon to hit, MR 100%)
on each other changes the alignment floor at any point has the same effects AL CE, Size L (M in human form),
of party members one step toward as any contact with the river itself. (T1-4, pg. 123)
chaotic evil. The caverns are used to grow the
various molds and slimes that are 18. The Palace of Grazzt
17. The Caverns of Zuggtmoy known as Zuggtmoys Beloved:
ascomids, basidironds, violet fungi, This conduit opens up inside an
This conduit hole is located on the brown molds, russet molds, yellow elaborate fortress, with marching
edge of the river Styx, which runs molds, ochre jellies, gray ooze, phy- squads of demons carrying pole
into the hole forming a waterfall comids, black pudding, brown pud- arms drilling in the halls around
into the depths. ding, dun pudding, white pudding, the entrance to this layer.
green slime, olive slime, ustilagor,
See encounter area 24 for details. and zygoms. All these are found in This is the Palace of the Demon
At the bottom of the hole, the charac- profusion. If the PCs should destroy Prince Grazzt, shown on the map on
ters find themselves in a network of any of the fungi, there is a cumulative this page. The entire infinite layer is
cavernsa small node of the layer 10% chance per act of destruction one huge palace, the court of millions
inhabited by Zuggtmoy, Demoness that an angry Zuggtmoy will appear of demon soldiers drilling constantly
Lady of Fungi. In addition to the and attack. for war against both Demogorgon
information presented in this section, and Orcus. When the characters
it is useful to study Dungeon Level 3 Zuggtmoy: AC 0 (body)/ -2 appear in the conduit entrance, a
(head), MV 15 (6 on walls or ceil-
guard patrol of 100 Type III demons 3 Type V Demons: AC -7, MV There is a 10% chance per turn that
commanded by a Type V demon, 12, #AT 7, Dmg 2d4 (x6), SA spell- Fraz-Urbluu becomes aware of the
weapons at ready, demands that the like abilities, SD +1 or better weap- trespassers in his domain and tele-
characters sheath their weapons and on to hit, MR 80%, AL CE, Size L ports in to attack, using his special
come with the patrol. If the characters (MM pg. 19) deception ability to gate in another
battle the demons, a new squad of demon prince or princess to attack the
100 demons enters the room every 3 Female Type VI Demons: AC - party. The terrain alters as necessary to
two rounds until the characters 2, MV 6/15, HD 8+8, hp 50 ea., hinder the party and help Fraz-
escape, die, or parley. (Use BATTLE- #AT 1, Dmg 1d12+1, SA whip & Urbluu.
SYSTEM rules to resolve this battle, flame for 4d6, SD +1 or better weap-
should it occur.) If the characters par- on to hit, MR 75%) AL CE, Size L Fraz-Urbluu: AC -2, MV 12/
ley, the commanding Type V demon (MM pg. 19) 18 (MC:D), hp 466, #AT 3 and 1,
offers to escort them to the nearby Dmg 13d6 (x2)/3d6 or 1d12, SA
throne room of Grazzt himself. If the PCs explain their crusade spell-like abilities, SD resistances,
against Orcus, Grazzt offers to assign MR 100%, AL CE, Size L (MM2, pg.
Type III Demons (100): AC -4, them several Type VI demons as sol- 39)
MV 9) HD 10, hp 50 ea., #AT 5, diers, and to send his army into the
Dmg 2d6/2d6/1d3/1d3/1d4+1, layer of Orcus when the PCs have suc- 20. Glacier of Kostchtchie
SA/SD spell-like abilities, MR 60%, cessfully captured the wand. If the
AL CE, Size L (MM, pg. 18) PCs agree to this deal, their align- The arctic winds howl as you exit
ment moves one step closer to chaotic the conduit, and the glare of the
If the characters are escorted to the evil. Grazzt keeps his deal if the PCs bleak sun on the orange ice is
throne room (area B), Grazzt, the accept, and gives them a magical blinding. The glacier seems to
most handsome of demon rulers, and whistle that will summon an army of stretch to infinity.
his court of beautiful lamia, succubi, 10,000 Type III demons to fight
and demonesses await. Orcus when the PCs are ready. Of This glacial layer is the home of the
After being captured by a sorcerer course, when the PCs escape the layer demon Kostchtchie. As in area 4, this
from the Prime Material plane at a of Orcus with the wand, Grazzt plane is so cold that unprotected crea-
crucial moment in a battle against the attacks them to steal it. tures suffer an automatic 1d6 points
troglodytes, harpies, and bar-lgura, of damage per round, and no fire-
he escaped at the cost of being con- 19. Realm of Fraz-Urbluu based spells work.
fined to his own layer for a century. There is a 10% chance per turn,
This layer appears to be a totally cumulative, that Kostchtchie senses
Grazzt: AC -9, MV 12, hp 372, flat and featureless plane that the intruders and appears, riding his
#AT 2, Dmg 2d6 +6, SA spell-like stretches to infinity. giant white dragon mount and
abilities, SD +2 or better weapon to accompanied by a pair of leucrotta.
hit, MR 100%, AL CE, Size L (MM2, This is the layer of Fraz-Urbluu, Kostchtchie wields a hammer +5 of
Pg. 39) the Demon Prince of Deception. This giant size (18/00 Strength to carry,
layer is totally alive to the wishes of opponents hit by it must save vs.
3 Lamia: AC 3, MV 24, HD 9, hp the demon, and shapes itself however paralysis or be stunned for two
65 ea., #AT 1, Dmg 1d4, SA spell- its ruler desires. The land also radiates rounds).
like abilities, Wisdom drain, SD Nil, a powerful anti-magic. After six turns In addition, there is a random
AL CE, Size M (MM, pg. 59) in this layer, there is a 90% chance for encounter chance equal to the aver-
each magical item other than an arti- age party level (but no greater than
3 Succubi: AC 0, MV 12/18, fact or relic to lose its dweomer and 75%) of appearances by ice demons,
HD 6, hp 40 ea., #AT 2, Dmg 1d3/ become powerless. Charged items ice devils, ice para-elementals, ice
1d3, SA energy drain, SD +1 or bet- may be recharged on leaving the lay- trolls, remorhaz, night hags, or frost
ter weapon to hit, MR 70%) AL CE, er; other items are now normal and do giants.
Size M (MM, pg. 18) not regenerate.

Kostchtchie: AC -3, MV 6, hp 192, tom of the conduit the water rushes but if the characters want to worship
#AT 1, Dmg 2d6+10, SA/SD spell- out into another branch of the Styx. at the temple inside the gates, they
like abilities, MR 100%, AL CE, Size This is the realm of Feng-Tu, home may do so, and receive a bless spell
M (MM2, pg. 40) of the Chinese powers Tou Mu, God- from the deities. Characters who
dess of the North Star, and Lu Yueh, accept this blessing move one align-
White Dragon: AC 3, MV 12/ God of Epidemics. See the map on ment step toward chaotic evil.
30, HD 7, hp 56, #AT 3, Dmg 1d4/ this page. The realm of Feng-Tu The gods themselves will not
1d4/2d8, SA cone of cold breath appears as a mighty citadel, Oriental appear to the characters.
weapon, 4 1st-level MU spells, AL in appearance, that rises up a branch
CE, Size L (MM, pg. 34) of the Styx called How Nai-ho. Across 22. Temples of Kali
the river from the conduit is the Gate
2 Leucrotta: AC 3, MV 18, HD 9, of the Demons, Kuei-Men-Kuan, This is a realm of jagged peaks and
hp 49 ea., #AT 1, D 2d6+6, SD rear which is large enough to permit ele- blood-red, tropical vegetation. A
kicks (2 for 1d6+1 hp ea.), AL CE, phantine behemoths to pass through narrow path runs from the moun-
Size L (MM, pg. 60) easily. The gods hold sway over a tains where the conduit is located
household of manes and demons of down into the deep jungle below.
21. Realm of Feng-Tu all sorts.
If the PCs cross the river and This is the realm of the goddess
This conduit hole is located on the present themselves at the gate, Type Kali, who represents destruction
banks of the river Styx, which runs V demon guards demand their busi- incarnate. See the map on page 44.
into the hole forming a waterfall ness. If the PCs try to fight, the walls The winding paths through this layer
into the depths. around the fortress are instantly filled of the Abyss lead to the goddesss
with Type III demons armed with decaying temples, overgrown with
See area 8 for details. At the bot- crossbows +3. The gods are not inter- scarlet vines and crimson flowers.
ested in the PCs conflict with Orcus,

This level is inhabited by most sorts healing, and invulnerability, scrolls of 50 7th-level Assassins: AC 8, MV
of demons (especially nabassu), plus protection from illusions, plants, poi- 12, hp 21 ea., #AT 2, Dmg 1d4 +
giant centipedes, spiders of all types, son, and traps, a book of vile dark- poison, SA assassination table, all
su-monsters, volts, will-o-wisps, ness, necklace of strangulation, thief and assassin skills, SD none, AL
assassin bugs, asian elephants, leu- scarab of death, hat of disguise, and a CE, Size M
crotta, spirit naga, and various molds sword +2, nine lives stealer.
and slimes. 23. Vaprak of the Trolls
Each temple of Kali is occupied by Kali: AC -9, MV 27, hp 558,
monks. There are three senior monks #AT 4, Dmg 4d10 (x4), SA spell-like The smell of rotting jungle vegeta-
and 50 junior ones; all appear to be abilities, 10th-level cleric/druid, tion greets you before you can exit
human. They welcome travelers and 15th-level magic-user/illusionist, the conduit.
invite them to worship. (Worshiping 15th-level assassin, 13th-level monk,
Kali results in a movement of one step all Lesser Power abilities, SD fear, MR This layer is home to Vaprak, demi-
toward chaotic evil.) Characters who 100%, Size L, AL CE (LL, pg. 71) god of trolls and ogres. Thousands of
refuse to worship are invited to shelter both types of creatures live in the
in the temple, and are then attacked. 3 Rakshasa: AC -4, MV 15) HD swamp. There is a 10% chance per
If the characters have previously 7, hp 40 ea., #AT 3, Dmg 1d3/1d3/ turn of encountering Vaprak.
killed the Grandfather of Assassins, 1d4+1, SA ESP and illusion, MU
Kali herself appears and attacks; oth- spells as 5th-level MU, Cleric spells as Vaprak: AC 0, MV 15, hp 296,
erwise, the temple monks are all the 1st-level Cleric, SD immune to spells #AT 3 (as 16+ HD monster), Dmg
characters must contend with. under 8th-level, magical weapons 2d10/2d10/1d12, SA spells as 10th-
The three senior monks are all rak- under +3 do half damage, immune level cleric, SD regenerates 7 points/
shasa; the 50 junior monks are all 7th- to nonmagical weapons, AL LE, Size round, +1 or better weapon to hit,
level assassins. Each temple contains a M (MM pg. 81) MR 100%, Size L, AL CE (LL, pg. 96)
treasure of potions of climbing, extra-

24. Lair of Laogzed 25. Layer of Evil Incarnate 26. The Realm of Orcus
This is the lair of Laogzed, demigod This conduit leads to the realm of
of the troglodytes. Use the map on The darkness below radiates even Orcus. Go to Chapter 3.
this page. greater evil than that which perme-
Laogzed is a vile and disgusting ates the rest of the Abyss. 27-30. Iron Fortresses
creature whose appearance suggests
both toad and lizard. His oozing skin This is the Layer of Evil Incarnate. Each of the four iron fortresses is
is covered with patches of dead flesh. At the bottom of the conduit, all inhabited by a major demon: Ahri-
He prowls the caverns looking for good-aligned characters must make a manes, Aseroth, Dagon, or Eblis.
prey; there is a cumulative 10% saving throw vs. spell; failure means Their physical bodies are protected
chance per round that Laogzed smells instant death. Mortals of evil align- here while they are traveling astrally.
the intruders and rushes to attack. ment are instantly polymorphed into At the first sign of trouble, they
bodaks (no saving throw) and vanish return.
Laogzed: AC 0, MV 15) hp 374, into this layer, never to return. Mor- The fortresses are each guarded by
#AT 1 (as 16+ HD monster), Dmg tals of neutral alignment, and good- 10 Type V demons. These guards
6d10, SA stinking cloud at will, spell aligned characters who make their warn would-be intruders to go away,
use as 15th-level cleric (harmful spells saving throw, are randomly flung into and make no aggressive moves. There
only), SD skin causes 3d6 points of another layer. Roll 2d12 +1 for each is no treasure in the fortresses, and
damage automatic damage if touch- character flung into another layer. nothing to be gained by attacking the
ed, plus victim must save vs. poison at Each character goes to the layer repre- demons. If the PCs attack a fortress,
-4 or die. Weapons touching the sented by that encounter number (3- the major demon returns and begins
skin must save vs. acid or be 25; results of 25 become 26). to gate in as much as possible.
destroyed, MR 100%, Size L, AL CE
(LL, pg. 97)

4 5
zu appear. In this layer, Pazuzu is and lightning, AL CE, Size M
The Realm of Orcus being paid by Orcus to battle any (FF, pg. 78)
The home layer of Orcus is the creatures he finds in the sky, and he 5 Sons of Kyuss (2d6): AC 10,
333d layer of the Abyss, and that is does so, using his powers to gate in as MV 9, HD 4, #AT 1, Dmg
where the conduit from encounter many opponents as possible. Pazuzu 1d8, SA fear 30 radius, suc-
area 26 in Chapter Two leads. is highly intelligent and prefers to flee cessful hit has 25% chance of
The Palace of Orcus lies in a deep and summon more help if the PCs giving advanced leprosy,
valley surrounded by immense seem to be winning. See the previous worms from eyes attack near-
mountains honeycombed with nar- chapter for statistics on Pazuzu. by characters & burrow into
row passages. Smaller valleys in the Since Orcus is Prince of Undead, all brain in 1d4 rounds to turn
mountains contain cities of undead types of undead creatures as well as victims into Sons of Kyuss,
and a variety of other encounters, most types of demons inhabit this SD regeneration 2 hp/r, AL
described in this chapter. The palace plane. It is known that a large popula- CE, Size M (FF, pg. 83)
itself and its surroundings are tion of skeletal monsters, various sorts 6 Spectres (2d6): AC 2, MV
described in Chapter Four. See the of zombies, huecuvae, shadows, 15/30, HD 7+3, #AT 1,
map on pages 48 and 49 for a descrip- sheet phantoms, vampires, and death Dmg 1d8, SA energy drain,
tion of this area. knights are found here, as well as oth- SD +1 or better weapon to
The passageways that weave and er creatures. For each turn spent in hit, MR sleep, charm, hold or
twist through the mountains are cut this layer, there is a chance equal to cold - based spells, AL LE, Size
deeply into the rock. They are made the average party level (but not M (MM pg. 89)
of solid stone, well worn and quite greater than 75%) of a random 7 Ghouls (4d12): AC 6, MV
slippery. The walls on either side are encounter using the following table: 9, HD 2, #AT 3, Dmg 1d3/
climbable by a thief at normal 1d3/1d6, SA paralyzation,
chances, and extend upward approxi- Random Encounters in the Realm of MR immune to sleep, charm,
mately 100 feet. The contour lines Orcus (roll 1d8 + 1d12) AL CE, Size M (MM, pg. 43)
shown on Map 10 describe the tops of 8 Babau (2d6): AC -3, MV
the walls, not the pathways or valley Roll Encounter 15, HD 7+14, #AT 1 bas-
encounter areas, which are considered 2 Nabassu (1): AC -5, MV tard sword +2, Dmg 2d4
to be at 1,000 feet. (The River of 15/15 (MC:C), HD 5+20, +9, SA spell-like abilities,
Acid, demon cities, and the Palace of #AT 3, Dmg 2d4/2d4/3d4, SD cutting and stabbing
Orcus itself are all at 0 altitude.) As is SA spell-like abilities, thief effects do only half damage
clear from inspection of the contour abilities, SD harmed only by but cold iron weapons do
lines, most sections of the path are iron or +1 or better weapons, +2, MR 50%, AL CE, Size M
steeply canted either up or down, MR 50%, AL CE, Size M (MM2, pg. 36)
which affects both combat and move- (MM2, pg. 41) 9 Chasme (2d6): AC -1, MV
ment. 3 Demilich (1, encountered as 6/21 (MC:D), HD 7+2,
Although only a small section of a skull and a few bones in the #AT 3, Dmg 2d4/2d4/1d4,
this layer of the Abyss is shown here, middle of the path): AC -6 SA/SD spell-like abilities,
note that this mountain completely and special, MV special, hp buzzing causes sleep, MR
surrounds the Palace of Orcus, and 50 and special, #AT special, 40%, AL CE, Size M (MM2,
extends off the map edges for several SA/SD numerous, MR vul- Pg. 38)
miles. Most of this layer of the Abyss nerable only to specific spells, 10 Dretch (5d10): AC 2, MV 9,
consists of this labyrinthine moun- AL N(E), Size M (MM2, pg. HD 4, #AT 3, Dmg 1d4/
tain, but it is not known by Prime 33) 1d4/1d4+1, SA/SD spell-
Material plane scholars what other 4 Shadow Demons (2d6): AC like abilities, MR 30%, AL
terrain types might occupy this realm. varies, MV 12/18, HD CE, Size S (MM2, pg. 38)
Characters who try to fly rather 7+3, #AT 3, Dmg 1d8/1d6/ 11 Rutterkins (5d6): AC 1, MV
than walk encounter hordes of 1d6, SA leap attack, SD 12, HD 5+1, #AT 2, Dmg
chasme, and also have a cumulative undetectable 90% of time, 1d6+1/1d6+1, SA/SD
10% chance per turn of having Pazu- MR immune to fire, cold, spell-like abilities, MR 40%,

AL CE, Size M (MM2, pg. 41) 19 Skeleton Warriors (2d6): AC
12 Vrocks (Type I Demon) 2, MV 6, HD 9+12, #AT 1 ing a deep bowl-shaped valley
(4d6): AC 0, MV 12/18, vorpal sword, Dmg 1d8+3 about 600 yards in diameter. Sheer
HD 8, #AT 5, Dmg 1d4/ plus sever head, SA +3 to cliffs surround you on all sides.
1d4/1d8/1d8/1d6, SA/SD hit, SD cannot be turned, Four paths wind steeply up into
spell-like abilities, MR 50%, MR 90%, AL N(E), Size M the mountains.
AL CE, Size L (MM, pg. 18) (FF, Pg. 79) Facing you is a large winged
13 Hezrou (Type II Demon) 20 Death Knights (2d6): AC 0, demon carrying a sword and a cat-
(5d4): AC -2, MV 6//12, MV 12) HD 9d10, #AT 1 o-nine-tails with barbed ends. He
HD 9, #AT 3, Dmg 1d3/ unholy sword +5, Dmg 1d8 is at the head of a troop of smaller
1d3/4d4, SA/SD spell-like +8, SA spell-like abilities, demons that look like goat-horned
abilities, MR 55%, AL CE, rides nightmare, SD cannot dogs with four arms.
Size L (MM, pg. 18) be turned, MR 75% plus Cower in fear, little maggots,
14 Wights (8d6): AC 5, MV chance of spell turning, AL the winged demon hisses, for you
12, HD 4+3, #AT 1, Dmg CE, Size M (FF, pg. 23) have entered your worst night-
1d4, SA energy drain, SD sil- mare! He motions, and his forces
ver or magic weapons to hit, Throughout the previous chapter attack!
MR immune to sleep, charm, and this one, characters have encoun-
hold, cold, AL LE, Size M tered numerous situations that could This battle can most easily be
(MM pg. 100) change their alignment toward chaotic resolved using BATTLESYSTEM
15 Mummies (5d10): AC 3, MV evil. If a characters alignment becomes rules.
6, HD 6+3, #AT 1, Dmg chaotic evil while in the Abyss, he is
1d12, SA fear, SD magical instantly transformed into a bodak. Ter-soth, Brigade Commander
weapons only, and do half Such bodaks turn on the other party (Type VI Demon): AC -2, MV 6/
damage, MR immune to members until they are killed. A wish 15, HD 8+8, hp 72, #AT 1, Dmg
sleep, charm, hold, cold, poi- spell is required to change a bodak back 1d12+1, SA whip & flame for 4d6,
son, paralysis, AL LE, Size M to its human formbut a wish spell in plus spell-like abilities, SD +1 or
(MM pg. 72) the Abyss must be granted by the near- better weapon to hit, MR 75%, AL
16 Ghosts (2d6): AC 0 (or 8), est Power able to do soone of the CE, CR 12) CB +1, Size L (MM, pg.
MV 9) HD 10, #AT 1, Dmg demon lords. And the demon lords 19)
Age 10d4 years, SA magic jar, prefer to have the bodak. If the bodak
panic, SD cannot be attacked is captured by the party and taken with 100 Type III Demons: AC -4, MV
by spells from non-ethereal them when they leave the Abyss to 9, HD 10, #AT 5, Dmg 2d6/2d6/
creatures, AL LE, Size M another plane, then a wish spell can 1d3/1d3/1d4+1, SA spell-like abili-
(MM pg. 43) succeed. After that, proper atonement, ties, MR 60%, AL CE, Size L (MM,
17 Vampires (2d6): AC 1, MV sacrifices, and quests are needed to Pg. 18)
12/18, HD 8+3, #AT 1, have a chance of restoring original
Dmg 1d6+4, SA energy alignment. Paladins changed into The demons have a command post
drain, SD +1 or better weap- bodaks can never regain their pala- that guards the conduit. If the battle
on to hit, MR various spell dinhood under any circumstances. goes against them, Ter-soth abandons
immunities, AL CE, Size M his men and flies away at full speed,
(MM pg. 99) Encounter Areas trying to get to the Palace of Orcus to
18 Huecuva (10d10): AC 3, MV warn him of the powerful invaders. If
9, HD 2, #AT 1, Dmg 1d6, he successfully escapes, the PCs will
SA disease, SD hit only by sil- 1. Conduit be unable to get surprise when they
ver and magic weapons, poly- enter the palace, and all encounters
morph self 3/day, MR A lightning bolt shatters the eerie with variable numbers of creatures
immune to all mind- silence and briefly disturbs the will be at maximum numbers.
influencing spells, AL CE, blood-red sky of this plane, reveal- The guard post contains a mess hall
Size M (FF, pg. 51) for the demons and private quarters

for Ter-soth. In a chest in Ter-soths 3. Dimwolds Lair Int: Average (but egotistical)
quarters can be found the loot he has Size: Medium (5 tall)
taken from visitors to this layers of the This cul-de-sac is the home of a fire
Abyss, including gems and jewelry mephit named Dimwold, who spies Mephits are the evil messengers
worth 125,000 gp (encumbrance value on the party from the moment they and errand-runners of the lords of the
250,000 gp), potions of delusion, enter this layer until either they dis-
Abyss. They are connoisseurs of the
speed, and super-heroism, rings of cover they are being watched or com- vulgar and tasteless; they have
regeneration and wizardry, a rod of rul- plete encounter 2.
extraordinarily twisted senses of
ership, dust of appearance, helm of Dimwolds treasure trove consists humor (to a mephit, the sight of a
brilliance, mirror of life trapping, and a of 12 platinum pieces, a dagger +1, creature writhing in agony is excruci-
robe of powerlessness. and a mirror of opposition he stole
atingly funny). They particularly
Unknown to the party unless they from Ter-soth (area 1). He carries all delight in tormenting the helpless.
happen to use magical means, they items on his person. The lair consists
They normally wear clothes of the
are being spied on by a fire mephit of filthy bedding, some outrageous most garish design and color possible
named Dimwold, who is further clothing (think of every polyester and are often seen puffing on cheap
described in area 3. plaid nightmare youve ever seen, all
cigars. They strut and swagger like
All four paths from this bowl lead worn together heedless of color), and
every cheap hood youve ever seen in
upward. paper rolled around exceedingly foul- a gangster movie. They have shrill,
smelling dried vegetation (cheap
annoying voices. The fire mephit is
cigars). dull red in color, with thin streaks of
2. The Lake of Fire
black over its body. It is about five feet
Horrible screams greet you as you NPC Capsule tall, with functional wings and fangs.
look out over a long, narrow lake Dimwold is angry with Ter-soth for
filled with boiling lava. Demons reporting him to higher demons in
Dimwold the Mephit the palace for goofing off. The report
with pitchforks jab at pitiful
screaming people trying to escape got Dimwold cashiered, and hes
AC: 5 been scrounging in the mountains
the awful pain. MV: 12/24 (MC: B) ever since. No free trips to the Prime
HD: 3+1 Material plane, no wonderful swims
This is a test of alignment. What is
hp: 20 in the Lake of Fire, no humans to
actually going on is that the lake is
#AT: 2 tormentlife just isnt fun anymore.
filled with magmen and lava mephits
Dmg: 1d3/1d3 And besides, Dimwold is a genius
enjoying themselves, with a perma-
nent illusion spell making them among mephits. He really should be a
Special Attacks: Breath weapon full-fledged demon and boss around
appear to be human. The screams are
shoots a jet of flame 15 long and 1 in some underlings. Yeah, thats the
created by magic mouth spells. The
diameter for 1d8+1 damage (save for ticket! He could really be somebody.
demons are real, but are simply relax-
half damage) or blanket of flame 5 Yeah, live in a great palace with lots of
ing by a pleasant lake.
square immediately in front of servants,, better yet, why
Characters who do not penetrate
mephit for 4 pts. of damage to all in not have his own layer of the Abyss, a
the illusion and who do not attack the
range, no saving throw, 3/day. Heat demonic kingdom all his own, and be
demons move one alignment step
metal and magic missile (two mis- married to Morganna the Fair
closer to chaotic evil. Characters who
siles), once each per day; 25% chance Demon, yeah! Thats it!
do attack must fight 100 Type III
to gate in another mephit (if gate suc- Dreaming grandiose dreams and
demons (stats as in previous encount-
ceeds, 25% chance each of fire, lava, scrounging food and coins from
ers), several of whom try to escape to
smoke, or steam mephit), usable once minor demons (using a mirror of
reveal the characters presence to
per hour. opposition to create warriors to battle
Orcus. The mephits and magmen
simply ignore whats going on. his enemies), Dimwold has been
Special Defense: Touching mephit waiting for his ship to come in, and
Dimwold the fire mephit watches
with bare hands causes 1 point of now it has. He watched when the par-
this encounter as well.

ty of humans appeared in the con- These are crypt things. There are 24 return to the Abyss to establish
duit, and watched them fight their of them. They sit silently, like statues. domains for themselves.
way through the demon guards. And When the characters reach the center In addition to claw/bite attacks,
then he watched how they dealt with of the valley, all 24 creatures rise and nabassu can cause shadows (20 radi-
the Lake of Fire. Now he knows just point bony hands at the party. us), shed darkness (5 radius), and use
how to use these humans for his own their death stealing gaze, all once per
interests. . . . 24 Crypt Things: AC 3, MV 12, round. Death stealing requires the
HD 6, hp 48 ea., #AT 1, Dmg 1d8, victim to make a successful saving
As soon as the party completes SA teleport victims randomly (80%) throw vs. spell or become a ghast or
encounter 2, Dimwold approaches or paralyze and turn them invisible ghoul controlled by the nabassu. If a
them, a funny little character in plaid (20 %), SD +1 or better weapon to nabassu turns someone into a ghast or
suit and derby. hit, cannot be turned by clerics, AL ghoul, it gets an automatic bonus of 2
Determine Dimwolds motives by N, Size M (FF pg. 21) hp and AC improvement, plus a
the following method: Give the party free death gaze attack on another vic-
3 points if they defeated the demon tim (save vs. spell or become a
guards in area 1 easily, 2 points if they Under the thrones of the crypt things shadow). Nabassu also have thief
fought hard, 1 point if they took casu- can be found treasure of 21,000 gp, abilities to move silently, hide in
alties, and 0 points if they lost or fled. 1,400 pp, and 20 gems worth 11,000 shadows, hear noise, and backstab as
Also give the party 3 points if they gp, plus the following magical items: 1st-level thieves. They can be harmed
saw through the illusion in area 2, 2 elixir of madness, philter of glibness, by iron or +1 or better weapons.
points if they fell for the illusion but scroll of protection from acid, ring of They have gathered a treasure of
didnt attack, 1 point if they blinking, ring of mind shielding, rod 75,000 gp, gems and jewelry worth
attacked, and 0 points if they lost. of security (10 charges), wand of force 117,000 gp, and the following magi-
Roll 1d6 and add it to the total. (30 charges), quiver of Ehlonna, cal items: potions of growth, human
On a total of 1-4, Dimwold decides shadow lanthorn, and a stone horse control, and poison, rings of contrari-
that he can get back in Orcuss good (destrier). (DM Note: These magical ness, air elemental command, and
graces by turning these idiots over to items are all from Unearthed Arcana) weakness, bag of devouring, cloak of
the demons. On a total of 5-8, he poisonousness, crystal hypnosis ball
decides that the liches in area 6 could 5. Death Stealer (tuned to Orcus), and a deck of many
use these humans to further their own things.
plot. On a 9-12, Dimwold decides This narrow valley is lined with
that these humans can win against caverns. 6. City of the Liches
Orcus, and wants to help them in
hopes of punishing his enemies and This is the lair of 50 immature At the end of this path is a great
maybe gaining power of his own. nabassu (death stealer) demons, not stone wall with a gate of iron. The
Dimwold cant be trusted, but at yet ready to enter the Prime plane. rooftops of a city can be seen over
least he always acts in his own self- the wall, but no sound is heard.
interest, which makes him predicta- 50 Young Nabassu: AC 4, MV
ble. He is very knowledgeable about 15/15 (MC: C), HD 5, hp 35 ea., This is a city entirely inhabited by
the mountains around the palace, #AT 3, Dmg 2d4/2d4/3d4, SA/SD liches. If Dimwold has decided to
and has a 50% chance of knowing see below, MR 15 %, AL CE, Size M turn the party over to the liches, he
about dangers in the palace itself. (MM2, pg. 40) encourages them to pound on the
gate (I got friends in there, yeah,
4. Valley of the Crypt Things Nabassu are born in the Abyssal theyll help you out for sure!). If he
planes, but must sojourn in the Prime is helping the party, he tells them not
This narrow valley is lined with Material until they drain the life from to go inside. If the party tries to open
ornate thrones carved from solid 18 humans, creating evil undead in the gate or tries to contact the inhab-
rock. On each throne sits a pale, the process. This gives them addition- itants of the city, the gate slowly
solitary skeletal being wearing a al hit points and Armor Class benefits creaks open, revealing a silent, dead
brown, hooded robe. until they reach full maturity and can city, magnificent in architecture but

deathly cold. the liches, they are in for a battle roy- Type VI Demon: AC -2, MV 6/
The city is inhabited by 100 liches, ale. The liches are all able to cast 15, HD 8+8, hp 72, #AT 1, Dmg
12 demiliches, and 12 death knights. spells of the highest level, and do so 1d12+1, SA whip & flame for 4d6,
in concert. In the unlikely event the plus spell-like abilities, SD +1 or
Lich: AC 0, MV 6, HD 11+, #AT PCs manage to defeat the population better weapon to hit, MR 75%, AL
1, Dmg 1d10, SA spells as magic- of the city, then they should find a CE, CR 12, CB +1, Size L (MM, pg.
user/cleric of 18th-level each, touch magical treasure beyond price, 19)
paralyzes opponents who fail saving including 40-50 miscellaneous magi-
throws, SD various spell immunities, cal items and the artifact known as Solar: AC 9, MV 18/40//18,
+1 or better weapon to hit, AL N(E), The Hand of Vecna. hp 177, #AT 4, Dmg 2d6+5, SA/SD
Size M (MM, pg. 61) spell-like abilities and immunities,
7. Nest of the Chasme MR 85%, AL LG (MM2, pg. 111)
Demilich: AC -6 and special, MV
special, hp 50 and special, #AT spe- You hear a loud buzzing noise The magical bonds holding the
cial, SA/SD numerous, MR vulnera- down this path. solar in the flames can only be cut
ble only to specific spells, AL N(E), with a magical sword (the solar can
Size M (MM2, pg. 33) This is a nest of chasme demons. communicate this fact to the party by
telepathy), but cutting the bonds
Death Knight: AC 0, MV 12, HD 50 Chasme: AC -1, MV 6/21 instantly destroys the sword (no sav-
9d10, #AT 1 unholy sword +5, Dmg (MC: D), HD 7+2, #AT 3, Dmg ing throw). The solar doesnt know
1d8+8, SA spell-like abilities, rides 2d4/2d4/1d4, SA/SD spell-like abil- about the sword destruction.
nightmare, SD cannot be turned, MR ities, buzzing causes sleep, MR 40%) The solars name is Gabriel, and he
75% plus chance of spell turning, AL AL CE, Size M (MM2, pg. 38) serves Bahamut. Once freed, the solar
CE, Size M (FF, pg. 23) Their lair contains a treasure of a grants a reward to the party members
lance +3, quarterstaff +5, sun depending on average party level: If
These creatures believe themselves blade, and a final word broad 20 or less, he grants the party one
to be far superior to the demons who sword (engraved with the name wish, casts one each (if needed)
rule this layer. They thus seek to dom- Lastquip in runes). regenerate, resurrection, and restora-
inate a layer of the Abyss of their very tion spell, grants clerics a spell
own. Overthrowing Orcus would be 8. The Trapped Solar recharge of all spells up to 4th level,
very much in accordance with their and summons a ki-rin to assist the
plans. Therefore, they are quite will- party for the rest of this adventure; if
ing to parley with the PCs and aid The twisting path leads into a box 21-50, he casts one each regenerate,
them in overthrowing Orcus. If canyon filled with demons dancing resurrection, and restoration spell,
Dimwold believes the PCs to be hap- around a burning pyre. Bound to a recharges clerical spells up to 4th-
less idiots, he gets the Lich King alone tall stake in the center of the flam-
level, and grants one wish; if 50-75,
to tell him that. The liches use their ing pyre is a tall humanoid with
he grants a wish and recharges clerical
powerful magic (such as time stop or a skin the color of molten copper, spells up to 4th level; if 76+, he
wish) to capture a party member, bronze hair and topaz eyes, with recharges clerical spells up to 4th
then blackmail the party into working copper-gold wings. level. Under no circumstances will the
with the liches to defeat Orcus. They solar stay and help the party.
A group of 10 type VI demons has
have many magical items and are pre- The solar teleports away after
captured this solar and brought him
pared to loan them to the PCs to help granting favors to the party.
to this corner of the Abyss to torment.
them to victorywith the proviso
The solar is magically bound to the
that if the PCs win, then the liches Ki-rin: AC -5, MV 24/48, HD
stake. Although the flames cannot
will take over the layer. 12, hp 72, #AT 3, Dmg 2d4/2d4/
kill him, they do cause him great
The liches are totally untrust- 3d6, SA magic use, SD spell-like abil-
pain, but the stoical solar does not
worthy, and double-cross the PCs as ities, MR 90%) AL LG, Size L (MM,
acknowledge his pain to the demons.
soon as they are victorious. Pg. 57)
If the PCs should decide to fight

5 3
9. Ghost Garden or magical weapons (for full damage), Skeletal Mountain Manifestations
MR can only be attacked by spells (Roll 1d8 per party member)
A tall wall of stone surrounds this from creatures in ethereal state, AL
area. Through the gate you see a LE, Size M (MM, pg. 43) Roll Manifestation
bare space nearly half a mile in 1 Giant Skeletal Fist (AC 2,
diameter. In the center is a dead 10. Skeletal Mountain MV strikes in 6 range, can-
tree. The ground is littered with not move, 50 hp, #AT 1,
gold, jewels, weapons, and what The floor of this entire area is cov- Dmg, effects of Bigbys
seem to be magical items. ered with bones. Filling most of clenched fist spell
the valley is a huge mountain 2 Skeleton Warrior (AC 2, MV
An immense amount of treasure is made entirely of bones, stretching 6, hp 50, #AT 1, Dmg
in this garden, sure temptation for upward nearly 4,000 feet. Mixed in 1d20)
greedy characters. In fact, all the trea- with the bones are some gleaming 3 Giant Mouth (AC 2, MV
sure is real, and it does not seem to be pieces of metal. strikes in 6 range, cannot
guarded. Invisible ghosts lurk here, move, 50 hp, #AT 1, Dmg
waiting to trap the unwary (thats This mountain contains the bites for 10d6 points)
where all this treasure came from). remains of all skeletons ever 4 Skeletal Ettin (AC 2, MV
The ghosts dont attack when the destroyed on the Prime Material 12, hp 50, #AT 2, Dmg
characters first enter the garden. plane, plus those weapons, armor, 2d8/3d6)
For each square in area 9 (of the treasures, and miscellaneous magical 5 Skeletal Tyrannosaurus (AC
map on pages 48 and 49) that the items not taken by adventurers. The 2, MV 15, hp 50, #AT 3,
characters explore, there is a 5% entire mountain is alive, and forms Dmg 1d6/1d6/5d8)
cumulative chance of the ghosts into strange skeletal shapes. For every 6 Giant Skeletal Hand (AC 2,
attacking. If ghosts attack, multiply three rounds spent in this valley, there MV strikes in 6 range, can-
the average party level times the is a percent chance equal to the aver- not move, 50 hp, #AT 1,
number of times the ghosts have age party level of the skeletal moun- Dmg effects of Bigbys crush-
attacked. For example, on square 1, tain manifesting 1d4 shapes per party ing hand spell)
there is a 5% chance of ghosts attack- member, all of which attack as 12+ 7 Skeletal Chromatic Dragon
ing, and a number of ghosts equal to HD monsters, using the table below. (AC 2, MV 6/18, hp 50,
the average party level attack. On Like all skeletons, manifestations of #AT 6, Dmg 2d8/3d6/2d10/
square 10, there is a 50% chance the the mountain suffer only half damage 3d8/3d10/1d6)
ghosts attack. If they do attack and from sharp or edged weapons, are 8 Skeletal Storm Giant (AC 2,
this is the third attack, then a number immune to sleep, charm, hold, and MV 15, hp 50, #AT 1, Dmg
of ghosts equal to three times the cold - based spells, and take 2d4 points 7d6)
average party level attacks. of damage from a vial of holy water.
If there is no ghost attack, or if the They attack until destroyed. 11. Lair of the Dire Whiner
characters defeat the ghosts, they can For each turn the party members
check the square for treasure. First, search, there is a 50% chance per turn The ground underneath you
roll percentile dice. On a roll of 1-60, of finding treasure or magical items. begins to get soggy and swam-
roll 1d20 and check Table II .A. Mon- If treasure or magic is discovered, roll plike. With each step you take,
etary Treasure, DMG, pg. 120. On a percentile dice. On a roll of 1-60, roll you hear a sucking sound as your
roll of 61-00, roll d100 again and 1d20 and check Table II. A. Monetary feet pull up out of the muck. In the
check Table III and subtables, DMG, Treasure, DMG, pg. 120. On a roll of center of this area is a stone throne
pp. 121-125. You may substitute 61-70, roll d100 again and check on which sits an immensely fat and
Table III and subtables from UA, pp. Table III.C.; 71-80, check on Table incredibly ugly hag.
84-89, if you wish. III.F.; 81-90, check table III. G.; 91-
00, check Table III. H. You may sub-
Ghosts: AC 0, HD 10, #AT 1, Dmg stitute the appropriate subtables
Age 10d4 years, SA magic jar, SD from UA, pp. 84-89, if you wish.
only struck by silver (for half damage)

NPC Capsule creatures that enter her lair. The final
ability, put down, acts as a verbal
(50 long) (MM2, pg. 117)

symbol of hopelessness spell, and is 13. City of the Zombies

The Dire Whiner used to break new victims to her will.
These abilities can be used one at a This is a city of 10,000 zombies,
(New Monster) time at will. All abilities affect all victims of the evil of Orcus and his
creatures within earshot. clerics. They live peacefully in this
Dire Whiner (Demon) The dire whiner preys on the crowded, decaying city, but seek a
demons, mephits, and other crea- true death to release them from their
Frequency: Very Rare tures of the area. She has accumu- terrible half-existence. The PCs only
No. Appearing: 1 lated a great store of treasure and learn this if they attempt to parley
Armor Class: 0 magic, and whines to get the accumu- with the zombies. If attacked, the
Move: 6 lated treasures of the party. She com- shambling zombies fight the charac-
Hit Dice: 10 plains at magic-using creatures, and ters, but they are heedless of danger
% in Lair: 100% uses a put-down to try to force the and good tactics.
Treasure Type: F, G characters into ultimate submission.
No. of Attacks: 1 10,000 Zombies: AC 8, MV 6,
Damage/Attack: 6d6 HD 2, hp 4 ea., #AT 1, Dmg 1d8,
Special Attacks: See below The dire whiner is sitting on a stone SA/SD immune to sleep, charm,
Special Defenses: See below throne in the middle of this swamp. hold and cold- based spells, holy
Magic Resistance: See below A large pile next to her is a mixture of water does 2d4 points of damage per
Intelligence: High garbage and treasure. In it are 20,000 vial, AL N, Size M (MM, pg. 103)
Alignment: Chaotic Evil gp, 10,000 pp, 20 gems worth 500 gp
Size: L each, 25 pieces of jewelry worth an If the PCs try to talk with the zom-
Leve1/X.P. Value: VIII/3,600 + average of 15,000 gp each, and the bies, they are escorted to the Zombie
14/hp following magical items: a flask of oil King, an ordinary looking zombie
of sharpness, a scroll of protection who sits on a throne. The king tells
The dire whiner is a type of demon from acid, a ring of regeneration, an them that the zombies wish to leave
that typically appears as a large, ugly anything item, and a mantle of Celes- their undead state. They are willing
woman, smeared with dirt and slime. tian. to assist in an attack on Orcus, either
Dire whiners usually live in caves or to perish in the attack or to be liber-
swamps in the Abyss and on most 12. Lair of the Tarrasque ated by the PCs when Orcus is defeat-
Prime Material planes. ed. They are willing to go along with
The dire whiner obtains food, trea- A large horned monster sees you any plan of attack. If asked for his
sure, and other necessities by using and charges in your direction. opinion, the Zombie King suggests
her special abilities to whine, com- that his subjects stage a raid on one of
plain, and put down, which are magi- This is a tarrasque. It pursues the the demon cities to create a distrac-
cally powered insults. (Examples: players until it is killed or one or more tion for the PCs.
Whine I waaaant a nice magic of the PCs is dead.
ring, like that one youre wearing. 14. The Cliff
Complain Nobody likes me; Im Tarrasque: AC -3, MV 9 (+6
just a misunderstood old woman. rush), hp 300, #AT 6, Dmg 1d12/ You are standing at the edge of a
Put down You slob! You dont 1d12/212/5d10/1d10/1d10; SA high cliff, looking at a swirling riv-
have the brains of a worm!) sharpness bite, terror, SD immune er below. In the middle distance
The whine ability acts as a sugges- to bolts and rays (1 in 6 reflect on cast- are cities filled with demons of all
tion spell. It is used to force the vic- er), immune to fire, regenerate 1 hp/ sorts, and in the center of the cities
tims of the dire whiner to bring it round, struck only by +1 or better is a huge, evil-looking palace.
food and treasure. The complain abil- weapons, killed only by pushing to -
ity acts as a druidic feeblemind spell. 30 hp and using a wish, immune to Show the players the illustration on
It is used against any magic-using psionics, MR standard, AL N, Size L page 56.

The climax (but not the conclusion!) cant of these is probably magic resist- large map, thus preventing the play-
of the PCs adventure will occur in the ance. ers from seeing the part of the fortress
castle of Orcus, deep in the Abyss. Although the percentage chances that is inside the walls.
Here they will be challenged by of magic resistance given for most The PCs can observe the castle from
adversaries far more mighty than the demons encountered here are not the jagged and rocky ridge line of a
mortal foes who faced them in their increased from those listed in the barren crest. There are many
own world. Stealth will be of prime monster tomes, the magic resistance upthrusting crags and sharp-cornered
importance, and conservation of acts differently in the fortress of Orcus boulders scattered along the ridge to
magical power can make the differ- and in the cities around the periphery provide good cover.
ence between success and failure. of the fortress. The slope before them is steep.
Their goal here is to find and steal This is because the magic resistance Although it, too, is covered with bro-
the Wand of Orcus the most trea- applies across the board it is not ken rock and crooked ravines, several
sured possession of the Prince of the modified for the level of the PC spell- routes appear to offer relatively
Undead, Orcus himself. They can caster! A demon with an MR of 75% smooth pathways to the bridge. This
accomplish this through stealth, if has a 75% chance to avoid a specific bridge is about a mile away from the
they are skillful, careful, and lucky, or magical effect. This remains con- top of the ridge, althoughbecause
they can try to accomplish it by force. stant, whether the attacking PC is a of the distortion in distance that
The latter case will probably prove 17th-level spellcaster, or a 95th-level occurs around the castlethe bridge
disastrous for all but the most capable spellcaster. Of course, this means that sometimes appears to be as much as
of partiesand even those will no these demons are actually weaker 10 miles away, and at other times
doubt suffer some losses in the proc- against low-level attackers who have seems no more than 200 yards down-
ess. somehow made their way to the heart hill.
If the PCs chance to meet up with of the Abyss, but Orcus is willing to Give the players some time to look
the Prince of the Undead himself, take that chance! at the map. They can make notes
they will findregardless of their (assuming that the PCs have some
levelthat they have a true fight for
survival on their hands. And even if
I. Approaching mapping or writing equipment, of
course), and ask for a few additional
they manage, by force or by trickery, the Fortress details about the areas. Give them a
to get hold of the Wand of Orcus, The chaotic terrain of the Abyss limited time, however, before having
their troubles will not be over. In fact, provides many glimpses of the loom- them encounter Fyrillicus, the Aby-
as they become the targets of a chase ing bulk of the castle. All of these dis- ssian Dragon. (See the NPC capsule
that spans many of the Outer Planes, tant views will show the fortress in a on page 58)
they might conclude that their trou- different lightsometimes jagged If the average level of the PCs is
bles are only beginning! and black, at other times rounded very high (75 or above), they should
and crimson, while still other vantage get no more than a minute to look at
Magic Resistance points can cause it to look like a col- the map. Player Characters under
25th level can have as much as 8 or 10
in the Fortress lection of odd angles, cast in a dirty
white color. minutes. Give your party an appro-
The citadel in the Abyss represents As the party reaches the last rise priate amount of time, considering
the focal point of Orcuss power. As before the castle, however, the PCs the number of PCs, magical items
such, there are many magical effects will get a good look at it. Here you owned by the group, and so on. (The
that apply here and nowhere else in can show them the large map of the amount of study you give them with
the known planes. Most of these are fortressor at least, a censored ver- the map can be important toward
explained in text as they become nec- sion tailored for the players impres- their success with the mission.)
essary. sionable eyes.
However, one effect of this concen- Remove pages 93-96 from the
tration of power is that the powers of module and place the pages over the
many of the demon princes demonic central part of the map, as indicated.
subjects are enhanced. Most signifi- The pages line up with the area on the

The Sky and the Horizon 2. Darkmists
upon land that seems to writhe in
Nowhere is the nightmarish nature These areas are impenetrable to its own torment. Still another
of the Abyssian environment more sight and magical detections, includ- blinks from white, blinding day-
apparent than here, around the for- ing true seeing. Each of these six areas light to thick night, all in the space
tress of its most powerful ruler. looks the same when viewed from the it takes to snap your fingers twice.
Lighting is constant, but of widely outside:
varying intensities. The sky might
flash bright red one moment, and
then fade to a dull crimson glow,
A twisting maelstrom of black
smoke rises from the surface of the
NPC Capsule
before a wave of sickly green washes fortress, suddenly dissipating as the
through it. mist moves away from the ground. Fyrillicus, the Abyssian
The effect upon the land is a multi- The smoke seems to move far faster Dragon
colored light show, pulsating and than natural forces would allow,
Red Dragon, Abyss-bred
evolving to the accompaniment of whirling and racing through tortu-
unnatural wind and roiling clouds. ous patterns before it vanishes.
AC: -5
Places upon the horizon seem to
3. The Great Maze MV: 15/36
change color quickly. Even more
Hit Dice: 25/50/100
bizarre, however, is that a location that
hit points: 200/400/800
seems to be many miles away might The walls, stairs, and pathways of #AT: 3
suddenly shift under the changing skies this region are a muddy gray color. Dmg: 2d20/2d20/4d20
to appear much closer. All distances are In some places, the angles of the Special Attack: Fire breath weapon
constant, but the appearance is of con- corners do not seem quite right (as red dragon)
tinual movement. or perhaps the stairways seem long- Magic Resistance: 70%
er than they should be. Or are they Alignment: Chaotic Evil
Visual Clues shorter than they should be? Size: L (100 long)
If the PCs ask for details about any 4. The High Cities
specific areas on the map, they can Spells:
discern the following things. De- Level 1: magic missile (5 missiles),
In the near periphery of the castle protection from good, read
tailed descriptions of these locales,
sprawl many cities that teem with magic, shield
including encounters and other game
life. Few details are visible, but Level 2: darkness 15 radius, mirror
details, are presented later.
movement can be seen in the image, stinking cloud, web
streets of the nearer ones. The Level 3: dispel magic (as 40th-level
1. The Bridge
buildings in many ways appear magic-user), haste, light-
normal, except for the chaotic ning bolt (40d6 dmg)
Two skulls stand guard at the bends of walls or roofs, or the illog-
bridge. Their eye sockets gleam, Level 4: dimension door, ice storm,
ical twisting of important avenues. minor globe of invulnerabil-
and occasionally the jaw of one will
move. ity, polymorph self
5. The Low Cities
The other then responds, al-
though no sound is audible at this The exact size and hit points of this
Twisting and winding across the dragon should be determined as a
distance. wide plain behind the castle are
The bridge spans a moat deeper balance to the relative power of the
cities too numerous to count. Each PCs. If the average level is 25 or less,
than any canyon in the realms. Not is similar in its teeming chaos, yet
water, but fiery lava flares and use the smaller Hit Dice/hit point
each is also unique. One is total; if the average level is 26-74, use
bubbles in the distant depths, wrapped in a sheath of hot flame,
although mostly all you see is the the medium size; if it is 75 or greater,
burning smokelessly in the dis- use the largest size listed.
orange glow on the dark stone sides tance. Another bucks and heaves
of the moat. Fyrillicus, in any event, is far larger

than any dragon living on the Prime morphed, or otherwise concealed. He spell) anything in its field of vision
plane. He is the spawn of a long line will be able to detect invisible, how- that is not in contact with the ground.
of red dragons that Orcus has sub- ever, so that obvious tactic will not Great bounties are offered by
dued and brought to the Abyss. work. Orcus for those of his flying patrols
There, the Prince of the Undead has If he cannot see his victims, Fyrilli- that locate and destroy intruding fly-
developed his line, certainly adjust- cus will breathe in the general area of ing creatures. However, a sense of
ing the natural breeding process with the party, two rounds after he arrives order has evolved among these Aby-
his demonic manipulations. The overhead. Then, unless he has been ssian Air Patrols. The first of the
result, to date, is the awesome crea- badly wounded by the PCs, he will groups to reach a flying intruder is
ture that now patrols the land around land and fight them in melee com- allowed to attack and try to destroy
his fortress. bat. (He prefers his killing up close the intruders, while other air patrols
The dragon patrols primarily the and personal.) stand by. Only if the first group is
barren wasteland in the area of the vanquished can the second move in,
PCs most likely approach, since the
other sides of the castle are protected
II. Movement Around and so on. Thus, flying intruders will
face a constant battle against these air
by vast cities of chaotic evil. the Fortress patrols. Although they will only have
The problem with Fyrillicus is that, This is the heart of Orcuss power. to face one group at a time, as soon as
in the course of breeding his size, Thus it is subject to some very strange one group is destroyed, another is
strength, and power to such an natural effects, as well as the wards there to continue the attack.
extreme, his intelligence suffered and precautions wrought by the The air patrols will limit their
rather drastically. Although he is Prince of the Undead himself. attacks to the airspace over the moat
capable of learning the spells listed or the fortress proper. They will not
for him (by dint of no little tutoring) bother creatures flying over the cities
Flying Above or
he will never win any scholarships. or the countryside around the castle.
His approach to a problem is nearly Around the Castle However, as soon as a group begins to
always that of the frontal assault. He The Prince of the Undead is a power- fly over the moat, they will be
is savage, thorough, and cruel in com- ful and ruthless ruler, but he is not attacked by one group of the air
bat. Thus far, his relative stupidity without his enemieseven among the patrol. On the round following the
has not been a tremendous other planes of the Abyss. Consequent- slaying of the last member of that
drawbackin fact, he has yet to meet ly, he has taken a number of precau- group, the intruders are attacked by
an opponent who could really chal- tions against intruders approaching another group.
lenge him. and threatening his fortress. If all of the members of an intrud-
Orcus has forbidden any flying in ing party land, they will have to finish
the vicinity of his fortress. To enforce the combat with any group of the air
The Encounter with Fyrillicus his will, he has posted numerous fly- patrol that has already attacked them.
ing guards, entrusted with the simple However, they will face no further
When the PCs have studied the
task of destroying any creature with attacks by the air patrol unless a mem-
castle for the appropriate amount of the audacity to ignore the princes ber of the intruding group again takes
time, the dragon will interrupt their order. to the air. In this case, on the round
contemplations with an attack. The following the character becoming air-
These flying patrols are posted at
PCs will see him soaring, a mile or so the various Observation Towers borne, the air patrol will attack again.
away, and suddenly he will be right marked on the map. These towers The air patrols include the follow-
above them, diving into the attack. have the unique feature of blocking ing types of creatures. Roll 1d6 to
(This is caused by the distance- out most of the view, in order to determine which group is encoun-
distorting space around the castle, enhance their single purpose. tered, and then determine the size of
not by any magical enhancement of Any creature standing atop one of the group.
the dragons speed). the towers can see nothing that is
Fyrillicus will know the location of
attached to or in contact with the
the PCs to within 20 feet, but he will ground. However, it can see unerring-
not have any magical means of seeing ly (as if benefiting from a true seeing
them if they are camouflaged, poly-

Orcuss Air Patrols XP Value 1,600; Specials: darkness 5 attempting to climb these walls will
radius, teleport, detect good, detect find them to be very different than
D6 Roll Type of Patrol invisible, telekinesis (1,500 gp they appear.
1 1d4+1 Type IV Demons weight) For one thing, the height of these
2 2d6 Type I Demons walls is universally 1,000 feet. Even
3 2d6 Alu-demons Nabassu (Major Demons); AC -5; though two levels of the fortress
4 1d8+2 Chasme MV 15; HD 5+20 (60 hp each); might be connected by a stairway of
5 1d4+1 Nabassu #AT 3; Dmg 2d4/2d4/3d4; MR 15 steps, each only a one-foot drop,
6 1 Abyssian Dragon 50%; AL CE; Size M (7 tall); XP Val- the spacial distortion of the Abyssian
ue 4,000; Specials: iron or +1 or bet- environment means that a character
The relevant game stats for these ter weapons needed to hit; shed attempting to climb down the wall
creatures are included for your refer- darkness 5 radius, death stealing, next to the stairway will have to
ence: energy drain, etherealness (twice/ descend 1,000 feet.
day), paralyzation 10 radius (once/ The walls are easy to climbthey
Type IV Demon: AC -1; MV 9/ day), regenerate up to 20 hp per day, are made of a rough mixture of bone
12; HD 11 (51 hp each); #AT 3; silence 10 radius, vampiric attack 20 and mortar, with many rough protru-
Dmg 1d4/1d4/2d4; SA +2 to hit; range (once/day), thief abilities: sions to provide handholds and foot-
SD +1 or better needed to hit; MR move silently, hide in shadows, back- holds. Some of these are actually
65%; AL CE; Size L (10 1/2 tall); stab (all at 10th level) recognizable as boneshuman,
Specials: darkness 10 radius, create monstrous, and otherwise.
illusion, cause fear, levitate (as 12th- Red Dragon, Abyss-bred: AC -2; The distortion of the walls affects
level magic-user), detect magic, read MV 15/36; HD 25 (175 hp); #AT the perception of a climber as follows:
languages, dispel magic, polymorph 3; Dmg 2620/2d20/4d20; SA Fire If a character is more than 10 feet
self, telekinesis (5,000 gp weight), breath weapon (as red dragon); MR from the top or the bottom of a wall,
project image, symbol of fear, symbol 70%; AL Chaotic Evil; Size L (100 it looks like it is 10 feet away. Thus, a
of discord long) character trying to climb a wall sees a
surface that looks 10 feet high. As he
Type I Demons: AC 1); MV 12/ Bone Guns starts to climb, the ground below him
18; HD 8 (50 hp each); #AT 5; Dmg will fall away, until it looks like he is
1d4/1d4/1d8/1d8/1d6; MR 50%; These weapons can shoot through 10 feet from the ground. The top
AL CE; Size L; XP Value 1,700; Spe- the arc before them. They can shoot will, of course, still be 10 feet above
cials: darkness 5 radius, telekinesis straight up or shoot down at a 45- him. This will be the case for the next
(2,000 gp weight), detect invisible degree angle. They cannot pivot to 980 feet of climbing, until he moves
objects shoot into Orcuss throne room, how- within 10 feet of the top, at which
ever. point he will appear to draw closer to
Alu-Demons: AC 0 (plate mail Each gun can fire once per round,
the top at the normal rate.
+3); MV 12/12; HD 6+5 (40 hp and can be set to achieve any of the Note that this distortion also
each); #AT 1; Dmg 1d6+2 (long following effects (to a range of 45): affects characters unfortunate enough
bows) or 3d4 (two-handed swords); dispel magic, lightning bolt (12d6), to decide to jump from one level to
MR 30%; AL CE; Size M; XP Value or magic missile (20 missiles). The the next. Observers will see the char-
4,700; Specials: +1 or better needed guns hit automatically, but normal acter swiftly drop 10 feet, and then no
to hit, charm person, ESP, shape saving throws apply. more, although the falling character
change, suggestion, dimension door Each gun is operated by a Type I will appear to writhe and twist in the
(1/day), energy drain for 1d8 points, demon. air, just as if he was still falling. Then
1/2 of which can be used to restore after enjoying the full thrill of a
lost hp Attempts to Ascend or 1,000-foot fall, the character will
Descend Fortress Walls reach the lower platform (with the
Chasme: AC -1; MV 6/21; HD The walls around the fortress, full benefit of the momentum of a
7+2 (38 hp each); #AT 3; Dmg 2d4/ including those in the maze, are 1,000-foot fall, of course).
2d4/1d4; MR 40%; AL CE; Size M; deceptive to the eye. Characters

broken) Type III Demons: AC -4; MV 9;
Hazards of Climbing HD 10; hp 75 each; #AT 5; Dmg
6 Scorpion Tail: AC 4; HD 7;
Although, the old sayingthe hp 40; #AT 1; Dmg 1d6+ 2d6/2d6/1d3/1d3/1d4+1; MR
walls have earsdoesnt really poison (save at -8) 60%; AL CE; Size L (9 1/2 tall); XP
apply here, it should be modified to Value 2,300; Specials: darkness 10
state: the walls have teeth, claws, Random Encounters radius, fear, levitate, polymorph self,
and other nasty appendages. cause pyrotechnics, telekinesis (4,000
A character climbing here will be in the Fortress gp weight)
attacked by the wall at several points Naturally, Orcuss citadel is
during the climb. Check at the start patrolled by many groups of aggres- Rutterkin (Minor Demons): AC 1;
of each 100 feet of the climb. The sive guards the meanest, nastiest MV 12; HD 5+1; hp 37 each; #AT
percentage chance of an attack is demonic help he can find. These 1; Dmg 2d4 + special; MR 40%; AL
equal to the climbing characters guards exploit their natural bullying CE; Size M (6 tall); XP Value 500
level. For example, a 19th-level char- tendencies under the banner of the each; Specials: After successful hit,
acter has a 19% chance (rolled 10 dif- Prince of the Undead himself. As polearm continues to inflict 2d8+2
ferent times during the climb) of with the air patrols, however, each of points until victim spends round hit-
suffering attacks. Regardless of how these bands is determined to win glo- ting weapon success knocks it free,
high the characters level is, the ry for itself, so calling for help is not a darkness 5 radius, fear (by touch),
chance of an attack is never greater common tactic among them. fly, telekinesis (1,000 gp weight),
than 75%. Check for a random encounter eve- teleport once/day
Roll 1d6 to determine the nature of ry turn, with the average party level
the attack. All of these attack forms being the base percentage chance of Dretch (Minor demons): AC 2; MV
are actually part of the wall, and will an encounter with the castle guard. 9; HD 4; hp 30 each; #AT 3; Dmg
not be able to attack more than one However, a roll of 76% or greater will 1d8/1d8/1d8+1; MR 30%; AL CE;
round unless the player hangs around not cause an encounter, even if the Size S (4 tall); XP Value 300; Spe-
to fight. However, a character who party has a higher average level than cials: darkness 5 radius, scare, stink-
suffers damage from an attack must that. ing cloud once/day, telekinesis (500
make a Dexterity Check to retain his Roll 1d6 to determine what types gp weight), teleport once/day
hold. Even in the case of above nor- of demons are in the guard patrol:
mal Dexterity, a 19 or 20 always fails. Bar-Lgura (minor demon): AC
All of these forms attack with a D6 Roll Patrol -3; MV 9; HD 6+6; hp 50 each;
THAC0 of 7. 1 2d6 Babau #AT 3; Dmg 2d6/2d6/4d6; MR
2 2d4 Type III Demons 45%; AL CE; Size M (5 tall); XP Val-
D6 RollAttack Form 3 3d6 Rutterkin ue 2,200; Specials: can spring 40/
1 Serpentine Head with Poi- 4 4d6 Dretch round; At will, once per round:
sonous Bite: AC 7; HD 5; hp 5 2d6 Bar-Lgura darkness 10 radius, create water (as
25; #AT 1; Dmg 1d10 + poi- 6 3d6 Type I Demons 6th-level cleric), cause fear by touch,
son (save at -10) detect illusion, detect invisible, dis-
2 Swiping Claws: AC 5; HD Babau (Minor Demons): AC -3; pel magic, entangle, plant growth,
10; hp 57; #AT 2; Dmg 3d8 MV 15; HD 7+14; hit points 55 telekinesis (2,500 gp weight), tele-
3 Huge, Gaping Jaws: AC 3; each; #AT 1; Dmg 1d10+9; MR port without error, Twice per day:
HD 8; hp 40; #AT 1; Dmg 50%; AL CE; Size M (7 tall); XP Val- change self, invisibility, spectral force
4d10 ue 2,600; Specials: suffer 1/2 damage
4 Red Dragon Skull, Breathing from cutting and stabbing attacks, Type I Demons (Vrock): AC 0; MV
Fire: AC 0; hp 36; #AT 1; darkness 5 radius, levitate, fly, dispel 12/18; HD 8; hp 56 each; #AT
Dmg 88 hp (save for 1/2) magic (as 12th-level magic-user) 1d8/1d8/2d8/2d8/2d6; MR 50%;
5 Bony Crab Claws: AC 0; HD polymorph self, heat metal, ray of AL CE; Size L (8 1/2 tall); XP Value
9; hp 48; #AT 3; Dmg 2d6 enfeeblement gaze (20 range), gate 1,285; Specials: detect invisible
per claw (successful hit holds in another babau with 25% chance; objects, telekinesis (2,000 gp weight)
character in place, continues All thief abilities at 10th level
for 2d6/round until grip is

The Moat within 30 feet of the bridge, the skulls If the champion is destroyed in a
magically duplicate this fighter, creat- fair fight, the skulls will say: Have
The liquid in the moat is burning ing a figure who stands between them a care, nowone at a time!
lava that spews forth blasts of extremely at the entrance to the bridge. If the skulls have called cheating,
poisonous gas. Merely touching the
The duplicated fighter will match they will not voice this final (and use-
surface of the lava means instant and
the PC in appearance and abilities. ful) warning. If the bridge has been
irrevocable death for any creature from He will function in every way as that destroyed, because of magic or too
the Prime plane.
individual. However, he places no many characters moving onto it, the
The moat itself is a steep-walled weight upon the bridgehe effec- skulls smile smugly and say nothing.
canyon, nearly 5,000 feet deep. Its
tively levitates at ground level.
sides have many jagged ledges and
The bridge will collapse if more than 2. The First Maze
steep ravines. They do not, inher- one character stands upon it. It will also
ently, present a great obstacle to the There are five areas marked on the
collapse if a destructive magical spell is
climberbut the sheer height of the cast so that the area of effect includes map as containing mazes. When the
walls is generally deterrent enough. PCs reach one of these areas, read the
the bridge or anything on it
Also, characters within the canyon including the mirrored fighter. following:
must save vs. poison each turn, Although it appears to be a mere 200
because of the lethal effects of the The dark and swirling mists seem
feet or so across, it is really a full mile
gas. This saving throw is made nor- to rise from the ground before you.
long. Characters who have crossed will
mally in the upper reaches of the can- But slowly they part, forming a
seem to be only 200 feet away from
yon (the top 1,000 feet). However, for those who have notthey can even tunnel of black smoke. At the far
every 1,000 feet of depth in the can- end, you can see an oddly shaped
shout back and forth to each other.
yon, the saving throw vs. poison suf- However, it takes a long time for a char- room.
fers a -2 modifier.
acter to cover its length (176 game
Additionally, characters not resist- scale), and if two characters are on the Because of the shifting space of the
ant to heat suffer 1d6 of damage for castle, a maze that exists in one place
span at any time, it falls.
every 1,000 feet of depth in the can- The skulls will warn any who can suddenly move somewhere else.
yon from the intense heat. This dam- Likewise, an area that contained a
approach with the following phras-
age is calculated every round. hexagonal maze the first time the par-
es: Let the strongest among you
The width of the moat at the top ty passes through it might offer a
best the champion, ere you may
appears to be anywhere from 300 to cross! maze of octagons the second time.
500 feet. In actuality, however, the Thus, whenever the players reach
And no cheating, now! This is a
moat is 6,000-10,000 feet widejust contest of strength! one of the five mazes, roll 1d4 to deter-
another example of the distance and mine what they find this time. If the
If one skull is destroyed, the other
space distortion so common around will continue to speak. If both are inhabitant of a maze was killed during
the Abyssian Fortress. destroyed, the apparition of the a previous encounter, no matterhes
fighter vanishes. Each skull has an AC there again. In fact, each subsequent
III. The Castle of of 8, with 6 hp. encounter with one of these inhabit-
The champion will remain on the ants entails an increase in 50% of his
OrcusArea Keys bridge, very near to the end where the original hit points. Thus, the second
PCs are. He will fight with the mir- time through, the creature has 150%
1. Bridge rored PCs best weapon, except that of his listed hp, the third time, 200%,
The two skulls mounted to either he will not use a missile weapon. He and so on.
side of the bridge move to focus upon will fight the PC who matches him, The maze encountered is deter-
any characters moving toward them. and if that PC alone participates in mined as follows:
They will magically identify the the combat (even if he uses a missile
strongest fighter in the partyor the weapon), the skulls will rule it a fair D4 Roll Maze Page
one with the best hand-to-hand com- fight. If any other PC helps, the skulls 1 Squares 65
bat abilities, if no fighters are will declare, loudly: 2 Octagons 67
present. When the characters come Cheater! Cheater! 3 Pentagons 68
4 Hexagons 69

3. The Prison of Baphomet Special Equipment: giant bardiche, When facing numerous foes, he
inflicts 3d8+16 points of damage, first uses his telekinesis power to lift
This open platform is the prison and on a successful hit forces a saving one or more of the opponents into the
cell of a demon lord that Orcus has throw from armor (40%) or shield air, sending them over the edge of the
captured and forced into (60 %). Failure means armor or shield platform and then releasing them to
imprisonmentto wit, Baphomet, is destroyed. fall to the next level. (This will also
demon lord of the minotaurs. attract the attention of the air patrol,
Baphomet is bound to remain in Baphomet, a powerful lord of the which will immediately dispatch a
area 3, the stairways adjacent to area Abyss in his own right, has been cap- group to deal with the flying, float-
3, and any platforms that are connect- tured by Orcus and forced into exile ing, or falling character.)
ed by a single stairway to area 3. in the fortress. This is the result of a Other likely tactics of the enraged
When he is first encountered, it will rare (and no doubt temporary!) alli- demon lord include the use of his wall
always be in the open space labeled ance between Orcus and Yeenoghu. of stone spell to either block the path
on the map, but he will pursue flee- The former has fulfilled his part by of some of his enemies, or to form a
ing characters to the limits of his abili- capturing and holding Baphomet, slab leaning sharply over them. In the
ties once he begins to fight. while the demon lord of gnolls has latter case, the stone will fall and
invaded and plundered the plane of inflict 10d10 points of damage in a 5
NPC Capsule the imprisoned lord. x4 area.
The minotaur-like demon has been
Baphomet (Demon Lord) forced to guard this single area of 4. The Second Maze
Orcuss domaina demeaning sen-
AC: -4 Use the procedure described for
tence indeed for one who formerly
MV: 24 area 2, the First Maze, to determine
ruled whole planes of the Abyss!
Hit Dice: 212 hp which of the mazes the PCs encounter
The sentence is open-ended
#AT: 3 here.
Baphomet must stay until he fulfills
Dmg/Attack: 4d6/2d4+8/3d8+16 conditions that Orcus has decreed.
Magic Resistance: 75% These include the slaying of various 5. The Third Maze
AL: CE creatures that Orcus sends through See area 4.
Size: L (12 tall) here. But also, Baphomet is charged
XP Value: 45,000 with guarding the area against unau- 6. Antechamber
thorized passage from intruders.
Specials: The great demon has performed When the characters finally reach
+2 or better weapon needed to hit well during his sentence thus far, and the stairway leading to this area, they
Use at will, once per round: dark- has nearly fulfilled the requirements will at last climb above the maze-like
ness 10 radius, detect invisible, of his release. All that remains is for paths that have probably kept them
detect magic, dispel magic, levitate, him to slay a human. Once he does busy for the last few hours.
teleport, phantasmal force, telekine- this, the spell of binding will be bro-
sis (75,000 gp weight) ken and Baphomet will immediately The stairway leads to a wide plat-
Use three times per day: maze, teleport to his home plane. form outside the massive wall of
passwall, shape change, wall of stone the fortress itself. Across from the
Once per day: bellowsave vs. Tactics of Baphomet stairs stands a huge, golden door
spell (-8 modifier) or flee in panic slightly tarnished with streaks of
for six rounds Baphomet waits in the exact center black and brown.
Gate in type III demon (85% suc- of his assigned prison (area 3). When
cess) once per day any creatures move into the area, he As the last PC reaches the plat-
Six times per day: breathe a gout of studies them curiously, holding his form, or if any of the characters
unholy water, 1 rangeGood huge bardiche in his mighty paws. approach the door, or if any character
aligned paladins and clerics suffer When he judges the time ripe for sur- stands on the platform for more than
16d8 points of damage (save vs. prise, he teleports behind one of the a couple of rounds, read the following
breath weapon with -8 modifier for intruders and attempts to make a sur- (on page 71):
half damage) prise attack on the next round.

Maze 1:
The Square Maze
This is a large room. The exit door
is clearly visible when the characters
enter. The maze is created by the
square grid of black lines shown on
the diagram. These are walls of force
with an extra electrical capability that
inflicts 2d10 points of damage to any
character contacting them.
The safe path through the maze is
shown by the gray pathway that runs
diagonally across the squares. These
paths are not visible to the characters,
however. At those locations where the
gray lines intersect, the characters
cannot change coursethe pathway
runs straight as shown. However, a
disintegrate or passwall spell used at
one of these intersections will allow
the party to shortcut the maze.
There is a tormentor in here to
challenge any wanderersbut also to
provide a clue as to how the maze is
laid out. This is a succubus, armed
with a wand of magic missiles. She
will teleport to various places in the
maze and fire her wand. She will have
to shoot along the gray pathways,
since the wall of force grid will block
the missiles in all other locations.

Succubus: AC 0; MV 12/18;
HD 6; hp 41; #AT 2 or 1 (wand);
Dmg 1d3/1d3; MR 70%; AL CE;
Size M; XP Value 650 +6/hp; Spe-
cials: +1 or better needed to hit, tele-
port, darkness 5 radius, become
ethereal, charm person, ESP, clairau-
dience, suggestion, shape change;
kiss drains 1 level

Maze 2:
The Octagon Maze
The PCs find themselves standing
on the octagon marked Start when
they step through the door into this
maze. The door itself will not be visi-
ble behind them.
They see the field of octagons float-
ing about in an odd sort of outer
space. There is nothing except a hazy
grayness visible above, below, and to
all sides of them. The octagons that
are not connected to the main body
are floating freely, drifting toward or
away from the rest.
The PCs can walk upon any octa-
gon, and on any of the white spaces
that have four octagons surrounding
them. As long as they keep moving in
a straight line, they will have no prob-
lems. However, all of the sides except
those straight in front of the PCs are
blocked by magical walls of force.
If the PCs stop on an octagon (to
talk, map, or whatever), roll 1d8. The
resulting number shows the only path
off of that octagon that is not blocked
by a wall of force when the PCs start
moving again. If the PCs stop on a
white square, it quickly becomes
unstableshaking and shifting one
round, and then falling away into
space on the next round.
The outer space around the maze is
a limitless expanse. It has a breathe-
able atmosphere and normal gravity.
Anyone who falls from one of the
octagons will keep falling until some
magical method is used to recover
him, or until he starves, dies of thirst,
or disappears from the campaign.

Maze 3:
The Hexagon Maze
The PCs must get through this
maze by entering rooms 1 through 6
in the correct order. Each room, if
entered in sequence (i.e., 1 first, 2
second, etc.) will teleport the charac-
ters to the location with the corres-
ponding letter: 1 - A; 2 - B; 3 - C; 4 -
D; 5 - E; 6 - F.
Note that the number of doors to
each room corresponds to its room
numberthis is the players primary
clue as to the order in which they
should be entered.
The teleportation effect in a room
is activated when all of the doors to
that room are closed and at least one
character is inside. If the room is
entered out of order, occupants are
affected as follows:
Room 1 teleports to area A.
Room 2, if entered without passing
through room 1 first, fills with red
dragon breath, inflicting fire damage
of 64 points to each character; saves
reduce this to half,
Room 3, if entered out of
sequence, fills with black dragon acid
breath, inflicting 56 points of dam-
age on each character; saves again cut
this in half.
Room 4, if entered out of
sequence, blasts white dragon frost
breath to the tune of 48 points, or 24
with a successful saving throw.
Room 5, if entered out of
sequence, fills with green dragon gas
breath, which is fatal to characters
who do not save.
Room 6 has no harmful effects.
It is possible to get through the
maze by using a passwall spell or oth-
er means to break through the wall
around area F. Characters cannot
break out of the maze, except
through area F.

Maze 4:
The Pentagon Maze
This maze is a pattern of penta-
gons. Each pentagon is surrounded
by walls of impenetrable darkness,
impervious to light or even true see-
ing spells. The only exceptions are the
entrance and the exitthese two
walls can be seen through with no dif-
The walls that connect one penta-
gon to another an be passed through
with no ill effects. A wall that borders
one of the solid black diamonds with-
in the maze cannot be passed
throughit is solid stone.
The danger comes from the walls
that border only white space. These
walls, if touched by a character, inflict
6d6 points of damage to that charac-
ter from a combination of heat and
electrical shock. No saving throws are
allowed. Any object that is touched to
one of these walls is destroyed,
though the character holding it suf-
fers no damage.
Players who perform a little geome-
try should figure out the pattern of the
maze after one or two blundering mis-
takes. Those who just blunder from
one wall to another, hoping to stumble
on the right path, will find their health
in severe danger in this maze.

6 9
chamber so that Orcus can see all of and gotten captured in the process. It
The door swings silently inward, the guests that enter his fortress. The is possible that an unfortunate PC
and a huge, black figure gestures scrying pool before his throne (area might find himself in the latter cate-
politely for you to enter. The crea- 23) shows him whatever transpires in gory, but this is left to the DMs dis-
ture moves smoothly, but appears this room. Colorings in the scrying cretion (or lack thereof).
to made entirely of iron. It holds pool give the demon relative esti-
the door open, patiently waiting mates of the strength (hit points) and 10. Teleportation Room
for your response. magical potential of his foes.
Based on this observation, he will This room looks like a big empty
assemble a team to meet the enemy chamber. It radiates faintly of magic.
This is a huge iron golem, built to
(if the intruders are judged to be hos- A narrow hallway exits from the far
specifications far beyond the norm for
tile) on his battle arena (area 12). wall, opposite the door. If any crea-
its type, but trained for a very specific
ture leaves the room through the far
mission. Quite simply, it greets visi-
tors to the castle of Orcus, escorting doorway (which leads into a dead-end
8. Library hall) everything in the room and in
them through the anteroom into the
This room contains many shelves of that dead-end hall are teleported out-
corridor beyond. It does nothing else,
scrolls and tomes, all assembled by side of the castle and moat. They will
unless one of the visitors acts rudely or
the Prince of the Undead for the suddenly find themselves standing
offensively. In this case, it attacks.
entertainment and education of his before the bridge, looking up at the
Rude or offensive acts include
occasional literate guest. The books two skulls described in area 1.
insults, whether directed at the
have one thing in common: all of
golem, other PCs, or the fortress in
general, as well as gestures such as them deal with Orcus in some way or 11. Passageway
anotherhis conquests, his slaves,
spitting on the floor, or any spellcast- This empty room looks just like
ing in the golems presence. his history, his domain, etc. Unfortu-
nately, there is little information of area 10. However, the passage from
Iron Golem, Supercharged: AC - the far side actually leads to an exit.
3; MV 9; HD 35; hp 160; #AT 1; any use hereit has all been doctored
Dmg 4d20; AL N; Size L (15 Tall); in such a fashion that Orcus is always
12. Battle Arena
XP Value 15,800; Specials: +3 or portrayed in a very favorable light.
better weapon needed to hit, The narrow walkway out of the cas-
immune to magical attacks (except 9. Torture Chamber tle leads over the moat and out to a
electrical, which slow it for three platform poised in the air, beyond the
rounds), fire attacks repair 1 hp per This chamber is like the room fortress proper. When the PCs reach
point of fire damage indicated down the hall, in that its ceiling is a the level of this platform, read the
glittering mirror of polished silver. following description:
7. Scrying Room But it differs in the implements
that arc placed throughout it. The wide, smooth area before you
Many of these are recognizable is divided into a series of red and
This vast chamber lies under a
as devices of torture: racks, chains, black squares. Each is about 20 feet
high, domed ceiling. The entire
and wicked barbed tools. Fires on a side. On the side closest to the
top of the room seems to be a giant
glow in braziers; ugly stains are castle, a long, narrow bridge con-
spattered all over the floor. nects the platform to the fortress
Because of the curve of the walls,
light is amplified so that even the proper.
This room is Orcuss little
few torches around the walls cast funhouse. The mirrors allow him to A simple expedient prevents
brilliant illumination throughout observe whatever is happening here intruders from flying onto this plat-
the chamber. from his throne rooman activity form, bypassing the ground-based
that gives him considerable satisfac- defenses of his castle: the platform,
A detect magic spell will reveal a
tion. His favorite entertainers are and the two bridges connecting it to
strong magical aura to this room. No powerful demons he has captured the rest of the fortress, does not come
specifics can be determined, however.
from other planes, or mortals who into existence until Orcus sees a wor-
The room is actually an observation
have attempted to invade his plane thy group of opponents pass through
his scrying room. Using the Gameboard came, Orcuss allies will pursue them,
When this occurs, the demon prince Use the diagram on page 96 to but the prince himself will teleport
calls upon the power of his wand to mark the positions of the demons and back to his throne room to gloat upon
bring the battle arena into being. It will PCs on the Battle Arena. The follow- the victory.
last until he decrees otherwisewhich ing special effects occur during the
will be after the fight, or if the battle: 13. The City of Orcusgate
intruders turn around and approach Dispel Magic: At the start of every
the castle via another path. 3d round, all magical spells in effect This chaotic metropolis guards
This is, in effect, the gameboard upon the gameboard are automati- both of the major land approaches to
where Orcus plays out his most fasci- cally dispelled. the fortress of Orcus. It is ruled by
nating competitions: fights to the Vanishing Board: At the end of Glyphimhor, a very tough Type VI
death. Here he will meet any every round (after the first attack is demon who is one of Orcuss most
made), one of the black squares will powerful lieutenants.
unfriendly visitors that have made
their way through his scrying room. drop out of the board. To determine The city is very easy to get into
which, roll 1d8 to find a vertical row there are no guards to block the path
After evaluating the strength of his
as shown in the diagram on page 96. of any characters, nor are the gates
opposition, Orcus will assemble a
team that he feels can almost certainly Then roll 1d4 to find the horizontal closed.
prevail over the intruders. He will position of the square.
meet the enemy on this board and For example, on a roll of 8 (on the
fight them. However, a number of d8) and 1 (on the d4), the black NPC Capsule
things make this an unusual combat square in the upper right corner of the
environment. arena falls away.
Orcus will bring a number of The square will tumble 1,000 feet Glyphimhor,
demon allies to the Battle Arena to crash into the ground before the Demon Lord of Orcusgate
when he shows up. To determine how bridge. Any demons on a square that Type VI Demon, Enhanced
many, add up the total levels of the falls will plummet to their deaths.
characters in the party, and consult Any characters can try to save them- AC: -5
the following list. Note: Orcus is selves by whatever means come to MV: 6/15
always presentthe chart shows what hand. Hit Dice: 16+16 (126 hp)
demons will be present in addition to If the dice result indicates a square
their prince. that has already fallen, no square falls #AT: 1
on that round. Damage: 2d12+2
Party Total Levels Orcuss Team In addition, if more than two indi- Special Attack: Whip pulls victim
Under 100 3 Type III demons viduals (including characters and into ring of fire for
100-150 4 Type III demons demons) stand on a square of any col- 8d6 points of dam-
1 Type IV demon or at the end of a round, it will fall. age
151-200 5 Type III demons You can start this effect on the second Special Defense: +2 or better weap-
3 Type IV demons round of the battle, telling the PCs on on needed to hit
200 or more 6 Type III demons the first round that those who are Magic Resistance: 95%
6 Type IV demons crowded together feel the footing Alignment: Chaotic Evil
growing shaky underfoot. A demon Size: Large (14 tall)
All of these demon allies will have will always try to avoid this effect, so
game attributes as listed for the if two characters jump onto a square Specials (all can be used as often as
demons in area 22. They will be with a demon, the demon will try to desired, but only one per round):
arrayed on the far side of the board move to another square. darkness 10 radius, cause fear (as a
when the PCs come onto the scene, If Orcus is facing defeat in the are- wand of fear), detect magic, read
one demon per square. The demons na, he will teleport back to his throne, magic, read languages, detect invisi-
will only stand on the red squares, leaving any remaining demons to ble objects, cause pyrotechnics, dispel
however, leaving the black ones fight without him. If the PCs are suf- magic, suggestion, telekinesis (6,000
vacant. fering, and flee back the way they gp weight), symbol of fear, symbol of

discord, symbol of stunning, 70% and the PCs must avoid making him the PCs approach an entrance to the
chance to gate in a demon of Type III mad in the process. Glyphimhor city, read the following passage:
(80%) or Type IV (20%) couldnt care less about the wholesale
elimination of his demonic troops The huge gates stand open, reveal-
Special Equipment: sword of cleaving there are lots more where they came ing a long and empty street. The
(causes double damage on a roll of 18- from. However, he will be angered by roadway passes among looming,
20; requires 18/00 Strength to use) destruction of portions of his city, or by dark houses. There are no signs of
attacks that penetrate his magic resist- life in the cityno lights, sounds, or
Glyphimhor is one of Orcuss most ance, or by a backstab attack from a smells. Aside from this, however, its
powerful lieutenants. As such, he thief. construction and overall appearance
rules over the city of Orcusgate, which If he is angered, Glyphimhor will do are not terribly different from those
lies next to the fortress. everything in his power to keep the of any large city in the Forgotten
Two long bridges span the fiery characters within his city until their life Realms.
moat, connecting the city to the castle. energy has been entirely drained. He
The first of these (the one closest to the will only kill them if that seems to be The PCs are free to pass through the
foreground in the map) is actually the the only way he can avoid having them gates without hindrance. They will see
front entrance to the city The other leave the city. He is far more likely to no signs of any inhabitants as they enter
bridge is a back entrance to the fortress. use his telekinesis ability to hold char- the city. If they turn and leave by the
On that bridge, slaves, food, and other acters against their will. gate they entered, nothing will hap-
goods are brought into the castle. The Other tactics commonly employed pen, as long as they have not moved
pathway there connects to the vast by Glyphimhor include the use of his more than 100 feet into the city. Once
kitchens and breweries of the fortress, symbols- particularly discord and the party has moved into the city more
as well as leading into the depths stunning to deter attempts by the than 100 feet, however, they will be
below, where tens of thousands of PCs to leave his domain. challenged as explained below (when
slaves toil in eternal subjugation. If the player characters manage to the PCs try to leave Orcusgate).
Glyphimhor is also one of Orcuss create an attack on Orcusgate by an As they enter, read the following
most trusted henchmen. However, army-sized force (such as the zombies), description:
trust among these demons is a relative Glyphimhor will devote his attention
termthe prince keeps a close eye and energies to defeating that attack. The city sprawls in all directions, a
upon Glyphimhor, which is one of This is about the only circumstance chaotic tangle of streets running
the reasons he has been posted so where the PCs will be able to pass here and there with no apparent pat-
close to the castle. through the city without encountering tern. There are still no signs of life
And indeed, the Type VI demon its demon master. though each building has a
would be delighted to get a chance to chimney, no smoke swirls upward
overthrow his prince. He is one of the The layout of the city is shown on anywhere.
few demons in the Abyss who under- page 94. See the notes there for travel The city walls look much, much
stands the workings of the Wand of in the city. higher from the insidethey loom
Orcus. If he could gain control of that The walls of the city are rough-hewn hundreds of feet above you, sur-
artifact, he feels certain that he could and appear to be only about 50 feet rounding the entire metropolis. The
usurp control of Orcuss realm. tall. In fact, this is the case when a char- gates remain open behind you.
To this end, he might try to enlist the acter tries to climb the wall to enter the The buildings look sturdy, but
aid of the PCs, even offering them the city. However, if the wall is approached are constructed with odd angles for
opportunity to escape with the wand. from inside the city, it can be seen at its corners, roofs, and walls. Some of
Of course, he will betray this bargain at true height1,000 feet. Also, it will them seem to lean so far to the side
the most advantageous moment-his attack to prevent characters from leav- that you are sure they will collapse
primary motivation, after all, is to gain ing the city, just as the walls before the at any moment. Others are so tall
control of the wand for himself. fortress will (see Hazards of Climb- and narrow that they seem more
He will try to make a deal with the ing, page 62). like posts than buildings.
PCs if two things happen: He must see The bridges are deceptively long.
a clear demonstration of their power, Each span stretches for a mile. When You might allow the PCs to make

Wisdom Checks occasionallythose If a character loses enough levels to they will see occasional signs of move-
who succeed will have the feeling that put him into a lower category on the ment along the outer walls. These are
they saw something moving out of table, he loses additional levels at the the demons that the lord-mayor
the corners of their eyes. Perhaps it rate established by his current (not keeps constantly on guard duty. The
was a shadowy figure ducking around original) level. characters will have no real story moti-
a building, or a dark silhouette flash- While it would be too blunt to sim- vation to enter this palace. If they
ing across a window. If a Wisdom ply announce to the characters: OK, decide to do so for reasons of their
Check succeeds with a roll of 20, that everybody loses 1 level now! you can own, you will have to wing it. Suffice
character might actually perceive a provide them with some subtle clues. to say that it is a tremendous collec-
smiling faceperhaps a beautiful Beginning just before they lose their tion of buildings, decorated in cheap
young woman, or handsome man, first level, the characters will start to replication of true finery. They will
with hands outstretched in welcome. feel very listless, and tiredbut not find Glyphimhor and dozens of lesser
And in fact, the PCs are very wel- sleepy. They will want to sit down and demons here. If the lord-mayor is
come here. They have arrived just in rest. given the opportunity to cry for help,
time for dinner! If any spellcasters think of using a there is a 50% chance that he will be
The PCs will not be attacked spell after they have lost some of their able to summon Orcus to his defense.
physically, at leastas long as they capacities, they will realize this. (But Although the PCs might find a lot
care to poke around in the city. They not until they are about to cast a of treasure here, it will generally be of
will get these occasional impressions spell!) You can tell them something low quality and high bulknot the
of spectral creatures, lurking just out like By the way, you realize that you kind of stuff they can afford to bog
of sight, but no harm will be offered cant quite remember the words to themselves down with.
them, at least, overtly. that wish spell.
However, the characters very pres- If you allow the characters to keep If the PCs Try to Leave Orcusgate
ence in the city is a danger to them, track of their own hit points in com- This is the one thing that the
and sustenance to the minions of the bat, then tell them at the start of a inhabitants of Orcusgate do not want
city. For this city drains life levels from battle what their current totals are. the characters to do. They will take
living creatures, just as assuredly as steps serious stepsto prevent
does the touch of a wraith or a wight. The Buildings them getting out.
The length of time it takes a charac- If the characters come within sight
The characters are free to enter any of one of the gates of the city, they
ter to lose a life level of energy (and
of the buildings they want. The doors will see demon guards standing alert-
the corresponding level-related
are all unlocked, and the edifices are ly in the portal. These will be Types I,
attributes such as hit points, spells,
empty of inhabitants. There is a 25% II, and IIIabout 1d6 of each. How-
and success rates for thieves) is deter-
chance per building that a diligent ever, if the PCs advance to within 100
mined by the might of the character
himself. More powerful characters search will reveal some minor treasure feet of the gate, Glyphimhor himself
(100 gp value or less) concealed in a will arrive to lead the defenders.
inspire the spectral city to more fren-
closet, beneath a loose floorboard, or The lord-mayor shows up in a blaz-
zied feeding, as follows. Figure this
loss per individual character, not for in a small chest. ing column of fire, as he teleports to
The buildings all seem to be resi- the street just inside of the gate. He
the average level of the party.
dences, with crude chairs, tables, will gather his demon guards around
Lose levels at beds, and other furnishings. They are him, but will not attack the PCs
Characters of
the rate of: dusty inside, and there are none of unless they try to leave the city.
these levels:
1-20 1 per 6 hours the accoutrements of human The three far gates to the city lead
1 per 4 hours habitationno food, clothing, or to the plains around the fortress and
1 per 2 hours decorations. link up to some of the more distant
1 per hour The one exception is the palace of cities (described briefly in the next
Glyphimhor, in the center of the city. paragraph). The fourth gate leads to
51-60 1 per 3 turns
1 per 2 turns This imposing edifice sits upon a low the back entrance to Orcuss fortress.
hill, with a view of the entire city and This is where his food and drink are
71 or more 1 per turn
the fortress of Orcus as well. brought into the fortress, as well as
If the characters observe the palace,

7 4
additional slaves to supplement the to the PCs after all, the Prime plane
thousands he has toiling below 16. Strobe City has the most varied and highest quali-
ground, ever excavating his realm to ty food in the multiverse.
greater depths. This city resembles Orcusgate in All of these rooms are tended by
many respects. However, its sky flash- manes and dretchthe true dregs of
Some of the Less Fashionable Suburbs es alternately with white light and demonic society. These hapless crea-
The cities shown on the map fade pitch darkness, changing once per tures function as mindless slaves to
into the distance beyond the fortress. segment. The effect is visible from far grow and prepare the food for their
Though there is no real compelling away. prince.
reason for the PCs to investigate The city is ruled by a council of If the PCs intrude into these areas,
them, who knows what the players nabassu, all of whom are quite mad. the slaves will ignore them, certain
will decide to do? Then again, you that they are simply additional tor-
may wish to use these locations as set- 17 & 18. Cities of Fire and Ice mentors, spies, or informants sent by
tings for further adventures. (Perhaps These parallel cities are ruled by their hated master. If the characters
a mission to find out why those char- Type VI demons who are dedicated attack, the slaves will panic and flee,
acters in that H4 module never came rivals of each other. The architecture creating a fuss that will draw the
back?) of the cities is virtually identical, but Princely Guard from area 22.
Again, you will have to flesh out in one, the buildings, walls, and The following areas surround the
the details of these cities. Each is ground are constantly aflame, while central kitchens:
ruled by a demon lord of great the streets are made of flowing lava. Fruitsthis area includes small
poweralthough Glyphimhor is per- In the other, glaciers form the ave- groves of fruit trees and gardens of
haps the most powerful. nues, and all other surfaces are cov- rich loam, as well as vinyards. Every
ered with coats of ice. variety of fruit grown in the Forgotten
14. City of Straight Curves Realms can be found here, and those
19. The Fourth Maze are only a small percentage of the
The appearance of this city is tre- total number of varieties.
mendously deceptive. Where avenues Use the procedure detailed under Stockyardsthese huge pens store
and buildings seem to be straight, area 2, the First Maze, to determine every variety of animal ever to tempt a
everything actually twists around. what the PCs encounter here. carnivorous tooth. Orcus keeps a
Travel in a line will nearly always dozen demons busy at all times trav-
bring the character back to his point 20. The Fifth Maze eling throughout the planes to bring
of origin. In addition, the distortion back huge amounts of grain and other
changes constantly, so a path that See area 19.
fodder for these creatures.
works one way will not return to the Grainyardshuge fields of grain
starting point if travel is reversed. 21. The Kitchens of Orcus
stretch into the distance in this area.
This city is ruled by a powerful lich The vast chambers are used to pre- Wheat, barley, and corn are a few of
with a bodyguard of death knights. pare the meals for the Prince of the the most obvious varieties. A pleas-
Undeadgluttony being one of ant, sunny warmth seems to radiate
15. The Bucking City Orcuss most highly developed vices. from the high, domed ceiling.
The ground beneath this city is The rooms around the periphery of Breweriesthe smell is the first
constantly in motion, bucking up and the area are used for growing and stor- clue to the function of these cham-
down or twisting from side to side. ing many foodstuffs, while the cen- bers. Huge vats, in warm and cool
The streets flow along, and the build- tral area is used to prepare the food rooms, store beer, ales, and meads of
ings seem to ride them, often disap- for serving. a hundred varieties. Smaller sections
pearing into the ground while other Orcus has his agents gather food of this area contain distilleries.
buildings rise up in other parts of the from all of the planes that offer any- The kitchens contain ovens, fire-
city. thing even remotely tempting to the places, fryers, boilers, iceboxes, and
This city is ruled by a succubus of princes rather indiscriminating pal- every other accoutrement of culinary
great powerreputed to be queen of ate. Thus there will be a wide assort- accomplishment. In the center of the
all succubi. ment of foods and beverages familiar whole place is a vast dumbwaiter.

Food is loaded onto one of the two and Type IV demons, the Princely any language. It will always be raised
platforms every few hours, to be Guard, are charged with capturing (if when the characters enter this cham-
hauled upward with an dozen or so possible) or killing anyone so bold as ber. If they call for it to descend, the
serving dretch. These demons will to seek to see Orcus without an prince will learn of their presence and
scurry to clear off the dirty dishes appointment. take steps to prepare for battle. It
from the previous repast, replacing The number of demons present takes the elevator a full turn to go up
them with the new offerings here should be balanced to the power or down all the way.
generally no less than 200 courses at a of the PCs, as follows:
time! They will then ride the dumb-
waiter back to the kitchen.
The dumbwaiter is controlled by
Party Total Levels Princely Guard
Under 100 3 Type III demons
NPC Capsule
the dretch that ride it, by pulling up 2 Type IV demons
or down on a rope and pulley system. 101-150 3 Type III demons Orcus, Prince of the Undead
There is a heavy counterbalance in a 3 Type IV demons (The following description of his
shaft next to the dumbwaiter. 151-200 4 Type III demons capabilities represents Orcus within
4 Type IV demons his fortress and its environs. If he is
22. Chamber of the 201-300 5 Type III encountered on other planes, use the
Princely Guard 4 Type IV description in the Monster Manual. If
301 or more 6 Type III encountered elsewhere on his own
Characters who successfully cross 6 Type IV
the Battle Arena, or who enter the plane, modify the MM description as
castle at any of the external doorways explained in Appendix IV of Manual
Type III Demons: AC -4; MV 9; of the Planes, or use this description.)
below or at the level of this room, will HD 10; hp 65; #AT 5; Dmg 2d6/
find themselves in a huge chamber. 2d6/1d3/1d3/1d4+1; SA & SD
The doors are not locked, but open- AC: -6
darkness 10 radius, fear (as wand), MV: 9/18
ing them will be definitely noticed by cause pyrotechnics, polymorph self,
every guard on duty in the room. In Hit Dice: 240 hit points
telekinese (4,000 gp weight), and #Attacks: 2
addition, each door has a magical gate in a Type I-III demon (30%
screen crossing the opening, so that Dmg/Attack: (2d6 + 12)
chance of success, roll for which type). 4d4 + poison
anything passing through the door is
subject to the effects of dispel magic, Magic Resistance: 95%
Type IV Demons: AC -1; MV 9/ Intelligence: Supra genius
cast at the 100th level of proficiency. 12; HD 11; hp 70; #AT 3; Dmg Alignment: Chaotic Evil
1d4/1d4/2d4; MR 65%; AL CE; Size Size: L (20 tall)
This huge chamber is illuminated L (10 tall); SA & SD +2 to hit,
by glowing red balls that float near +1 or better weapons needed to hit Specials: +3 or better weapon need-
the high ceiling. The room is circu- them, darkness 10 radius, create ed to hit
lar, with thick stone columns lining illusion, cause fear, levitate (as a 12th- Virulent poison in tail sting,
the outer wall. In the center, four level magic-user), detect magic, read save at -8
stairways lead up to a vast plat- languages, dispel magic, polymorph
form, shaped in a circle concentric self; project image, symbol of fear or Can use at will (all spell abilities func-
to the walls of the room. The the discord, telekinese (5,000 gp weight), tion as if cast by a 30th-level magic-
very center of the room, a vast pil- and gate in a Type I-IV demon (60% user or cleric): continual darkness,
lar rises from the floor to the ceil- chance, roll for type). charm person, create illusion (as
ing, nearly 200 feet away. wand), cause fear (as wand), detect
The pillar in the center of the room magic, read magic, read languages,
This, the front door to Orcuss is actually an elevator to raise and detect invisible, ESP, pyrotechnics,
castle, is a very tough path for an lower characters and demons to and dispel magic, clairvoyance, suggest,
unwelcome intruder to take. It is the from Orcuss throne room. It will lightning bolt (30d6), clairaudience,
post of duty for the most ornery col- respond to the commands:
lection of demons that Orcus has Descend and Rise, spoken in
been able to recruit. These Type III
polymorph self, wall of fire, telekine- throne room by an effective diver-
se (12,000 gp weight), animate dead sion. He will go to investigate any sniff and snap at anything around
as 30th-level MU, command, all cure scene of destruction in his fortress. He them.
spells, remove fear, remove curse, will go to Orcusgate to investigate if Before the throne is a wide, sil-
remove paralysis, all detect spells, the zombies attack the city, or if Gly- ver pool. The liquid in it appears to
geas, levitate, teleport without error, phimhor has been killed. It is quite be water, but it is unnaturally still.
protection from good, sending, possible that the characters will think
vocalize, tongues, atonement, fly, of another effective diversion to get The dome over the throne room is a
improved phantasmal force, mislead, him out of the throne roomif they potent shield of negative force. It is
quest, improved invisibility, mirror dont, stealing his wand is going to be generated by the presence of Orcuss
image, regenerate, anti-magic shell, very difficult indeed. wand in the socket beside his throne.
dispel illusion, enthrall, spell immu- However, Orcus will not use his The dome will cause any magical
nity, true seeing, globe of invulnera- wand in combat. Instead he will wield spells in effect upon an object or indi-
bility, dispel good, dispel magic, his mace if forced into close vidual passing through the screen to
exorcise, summon quarters but first, he will attempt to be automatically dispelled. Likewise,
slay PCs with his most potent magical spells cannot be cast through the
Can use up to six of these per day: attackssuch as the death spell. He screen.
death spell, restoration, wish, heal, will also raise his globe of invulnera- As an even further effect, however,
gate, resurrection, vision, volley, bility, and employ as many other of any magical item passing through the
unholy word his defensive powers as he has a screen (including those carried by
chance to use before battle is joined. characters) must make a saving throw
Can use once per day: feeblemind, vs. fireball (on the saving throws for
project image, polymorph any object, 23. Throne Room of the objects table). Failure means that the
shape change, time stop, any of the Demon Prince object has permanently lost its
symbols enchantment. If the save is successful,
This room towers over every other the object loses all magical powers for
Possessions: 2d6 rounds.
point in sightincluding the
mountains visible to the farthest The dome only affects things
Evil-Aligned mace of disruption approaching the platform through
horizon. The walls and ceiling are
causes double listed damage to good the air. Visitors approaching via the
formed by a shimmering green
clerics and paladins, and good- elevator or the dumbwaiter are not
dometransparent, but somehow
aligned victims of a blow must save affected.
appearing solid.
vs. spell or be turned away from Orcus The pool before the throne is the
The dominant feature of the
for 2d6 rounds (turned as if undead scrying pool whereby Orcus, with a
room is the dais that towers in the
turned by cleric) command word known only to him,
middle, topped by an enormous
throne. The throne seems to have can view any area of his plane. When
Wand of Orcus causes death if no area is specified, the pool shows an
been made from the skulls of all
touched. It rests in a socket beside the image of the scrying room (area 7).
types of creatures.
throne, and is used to power the anti- If the Wand of Orcus is removed
One corner of the room is
magic screen over the castle as well as from its socket, the dome of protec-
devoted to massive banquet tables,
the four bone guns. tion will immediately cease to func-
loaded with plates and dishes of
great finery, each of which holds tion, as will the bone guns and the
If Orcus encounters the PCs in his scrying pool. However, Orcus
some kind of exotic food.
throne room, his rage will be tremen- wherever he iswill sense this disrup-
Along the edge of the platform,
dous. He will fight with every power tion in his magical protections, and
opposite the banquet tables,
and ability at his disposal to annihi- he will immediately hasten to his
thrives a lush garden of bizarre
late the characters. In other settings, throne room to see whats going on.
plants. Many of these are blossoms
he will be deadly, but without this
of exquisite beauty, but others are
berserk intensity.
gap-toothed horrors that seem to
Orcus can be drawn out of his

Flight From onds. Tell the characters they feel too
helpless and sick to fight. But sud-
the Abyss denly, 20 humanoids with feathered
feel a warm, happy sensation as
you pass through. You feel all the
A variety of situations are possible wings and cat-heads appear, firing damage you have taken in the
once the characters have obtained the spells from their fingertips. Scream- Abyss heal itself magically.
Wand of Orcus (always assuming, of ing, the demons flee. One of the
course, that the characters still live). humanoids is hawk-headed rather Characters of non-good align-
Orcus or his minions give chase as the than cat-headed. He introduces him- ments, however, feel this instead.
characters flee the 333d layer of the self.
Abyss back to the conduit (area 1 on You feel yourself sucked into the
the map on pages 48 and 49). Alter- I am Terxyx, Tome Archon of pool of gold. A wrenching, tearing
natively, the characters can use other Mercuria, and these are my Sword sensation within you fills you with
magic to escape this layer of the Archons. Our master, St. Sollars guilt and sadness concerning the
Abyss. If the characters reach the con- the Twice-Martyred, has been evil deeds you have committed
duit, it leads back to the Palace of expecting you, and ordered us to over, your years of adventuring,
1,001 closets (Pazunia). From the bring you to him. Will you fol- and you relive it all. All the blood-
entrance to Orcuss layer (area 26 on low? shed, all the destruction reoccurs
the map on page 31), the characters in your mind, and you feel all the
must make it to the mercury pool The PCs should accompany the pain you have caused affecting
from which they originally came (area archons, although they can reach the you!
1 on the map). They must figure this Seven Heavens in other ways if they
out on their own, use spells to gain choose. If they keep the Wand of Ask non-good characters if they
the information, escape otherwise, or Orcus, each member of the party want to become of good alignment. If
confront Orcus and his minions, who must make a saving throw vs. spell at they say no, they instantly lose 2d20
will stop at nothing to recover the a -6 penalty each day, or fall under hit points and 2 points of Wisdom
wand. the evil influence of the wand. Char- permanently. If they say yes, they
When the characters dive into the acters who become evil as a result of receive the benefits of a heal and a
mercury pool, they are once again the Wand of Orcus stop at nothing to restoration spell, but have a powerful
seized by the disorienting effects of possess the wand, then travel to an quest spell put on them to perform
being transported into the Astral empty plane of the Abyss, where they three quests on behalf of the deities of
plane. attempt to set up a layer under their the Seven Heavens. Their alignment
own rule. They are transformed over a then changes to any good alignment
Tumbled and turned in a wild vor- period of 30 days into a demon lord (players choice). There is no experi-
tex, your body feels as if it is being by the power of the wand, after which ence penalty for this alignment
turned inside out! The disorienta- they cannot be returned to human change, but if the characters should
tion is total as you are gripped with form or good alignment by any meth- lose their new alignment, they auto-
nausea and dread. Then suddenly od whatsoever, including divine matically suffer the full level effects of
you break free, to find yourself intervention. a voluntary alignment change.
floating weightless in a bright, If the characters accompany the
well-lit grayness that seems to archons, they are quickly transported
extend for infinity in all directions. across the Astral plane to a gold- Lunia, the
Floating near you are your fellow colored pool, and enter it. Characters Silver Heaven
adventurers, and also nearby is a of good alignment feel the following.
pool of rippling silverobviously The color pool exits into the surf of
the portal through which you You feel yourself sucked into the an ocean. Nearby is the shore of a
entered the Astral plane. pool of gold. Instead of the terrible grand mountain island dotted with
disorientation and nausea that the citadels and redoubts of polished
Any demons who are following the other color pools have caused, you white stone. The ocean is fresh,
PCs come through the pool in sec-

of Bahamut, the Platinum Dragon, you be rid of this evil.
clean water. There are distant will destroy the Wand of Orcus once Bahamut warns them that both the
mountains at the limits of your and for all. Bahamut, fortunately, Wand of Orcus and Tiamat, if killed,
vision. Other portals to various lives on this layer of the Seven Heav- will eventually return to existence, for
planes can be seen nearby. The sky ens, where he is the prime power. St. the Great Powers are beyond life and
is dark but filled with brilliant sil- Sollars and all the other minor powers death. Yet they will be removed from
very stars that illuminate the of Mercuria revere the great dragon. the current plane of existence for
region without moonlight. St. Sollars warns the PCs that Baha- some centuries. He tells the PCs that
The leader of the archons says, mut is liable to make demands on once they steep the wand in the blood
This is the Silver Heaven, known them, but that whatever Bahamut from Tiamats heart, they are to bring
as Lunia. He gestures to his sol- wants, they should gladly do. The back the heart of the wand to him.
diers, and two of them take hold of saint is willing to chat and drink beer Bahamut will sense the fate of the
each of you. Flapping their giant for a while, answering questions put PCs, regardless of what happens.
wings, they lift you from the cool to him as a commune spell, but Magically, he restores any damage
ocean surf into the air. Flying over finally tells them to git goin, and they have suffered so far, and recharg-
the island, they head toward the tells them that Terxyx will take them es both clerical and magic-user spells
distant mountains. The rarified air to the Palace of Bahamut. to their maximum. When the charac-
is heady, like wine. Higher and ters are ready, he transports them to
higher you fly, crossing a border Palace of the Platinum Dragon the first plane of the Nine Hells,
area. The light surrounding you Tiamats lair.
Terxyx and the archons fly the PCs
slowly changes from silver into
to an incredibly ornate palace of pure
gold. Armies of archons and great Tiamats Den
platinum with gold trimmings. A
warriors marshal on the vast
large courtyard is home to five huge
planes. Gold castles dot the land- Bahamut speaks strange words in
ancient gold dragons. In the center of
scape. One grows closer as the an incomprehensible language,
the courtyard is a building with large,
archons fly toward it. Our desti- then reality twists and you find
intricately engraved platinum and
nation, says Terxyx, the Castle of yourself in a huge, dimly lit
gold doors. Terxyx hails the gold
St. Sollars. We call it Al-Amo, the cavern. There before you is the
dragons as he approaches, and the
Fortress of Love. Chromatic Dragon, Tiamat, and
platinum doors swing wide. Inside
the building is a dais, and on the dais her consortsa white, black,
Castle Al-Amo is Bahamut, the Platinum Dragon. green, blue, and red dragon of the
St. Sollars the Twice-Martyred is Regardless of level, all characters are largest size. Combat is joined!
standing in front of Castle Al-Amo, effected by awe.
welcoming the PCs to the Seven The combat arena is a huge empty
Heavens. He orders Terxyx to guard The deep, sonorous voice of the cavern in which Tiamat and her con-
the Wand of Orcus and invites every- sorts are resting. Neither side can be
Platinum Dragon echoes in the
one in for a drink. huge chamber, I am Bahamut. surprised; battle is instantly joined
with the first initiative roll.
What manner of evil accompanies
you? This battle is easiest run with more
Well, dogies! St. Sollars says, I
than one DM; it is meant to be a
thought fer sure you were gonna be
The dragon listens gravely to their final, major challenge for players.
goners in the Abyss, but yall come
story, and inspects the Wand of Since all characters have fully restored
through fer me. Thet Orcusll git
him another wand, sure as Orcus. This foul artifact can only be spells and hit points, they should
destroyed one way, he says, and have a reasonable chance of success.
shootin, but not for a few hun-
nerd years. In th meantime, we that is to be steeped in the black and
foul blood from the heart of Tiamat, Tiamat: AC 0, MV 6/18, HD 16
got ta destroy thisun, and make
sure Orcus leaves Bloodstone Pass the Queen of Darkness. I cannot do (128 hp), #AT 6, Dmg 2d8/3d6/
this; only you can. I can transport you 2d10/3d8/3d10/1d6, SA breath
alone once an fer all.
there, and, if you are successful, weapons, poison and magic use, SD
St. Sollars explains that the breath transport you back. But only thus can nil, AL LE, Size L (60 long).

Tiamats heads have one use each If Tiamat is killed, the remaining flawlessness, libram of ineffable dam-
of the appropriate breath weapons of dragons fight until they are down to nation, necklace of strangulation,
the white, black green, blue, and red half their original hit points, then robe of the archmagi, plate mail of
dragons. She has the following spells: they flee. etherealness, sword +1, luck blade,
magic missile, protection from good, When the Wand of Orcus is and a hammer of thunderbolts.
stinking cloud, web, fireball, light- immersed in the black blood from the The killers of Tiamat and their
ning bolt, ice storm, minor globe of heart of Tiamat, read the following: descendants will forever be known to
invulnerability, cloudkill, magic jar. and hated by all evil dragons, who
Being careful not to touch this will seek to destroy them utterly. Any
White Dragon: AC 3, MV 12/ most evil artifact, you move the items of treasure taken from Tiamats
30, HD 7, hp 40, #AT 3, Dmg 1d4/ Wand of Orcus into the black hoard are certain to be recognized by
1d4/2d8, SA cone of cold breath stinking blood from the heart of evil dragons, who will stop at nothing
weapon, SD Nil, AL CE, Size L (24 Tiamat. It sizzles and bums, then to recover them.
long), Spells: charm person, friends, it flares in a tremendous explosion!
magic missile, shield Bahamuts Blessing
Each PC takes 5d20 points of
Bahamut teleports the PCs back to
Black Dragon: AC 2, MV 12/24, explosion damage (save vs. spell for
his castle, and asks them if they have
HD 8, hp 50, #AT 3, Dmg 1d4/1d4/ half damage) from the explosion of
the heart of the Wand of Orcus. If
3d6, SA acid breath weapon, SD Nil, the wand. Tiamats blood splashes
they do not, he castigates them for
AL CE, Size L (30 long), Spells: everywhere, burning anything it
failing in their mission, and tells
charm person, enlarge, magic missile touches for 1d20 points of damage. them that Bloodstone Pass will soon
(x3), shield (x2), protection from Magical items must make a saving
be overrun with demonsthat is,
good throw vs. acid at a -5 penalty or be
unless they go back and succeed this
disintegrated. time. He teleports them back to the
Green Dragon: AC 2, MV 9/24, When the PCs recover from the
lair of Tiamat, without letting them
HD 9, hp 54, #AT 3, Dmg 1d6/1d6/ explosion, they see a small white gem recover hit points or spells, to find
2d10, SA chlorine gas breath weap- where the wand was. It can be han-
that all the dragons are fully recov-
on, SD Nil, AL LE, Size L (36 long), dled without causing death. This is
ered. The gem from the heart of the
Spells: dancing lights, friends, shock- what they must give to Bahamut. wand is inside the heart of Tiamat.
ing grasp, sleep, detect invisibility, When Tiamat is killed, the PCs can
If they have succeeded, Bahamut
forget, stinking cloud, web either wait for Bahamut to return says, You have succeeded in your
them to the Seven Heavens, or search
mission, and now your realm will be
Blue Dragon: AC 2, MV 9/24, the lair. There is much treasure here.
made secure from demonkind. Plant
HD 10, hp 60, #AT 3, Dmg 1d6/ The lair of Tiamat and her consort this gem in the courtyard of your cas-
1d6/3d8, SA lightning bolt breath dragons contains the following:
tle, and tend the tree that grows from
weapon, SD nil, AL LE, Size L (42 30,000 cp, 100,000 sp, 40,000 ep, it. For as long as you and your realm
long), Spells: comprehend languag- 60,000 gp, 50,000 pp, 180 gems align with the cause of Good, this tree
es, protection from good, Tensers (average value 500 gp each), 70 pieces will prevent any demons from enter-
floating disk, ESP, levitate, scare, of jewelry (average value 7,500 gp
ing the Kingdom of Bloodstone. But
blink, lightning bolt each), scrolls of protection from
should you, your people, or your
demons, protection from devils, pro- descendants turn to Evil, the tree will
Red Dragon: AC -1, MV 9/24, tection from magic, protection from wither, and the demons take a most
HD 11, hp 70, #AT 3, Dmg 1d8/ possession, and protection from powerful revenge.
1d8/3d10, SA fire breath weapon, undead, potions of delusion, ESP,
Now go in peace, the platinum
SD nil; AL CE, Size L (48 long), extra-healing, flying, gaseous form, dragon says, and rule wisely and
Spells: magic missile, sleep, darkness human control, longevity, and
15 radius, shatter, dispel magic, fire- poison, rings of djinni summoning
ball, minor globe of invulnerability, and wizardry, staff of power, book of
wall of fire vile darkness, cube of force, eyes of
the eagle, helm of brilliance, jewel of

When the characters finish their Orcus was destroyed. (In the far emperors, and dominate the entirety of
audience with Bahamut and receive north, the Castle of the Witch-King the Forgotten Realms.
the tree-gem, the archons fly them also disintegrated.) The remaining Here are some suggestions for fur-
back to St. Sollars. The saint performs forces suffer a -2 morale penalty. ther adventuring.
resurrection, heal, and restoration of Play out the battle; give the players
all party members who have been the satisfaction of an easy final victory 1. Revenge of the
hurt in the final battle, and he grants after all theyve been through. Demon Prince
a wish to each party member as a If the players would rather not play
reward for their achievement. He out a battle with such a predeter- Although the Tree-Gem of Blood-
answers questions as a commune mined outcome, the battle takes stone works as demon repellent,
spell. place off-stage with a stunning keeping all demons of all sorts from
The characters can rest in the Seven Bloodstone victory. All the nation of entering the lands under the Throne
Heavens for a day, then St. Sollars Vaasa shortly falls under the control of Bloodstone, Orcus never forgets
informs them that it is time to go. of Bloodstone. the injury the adventurers have done
The archons fly them back to the color If the PCs have not yet declared the him, and he vows eternal revenge.
pool, then they make a quick transit kingdom or held a coronation, this is Using his evil magic to bring neigh-
back to the Astral plane. the time to do it. The victorious boring princes under his sway, Orcus
heroes are enormously popular might stir up war against Bloodstone,
throughout the land, and are or recruit assassins and agents to
The voyage from Mercuria through
acclaimed as rulers wherever they go. wreak havoc inside the kingdom.
the Astral plane is almost routine
Quillan suggests that the planting of Should the heroes venture outside
now. Lost in thoughts of the
incredible adventure you have the tree-gem be part of the corona- their borders for any reason, such as to
tion ceremony. Within two weeks lead their armies in battle, powerful
experienced, the time passes
quickly. Finally, the archons point after the tree-gem is planted in the demons are likely to attack.
castle courtyard, it is already grown It will take a full century for Orcus
toward the silver color pool that
into a 10-foot-high white tree with to rebuild the Wand of Orcus. Until
leads to your home plane, and as
golden leaves. that time the demons power is less-
you pass through it, you find your-
And so at long last do the heroes ened. But Orcus has a long memory,
self in the courtyard of Bloodstone
come into a kingdom of their owna and the descendants of the heroes
Castle. Home at last!
land where their dreams have come may be the targets of his wrath.
Lady Christine, Baron Tranth, true.
Quillan the Sage, the other NPCs 2. Revenge of the Dark Queen
with whom the characters have inter-
acted come running to greet the
Further Adventures Not only is Orcus the eternal ene-
my of the adventurers, but the vari-
returning champions, plaguing them in Bloodstone Pass ous races of evil dragons are fully
with a hundred questions. At a great As this epic series draws to a close, aware of what the heroes did to
feast, they get to share their exploits, what now? You now have characters Tiamat. The Queen of Evil Dragons
which are set to music by the bards in of surpassing power, of a level at will also regenerate in a century, but
the castle. which most adventurers retire. But her minions will try for a quicker
At a series of private conferences, with a kingdom to call your own, your revenge. Unlike demons, dragons are
Baron Tranth reminds the heroes that players now are mighty powers in the not prevented by the Tree-Gem from
there is still the small matter of the FORGOTTEN REALMS campaign attacking the Kingdom of Blood-
Army of Vaasa on the other side of the setting. What of the nations nearby? stone. Perhaps an army of hundreds
Ford of Goliad. If you want to play Zhentil Keep is on the march, and the of evil dragons of all colors from the
out the final battle of the Bloodstone land of Thar is a source of ancient evil. glaciers beyond Thar will unite and
Wars, use Scenario #5, page 21, from Threats from nearby nations can be rea- attack Bloodstone in a huge aerial
H3, The Bloodstone Wars. The zom- sons for immense BATTLESYSTEM BATTLESYSTEM rules engage-
bies, ghouls, and skeletons crumbled rules scenarios. Perhaps these characters ment. The mysterious Cult of the
into dust at the moment the Wand of will grow from being kings to being Dragon, a group of men said to have

devised strange mystical arts that give takes place. A large pirate fleet oper- quakes, hard winters, and more can
them mastery over evil dragonkind, ates there; it would be highly desir- challenge even the toughest party.
may take a hand in this matter. able for the nation of Bloodstone if The kingdoms treasury can go bank-
It is certain that evil dragons will these pirates no longer preyed on rupt, the mines dry up, and the crops
recognize any items taken from ships. go bad. What then, o mighty adven-
Tiamats hoard. They will do any- turers?
thing in their power to retrieve the 5. Glaciers and Deserts In addition, Bloodstone might be
items and punish the person who pos- faced with an invasion of frost giants
sesses them. It has long been suspected that the from the Great Glacier, or many other
Great Glacier and Anauroch, the Great evils.
Desert, are not natural. What strange,
3. The Zhentarim mysterious power is responsible? Cer-
The nation of Bloodstone is sepa- tainly the power needed to create these 8. Bahamuts Quest
rated by mountains and the Moonsea immense features could only be com- One or more of the PCs may have
from the mysterious Zhentil Keep, batted by the highest-level characters. become obligated to perform quests on
the base of the Zhentarim, an organi- It is rumored that gods or powerful behalf of their alignments. These
zation of evil and lawful individuals demons are behind them. might begin with being summoned to
also known as the Black Network. the Seven Heavens, or by a midnight
To enrich themselves, the Zhentarim 6. The Next Generation vision from St. Sollars, and would nor-
are trying to control the trade routes mally involve extra-dimensional travel.
between the established lands of the Characters who retire might get The other realms in Manual of the
married and have childrena new Plane likely to be involved. What if
Sword Coast and the young kingdoms
around the Moonsea, including the generation of adventurers for your the evil dragons of the multiverse
players! Since these new PCs would invaded the Seven Heavens to revenge
newest realm, the Kingdom of Blood-
be trained by their powerful parents, themselves on Bahamut for the death
and probably be given some magical of Tiamat? This is an opportunity for
The threat of Zhentil Keep will
grow to plague the new rulers of items to start their careers, they the most fiendish of DMs to construct
should probably start at higher than an adventure even more deadly than
Bloodstone, eventually requiring
first level, but in no case higher than this one.
either military intervention or a secret
mission by high-level adventurers 5th-9th. Remember, both dragons
and demons already hate them, and
(the Over the Hill Gang rides again!). 9. Plot of the Red Wizards
lurk in readiness whenever the new
Baron Tranth would be a good choice
PCs leave the borders of their home. The Red Wizards of Thay are evil
as Seneschal of Bloodstone when the
This situation leads to an entirely and powerful, and are devoted to an
adventurers are away on other busi-
new phase of your campaign. Young expansionistic and imperialistic pol-
adventurers, but with a home, magic, icy of swallowing neighbor states.
and money, going on missions for the These haughty and arrogant sorcerers
4. To the Sea of Fallen Stars kingdom they will someday inherit. If may show up in Bloodstone and
The issue of trade routes will also they get into serious trouble, perhaps demand that the characters swear
bring Bloodstone into dealings with their parents, now grey-haired, might fealty to them.
Impiltur, to the south. Most likely, a buckle on their swords to come rescue The plot of the Red Wizards is to
peaceful accommodation can be them. neutralize the adventurers by
reached. The Desertspire Mountains sorcery exiling them to another
are the home of Lothchas the bandit- 7. Bad Harvest plane of existence, for example, with-
lord, and the Great Dale, where dwells out any magical items, weapons,
Running a dominion can be a chal- armor, or way home. What amazing
the Nentyarch, a mysterious mage of
great power who rules grim men and lenging exercise. Although there are adventures would they encounter in
not well-developed rules in the making their way home through the
strange beasts. Uninvited guests who
AD&D game system for running a planes of existence, to battle the evil
enter the woods simply vanish.
kingdom, the D&D Companion Set Red Wizards to regain their throne?
The Sea of Fallen Stars is the great
rules are easily adapted for this pur-
inner sea along which most trade
pose. Plagues, bad harvests, earth-

Baron Tranth of Bloodstone: Gray- Dex 13, Con 13, Ch 12, CR 11, Aldric the Vampire: Originally
haired, tall, heavy-set, brusque, for- THAC0 16. Aldric, Abbot of St. Sollars the Twice-
mal. Radiates power and competence. Martyred, was turned into a vampire
Totally committed to the welfare of his Racquel and Carlotta: Beautiful and by minions of Orcus, and is now quite
people. Father of Lady Christine. If no flirtatious barmaids at the Inn of the insane. If not killed in H2 or H3, he is
PC has become Baron, he is still Baron. Clowns, they are highly resistant to still lurking around in gaseous form,
STATS: AC 1 (plate and shield +1), customer advances, but have one and serves as a continual random
MV 9, Ftr 7, hp 30, #AT 3/2; Dmg weakness: musicians. STATS: Ch 18. encounter. His tactics are hit-and-
1d8+1 (long sword +1) or 1d4+1 run. If caught and cured, he would
(heavy crossbow). AL LG, St 15, Int 13, Jamison the Fletcher: Makes bows return to his work with new devotion
Wi 14, Dex 12, Con 14, Ch 15, CR and arrows of good quality. Also raises and be eternally friendly, if a bit prig-
13, THAC0 14. hunting falcons in the back of his gish and overly formal. In the mean-
house. Secretly a 6th-level assassin time, he should be a particularly
Lady Christine, Baroness of Blood- working for the Grandfather of Assas- nasty opponent. He has several cof-
stone: Lovely, fairy-tale princess type, sins against Bloodstone, he uses fins hidden away, so finding a partic-
but a bit of a tomboy and druidess by druidically trained falcons to convey ular coffin does no good. STATS: As
training. Very competent, strong- messages. If uncovered in H1, H2, or vampire in MM.
willed, proud, occasionally haughty. H3, does not exist here; if not, PCs
Trained by Quillan the Sage in druid- cannot keep military plans secret Clematis, Indanthrene, and Curcu-
ic lore and by her father Baron Tranth from the enemy. min: Faerie dragons who live in a pixie
in rulership and military affairs. If she grove in Bloodstone Valley, along with
fell in love with and married a PC, she Haldan: Greedy, sneaky, ferret-faced 100 practical-joking pixies. Not inter-
is Baroness; otherwise, assists her little guy with goatee; pathological ested in helping humankind unless
father in ruling and is heir presump- liar (yeah, thats the ticket!); will sell theres a prank in it. Wandering into
tive. STATS: AC 10/8 (leather), MV out anyone for the price of a beer; the grove unawares can be both dan-
12, Druid 7, hp 26, #AT 1, Dmg drinks way too much. Obviously gerous and humiliating. Curcumin,
1d4 (dagger or sling), AL N(G), St slimy; can be played for laughs. (He the youngest faerie dragon, might pos-
10, Int 12, Wi 13, Dex 14, Con 11, also may have been eliminated in H1, sibly follow a very charismatic and witty
Ch 17, THAC0 18. H2, or H3). character, and become a henchman.

Quillan the Sage: Age 70, long white Olaf the Blacksmith: 5th-level fighter Other Denizens: Many other charac-
hair and beard; sage in legends, folk- with 18(23) strength, arms like iron ters are described in modules H1, H2,
lore, and history. His true love is flora bands. Mostly works on horseshoes and H3. The Random Villager Gen-
of the region, which he somehow and plows, but can make swords, eration System in H1 and H2 is a
manages to work into every sage repair armor, etc. Has a spreading handy tool to use in creating other
answer he gives. Appears doddering chestnut tree in front of his shop. characters as needed.
and senile, but actually is much
smarter than he looks. SPELLS Gabrielle: Oldest daughter of the
(Druid): 4 1st, 2 2d, 3 3d. baker and his wife, has burning desire
to become a magic-user and is fond of
Garlen and Garven: Identical cous- older men. Would gladly apprentice
ins, brown hair and eyes, just turned herself to a master of the mystic arts,
22. Young, brave, inexperienced, learns quickly. Shy, romantic, and
overly enthusiastic, with a tendency chaste; would make a lucky sorcerer a
toward unquestioning hero worship. wonderful wife and henchperson.
They interrupt each other constantly STATS: Int 16, Ch 17. (If already
when talking. STATS (identical): AC apprenticed, or if Emlyn the Gray is
8 (leather), MV 12, Ftr 5, hp 25, used as a PC, is now a 3d-level MU.)
#AT 1, Dmg 1d6 (short sword or
bow), AL LG, St 14, Int 11, Wi 10,

These pregenerated player charac- Sir Gareth 50% MR in 5 radius, dispel magic at
ters were used in the original playtest 17th level in a 5 radius, +10 dmg.
campaign of the Bloodstone Pass Dragonsbane vs. CE opponents. If a Type III or
adventure series. They are made Baron of Bloodstone more powerful demon is slain with
available here for your use. If you 19th-level Human Paladin (Cavalier) Crusader, sword gains following spe-
have used these characters in previous Lawful Good cial powers: heal 1/day, strength 1/
modules in the H series, the char- day to fight evil opponents, charm
acters have grown and changed Strength 18/30 person on contact 1/day (make attack
according to your own campaign, and Intelligence 13 roll for 0 damage to use this power).
are not necessarily the same as pre- Wisdom 15 On an attack roll of a natural
sented herein. Although these char- Dexterity 15/26 (unmodified) 20, will disintegrate a
acters are well suited for the Constitution 17/12 demon up to Type VI. Ego and Intel-
adventure, nothing should stand in Charisma 18/15 ligence both 17. Telepathic with own-
the way of using your own characters er. Commune with minor goddess St.
in this series. The various adventure Armor Class: -4 Lalibela 1/week. Sword will howl in
roles (paladin hero who gets the girl, Movement Rate: 12 anguish if wielder runs from a
good-hearted drunken friar, ascetic Command Bonus: +3 demon. On second instance of cow-
monk, etc.) can be used as a guideline Command Radius: 22 ardice in the face of a demon., sword
to shape a party of your own charac- Base THAC0: 4 (#AT 3 with lance, instantly teleports away, never to
ters for the adventure. long sword, or horsemans flail) return.
The characters are not provided Attack Rating: 19
with basic cash and nonmagical Hit Points: 96 OTHER MAGICAL ITEMS: Plate
items. At 19th-level, assume that Mail +3, Shield +2, Silver Horn of
they can obtain virtually any nonma- SAVING THROWS: PPD 1, P/P 2, Valhalla.
gical item with ease. It is also legiti- RSW 3, BW 2, Sp 4
mate for you, as Dungeon Master, to LANGUAGES: Common, LG, Elf,
provide scrolls, potions, and minor CLERICAL SPELL USE: 5 1st level, 4 Dwarf, Halfling
magical items to round out the char- 2d level, 3 3d level, 2 4th-level
acters as they embark on their adven- WARHORSE: Glendan, intelligent
ture. SPECIAL ABILITIES: All Paladin heavy warhorse (AC 5, HD 5+5, hp
In addition to these 16th-19th- and Cavalier special abilities from 25, #AT 3, Dmg 1d8/1d8/1d3, MV
level characters, some pre-generated Players Handbook and Unearthed 18).
100th-level characters are provided Arcana. Sword gives 50% MR, dispel
for those of you who are looking for magic 5 rad., dmg. +10 vs. Chaotic Sir Gareth has devoted his life to
the ultimate in high-level challenges. Evil. the service of Lawful Good. As a
Good luck! Its not as easy as it looks. knight of the Order of the Golden
PROFICIENCIES: Weapon: Lance, Cup, he had a glorious adventuring
Very observant and rules-knowl- long sword, horsemans flail (weap- career. In spite of tithing 50% of his
edgeable players have noticed that we ons of choice), broad sword, short treasure, he became a wealthy man
made some mistakes in applying the sword, horsemans mace, javelin, and settled on a large estate. A Bri-
weapons specialization system to the two-handed sword, dagger, scimitar, gade Commander in the Vaasan War,
pre-generated characters in H2 and bastard sword. Non-weapon: Animal he won his battles even though his
H3. Those were our (primarily Dob- noise, blind-fighting, direction side lost the war. His home in the
sons) errors, not official rules inter- sense, endurance, mountaineering, north destroyed, his soldiers and fol-
pretations. The following should be riding, rope use, swimming, sound lowers dead or dispersed, and his
correct. analysis, boating wealth lost, he came to Bloodstone
Pass, where he fell in love with and
HOLY SWORD: Crusader, a long married Lady Christine, daughter of
sword +5 holy avenger, provides Baron Tranth of Bloodstone. At the
wedding, Baron Tranth abdicated,

relinquishing his title to his new son- 1, Dmg. +3 hit/dmg., point es archery to them. He has command-
in-law. blank range bonus), long sword, ed the Huntsmen Skirmishers in
Unable to escape the wrath of the crossbow, bastard sword, dagger battle.
Vaasan Empire, the tiny barony was (throwing), dagger (melee), axe
forced into war. Under the splendid (throwing), axe (melee), quarterstaff,
generalship of Gareth Dragonsbane, two-handed sword. Non-weapon: Friar Dugald
it has now conquered the southern Bowyer/Fletcher (Triple Proficiency, Cleric of the Order of St. Dionysus,
duchies and united them. The con- DEX +5 on d20, plus magical manu- Knight of Bloodstone
ventional wisdom is that Baron Dra- facture skills), animal noise, direction 19th-level Human Cleric
gonsbane will be the king of the new sense, rope use, fire-building, weap- Lawful Good
realm of Bloodstone, once Vaasa is onsmith, swimming.
finally defeated. Strength 15
SPELL BOOK: 1st level: affect nor- Intelligence 10
Sir Olwyn mal fires, detect magic, jump, magic Wisdom 18
missile, read magic, spider climb. 2d Dexterity 9
Forest-Friend level: darkness 15 radius, invisibility, Constitution 14
19th-level Human Ranger (Fighter) levitate, strength, Melfs acid arrow. Charisma 14
Lawful Good
MAGICAL ITEMS: Long bow of the Armor Class: -3
Strength 18/24 Forest +1, requires 18/01 or greater Movement Rate: 9
Intelligence 13 Strength to use; user adds Strength Command Bonus: 0
Wisdom 14 bonuses to hit and damage; bow has Command Radius: 17
Dexterity 17 double normal range. Arrows of Slay- Base THAC0: 9
Constitution 15 ing vs. demons (10) and vs. giants (2); Attack Rating: 24
Charisma 10 12 arrows +1, 12 arrows +2, 6 arrows Hit Points: 68
+3, cloak of elvenkind, boots of
Armor Class: 2/0* speed, ring of free action, bracers of SAVING THROWS: PPD 2, P/P 5,
Movement Rate: 24* archery RSW 6, BW 8, Sp 7
Command Bonus: 0
Command Radius: 17 1/2 LANGUAGES: Common, LG, Elf, CLERICAL SPELL USE: 11 1st level,
Base THAC0: 4 (2 attacks/round) Treant 11 2d level, 10 3d level, 8 4th-level, 6
Attack Rating: 19 5th-level, 4 6th-level, 2 7th-level
Hit Points: 79 Sir Olwyn spent most of his life in
the great forests of the Forgotten SPECIAL ABILITIES: All Clerical
SAVING THROWS: PPD 4, P/P 5, Realms, where he saved the race of special abilities from Players Hand-
RSW 6, BW 4, Sp 7 treants from destruction at the hands book.
of a powerful wizard. His ranger
SPELL USE: Druid: 4 1st level, 2 2d henchmen perished in that terrible PROFICIENCIES: Weapon: Foot-
level, 2 3d level. Magic-User: 2 1st battle, and he has never replaced mans mace, horsemans mace, club,
level, 2 2d level. them. The treants of the forest flail, hammer, sap. Non-weapon:
rewarded the ranger by creating a spe- Drinking (CON +3 on d20), endur-
SPECIAL ABILITIES: All Ranger spe- cial long bow for him, and taught ance, fishing, mountaineering, swim-
cial abilities from Players Handbook him the secrets of making magical ming, riding, fire- building
and Unearthed Arcana. Learned arrows.
secret of manufacturing arrows +1 Sir Olwyn moved north into MAGICAL ITEMS: mace of disrup-
(1/day) and arrows of slaying (1/ Damara, where he became involved tion +3, chain mail +2, shield +5,
month) from treants. in the quest to save the village of potion of elixir of health, ring of
Bloodstone Pass. A hearty, outdoorsy truth, rod of resurrection with 10
PROFICIENCIES: Weapon: Long man, Olwyn is a great favorite with charges; scroll with restoration, gate,
bow (Double Specialization, #AT 4/ the children of the village, and teach- true seeing, animate object, harm,
blade barrier, and flame strike; figu-
rine of wondrous power (marble Command Bonus: +1 Handsome, youthful, and with a
woolly mammoth). Command Radius: 21 ready smile, Riordan Parnell is a bard
Base THAC0: 14 as willing to steal a kiss or a song as he
LANGUAGES: Common, LG, Elf (3 attacks/2 rounds) is the Dukes jewels. Riordan normal-
Attack Rating: 29 ly travels with his cousin Celedon,
POSSESSIONS & EQUIPMENT: Hit Points: 77 sometimes stealing (but only from
Otho, a draft horse (AC 7, MV 12, evil rich men), sometimes aiding the
HD 3, hp 12, #AT 1, Dmg 1d3). SAVING THROWS: PPD 4, P/P 7, poor and oppressed, but always
RSW 8, BW 10, Sp 9 adventuring and seeking danger.
Friar Dugald is an immensely fat Riordan has been rich several times
man who wears monks robes and has DRUIDIC SPELL USE: 7 1st level, 5 . . . and flat broke just as often. He is
a shaved pate, in the ancient tradi- 2d level, 5 3d level, 4 4th-level, 3 5th 74 years old, but looks 28. He is 5 8
tion. A jolly man, he loves to drink, level tall and weighs 130 lbs. He was
eat, and drink. Of lower-class ances- knighted by the Baron of Bloodstone
try, Friar Dugald has common tastes. SPECIAL ABILITIES: All Bard and and serves as a Brigade Commander
His fellow clerics consider him a little Half-Elf special abilities from Players in the Army, where his bardic powers
too rough, and look down on his con- Handbook and Unearthed Arcana, make him an effective leader.
tinual barroom brawling and general including 76% charm percentage and
drunkenness. (Note special drinking 80% legend lore. Member, Anstruth
proficiency.) However, he is devout in College. Fighter abilities at 8th-level;
Sir Celedon Kierney
his worship of St. Dionysus, and thief abilities at 9th-level, including 8th-level Half-Elf Magic-User/22th-
fights for good. He has found the citi- PP 75%, OL 62%, F/RT 55%, MS level Thief-Acrobat
zens of Bloodstone Pass very much to 62%, HS 54%, HN 25%, CW 96%, Chaotic Good
his taste, and looks forward to ending RL 40%.
his wandering life and ministering to Strength 11
his new flock. He has been knighted PROFICIENCIES: Weapon: Long Intelligence 18
for his services, but does not normally sword, (Double Specialization, +3 Wisdom 12
use his title. hit/dmg, 5 attacks/2 rounds), dag- Dexterity 18
The good friar always wears an old ger, throwing dagger, quarterstaff, Constitution 12
brown robe with a hood. Underneath sling, broad sword, javelin, short Charisma 16
his robe, he wears his chain mail +3 sword, dart, spear. Non-weapon:
and carries his mace tucked into his Animal trainer, animal noise, blind Armor Class: 1
rope belt. Many a powerful enemy fighting, boating, fire-building, Movement Rate: 12
has been fooled by his deceptive healing, mountaineering, riding, Command Bonus: +1
appearance. rope use, swimming. Command Radius: 17
Base THAC0: 10
MAGICAL ITEMS: Anstruth Harp, Attack Rating: 25
Sir Riordan Parnell ring of protection +3, long sword Hit Points: 48
19th-level Half-Elf Bard +1, dagger +2, figurine of won-
(8th-level Fighter/9th-level Thief) drous power (ebony fly), potion of oil SAVING THROWS: PPD 8, P/P 7,
Neutral Good of ethereality (two doses). RSW 4, BW 11, Sp 5

Strength 15 LANGUAGES: Common, NG, Elf, MAGIC-USER SPELLS: 4 1st level, 3

Intelligence 14 Gnome, Halfling, Goblin, Hobgob- 2d level, 3 3d level, 2 4th-level
Wisdom 15 lin, Orcish, Gnoll, Kobold, Thieves
Dexterity 16 Cant, Ogrish, Hill Giant, Drow Elf, SPECIAL ABILITIES: All magic-user,
Constitution 12 Demon, Centaur, Druid, Harpy, half-elf, and thief acrobat special
Charisma 16 Treantish, Dwarf, Hordling, abilities from Players Handbook and
Duergar. Unearthed Arcana. Thief Skills: PP
Armor Class: 3 70%, OL 57%, F/RT 45%, MS
Movement Rate: 12 109%, HS 114%, HN 55%, CW
99.7%, RL 80%. Acrobat Skills: Gnome, Halfling, Goblin, Hobgob- ends and lore, and magical item
Tightrope Walk 120%, Pole Vault lin, Orcish, Gnoll, Thieves Cant identification.
17, High Jump 9, Standing Broad
Jump 12, Running Broad Jump 22, Young and good-looking, Celedon PROFICIENCIES: Weapon: Dagger
Tumbling Attack 28%, Evasion 65%, is a master thief and magician of great (melee), dagger (throwing), dart,
Falling 80%, 55'. Weight/ skill. He uses his skills for adventure quarterstaff. Non-weapon: Endur-
Encumbrance Limits for Skill Use 670 and romance, and often pulls a caper ance, healing, slow respiration, sage.
gp (body associated), 4,000 gp (car- just for the sheer pleasure of it. He
ried). Backstab for quintuple dam- normally steals only from evildoers, SPELL BOOK: Cantrips: chill, exter-
age. and might give away all he has if minate, flavor, freshen, gather, salt,
touched by the right story. Celedon is shine, stitch, tie, warm, wrap, curdle,
PROFICIENCIES: Weapon: Long 65 years old, but appears 27. He is 5 hairy, knot, ravel, sour, spill, untie,
sword, short sword, short bow, dag- 9 tall and weighs 140 lbs. He nor- change, distract, hide, palm, nod,
ger, sap, lasso, staff. Non-weapon: mally travels with his cousin, Riordan scratch, sneeze, bee, bluelight, fire-
Animal noise, blind-fighting, direc- Parnell. Celedon was knighted by the finger, gnats, smokepuff, spider,
tion sense, mountaineering, rope use Baron of Bloodstone and serves as unlock, creak, groan, rattle, whistle
(Double Proficiency, DEX +3), Commander and Chief Scout of the 1st level: alarm, armor, charm per-
sound analysis, swimming. Army of Bloodstone. son, comprehend languages, detect
magic, feather fall, identify, magic
SPELL BOOK: Cantrips: tie, untie, Sir Emlyn the Gray missile, mount, protection from evil,
distract, hide, palm, yawn, bee, read magic, sleep, unseen servant,
bluelight, unlock, whistle, firefinger, Court Wizard of Bloodstone wizard mark
present. 19th-level Human Magic-User 2d level: bind, continual light,
1st level: dancing lights, feather Lawful Good darkness 15 radius, deeppockets,
fall, friends, grease, jump, mount, ESP, forget, invisibility, know align-
magic missile, read magic, spider Strength 9 ment, levitate, magic mouth, pyro-
climb. Intelligence 18 technics, Tashas uncontrollable
2d level: audible glamer, bind, Wisdom 12 hideous laughter, scare, stinking
darkness 15 radius, deeppockets, Dexterity 16 cloud, strength
fools gold, knock, mirror image, rope Constitution 10 3d level: blink, clairaudience,
trick, Tashas uncontrollable hideous Charisma 12 clairvoyance, detect illusion, dispel
laughter. magic, fireball, fly, haste, item,
3d level: clairaudience, dispel Armor Class: 0 material, Melfs minute meteors,
magic, feign death, fly, item, phan- Movement Rate: 12 phantasmal force, secret page, sug-
tasmal force. Command Bonus: 0 gestion
4th level: confusion, dimension Command Radius: 14 4th level: charm monster, dig, dis-
door, fire charm, Leomunds secure Base THAC0: 13 pel illusion, Evards black tentacles,
shelter, magic mirror, polymorph Attack Rating: 28 fear, hallucinatory terrain,
self, wizard eye Hit Points: 30 Leomunds secure shelter, magic mir-
ror, massmorph, Otilukes resilient
MAGICAL ITEMS: Long sword +1, SAVING THROWS: PPD 10, P/P 7, sphere, polymorph other, shout, wiz-
Luck Blade (0 wishes), ring of protec- RSW 5, BW 9, Sp 6 ard eye
tion +3, figurine of wondrous power 5th level: cloudkill, conjure ele-
(ebony fly), potions of oil of ethereal- MAGICAL SPELL USE: 5 1st level, 5 mental, dismissal, fabricate, hold
ity (two doses) and fire breath (1 2d level, 5 3d level, 5 4th-level, 5 5th monster, magic jar, Leomunds lam-
dose), mirror of mental prowess, rod level, 3 6th-level, 3 7th-level, 3 8th entable belabourment, transmute
of alertness, scroll of contingency, for- level, 1 9th-level rock to mud, wall of stone
cecage, and volley 6th level: Bigbys forceful hand,
SPECIAL ABILITIES: All magic-user chain lightning, contingency, control
LANGUAGES: Common, NG, Elf, special abilities from Players Hand- weather, death spell, ensnarement,
book. Has sage abilities in magic, leg-

eyebite, guards and wards, invisible Kane, acquired the experience needed to
stalker, monster summoning IV, pro- challenge the Grand Master of
ject image, spiritwrack Master of Spring Flowers for the leadership of the
7th level: banishment, cacode- 16th-level Human Monk order, he refrained from doing so out
mon, mass invisibility, power word (Master of Spring) of respect for his venerated master.
stun, reverse gravity, torment Lawful Good Instead, he resigned from the order,
8th level: binding, mass charm, and another Master of Spring was
permanency polymorph any object, Strength 15 appointed to take his place. Kane
Sertens spell immunity Intelligence 15 took a vow of poverty and set out into
9th level: prismatic sphere, shape Wisdom 15 the world.
change, time stop, wish Dexterity 17 Kane meditates at least four hours
Constitution 14 each day and practices his skills for
MAGICAL ITEMS: Staff of the Magi Charisma 8 another four. Whenever he needs
(20 charges), dagger +1, bracers of food or other items, he takes the most
defense AC 2, figurines of wondrous Armor Class: -2 menial jobs he can find, preferably
power (serpentine owl and a pair of Movement Rate: 30 involving hard physical labor. This
golden lions), scroll of 20 spell levels Command Bonus: 0 preserves his sense of connection with
(players choice), Zagygs spell com- Command Radius: 12 the world. He is 60 years old, but
ponent case, prison of Zagyg, efreeti Base THAC0: 10 looks 20 years younger. He is wiry,
bottle (two wishes and 800 days of (4 open-hand attacks/round) muscular, and very thin, and dresses
service remaining), deck of illusions. Attack Rating: 25 in simple rags, as befits an ascetic.
Hit Points: 40 He remains in Bloodstone for as
LANGUAGES: Common, LG, Elf, long as he is needed, but refuses
Dwarf, Halfling, Gold Dragon, Cen- SAVING THROWS: PPD 10, P/P 9, money, titles, magical items, and
taur, Ki-rin RSW 8, BW 13, Sp 9 even a roof over his head.

Emlyn the Gray is 60 years old, SPECIAL ABILITIES: Master Kane is

gaunt, with white hair and long white an old-style (pre- Oriental
beard, and quite feeble in appear- Adventures) monk, and has special
ance. An adventurer for many years, abilities as per Players Handbook,
Emlyn was obsessed with adding including abilities A-K and a 4%
spells to his spell books. As he grew chance of being surprised. Thief
older, he retired, and for many years Skills: OL 99%, F/RT 95%, MS
taught magic in a centaur academy. 99%, HS 99%, HN 50%, CW
He learned the languages of the gold 99.6%
dragon and the ki-rin to add to his
store of magical lore. But the war with PROFICIENCIES: Weapon: bo stick,
Vaasa destroyed the school, and he caltrop, crossbow, dagger, jo stick,
was forced to take up his staff and lasso, sap, quarterstaff, halberd.
return to the adventuring lifewhich Non-weapon: Animal trainer, animal
he hates. He is looking for a new place noise, blind-fighting, direction
to settle down, and has taken on sense, endurance, rope use (Triple
Gabrielle, daughter of the baker in Proficiency, DEX +4)
the village of Bloodstone, as an
apprentice (she has hopes of being MAGICAL ITEMS: carpet of flying
more). He is absent-minded, pedan- (smallest size).
tic, and complains constantly.
As Master of Spring, Kane was the
second-highest ranking monk of his
order. Although he had long since

We dont really believe that anyone Special Abilities: All paladin and cav- Circe,
has ever earned a 100th-level char- alier special abilities from Players
acter, in the sense that the character Handbook and Unearthed Arcana. the Black Sorceress
was started at level 1 and worked his Awe ability based on Charisma rat- 100th-level Human Magic-User/
or her way up in a normal (non-Monty ing. Immunity to cause fear, charm Illusionist
Haul) campaign. On the other hand, person, command, friends, hypno- Chaotic Good
theres always the temptation to play, tism based on Wisdom. 95% detect
just once, a character of ultimate invisible based on level and intelli- Strength 15
power. gence. Automatically regenerate 1 hit Intelligence 25
These characters are patterned after point/turn based on Constitution. Wisdom 18
great heroes of mythology. Their Proficiencies: Weapon: Proficient in Dexterity 23
descriptions herein bear little or no Constitution 19
all weapons. Double proficiency in
resemblance to their Legends & Lore one weapon of players choice, plus Charisma 25
entries. Use them as templates to cre- all Cavalier weapon of choice ben-
ate special 100th-level characters for efits. Non-weapon: All non-weapon Armor Class Base: 5
this adventure. (before magical protection)
proficiencies from Dungeoneers Sur-
The Legends & Lore volume vival Guide and Wilderness Survival Movement Rate: 12
describes the effect of character abili- Guide at triple level. Command Bonus: +10
ty scores above 18. Command Radius: 50
Magical Items: Players choice of one
Base THAC0: 11
suit of armor, one shield, four weap-
Perseus, ons, and four miscellaneous magical
Attack Rating: 25
Hit Points: 177
Immortal Warrior items from any listed in Dungeon
100th-level Human Fighter/Paladin Masters Guide, Unearthed Arcana, or Saving Throws: PPD 8, P/P 5, RSW
Lawful Good any other official source.
3, BW 7, SP 4
Warhorse: Any cavalier steed (UA, Magic-User Spells: 7 1st, 7 2d, 7 3d, 7
Strength 25 pg. 15) with magical elfin chain mail 4th, 6 5th, 6 6th, 6 7th, 6 8th, 6 9th
Intelligence 17 +3 barding.
Wisdom 19 Illusionist Spells: 7 1st, 7 2d, 7 3d, 7
Languages: Any, up to legal maxi- 4th, 6 5th, 6 6th, 6 7th
Dexterity 18
mum based on intelligence.
Constitution 25 Spell Books: Contain all known offi-
Charisma 20 Miscellaneous Items: Any, at players cial magic spells from Players Hand-
choice. book and Unearthed Arcana for both
Armor Class Base: 6 magic-user and illusionists. Note
(before armor/shield) encumbrance and transportability
Movement Rate: 12 problems of spell books; portable
Command Bonus: +5 spell books can be used if desired.
Command Radius: 50 Player must choose which spells are in
Base THAC0: 4 such books.
Attack Rating: 19
Hit Points: 390 Special Abilities: Awe ability based
on Charisma rating. Immunity to all
Saving Throws: PPD 1, P/P 2 (poison illusion/phantasm spells up to 7th-
-2) RSW 3, BW 2, SP 4 level based on intelligence. 95%
detect invisible based on level.
Clerical Spells: 6 1st, 5 2d, 4 3d, 5 4th
Proficiencies: Weapon: Proficient in
all legal magic-user weapons. Non-
weapon: Players choice of up to 16
non-weapon proficiencies from Dun-

geoneers Survival Guide and Wilder- 84.7%, RL 80%. Quintuple damage Special Abilities: Clerical turn
ness Survival Guide. from backstab attacks. Use scrolls at undead abilities. All druid and hiero-
Magical Items: Players choice of up 25% chance of failure or reverse phant druid special abilities, includ-
to 25 magical items from any listed in effect. 95% detect invisible based on ing planar travel, conjure elemental,
Dungeon Masters Guide, Unearthed level. etc. Awe ability based on Charisma
Arcana, or any other official source. Proficiencies: Weapon: Proficient in rating. Immune to all illusion/
Artifacts cannot be chosen. all legal weapons for the class. Non- phantasm spells up to 2d level based
weapon: Choice of 27 proficiencies on Intelligence. 95% chance to detect
Languages: Any, up to legal maxi- invisible based on level.
mum based on Intelligence. from Dungeoneers Survival Guide
and Wilderness Survival Guide. Proficiencies: Weapon: Proficient in
Miscellaneous Possessions: Any non- all legal clerical and druidical weap-
magical items desired, at players Magical Items: Choice of 12 magical
items that are legal for use by thieves ons. Nonweapon: Players choice of
choice. up to 27 nonweapon proficiencies
or illusionists.
from Dungeoneers Survival Guide
Hermes, Languages: Any, up to legal maxi- and Wilderness Survival Guide.
mum based on intelligence.
Ruler of Thieves Magical Items: Players choice of up
Miscellaneous Possessions: Any non- to 500,000 XP value of magical items
100th-level Deep Gnome Thief/ magical items desired, at players legal for use by clerics or druids, from
7th-level Illusionist choice. any listed in Dungeon Masters
Neutral Good Guide, Unearthed Arcana, or any
Artemis of the Forest other official source. Artifacts cannot
Strength 18 be chosen.
Intelligence 20 100th-level Human Cleric/
Wisdom 18 23d-level Hierophant Druid Languages: Any, up to legal maxi-
Dexterity 25 Neutral mum based on Intelligence.
Constitution 22 Miscellaneous Possessions: Any non-
Charisma 21 Strength 21 magical items desired, at players
Intelligence 20 choice.
Armor Class Base: 4 Wisdom 25
(before armor/shield or magic) Dexterity 20
Movement Rate: 12 Constitution 23
Command Bonus: +6 Charisma 22
Command Radius: 50
Base THAC0: 10 Armor Class Base: 6
Attack Rating: 25 (before armor/shield and
Hit Points: 240 magical protection)
Movement Rate: 12
Saving Throws: PPD 5, P/P 4 (5 vs. Command Bonus: +10
poison), RSW -5, BW 8, SP 2 Command Radius: 50
Illusionist Spells: 4 1st, 3 2d, 2 3d Base THAC0: 9
Attack Rating: 24
Special Abilities: All deep gnome Hit Points: 245
(svirfneblin) special abilities from
Players Handbook and Unearthed Saving Throws: PPD 2, P/P 5, RSW
Arcana, including summon earth ele- 6, BW 8, SP 7
mental, blindness, blur, and change
self, plus automatic non-detection. Clerical Spells: 12 1st, 12 2d, 11 3d,
All thief abilities, including PP 13 4th, 13 5th, 12 6th, 8 7th.
170%, OL 154%, F/RT 145%, MS Druidical Spells: 9 1st; 9 2d, 8 3d, 10
134%, HS 134%, HN 65%, CW 4th, 10 5th, 9 6th, 7 7th.