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descend 20 feet and turn northward, contin- 315.

HEXAGONAL CHAMBER
uing down to Dungeon Level Four, area 401. Torch brackets are affixed to the walls of
Six bugbears are quartered herein. Origi- this hexagonal chamber, but without
313. CIRCULAR SHAFT nally, they and their captain were to patrol torches. The stone here is of mottled rust
for intruders and keep the fighting between and moss-green hue. The ceiling arches
This area is not in use; the floor is cov- the factions to a minimum, preventing the to a height of about 25 feet in the center.
ered with dried husks, castings, and destruction of the real strength of the whole A large iron brazier stands in the center
other less definable litter. Heavy webs Elemental Evil effort. They are thus dressed of the room, and a rude table by the
mask the ceiling, but they are at least 20 in black. They are now simply staying here, south wall, with a cabinet nearby. Two
feet up, so it must be some distance keeping out of sight and "dogging it" (so to heaps of pillows, cushions, and old cloth
beyond. The dust and dirt collected on speak). If they discover intruders or are (rugs, tapestries, etc. ) lie on the floor.
the strands of spidersilk show that the attacked, they shout to alert their fellows (in
monster which made them is probably areas 316-318) or strike the warning gong, The cabinet holds some smoked meat,
no longer here. whichever is the more easily accomplished. cheese, several bottles of wine, and eight
The bugbears do not know of the existence battered silver plates (worth 25 gp each).
The trap door in the northwest part of the of the secret passage which leads to area
floor is well hidden. A small stone flag must 302. Each has a small bag of unappetizing 317. PLEASURE CHAMBER
be lifted to reveal the door's opening ring. foodstuffs and miscellaneous junk, along
Steep steps lead down to a passage, the floor with 2-8 pp, 4-16 gp, and 5-30 ep. Four ogres use this room as a lair. They
of which is about 15 feet below that of this were originally sent to find out what the
chamber. The steps are worn and relatively Bugbears (6): AC 5, MV 9", HD 3 + 1, hp 19, bugbears were doing; when they found
clean. A small twig broom lies at the bottom 17, 16, 15, 12, 10, #AT 1, D 2-8 (bardiche), them (and their master in area 318), they
of the steps, used to maintain the trap door's SA surprise on 1-3; XP 211, 203, 199, 195, decided to stay, liking ease and the promise
obscurity. 183, 175 of lots of food and treasure. The former has
been lacking, of late; they are hungry. They
314. CHAMBER OF EYES Torch brackets are affixed to the walls of fight normally, and the weakest of the four
this hexagonal chamber, but without is also a shaman, able to cast detect magic
For each turn that the party spends in torches. The stone here is of dull ocher. and light each day; he also has a javelin + 2
here, a 50% chance exists that an inhabitant The ceiling arches to a height of about 25 to hurl if hard-pressed.
of a connecting room (315-318) will enter. feet in the center. A large iron brazier Each ogre has a large belt pouch contain-
Use Id4 for random selection. stands in the center of the room, and a rude ing 10-80 gp and 10-60 pp; the largest also
table by the south wall. Six heaps of old has three carnelians (each worth 50 gp) hid-
The plastered walls of this triangular cloth (rugs, tapestries, clothing, and badly den inside his jack. Each ogre gains a +2
room are covered with paintings of eyes cured animal skins) lie on the floor. strength bonus to damage when using the
and the symbol of the Eye of Fire — an weapon noted (a huge morning star).
equilateral triangle with a "Y" shape
within, the branches at the base corners 316. HEXAGONAL CHAMBER Ogres (4): AC 4; MV 9"; HD 4 + 1; hp 26,
and the stem meeting the apex. The eyes 22, 21, 20; #AT 1; D 3-12 (1d10 + 2);
are of all sorts — human and monstrous, Two bugbear leaders (of those in area 315) SA smallest has cleric spells (detect
blind-looking, multi-faceted, and of var- live here. Each is likewise clad in black. In magic, light) and a javelin + 2; XP 220,
ious colors— and all seem to stare in the event of trouble, these monsters rely on 200, 195, 190
hatred, hunger, or fright. their own force, not calling on those in areas
The chamber has seen rather rough use 317 or 318. Each gains a + 1 strength bonus The walls of this colorful 30' square
of late, for there are piles of rubbish scat- to damage. They flee any unfavorable room are covered with mosaics, depict-
tered about, gnawed bones, and signs of encounter if possible. ing all sorts of weird and depraved
a large fire apparently frequently burned scenes. The floor is a mosaic of like
in the middle of the floor. Just ten feet Bugbear leaders (2): AC 4; MV 9"; scenes. A few pieces of broken furniture
south of the steps to the north is a large HD 4; hp 24; 22; #AT 1; D 3-9 (bar- are stacked near the fireplace in the west
brass gong, suspended from a hornwood diche); SA surprise on 1-3; XP 231, 223 wall. Two heaps of rugs, skins, etc. are
frame. Two smoky cressets burn on the by the east wall, with two more near the
east and west walls, about midway Each leader carries 10 ep, 20 gp, and 10 pp, southeast corner. Between them is a large
between each pair of doors. and wears a gold ring set with a bloodstone (a barrel. Two small pots stand near the
symbol the bugbears recognize as direct fireplace, and a large kettle is suspended
The stairs to the north lead upwards to authority over them, by order of Zuggtmoy over the dead ashes. Two unlit cressets
area 209a (Dungeon Level Two). The gong herself) worth 50 gp. The larger wears an elec- are on each wall except the west. There
can be rung by striking it with any blunt trum armlet (worth 30 gp) and a silver belt are six in all.
weapon or similar object. The sound will buckle (15 gp); the other wears a gold earring
arouse all those nearby (areas 315-318). in one nostril (20 gp).

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The barrel contains 30 gallons of ale; the 319. ROOM, 20' x 20'
pots and kettle are empty.
seems to have been deserted for some
The oaken door is bronze-bound and
318. PLEASURE CHAMBER time. Several long tables, chairs, and
held fast by a large bar and padlock as
sideboards are here, all dusty but other-
well.
Scorpp, a hill giant, dwells herein with his wise in good condition. The tables still
pet wolf (worg) Splot. The giant is a bit hold many dishes, platters, drinking ves-
The lock can be picked or destroyed by 25 sels, and containers.
smarter than most of his kind—smart points of damage.
enough to know that he has discovered a
way to live in ease, with slaves (the bug- In four man-turns of searching, the party
The room is 20' square, with some filthy can find two golden settings. Each has four
bears and ogres) but not bright enough to
straw scattered on the floor, a small pieces: a flagon (250 gp value), a platter (300
understand the consequences of his rebel-
drain hole in the northwest corner, and a gp), a plate (175 gp), and a salt cellar (50
lion. He thinks of himself as King in this
water-filled barrel. Herein are two gp). The weight of each piece is half its gp
area, and the ogres and bugbears are seen as
humans, an orc, a hobgoblin, and three value.
his "loyal subjects" (slaves). He demands
goblins.
that half of the food and treasure taken be
given to him. 322. HALL OF ARMORED SKELETONS
Scorpp has no intention of returning to These are prisoners, captured on raids
the Greater Temple below, liking the free- and kept as food. All are rather skinny and This 30' wide area is lined with disquiet-
dom and position he has found. He will weak; none will serve with the party. All ask ing guardians — or trophies. Thirteen
fight any intruder, regardless of their garb; to be freed; the humans, who are farmers, human skeletons stand at attention along
but black-garbed enemies ensure his abso- also say that the others recently slew and ate each wall, all clad in various forms of
lute resistance, for he sees such as former their friend Charlie. The monsters can be armor. Each holds a different pole arm or
slain without difficulty, if desired.
superiors, coming to punish him for his fail- missile weapon. Four large bronze stands
ure to return. are by each wall, evidently candle hold-
Scorpp keeps two boulders nearby for use 320. ROOM, 20' x 30' ers, though no candles remain. Six pairs
as missiles prior to melee. If combat goes of crossed swords and six shields deco-
badly, he asks for quarter, offering to serve This oak door is heavily bound with rate the north wall.
the opponents if his life is spared. He will, of bronze and secured by bar and heavy
course, seek to escape or kill his captors, as padlock. The armor types and weapons are not
opportunity permits. He does know the way important; they are all useless, being rusted,
to the Greater Temple, and can estimate the The lock can be picked or destroyed by 25 rotten, and decayed. If any of the swords
number of bugbears ("more than fingers 'n' points of damage. and shields on the north wall are touched,
toes"), ogres ("many"), hill giants ("lots"), one falls with a loud clatter, alerting the
and ettins ("couple-tree o' dem"). The room is 20' x 30', littered with inhabitants of areas 323-324. One of the
straw. Herein are a gnoll, a bugbear, and shields is a shield +1, bearing the arms of
Hill Giant, Scorpp: AC 4; MV 12"; HD 8 + 2; two ogres. Veluna in canton, with a gold field showing
hp 44; #AT 1; D 2-16; SA boulders (D 2-16, crossed billets proper. The four candle
normal ranges 6"/13"/20", indoor ranges These creatures are malnourished and stands are worth 5 gp each.
3"/6"/12"); XP 1928 weak; all are sentenced to die for various
acts of disobedience. None will serve with 323. SCARLET ROOM
Worg, Splot: AC 6; MV 18"; HD 4 + 4; the party. If given the opportunity, they will
hp 23; #AT 1; D 2-8; XP 205 try to slay and eat their rescuers; however, Eight shadows linger in this chamber,
they can be slain without problem, due to awaiting the return of Zuggtmoy and luz—
Scorpp wears a black bearskin, pinned at their poor condition. and thereby a return to the days of feasting
the shoulder by a silver skull clasp (50 gp and "sport" in the Temple. They are seldom
value). The room description is the same as 321. HALL OF BLACK FEASTING fed, and are thus weak and hungry for life
that for area 317, except that strange fung- forces. If they hear noise in area 322, they
ous growths are also shown in the obscene This 40' square room is floored in blocks hurry to investigate.
mosaics. The room contains one large heap of alternating red and black stone. The
of bedding, an iron chest with a huge pad- supports and ceiling are all black. The Shadows (8): AC 7; MV 12"; HD 3 + 3;
lock, and a thick rancid stew in the kettle in walls are plastered and decorated with hp 20, 18, 16, 16, 15, 14, 12, 10; #AT 1; D
the fireplace. The chest contains 622 ep, scenes of horrid feasts — a banquet where 2-5; SA hit drains 1 point strength (vic-
2783 gp, 17 gems worth 10 gp each (nine ghouls, ghasts, shadows, and vampires tim recovers in 2-8 turns), surprise 90%
agates, four tiger eyes, and four bits of tur- join Temple clerics and demons in an (undetectable unless brightly lit); SD hit
quoise), and a potion of red dragon control. unspeakable repast. The many cressets only by + 1 or better weapon; XP 335,
along the walls are unlit, for this place 327, 319, 319, 315, 311, 303, 295

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aged, their value drops to that of the silver not reveal them.
This chamber is red. The floor, walls, (5 gp). In the cabinet are several worthless
and curved ceiling are each of a subtly scrolls and books, jars and other containers Groaning Spirit: AC 0; MV 15"; HD 7;
different hue, to jar the vision of the holding similarly worthless substances, a hp 39; #AT 1; D 1-8; SA deadly wail (30'
onlooker. The overall impression is rope of 32 black pearls worth a total of range); fear on sight; SD hit only by + 1
bloody and disgusting. Rotting cushions 16, 000 gp (mixed in with several pieces of or better weapon; immune to charm,
and divans, all of red cloth and again worthless jewelry of black paste), a potion sleep, hold, cold, and electricity; XP
each slightly different from another, are of hill giant strength, and a protection from 2840
scattered here and there. A low round undead scroll. A thorough search takes
table of wood lacquered in orange-red three turns.
stands near the west end of the room; This place is covered with thick carpets,
upon it is a red serving set of several cups with many cushions spread about. Upon
325. KITCHEN it lies the mummified body of an elf, face
and a bowl. Each of the two candelabra
down just beyond the entryway with the
nearby holds 13 candle stubs.
From the appearance of a huge fireplace hilt of a dagger protruding from its back.
in the north end of this room, and the Its remains are clad in rotting splendor;
The red serving set is made of cinnebar,
condition of various containers of the garments are of silk and brocade, and
the whole worth 450 gp. The candelabra are
foodstuffs — flour, meal, salt, oil, pre- jewels gleam from earrings, a necklace, a
made of solid rose gold; each weighs 1, 200
served meats and cheeses — it is apparent bracelet, and two rings. The skeletal
gp and is worth 2, 250 gp if maintained in
that this kitchen is still used occasionally. right hand clutches a carved stone of
good condition, or 1, 200 gp if battered,
Enough food is here to feed several score some sort.
bent, or dismantled.
people for many days. Shelves and long Near the body is a large curio cabinet,
counters hold containers, foodstuffs, its door slightly ajar. The cabinet con-
324. BLACK ROOM
and cooking utensils: spits, skewers, tains mummified portions of humans,
long forks and spoons, ladles, etc. demi-humans, and humanoids, as well
As with area 323, eight shadows lurk
as small intricately carved statuettes and
herein, waiting for the return of the Temple's
Behind a large open cupboard in the blocks of ivory, soapstone, and so
heyday. If noise is heard, they investigate
south section of the west wall is a concealed forth — each depicting something
rapidly, seeking life forces upon which they
door. The room beyond contains barrels of obscene.
may feed. The strongest shadow carries a
beer, ale, wine, and even a small cask of The dark room has many unused can-
short baton-like rod of ebony, which is
brandy (40 pounds, 300 gp value). Also here delabra and wall sconces. Its plastered
graven with the glyphs of luz and Zuggt-
are 26 crystal goblets and a matching walls are painted with scenes of deca-
moy. This device gives immunity from all
decanter; this set fills three backpacks dence, and the tapestries hanging here
Turning and undead control in a 10' radius,
(assuming careful packing to avoid break- and there show similar scenes of deprav-
but its wielder cannot attack, as two hands
age). The decanter is worth 200 gp; each ity. A huge bed stands against the north
are needed to carry the rod.
goblet, 50 gp. wall, with a stand of carved wood to
each side. A long, low table is flanked by
Shadows (8): AC 7; MV 12"; HD 3 + 3;
326. OPULENT BEDCHAMBER couches; nearby is another such table
hp 20, 18, 16, 16, 15, 14, 12, 10; #AT 1; D
with three plush chairs. In the southwest
2-5; SA drain 1 point strength (victim
A groaning spirit, the banshee of the dead corner a folding screen of uskwood sepa-
recovers in 2-8 turns); surprise 90%
elf stretched out on the floor of the room, rates a wardrobe, dressing table, and pil-
(undetectable unless brightly lit); SD hit
haunts this place. She lurks behind a folding lowed stool from the rest of the place.
only by + 1 or better weapon; XP 335,
screen. When intruders enter the room, she
327, 319, 319, 315, 311, 303, 295
comes out (and each person seeing her must Each of the skeleton's four pieces of jew-
make a saving throw vs. spells or flee), wails elry (counting the pair of earrings as a single
The walls, floor and ceiling of this 20 ' x (and each victim within 30 feet must make a piece) is worth a base value of 2, 000-8, 000
40' area are dull black stone; heavy vel- saving throw vs. spells or die and then gp. When checking each piece for detail and
vet hangings of ebony hue cover the attacks anyone as yet unharmed. The ban- workmanship, apply a -1 bonus to the roll
walls, and even the torch brackets along shee hates all who now live, and fights (on 1d10) for the first piece (only). In the
uncovered sections are made of a black- fiercely until near extinction, when she skeletal hand is a periapt of proof against
ish metal. Couches and chairs of black finally tries to escape. If escape is impos- poison, + 3. Under the remains is a small
wood remain here in good condition, sible, she offers a bribe for her survival; she pouch which holds a scroll of six magic-user
upholstered in cloth of the same somber knows where, as a living being, she hid an spells (gust of wind, tongues, polymorph
hue. A large black cabinet stands by the elven longbow + 1, cloak of elvenkind, and self, remove curse, airy water, and limited
west wall. elfin chain mail suitable for any elfin female wish). The cabinet contains 13 carvings
or other character of similar size (gp value (base value 100-1000 gp each). Two tapes-
The four black metal sconces are solid sil- 500, XP value 100). Note that these items, tries are valuable, worth 1, 100 gp and 850
ver, each weighing 100 gp and worth 50 gp hidden somewhere near her chamber, will gp respectively, despite their small size.
due to their workmanship; if badly dam- remain hidden for many years if she does

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327. DINING SALON (five bloodstones, two jaspers, and six zir-
gold, electrum, silver, and copper), but cons), along with the usual 3-18 pp.
Above a long wooden table in the middle no actual coins. A small pottery flask
of this plastered and decorated room weighs over ten pounds; it contains 100 Roper: AC 0; MV 3"; HD 12; hp 71; #AT 1;
hangs a large chandelier. Twelve chairs gp weight of quicksilver (mercury), D 5-20; SA 6 strands (range 20-50', poi-
flank the table. Two sideboards, a cabi- worth 1, 000 gp. To describe other items son for 50% strength loss in 1-3 rounds);
net, and a wheeled cart complete the fur- and materials found, refer to the DMG, SD body mutability, immune to electric-
nishings. pages 218 (the table for magic-user fur- ity, half damage from cold; MR 80%;
nishings) and 221-222 Appendix K, for XP 3886
The furniture is good but not of great specific substance descriptions).
worth. All the valuable dishes and other This inner chamber is obviously an
items have been stripped from the room. 330. LABORATORY abandoned laboratory for magical
research and experimentation. Four long
328. STORAGE AREA This area, 10' wide and 50' long, seems benches in this 80' x 20' area are filled
to have been meant principally for the with paraphernalia of all kinds. A flow-
This oddly shaped chamber is lined with reading and writing of spells. ing fountain of water is in the southwest
shelves which still contain many empty Cressets are fitted to the walls at ten- corner, but almost all of the rest of the
containers; here are bottles, flasks, alem- foot intervals. A long, slanted shelf is wall is taken up by shelves supporting all
bics, retorts, and other such parapher- along the north wall, with many stools sorts of containers — bottles, jars, boxes,
nalia typical to an alchemist's or wizard's spaced along its 30 ' length. Sheets of vel- baskets, jugs, flasks, vials, etc., of all
laboratory. On the floor are more mun- lum and parchment still lie upon the shapes and sizes. These hold magical
dane items — a large box of chalk, sacks shelf, accompanied on an upper ledge by ingredients of virtually every imaginable
of charcoal, jugs of turpentine and fuel quills of many sorts, small pots with sort, from rare herbs and spices to mon-
oil, candles of various colors, etc. Suffic- oddly carved stoppers, and candlesticks. ster parts and fluids. Included are ape
ient material seems herein to stock a A small writing desk stands at the west teeth, basilisk scales, cockatrice feathers,
small shop and supply a magic-user or end, and a lectern at the far east; oppo- elephant hide, fox dung, gorgon tongue,
two as well. site each of these objects is an arched hydra blood, and other materials, of all
doorway, leading north. Several small sorts of colors and consistencies. Cup-
Nothing here is of high value, but the chairs are nearby, along the south wall. boards sometimes replace open shelves.
room contains nearly any commonplace Many open bins are also built into the
item akin to those listed; use your judg- Careful examination of the inkpots shelves; these contain different sorts of
ment. reveals one which is filled with magical ink, earth, seeds, bits of fur, dried leaves of
in a quantity sufficient to inscribe seven various sorts, flower petals, bark chips,
328a. STAIRWAY spells (and worth 700 gp). The nine rolls of and metals of various forms and types-
papyrus (worth 2 gp each) and eleven sheets including rods, wire, small ingots, thin
The stairs here ascend to the east, leading of parchment (worth 4 gp each) are usable strips, chunks, filings, and powder of
to area 227a (Dungeon Level Two). for such work, but the five sheets of vellum iron, brass, tin, lead, zinc, bronze, steel,
(worth 8 gp each) are better (-5% chance of and others unknown to you.
329. ALCHEMY WORKROOM copying failure; see DMG page 117). The
nine quills here are also of high quality, The paraphernalia on the benches con-
worth 2 gp each. sists of the following items:
The merest glance herein reveals the past
purpose of this circular room a place for The doorways open into the central labo-
ratory. Under a workbench, in the middle of First Bench Second Bench
alchemical experimentation. The walls
and floor are covered with graven sym- the north wall, lurks a roper, hidden amidst bellows balance
bols, glyphs indicating the elements, materials and apparatus. It may attack bottles bowls
metals, and other stuff of alchemy. when two or more victims are within 20' cannisters knife
Benches and work tables line the walls; range; if others are approaching, it waits for crucible mirror
upon them are flasks, retorts, crucibles, up to six targets. The roper is large, very file mortar
et al. Three braziers, each of a different mean, and hungry. It managed to get in flasks pans
size, are aligned in the middle of the through flues and chimneys, but cannot funnel pestle
room, piled with plates and dishes which now escape. It fears the ettin (in area 306) furnace phials
hold heaps of strange powders, granules, and so hides when it comes by, but has ladle sandglass
and crystals. Beakers and flasks here and picked off a few hapless bugbears sent here metal ingots tongs
there are filled with odd substances. from below to fetch magical goodies. The retorts vials
Careful inspection reveals metal in remains of its prey are in area 331. Note that tweezers weights
powder and chunk form, including 10-40 the roper has 80% magic resistance, but is
coins weight of each coin type (platinum, susceptible to fire (-4 saving throw penalty).
It has 13 gems in its gut, each worth 50 gp

83
Third Bench Fourth Bench The containers have been emptied of all
basins alembics saws, needles, and thread. Several books valuable and usable materials. One holds
beakers cauldron and scrolls lie on one of the shelves. wormy meal, another vinegar. The bones
caddy cruets are primarily from bugbears, though the
dishes decanter Under the linens is a construct, a vaguely remains of an ogre, a gnoll, and a human
jars jars humanoid monster created with various skull are also here.
jug lenses parts of beasts and monsters. It was begun
kettle mixing rods as a joke, but wasn't finished, due to the fall 332. MUSEUM ROOM
pipette needles of the Temple. It has an ogre's head and
prisms paddle torso, gargoyle forelimbs, bear forelimbs, a A lurker above dwells here. It was set as
spatula scalpel bugbear's lower limbs, and the brains of a the guardian of the place by luz himself, just
spirit lamp spoons chipmunk. before he fled back to his own realm. As
tubes tubing The books deal with the anatomy of vari- usual for its kind, the lurker will attack
ous creatures, theories of magical con- without hesitation and fight until dead.
The: unknown metals include aluminum, structs, a treatise on the original flesh golem
magnesium, tungsten, and others. Each 300 (dealing only with its nature, not a method Lurker Above: AC 6; MV l"/9"; HD 10;
gp encumbrance of materials (contained in a of construction), and medical works. One hp 56; #AT 1; D 1-6; SA surprise on 1-4,
backpack, for example) is worth 1, 000 gp if of the scrolls is quite dangerous; if scanned SD 90% undetectable while motionless,
carefully selected, half that if carelessly for even a brief time, it summons a babau prey cannot fight except with short stab-
scooped up, or double value if painstak- demon (hp 43). Two spell scrolls are here, bing weapons; XP 2284
ingly chosen (requiring a full man-turn per one of four magic-user spells (magic mouth,
pack). A maximum of 1500 gp encumbrance fly, charm monster, polymorph other) and This 30' square room contains many
of valuables can be thus gathered. one of three cleric spells (animate dead, exhibits of grim sort, hung on the walls
One pack of these materials will produce raise dead, restoration). or displayed in glass cases. Here are
1-4 needed or useful items (such as magical The practical joke was to run as follows. heads of all sorts, a few skulls, withered
components for spells, potions, and scrolls). Use the animate dead to bring the and bony hands, flayed skins, banners of
To determine suitability for any given use, chipmunk-brained monster to life. A magic- many types, several plain crowns for
have the player state what specific item is user then controls the thing (else it will wear atop helm or helmet, holy symbols
sought, and roll 1d6; the sought item is scurry off in abject terror, chittering away of Good deities, surcoats, jupons, tab-
found on a 1. (You may allow specific search with its great ogrish jaws, possibly harming ards bearing arms and shields with like
for and discovery of powdered gems, types someone in its path of retreat), applying a decorations, and small items such as
of blood, or other unusual items specified magic mouth and using charm monster for rings, seals, and sigils. One case bears
by players. If so, allow one chance in 12 per control. Cause the creature to fly out into several maces and similar items, though
man-turn of search for discovery of an eas- the lab while another mage was at work, these are obviously ceremonial and not
ily recognized item, or the same chance for claim (with the magic mouth) to be a demon meant for use as weapons. Cabinets in
other items but counting only those magic- coming to punish some transgression, and the center of the room are smashed and
users searching. ) The alcoves to the east change itself into the victim's form (actually broken; many bones litter the floor.
area are described below. being polymorphed by the controlling
mage). All parties then sit back to watch the The five plain crowns are only worth 1 gp
330a. NORTHERN ALCOVE fun. In any event, if the animate dead is each. One platinum ring is set with a fine
applied to the body, it rises and behaves in a diamond (total value 9, 000 gp), and 10 of
This 10' square room contains tripods, manner appropriate to its chipmunk brains, the rings are of value as jewelry (base value
quadrapods, lamps, plumb lines, dividers, and should serve to amuse the players (and 1,000 - 4,000 gp each). One of the ceremonial
candles of different sizes, shapes, and col- yourself, of course!) for some time. maces is solid silver, set with many gems. Its
ors, chalk of all sorts, paints of many hues, value is 12, 500 gp as is, or 6, 750 gp if dis-
and metal devices— small distillers, melt- 331. STOREROOM mantled and sold for the value of the bullion
ing pots, etc. (750 gp) and gems (60 worth 100 gp each,
A few remaining containers and bales including equal numbers of amethysts, gar-
330b. SOUTHERN ALCOVE indicate that this place was once one in nets, and tourmalines).
which mundane items were stored. It
now contains a number of gnawed 333. CHAPEL
This 10' square room contains a long
table heaped with many lengths of plain bones, torn garments, and broken weap-
linen. A magical circle is drawn around ons; the latter items have been tossed The black stone of this small area is
the table on the floor. On the shelves are into a pile. Someone or something has draped with several white hangings, one
many body parts and monsters' organs, purposely used this place as a grisly edged in purple, one fringed with gold,
each preserved in some solution in a jar repository for unwanted remains of and one cornered in silver. A small altar
or tank. Here are also scalpels, knives, meals. here is made of wood, painted white;

85
This is an illusion. A gem of seeing, true All of Thrommel's rescuers are later
nearby is a reliquary, containing ashes of seeing, or similar effect reveals the true sought out by a strong party of humans and
some sort. A silver votive lamp hangs occupant; see below for details. Similar elves (including clerics, magic-users, fight-
over the altar. Upon the altar is a snowy magic also reveals that the silver cross in the ers, and men-at-arms) some 5-8 week later.
cloth with red runes, stating (in Com- coffin lid is a magical broadsword (Fra- These persons ask the characters to accom-
mon): garach, fully described in Appendix C). pany them to Mitrik, chief city of Veluna,
The scroll tube contains two scraps of where Thrommel is pledging himself to her
parchment. One is a scroll of two magic- Noble Ladyship Jolene of Veluna. At this
"VENERATE THIS SHRINE OF user spells (both strength); the other is a ceremony, each character is knighted (if a
GOOD, THEN HASTE AWAY, ALL YE message: "Let the Good ones use their new- fighter) or made an elder of the land (for all
OF TRUE AND GOOD FAITH!" found strength to seal in the horror of dark- other classes). Each is entitled to wear the
ness to prove their faithfulness to right and silver star badge of Veluna and the gold
Affixed to the west (diagonal) wall is a sil- justice. We who wrote this lacked the power crown badge of Furyondy. In addition, each
ver cross, 2 feet across and 3 feet long. In the to do so. " Of course, it is a ghastly jape at the receives a potion of extra-healing, a ring of
center of the northern wall is a small niche, forces of Good. If the coffin's occupant is protection + 1, and 2, 000 pp. The most
in which stands a silver idol of Pholtus. viewed truly, use the following description. helpful character (given Thrommel's medal-
This room bears no magic, but evil can be lion) is also granted one of the following, as
detected to the west. The trappings here are Your powerful magic reveals a figure applicable to the class: a book of 12 first
to delude those of Good alignment, while completely different from the vampire level Magic-User spells, a necklace of prayer
the silver is to discourage any demons from form. You see a handsome mail-clad beads, a shield + 1, or a bag of holding (500
going places they should not. The silver human man with golden hair. He is clad pound capacity). The second most helpful
lamp is worth 100 gp; the cross weighs 300 in a white surcoat, quartered by the arms rescuer (holder of the ring) receives a war-
gp, and is worth 400 gp. The idol of Pholtus of Furyondy and Veluna and the antlers horse appropriate to the class. If any char-
is worth 875 gp. of the Knights of the Hart, in red. He acter recovered the broadsword Fragarach
wears a gold belt at his waist, with a dag- and was gladly willing to allow or help
334. INKY CHAMBER ger. About his neck is a gold chain with Thrommel to regain it, that person receives
an emblem of a crown and crescent the broadsword Scather (also detailed in
moon; on his left hand is a gold ring with Appendix C) from Prince Thrommel. All
This bare hexagonal room is dusty, cob-
a similar device. His shield rests under rescuers are also honored by those who rule
webbed, and forgotten. Near the door is
his feet. Furyondy and Veluna.
a rag-clad skeleton — probably some
cleric who met his end herein, from
The coffin's occupant is Prince Throm- 335. SECRET PASSAGE
unknown causes. The remains obviously
harbor no treasure. A vague feeling of mel, Grand Marshall of Furyondy, Provost
of Veluna, a Paladin Lord. He lies in stasis, a This area may be approached either from
unease creeps over all who gaze into this
powerful illusion causing him to appear as a the secret trap door above (area 313) or the
place of darkness overlong. The place is
vampire. His gold belt is worth 500 gp; the escape tunnel from outer works (area 4 of
empty.
dagger thereon is a dagger + 2/ + 3 vs. large the Broken Tower). To run the following
opponents. His neckchain with amulet is encounters properly, you must be familiar
If magic is detected for, a strong pulse with all the details of this lair and the occu-
comes from the northwest; if evil is sought, worth 2, 000 gp, the matching ring worth
250 gp. pants of areas 336 and 337. Review the notes
the whole room is found to give off a dim before starting. The occupants should be
radiation of malign power. If the place is If taken from the chamber, Thrommel
awakens, but is groggy for 1-4 turns, uncer- played with intelligence; they should be
investigated, continue: very dangerous.
tain about his identity and past. He regains
all his faculties thereafter, becoming cau-
A black iron coffin stands by the north- The secret passage leads into a 20 ' x 30'
tious, circumspect, and taciturn. If the
west wall; its iron lid, in which a silver
broadsword Fragarach is in sight, he simply room where you are horrified — perhaps
cross has been inlaid, lies beside it. Atop petrified — to see a huge pale green basi-
speaks—and it comes to his hand. If it was
the lid is a forgotten scroll case. lisk gazing at you.
left behind, he is not aware of its location,
but asks if he was wearing one when found,
An invisible sarcophagus is on the stand. or whether one was nearby. In any event, he The lead character must make a saving
Dispel magic, detect invisibility, dispel illu- asks to be accompanied to the surface; once throw vs. petrification. Almost simultane-
sion, or dust of appearance reveals the fol- there, he asks for a horse, claiming urgent ously, a runnel of flame appears; read from
lowing:
business elsewhere. If any one character is the passage below. The basilisk is illusory; if
exceptionally good to him, he gives that disbelief is attempted and the saving throw
The sarcophagus has no top. You see a person his medallion, as a gift. Anyone made, it is seen as such, and this fact can be
vampire corpse, clad in black and more than normally polite and helpful to communicated to others, making them
appearing hale— except for the stake him receives his ring. Thrommel then rides immune to the effect. If the saving throw is
through its heart. off. failed, the victim is petrified, despite the

86
illusory nature of the beast. The basilisk rounds), SD ring of invisibility; Thief the AD&D® UNEARTHED ARCANA
gazes at one victim per round. Abilities: PP 45, OL 52, F/RT 45, MS 40, book. Details of other new weapons can be
HS 31, HN 25, CW 95, RL 15 extrapolated from existing similar types.
A runnel of flame begins from the east- The wardrobe holds normal clothing of
ern portion of the chamber and spreads Smigmal wears leather armor + I, uses a various sorts (merchant's, laborer's, and
rapidly from the center, going both north shield + 2, and wields a shortsword + 1 in others). The chest contains more such gar-
and south. The moving flame creates a normal combat (or a non-glowing normal ments, garrets, a vial of acid (standard 8
line of brightness along the east and west shortsword in assassination attempts). She ounces, D 2-8 as a hurled missile), a potion
walls of the place, and then sends fiery is thoroughly evil, and loves her work. She of polymorphing, and a leather case of six
streams into a pair of large cressets just at hungers for power to make humans suffer, small bottles—four of ingestive poisons
the corners where the north and south and hates her human ancestry. She sees (types A, B, C, D) and two of insinuative
passages enter the basilisk's lair. The Falrinth as her tool, the one who will best (types B and C). The chest has a false top; its
cressets spring into leaping flames, illu- aid her in gaining her power. She will fight catch is protected by a needle trap coated
minating the whole area. to protect Falrinth if such action appears with insinuative poison type D (save or die).
worthwhile, but will certainly try to save In the secret compartment are 30 gems
An unseen servant was commanded to herself from certain death. Smigmal wears worth 50 gp each (26 bloodstones and four
empty a container of volatile oil into a slop- two earrings (each worth 400 gp) and a jew- zircons), two pieces of jewelry (base value
ing trough, highest above a wall fountain eled belt (3, 200 gp), and carries 7 gp and 12 1, 000-4, 000 gp each), and a belt with hidden
and basin on the east wall. Another unseen ep in a purse. She knows how most crea- pockets (containing 50 pp).
servant strikes a light to cause the oil to tures react favorably to bloodstones, and
flame, and gravity does the rest. If any sig- has been trading for and accumulating such 337. SOUTH ROOM
nificant amount of noise is produced by the for future purposes (see chest, below).
party at this time, the occupants of areas Falrinth, an 8th level magic-user, lives
336 and 337 are alerted. If the party is abso- This plainly furnished 20' square room here with Kriitch, his familiar (a quasit). He
lutely quiet, those occupants might (10%) is obviously the residence of someone functions as 9th level while Kriitch remains
be warned; if nearly quiet, use 30%. The interested in weapons of unusual sorts. within one mile. Falrinth is very evil and
local inhabitants work together to insure Hanging on the wall are a man-catcher power-mad. When he becomes aware of
their very lives. and several sorts of punching daggers intruders, he has Kriitch investigate in giant
(sprouting from metal gauntlets, double- centipede form. It can travel by way of a
336. NORTH ROOM bladed with sharkskin crossgrip, and small twisting aperture in the wall, and
others). Here are wavy-bladed knives, Falrinth can telepathically use its senses,
Herein dwells Smigmal Redhand, a half- double-pointed knives, center-hilted viewing the intruders' actions from a dis-
ore Fighter/Assassin. She is the leman of knives, falchions, and a semicircle of tance while keeping the centipede (quasit)
Falrinth (in area 337) and leader of the band seven matched throwing knives around a well hidden. He can then select an appropri-
of brigands in the outer ruins (Tower). Upon buckler with a wicked center spike. ate course of action (hit-and-run, offensive,
hearing noise in the basilisk area, she dons Barbed javelins, a short spear with a defensive, or w h a t e v e r ) based on the
her ring of spell storing (of five invisibility very broad leaf-shaped blade (capable of intruders' powers. While Kriitch remains
spells) and carefully opens the door a crack dealing an axe-like blow), an array of within 10 feet of Falrinth, each has 25%
to see what is happening. If opportunity maces with oddly shaped heads (a wolf Magic Resistance and regenerates 1 hp per
presents itself, she uses one of the ring's with an open mouth, a clenched dracon- round. If Kriitch is slain, Falrinth immedi-
charges, creeps out and tries to assassinate ian forepaw, and others) are also here. A ately drops to Level 4 (retaining only five
the most powerful-appearing of the light crossbow with a double track, for spells—three of first level, two of second)
intruders, attacking from behind the victim. firing a pair of bolts simultaneously, and flees.
Smigmal is disguised as an elf, and if cap- hangs on one wall. Furnishings include a
tured when appearing (due to her attack) narrow cot, a small stand, a table, two Falrinth: AC 3 (bracers of defense), MV 12",
will try to dupe the party into believing that chairs, a bench, a stool, a bucket with Level 8 Magic-User (Level 9 with familiar),
she is charmed or otherwise forced to lid, a wardrobe, and a heavy chest with hp 27, #AT 1, D 2-5, SA spells, SD regener-
attack, believing intruders to be nasty iron hasp and padlock. Dishes and food- ate 1 hp per round, MR 25 %; XP 4024 S 10
invaders. If this also seems to fail, she tries stuffs are on the table and on a nearby I 17 W 10 D 17 Co 15 Ch 12
to use invisibility to escape, climbs a wall, shelf. Several bottles are also on the
and hides in overhead shadows. shelf. Kriitch: AC 2, MV 15 ", HD 3, hp 16, #AT 3,
D 1-2/1-2/1-4, SA claw poison (save or
Smigmal Redhand: AC 4 (leather +1) & No weapons here are magical. The cross- lose 1 point Dexterity for 2-12 rounds),
shield +2), MV 12", Level 7/7 Fighter/ bow has only half normal range, but a single fear blast once per day (30' radius),
Assassin, hp 41, XP 4924 S 17 I 15 W 7 "to hit" roll is made for both bolts. It loads SD 25% MR, regenerate 1 hp/round, hit
D 16 Co 17 Ch 14 #AT 3/2, D 3-8, as if a heavy crossbow. only by iron or magic weapons, immune
SA poison on sword (insinuative type B, Details on the garrot, mancatcher, spiked to cold, fire, and lightning; XP 373
+ 3 bonus to saving throw, Dmg 25 in 2 buckler, and falchion sword can be found in Falrinth's memorized spells are:

87
First level: burning hands, charm person, ture within 5 feet must make a saving throw
hold portal, jump set is in the southeast corner, opposite vs. poison, with a + 3 bonus, or die. The
Second level: darkness, 15' radius, mirror the bed. A rush mat covers the plain cloud appears however carefully the chest is
image, Tasha's uncontrollable hideous floor. A parchment with runes hangs on opened, and this trap cannot be removed.
laughter* the east wall, by a door; another, on the The chest contains books filled with written
Third level: hold person, invisibility 10' south wall opposite the entrance, seems gibberish and a papyrus scroll of similar
radius, lightning bolt to be a map of the dungeon level. content; these items dissolve in the gas
Fourth level: dimension door, minor globe cloud. The remnants seem to be those of
of invulnerability The south parchment is trapped with spell books and a magical scroll.
Fifth level: wall of force (from level gain due explosive runes, only detectable by thieves
to familiar) or magic-users (the former having a mere 338. HIDDEN ROOM
See Appendix D for details. 5% chance, the latter 5% per level). If read
by anyone but Falrinth or Smigmal (or oth- This 10 ' x 30 ' room is certainly where
Typical offensive strategy: Cast minor ers they instruct), the runes detonate, the magic-user inhabiting the room to
globe and mirror image on self, ready hold, inflicting 12-30 points of fire damage the north actually studied his works.
to be followed by charm and then Tasha's or (6d4 + 6) to the reader (no saving throw) Here are all manner of magical appa-
burning hands. Typical defensive strategies: and to each creature within 10 feet (save vs. ratus. To the north, a workbench runs
Jump to escape a tight spot. Darkness and/ spells for half damage). The explosion about 15 feet along the wall near the
or invisibility to allow retreat to area 337, destroys the map. The runes can only be door. The wall here is lined in shelves,
with hold portal on the door; continuing to removed by a dispel magic spell. with all sorts of bins and containers.
area 338 by the secret door, blocking the The map shows no secret doors or secret Over a small fireplace hang several ket-
passage by wall of force (placed just inside passages, but reveals everything else in this tles; a brazier, furnace, and bellows are
the room to block even the finding of the area and areas 301-320, including residents. nearby. Along the south wall is a high
secret door) and gathering prized items. If It does not show areas 321-334 (those writing desk, flanked by a pair of book-
on the verge of discovery, Falrinth will accessed by the the doors in area 306, except stands, each with an unopened tome.
dimension door to one of two passages— the southernmost). The parchment on the At the far end of the room are a table,
either the corridor east of area 313, or the east wall seems to be a dire warning not to high-backed chair, and an open cabinet.
secret passage to the Tower or outside exit. touch the east door. If read, the warning Upon the table are a green cup, an iron
Falrinth does not dare to remain in the Tem- also contains another set of explosive runes box, a scattering of gems, several potion
ple after defeat; he has too many enemies. (see above for details). The east door leads, bottles, and a leather case. The cabinet
He plans to use Smigmal as a tool to achieve of course, to area 337a. The cabinet con- holds three iron coffers, a crystal ball, a
control of the remaining Temple forces, so tains clothing and several books, unremark- tall pointed black hat, a box of reddish
he can become ruler of a domain of death able works of history and botany. The odd wood, a long brass wand, five large
and destruction equalling, even surpassing, candle holder is an ancient work in elec- books, and a small ceramic statuette.
that of luz (Ambitious, indeed!). Kriitch is a trum, worth 1,500 gp. The southeast wall
gift from the demoness Lolth, who is happy cresset operates the secret door. Falrinth may still be here when characters \
to have catspaws in Zuggtmoy's territory arrive; if so, he is hiding in the east end of
(for obvious reasons). Falrinth has devised 337a. EAST ROOM the room, ready to leave (by dimension
the traps and fake lair (337a) to fool door) if his discovery is imminent or obvi-
intruders who are too powerful to defeat The door to the east opens into a 10' ous. The cabinet also holds three ivory
offensively. He wears bracers of defense AC square workroom. Inside are a few bot- scroll tubes unless Falrinth has taken them.
6, and carries a purse containing nine gems tles containing various spell compo- The volumes on the bookstands are
worth a total of 1, 350 gp (two moss agates, nents, a bench, six staves of various bound in leather and bronze, and are magi-
two white pearls, three hematites, a sap- woods, and six metal, bone, and ivory cal. The westernmost is a tome of leadership
phire and a tourmaline). rods. A shelf holds nine wands. Here is and influence; the eastern, a vacuous gri-
also a brass chest, protected by a lock, moire. (Falrinth was afraid to open either
This room is obviously the chamber of a iron binding, and hasp with large pad- one). The bins and containers hold various
magic-user. A thaumaturgic triangle lock. spell components (taken from the lab, area
stands at the threshold. The shelving 330), worth 6, 000 gp (900 gp volume).
which girdles the place is filled with all The spell components are only common The cup on the table is jade, worth 100
sorts of stuffed and mummified animals sorts in small quantities—phosphorus, sul- gp. Falrinth may have taken two gems (a
and such. A cloak with strange runes fur, a lodestone, etc. Each of the wands has fire opal and star ruby, each worth 1, 000
hangs near the east door. A large bed is been treated with Nystul's magic aura and gp). Nine other gems remain—a tiger eye,
here, with a small cabinet, a stool, a thus seems valuable. Three potions are on moss agate, amber, amethyst, jasper, white
writing table with an oddly branched the shelf—diminution, healing, and delu- pearl, pink pearl, topaz, and zircon (the first
candle holder, a brazier, and a pair of sion of treasure finding. two worth 10 gp each, the topaz 500 gp, and
hanging lamps near the bed. A wall cres- The chest is rigged so that a cloud of chlo- each of the others 100 gp).
rine gas erupts when it is opened; each crea- Falrinth may have taken a potion of speed

88
from this table; other remaining are potions sary. The spells on these scrolls are noted
of ESP, flying, and sweet water. The leather with asterisks hereafter. center, bordered by a strip of pale green;
case holds a wand of a wonder with 50 the whole gives out undulating sheets of
charges. Book 1: affect normal fires, *burning blue-green light. To the south is a circle
The iron box on the table contains the hands, *charm person, compre- of translucent crystal ringed by a silvery
Orb of Golden Death. The Orb is a gold hend languages, dancing lights, band; the whole sends forth slowly rising
sphere shaped to resemble a human skull * detect magic, enlarge, hold por- clouds of pale light, that spread and dis-
without its lower jaw. It radiates evil so tal, jump, message, Nystul's appear. To the west is a long diamond
strongly that Paladins and Good clerics are magic aura, push, "read magic, shape with four points radiating from the
unable even to touch it (or even the box). unseen servant, ventriloquism, sides of the lozenge. The whole is fash-
Anyone grasping the device gains certain "write ioned of translucent stone mottled red
magical powers, and instantly knows how and amber, outlined in red gold. It sends
to summon them forth from the Orb: detect Book 2: continual light, *darkness 15' up sudden tongues of brightness, planes
lie, know alignment, and poison. These radius, ESP, fools gold, forget, of pale fiery light that vanish as quickly
powers may be used without limit as long as "irritation, * levitate, * mirror as they appear.
the Orb is held. The holder can also cause image, rope trick, Tasha's uncon- All of these radiations gleam from the
the great throne in area 10 (of the Upper trollable hideous laughter, "wiz- walls and floor of the hall. Any object in
Temple) to raise and lower. The user's Cha- ard lock the center of the four symbols shows the
risma is affected, and other unique details four different illuminations, and the
apply; see Appendix C for more details. Book 3: clairaudience, flame arrow, "hold ghastly purple of their mix. If you look
The three iron coffers in the cabinet con- person, * invisibility 10' radius, upward long enough, occasional glints
tain 107 pp, 310 g0, and 228 ep, respec- *lightning bolt, *protection from of light can be seen from the vaulted ceil-
tively. The crystal is a crystal hypnosis ball evil 10' radius, *tongues, water ing, that peaks 60' or more overhead.
attuned to Zuggtmoy. The pointed hat bears breathing The 30' wide aisle to the west appears to
cryptic runes; it has no cash value, but is be the only entrance to the place.
easily recognized by all of Falrinth's associ- Book 4: "dimension door, *extension 2,
ates, and others throughout the dungeon. *fire trap, *minor globe of invul- Both evil and magic can be found here.
The ceramic statue is of a frog alone, if nerability, *monster summoning The magic radiates from the floor symbols,
Falrinth has gathered his items. Intact, it II, wizard eye the evil from everywhere. Any creature
represents a frog eating an insect, the latter who steps into the area of an elemental sym-
being an ebony fly. Book 5: contact other plane, "wall of force bol and stands there for 3 segments is trans-
The reddish wood box is an unfolding ported to the corresponding Elemental
shrine, inlaid with gold, with a black inte- Node: the Air Cavern (circle), the Earth
rior upon which is inlaid a silver spiderweb, THE INTERDICTED PRISON Burrows (triangle), the Fire Pits (lozenge),
mother-of-pearl stars, and a garnet orb. As or Water Maze (square). The only way to
OF ZUGGTMOY escape therefrom is to win through to
the doors of the shrine unfold, an ebony
statuette of Lolth rises from a cavity in the Afore that the methods of arriving in this another "gate" area or to possess the com-
base to stand before the web. This icon is plete Orb of Golden Death, inset with all
area are limited. Be sure you are familiar
worth 6, 000 gp, but should be destroyed by four proper gems.
with all of these means, as well as the vari-
Good characters. ous statistics on Zuggtmoy (imprisoned and Zuggtmoy once used the symbols to visit
Part of the back of the cabinet radiates freed) before allowing any character to the Elemental Nodes, and to send screaming
magic, but the magical mirror contained enter this area. sacrificial victims to their dooms in these
therein can only be obtained by use of the places. Now, however, the demoness is pre-
brass rod. The tip of this wand-thick object 339. HALL OF ELEMENTAL MAGIC vented from entering this hall until all four
is oddly notched, and may be used to open of the sealed portals are broken. If this has
the side of the cabinet, allowing the mirror been done, she will certainly come here to
This huge echoing hall is constructed of thank her liberators, in her own way. If
of mental prowess contained therein to slide
out for use. Without this key, the mirror will polished black stones, which give back Zuggtmoy is destroyed, the symbols lose
be destroyed in any attempt to remove it, odd reflections of your light. The most their magic, and the Elemental Nodes them-
whatever care is taken. The five large books striking features here are the symbols set selves wink out of existence, destroying eve-
are bound in strange leather, clasped with into the chamber floor. rything within them at that moment.
To the north is a triangle of dull ecru
iron, and locked. These are Falrinth's
spellbooks, their contents listed below. stone, outlined with some sort of gray 340. THE HALL OF DREAD
Each of the three scroll tubes in the cabi- metal; a throbbing radiance seems to
net (missing if Falrinth has escaped with spread in dun-colored pulses that wash
over the area. To the east is a great 10' This place is horrible and disgusting,
them) contains a scroll of seven spells. This loathsome and fearsome. The stonework
square of translucent stone, blue at the
is a selection from Falrinth's spellbooks, seems leprous and mottled. Everywhere
which he can use to start new ones if neces- edges and shading to a deep green at the
are sculpted fungous shapes of night-

90
ical means. Zuggtmoy cannot enter this 342. ROOM OF CROWNED SKULLS
mare form and coloration. Each column Audience Hall unless three gates have been
rising to the roof above writhes and sundered: the Grand Entrance (above The plastered walls of this 30' x 20'
squirms with intertwined fungi. The ground, area 1), Earth Temple (area 145),
walls drip with slimes and ooze revolting room are decorated with many murals,
and Octagonal Chamber (210). depicting scenes in which humans, demi-
exudations. The bizarre reds, disgusting
humans, and humanoids are being robed
yellows, rotten grays and browns, nau- 341. PLACE OF EARTH AND GOLDEN in finery of various sorts and given
seous greens, and hideous blues blend in CHAINS crowns of gold, adorned by devices of
a vertiginous swirl in the center of the
skulls. Above all are paintings of a
northern part of the place, wherein
This 30' x 40' chamber is a strange golden-skull wearing a silvery crown, in
squats a huge sprawling purple throne.
composite of polished pink stone, golden which are set gems of red, blue-green,
This great chair is sculpted to display
chains, and a floor of loose earth. Deep crystal, and orange-brown. The floor is
fungi and human forms, but those
black earth covers the entire floor, save tiled in black and yellow squares each a
depicted are shown crying out in pain as
for a four-foot-wide walkway which foot across. The south wall shows scenes
fungi shoot up from their flesh, feed
edges the room. The bright metal chains of elemental devastation, and under each
upon their dead and decomposing
hang from the walls, affixed by rings to depiction is a chair. Save for cressets, the
bodies, or grow rampant in their bony
the walkway as well. The room is dark; room is otherwise bare.
remains. Even the shape of the throne is
the walls show neither cressets nor
abominable; its seat is broad and round,
sconces.
with a concave surface and four hemi- 343. HALL OF MERRIMENT
spherical indentations, two in front, two
behind. It has wide arm rests but no back Six violet fungi spring up from the center
of the earthen area. Each is seven feet tall, The plastered walls here show scenes of
whatsoever. It stands upon a four-tiered revelry and debauchery, involving coro-
dais, the top and 2' high steps of which with four branches of 4' length; they all
move to attack any creature on or near the nated individuals similar to those in the
are carved in bas-relief to depict fungi, previous chamber. Those rewarded in
smut, slimes, molds, jellies, and other earthen area. As they do so, a forest of 50
small toadstool-like growths also spring up. the antechamber were evidently taken
horrible growths devouring a compacted here to be feted. Couches, cushions, and
mass of living and dead humans. These have mock "faces and eyes, which
seem to follow their dangerous kin in their pillows surround small tables. The place
The demoness must have used this is in disorder, as if those once here left
area to view captives and servants, the attempt to enrich the loam with human
flesh. Whenever a fungus strikes a blow, a hurriedly. Several stands are tipped over,
former going to whatever unspeakable as are chairs; stains on the carpets show
fates awaited them, the latter exalting in happy hooting sounds from the cavities
pocking the caps of these monstrous specta- where food and drink were spilled and
the fact that no similar prospect awaited never cleaned. Dishes, ewers, and drink-
them, as long as they served Zuggtmoy tors.
If the violet fungi are all slain, the other ing vessels lie in scattered profusion. All
well. of the furnishings are of excellent work-
Projections resembling blighted vege- fungi all puff forth small spore clouds to a 6
foot range, attacking as 3 Hit Die monsters; manship and materials, but all are dis-
tation line the walls, and each gives off a gusting in what they depict. The walls
dim but pervasive illumination. Passages a victim hit is blinded for 1-4 rounds (no
saving throw). Any blow or kick will have many cressets, and bronze candela-
and doors are in the east and south walls. bra and hanging lamps are in the cor-
Twin valves of bronze in the middle of destroy one of these lesser fungi, and a
bright light (such as light or continual light ners.
the south wall accompany twins of gates
found elsewhere in the dungeon, com- spell) will shrivel them all in but a single
plete with bindings and silvery glowing round. 344. ROOM OF DEMONS
runes. To the west, a 20' broad flight of Violet Fungi (6): AC 7, MV 1", HD 3, hp 24
serpentine steps leads down into a high- each, #AT 4, D 0 + rot (save vs. poison
This plastered room is decorated with
domed chamber, filled with dim but or die); XP 231 each (x6)
wall murals. All show demons of lesser
multi-hued light continually changing in sorts paying homage to humans of evil
color and intensity. Hooting Fungi (50): automatically hit, MV
mien. Here are also scenes of killing and
0, HD 1/8, hp 1 each, #AT 1, D blindness
destruction, obviously showing the
1-4 rounds (6 foot range); XP 8 each
The large bronze doors have, of course, a deeds which made such homage due. A
(x50)
permanent antipathy spell upon them; all plain armchair of black wood is centered
those failing any previous saving throw If the earthen floor is searched, it is found against the east wall, opposite a 10' wide
against this effect are unable to approach to be 4 feet deep, damp, loose, and rich. exit to the west. Many bronze cressets
within ten feet of these doors. They are Hidden in the exact center, under the dirt, is line the walls, but no other furniture is
bound in the standard fashion—chained, an ivory case (1,400 gp value) containing a here.
locked, sealed with soft iron, and bearing wand of illumination (44 charges).
the deeply cut sequence of warning runes.
The secret door in the southwest corner can-
not be opened from this area except by mag-

91
345. HALL OF GLORY demons and the like stood watch when Zuggt- bear an assortment of weapons: longbow,
moy held council. quiver of a score of arrows, sword, spear,
The walls of this 20' x 40' room are and sheaf of four javelins.
frescoed. Two suits of plate armor hang 347. LAVISH CHAMBER All of the weapons except the bow are sil-
from each long wall, north and south; vered; the arrowheads are solid silver. The
each is of black metal, enameled with This place is decorated in purples and secret door can only be triggered by insert-
strange glyphs in pigments of red, white, reds: rugs, cushions, upholstered furni- ing an arrowhead into a small opening.
green, and brown, surrounding a golden ture, wall hangings, etc. A large divan,
skull. The armor is strangely fluted and covered in plum silk worked with nause- 349. PLEASURE CHAMBER
spiked; the helmets are wrought to give ating green and orange figures, domi-
the wearer a most frightening appear- nates the north wall. Behind this couch is This spacious chamber is filled with opu-
ance. Each of the four suits of armor also a tapestry depicting the spherical crea- lent furnishings: carpets of rich golden hue,
bears a huge two-handed sword. ture with the mushroom neck and head. nine plush purple chairs, five green velvet
Before the couch are several stools of cin- divans, ten cushions of gray watered silk,
These four suits of animated armor guard nabar. All of the wood is inlaid with eight satin ones of deep orange, and six
this room, attacking all those who enter. mother-of-pearl, showing demons, ottomans of shining black leather. Wall
They are immune to all magic, but can be fungi, and worse. The wall cressets and murals and tapestries show scenes of
struck by any sort of weapon. They fight sconces are of bright copper, either debauchery amidst a forest of fungi upon
mindlessly, until destroyed, to prevent recently attended or magically kept pol- beds of mold and like places. A throne-like
intruders from remaining in or passing ished. Before a throne, a gold bowl con- golden seat stands in the room's center.
through the chamber. They will not enter tains platinum pieces. One tapestry shows the round-bodied,
area 344, but will pursue intruders down the elephant-legged, fungi-headed bulbous
west passageway and all other rooms (areas The bowl is worth 235 gp. It contains 21 thing seated on the throne chair, amidst a
346-353) except 340. The golden skull inlaid platinum coins, each marked with the face revelry of fungoid forms.
on each suit of armor is actual gold, worth of the demoness, with an evil rune on the
50 gp. Four topaz gems are also inset in each obverse. These are tokens, showing that the All of the furnishings in this death trap
suit (each gem worth 500 gp). bearer has the special favor of Zuggtmoy. are creatures. The carpet is yellow mold; the
chairs, violet fungi; the couches, green
Suits of Armor (4): AC 3, MV 6", HD 9, 348. PURPLE HALL slime; the ottomans, black puddings; ten
hp 45 each, #AT 1, D 1-10 (two-handed pillows are gray oozes, and eight are ochre
sword), SD immune to all magic, dam- The stones here are of a deep purple jellies. Walking on the carpet automatically
aged only by blows (any weapons); XP color, and all furnishings are of a similar causes the mold to send forth its poisonous
2140 each (x4) hue: a mauve carpet, lilac and puce wall spore clouds, and the touch of warm-
hangings, even a long table with 12 blooded flesh causes any piece of furniture
The frescoes show crowned and robed chairs and a larger one at its head are lac- to change to its true form. Zuggtmoy can, of
humans, attended by demons of minor quered violet. Bronze candelabra are on course, relax here and enjoy herself. The
sorts, and slaves bearing rich rewards the table, and bronze wall sconces are throne weighs 400 pounds and is worth
parading in triumph before a horrible placed at regular intervals. This place 50,000 gp intact. It is so wide, however, that
bloated figure upon a throne-like seat. The was probably a council chamber. The it will not fit into a portable hole or bag of
mottled fungous body-sphere of this crea- south wall bears a large map of the Fla- holding. If smashed, the bullion value is
ture is topped by a toadstool-like growth naess, with the Temple at its center. It only 3,800 gp.
with a face upon it. The body has four ele- shows the conquests of the Temple
phantine legs, but no visible arms. Seated shaded in purple, along with dots of pur- Yellow Molds (15 patches, each 10' square):
beside this abomination is an obese male ple, black, red, green, white, and brown. AC 9, hp 5 (per patch) MV 0, #AT I, D 1-
demonic figure (a cambion, in all probabil- Some cryptic marks are by each dot, 8, SA cloud 10' cube (inflicts damage and
ity), also seated on a throne. shown by most cities and towns. requires saving throw vs. poison or die),
SD affected only by fire (destroys) and
If read magic is used to examine the map, light (causes dormancy for 2-12 turns); XP
346. CHAMBER, 20' x 30' its writings reveal the identities of individ- 100 each (x15)
uals in many nations. Each is a (secret agent
This plain room is unfurnished, save for of Chaotic Evil, serving Zuggtmoy, luz, and Violet Fungi (9 chairs): AC 7, MV 1", HD 3,
a thick carpet on the floor and many some aspect of Elemental Evil. If this map is hp 24 each, #AT 4, D rot (save vs. poison
empty wall sconces. Its walls are solid taken to the Archcleric of Veluna at Mitrik, or die); XP 199 each (x9)
stone blocks, closely set and polished. he will pay a 10,000 gp reward for the infor-
The room has no occupants. mation, and those responsible earn the high Green Slimes (5 couches): AC 9, MV 0, HD 2,
favor of Veluna. Continue if the door to the hp 16 each, #AT 1 (if touched), D turn to
This area was the guardroom where east is opened: slime in 1-4 rounds, SA eats wood slowly,
The walls of the small room to the east metal quickly (plate armor in 3 rounds),

92
SD affected only by cold, fire, or cure dis- 351. EARTH-FLOORED ROOM
ease; XP 642 each (x5) locking equilateral triangles and the cir-
This place is fashioned of polished cle that rings them, seem to be made of
Gray Oozes (10 pillows): AC 8, MV 1", HD brown stone. The ceiling overhead is 12 molten electrum. Tips protruding from
3 + 3, hp 10 each, #AT 1, D 2-16, SA cor- feet high. No cressets are here, nor any the sides of the central hexagon glow dif-
rodes metal as pudding, SD immune to other place to put torch or candle. The ferent colors; clockwise from the north
heat, cold, most 1st Ivl. spells (affected floor is dirt from wall to wall — a rich being red, orange, yellow, green, blue,
only by blows and lightning), Psi Nil; XP dark soil, loosely compacted. The room and indigo. The center of the device
250 each (x10) is otherwise empty. pulses a pure purple light.

Ochre Jellies (8 pillows): AC 8, MV 3 ", HD 6, The soil, 6 feet deep, can be thoroughly If all four of the sealed bronze gates have
hp 15 each, #AT 1, D 3-12, SA flow examined in 30 man-turns, but no treasure been broken, this device will take any and
through small spaces, dissolve flesh, SD is here. This room is where Zuggtmoy once all who step within its purple center to Zug-
lightning divides in half; XP 240 each (x8) came to sleep, her stem-legs planted in the gtmoy's own Abyssal Plane. If not, then
loam. nothing happens if it is entered.
Black Puddings (6 ottomans): AC 6, MV 6", The dais is marked "A" on the map. Atop
HD 10, hp 25 each, #AT 1, D 3-24, SA dis- 352. EAST HALL it is a huge throne of silver, set with 666 pre-
solves wood (1 round), metal (chain in 1 cious gems—300 of base value 50 gp; 200 of
round, plate in 2 rounds, + 1 round per base value 100 gp; 100 of base value 500 gp;
The polished steps descend some 20 feet
magical "plus"), SD blows or lightning 33 of base value 1,000 gp; and 33 of base
into a hall which broadens to a 40'
divides in half, immune to cold (damaged value 5,000 gp. Included is every type of
width. The floor here is serpentine and
only by fire and some spells); XP 1700 each precious stone known to man. Each stone is
porphyry. The walls are of black marble,
(x6) veined with green and purple. Runes of attuned to a demon: a Type I to each of the
glowing gray and inky black mark the least value; Type II to those of 100 gp; Type
350. HALL OF SCULPTURE III to those of 500 gp; Type IV to those of
walls, with glyphs that seem to run and
shift into other forms when not viewed 1,000 gp; and babau demons to those of
This place is filled with cabinets, lined directly. Weird light comes from silver- 5,000 gp. Possessors gain demonic attention
with shelves, and even the walls have cupped bronze and copper cressets, at a time they least desire it; an exorcise spell
many alcoves and niches. All bear sculp- spaced at 5' intervals on the walls. can be used to cleanse 20-120 (2d6xlO)
tures of ceramic, bone, stone, shell, and Strange flames leap from them, in all the gems. If all the gems are pried from the
other material. These figures depict colors of the rainbow — first one hue, throne, Zuggtmoy is freed to return to her
mushrooms of all sorts — toadstool, fun- then another. The arched ceiling 30' home plane (as if all the bronze gates had
gus, blight, etc. — in all colors, sizes, and above is apparently sheathed with been sundered), but is imprisoned there for
shapes. Some dozen or so larger sculp- gleaming silver, reflecting light to the 66 years, after which she may come forth
tures are made of ivory, inlaid with polished walls and floor. with all her normal powers.
translucent materials, and stand on the Three large pedestals stand 20 feet to
floor, apparently for use as stools by the west. Each is 12 feet tall and about 30 Atop the dais to the west is a huge throne
those who wish to rest while viewing the inches in diameter, topped with a metal of silver, adorned with hundreds of pre-
gallery's offerings. skull seemingly cast as part of the pillar. cious gems. These are set to form leering
Each likewise bears strange signs and demon faces, skulls, fungi, and like pat-
The thirteen stools are shriekers, sigils that shift and change to be unread- terns; they are of all colors, sizes, and
enchanted to appear inanimate. If touched, able. The south pillar is electrum; the shapes. Behind this seat is a huge tapes-
a stool changes to its actual form and wails center, gold; the northern, platinum. try of deep purple, worked in red, green,
loudly; this brings Zuggtmoy if she is able to ochre, and white to show various fungi.
enter the room, or else alerts her as to the The electrum pillar can be estimated (if of You find it difficult to see details of the
intruders' location. solid metal) as being worth 50,000 gp. The throne or the tapestry behind, for the
gold pillar is worth about 100,000 gp; the west end of the room is dim and
Shriekers (13 stools): AC 7, MV 1", HD 3, platinum, 500,000 gp. shrouded in a black mist. As you
hp 20 each, #AT 0, SD noise; XP 95 each approach, you see a small, fat old crone
(x13) 353. GREAT HALL seated on the throne, almost lost in the
huge seat. She cringes and shrieks when
If 10 man-turns are spent examining the you approach, crying out "You won't get
Some 30 feet beyond the odd pillars, the
various sculptures, eight valuable ones are my treasure!" With that, she fumbles
hall broadens to 60 feet width. A huge
found (worth 200-800 gp each). Four others with the arm of the chair, and her voice
dais of translucent alabaster commands
radiate magic but have no other apparent suddenly booms out "You may take my
the west end of the place. Before this
worth; if thrown down, each changes (per- pillar of electrum. Begone!"
stepped platform is a magical device, set
manently) into a normal shrieker.
in the floor — a hexagon whose two inter-
If intruders attempt to move the pillar, it

93
rises easily (as if a mere staff), and can be the curtained alcove to the west where Zug- opened, she is free to roam dungeon levels
carried by a single person. However, if it gtmoy hides, she sends out a wave of fear; one and four as well; and if the outer gate
comes within 60 feet of the bronze gates in each victim within 15 feet must make a sav- (area 1) is also broken, Zuggtmoy is com-
area 340, the pillar suddenly leaps from the ing throw vs. spells or shrink back. She pletely freed. If characters do manage to
grasp, smashes the gates, and crumbles to hopes to encourage intruders to take the slay Zuggtmoy, remember that the four ele-
dust! If this occurs or if the offer is not throne's gems. If the party leaves before mental symbols in area 339 vanish, and the
accepted, the hag (Zuggtmoy) offers the prying them loose, she assumes her normal Elemental Nodes collapse as well. Charac-
gold column next. Whether refused or form and moves to attack physically. ters may then investigate the corridor-
accepted, the platinum pillar is offered last. alcove west of the Great Hall. If Zuggtmoy
Zuggtmoy (still fully bound): AC 0 (body)
The first (electrum) pillar is enchanted surrenders to save her life, she will get out
or -2 (head), MV 6" (walls or ceilings),
only to break the gates in room 340, and her treasures and exchange them for safety.
12" (if in crone form), 15" (normal
crumbles to dust after doing so (worth noth-
form), HD 49, hp 222, #AT 2 + 2 or 2, D
ing). The gold pillar breaks those doors and Beyond the tapestry behind the throne is
2-8 each or 2-12 each, SA at will—fear
continues upwards, passes corridor areas a corridor 80' long and 10' wide. It is
15' radius, improved invisibility, pro-
227 and 9, enters the octagonal room (210), unlit and has no furnishings. A recess in
grammed illusion, silence 15' radius,
and sunders the gates therein, crumbling at the west wall forms a shelf about two feet
crushing damage or stun (see below), SD
that time. The platinum pillar can, if used deep and ten feet long, the niche being
regenerates 1 hp per round (2 hp per
alone, sunder both gates as the gold, and the about four feet tall. On the shelf are only
round if standing in loose soil); XP
gates of area 145 as well. If the three pillars four dusty stones.
28,770 (if still fully bound)
are each accepted and then used to sunder
gates, the first breaks only the lowest gate, Zuggtmoy may use either of two strategic If all four stones are moved simultane-
the gold breaks only the gate in area 210, ploys in hand-to-hand combat. The first is ously, the rear wall of the niche slides
and the last breaks not only that in area 145 engaging with four pseudopods a maximum upward to reveal the treasures. However, if
but continues unabated to crush the portal of two against a single opponent. A single the stones are moved singly or in some com-
at the Grand Entrance (area 1). Thus, only if hit inflicts 2-8 points of damage, but if two bination other than all at once, the follow-
all three offers are accepted can the pillars succeed in the same round, each inflicts an ing effects occur (keyed per stone):
free Zuggtmoy completely. additional 5-8 points of crushing damage
If all three offers are rejected, continue (for a total for both hits, of 14-32 points, or 1. Blade scythes downwards, cutting off
with the following. 6d4 + 8). She may instead choose to trample any body part thrust over the shelf (no
one opponent if that individual is prone or saving throw)
The crone desperately fumbles with the under 4 feet in height. Trampling consists of 2. Poisoned darts shoot outward 15 feet;
arms of the throne once again. First an two attacks, each inflicting 2-12 points; if before the shelf area is hit by 1-4 darts,
olive ray springs forth, eating a small both hit, the victim is stunned for 1-4 each inflicting 1-4 points of damage and
hole in the floor; then one of maroon hue rounds. If one or more gates are sundered, requiring a saving throw vs. poison to
appears, disintegrating some of the metal Zuggtmoy gains additional powers (usable avoid death in 1-4 rounds.
sheathing in the ceiling. A prismatic at will, to a maximum of one per round), as 3. Nothing happens for 1 round; then a
sphere of odd colors then springs up, as follows. Effects are cumulative, of course. lightning bolt streaks the length of the
even more rays of green and red shoot corridor, for 60 points of damage (save
forth. These beams bounce around No gates broken: as above; XP 28,770 vs. spells for half damage)
inside the sphere, causing swirls of radi- One gate broken: continual darkness, 4. A jet of green slime erupts from the back
ance and sparks. Hideous shrieks come pollute food & drink; revised XP 31,370 of the shelf area, spraying an area 20'
from the figure bathed in the rays — and Two gates broken: detect good, detect long; each victim in the area must make a
the hapless crone is blasted, and turns magic, levitate, read languages, read magic, saving throw vs. poison or be covered.
into a fine gray ash! tongues; revised XP 33,970
Three gates broken: polymorph self, tele- In the secret niche are the following items:
This is an illusion, of course. The crone, kinesis (up to 10,000 gp), gate (as normal; wand of fire (72 charges), rod of smiting (41
Zuggtmoy, has slipped invisibly behind the see description of gates), and limited wish charges), ring of feather falling, Daem's
tapestry to see what the intruders will do. once per day; revised XP 36,970 Instant Fortress, a scroll case containing a
Part of the magic which binds the place Four gates broken: All other powers (see scroll of five magic-user spells (monster sum-
involves greed. When and if Zuggtmoy is description of gates); full XP 45,170 moning I, death spell, repulsion, maze, sym-
freed (whether by the taking of the pillars, bol of discord), and a box containing eight
which is still possible at this time, or by the If the lowest gate (340) is sundered, Zug- potions (animal control, climbing, flying,
prying of gems from the throne), she can gtmoy is no longer imprisoned in area 353 healing, invulnerability, philter of persuasive-
take all the treasures from this place (includ- (A and B), but is freed to roam the entire ness, polymorph self, super-heroism). (The
ing those secreted in the niche in area B) to north dungeon (areas 339-353). If the gates first potion affects mammals, marsupials, and
her own plane, which she will certainly do if at the top of the stairs (area 210) are also avians.)
remaining in the Temple seems dangerous. broken, she is free to roam dungeon levels
If any character tries to explore behind two and three. If the upper gate (area 145) is

94
DUNGEON LEVEL FOUR
The Great Temple of area 419 is the central for each such symbol, however. One of each defeat and even entrapment therein. If they
command headquarters of all current opera- pair leads directly to the corresponding Ele- have not received the special poem-clue
tions of the Temple of Elemental Evil. mental Plane; the other leads to a nearby (described at the introductory notes to
Recruiting drives, raids, temporary and partial plane, called a Node. The Nodes are Dungeon Level One), review that informa-
long-term plans — all are the products of detailed in section 4 of this adventure. tion and select a method for introducing it.
the leaders herein. The elemental nodes form the basis for If players ignore the fairly explicit instruc-
The masterminds of the Greater Temple the whole evil operation. They are as caul- tions in the poem, or do not leave the
maintain some degree of contact with Zug- drons, used to mix evil and elemental forces dungeon setting for respite, they will proba-
gtmoy herself by way of a special magical in an unholy recipe concocted by Zuggtmoy bly blunder into the nodes unprepared. Do
area deep within the compound (area 435). and luz over a decade ago. Within the nodes what you can to channel them back to the
luz, however, is seen in person on occasion, are special creatures, to be used as future dungeon (by means as detailed in the pref-
as he visits here to gather information and troops and specialists. The nodes and the ace to the nodes), so they may obtain
to offer advice. The Temple personnel are Orb of Golden Death (see Appendix D) another chance at complete success.
respectful of both luz and Zuggtmoy in a were created together, and are directly and
practical sense rather than one of awe, see- magically linked. The powers of this artifact IUZ AND ST. CUTHBERT
ing the Two as great leaders and com- come from the nodes; if the Orb is
manders rather than dwelling on their true destroyed, the nodes are likewise (and vice PC or NPC actions herein may result in the
aspects of demoness and demigod. It is only versa, though destroying a plane of exist- appearance of the demigod luz, the lesser
by luz' influence and occasional instructions ence is a far greater task). god St. Cuthbert, or both. Should luz be
that the humans herein keep some small attracted or summoned (either by the direct
measure of order amongst their unpredicta- CHARACTER ACTIONS actions of local residents or by PC errors),
ble minions. Cuthbert will probably (90% chance) arrive
Zuggtmoy's current location is not This dungeon level is a dangerous place as well in 2-9 segments; if not, the PCs are
known to any of the Temple personnel, nor even for higher level characters. Cautious surely doomed. Cuthbert will not appear
to luz. They are all aware of her imprisoned PCs will explore quietly and carefully, and unless luz does so first. Zuggtmoy's freedom
state, but do not know where that prison should quickly realize the dangers herein. If or lack of it does not affect Cuthbert's
may be. luz suspects the true location they take appropriate measures, such as dis- actions in any case.
(dungeon areas 340-353), but has been guise (preferably magical, polymorphing If St. Cuthbert does appear, he and luz
unable to penetrate it, nor have his fol- being quite convenient), they might be able will vanish together in a puff of smoke and
lowers. But none have pressed the matter to infiltrate, misdirect, encourage chaos, thunderclap, as they will not discuss or set-
with great diligence, for several reasons. luz and generally turn the place into a shambles tle their differences in the presence of their
is satisfied with matters as they stand, at without suffering too much damage. On the followers or other mortals. Before their
least for the moment; he is doing a few other hand, direct frontal attack is nearly departure, however, luz will first restore his
things with which Zuggtmoy's presence suicidal. If necessary, an overzealous party troops with a gesture, and his ancient
might have interfered. Zuggtmoy is known might be surprised, captured, and simply enemy will do the same immediately there-
to be alive and well, as gleaned from her ejected as soon as they reach the intersection after. This has the effect of animating all
communications with those in the Greater between areas 402 and 409. slain evil troops wearing the symbol of luz
Temple, so nothing is to fear from that quar- If the party has been ravaging the upper (i.e. the Temple guards), restoring them
ter. And finally, a being more powerful than dungeon levels, those herein will be on alert somewhat as monster zombies. Leaders
luz — the lesser god St. Cuthbert Himself — status (see Troops & Sentries below), main- wearing the golden skull are also revived,
has been involved from the beginning, and taining exact guard positions and ready for but as if raise dead and heal were applied.
it seems best to postpone the inevitable con- trouble. If characters have allowed any vic- Slain PCs are similarly revived by St.
frontation with that august personage for a tims or witnesses to escape, a fairly good Cuthbert, being raised and healed either to
time. Thus, Zuggtmoy's prison will not be description of them will have reached this 20% of normal hit points or, if the PC is a
sundered by the efforts of her allies and fol- area, and retribution will be as swift and follower of the deity, with a full heal (curing
lowers. cruel as possible. On the other hand, if PCs all but 1-4 hp).
Zuggtmoy's splendid Greater Temple and have carefully explored the dungeons in
luz' chamber north of it (area 433) are such a way as to slay few and escape with TROOPS AND SENTRIES
important features of the dungeon level, but maximum gains, they will probably not
others are even more critical. Eight long cor- have this reputation. The forces of the The troops of the Temple include the rank-
ridors stretch from the sides of the Temple, Greater Temple may be relatively unpre- and-file bugbears and ogres, led by hill
each a color corresponding to one of the pared, and if the PCs are taken, they might giants and ettins, all commanded by human
four elements. These corridors lead to per- be thrown to the Nodes rather than extermi- clerics and magic-users. The troops are used
manent magical gates, each marked by a nated. for nearly any sort of task anywhere in or
corresponding shape already seen in the If player characters venture into the near the Temple and its dungeons, being a
upper dungeon levels — a circle for air, tri- nodes on their own accord, without first powerful strike force capable of well-
angle for earth, square for water, and the obtaining the Orb from its current custodi- coordinated attacks under their human
eight-pointed fire symbol. Two gates exist ans (see area 338), they may suffer further strategists. The Temple guards, who stay

95
here at all times, are a horde of gargoyles 416 1 troll Empty of two per round (ranges 3"/6"/12", D 2-
and trolls, offering either aerial or ground 418 Empty 2 trolls 16) but with a -4 "to hit" penalty due to min-
attacks (or both) against intruders, and hav- 419 2 trolls + 12 ogres + imal proficiency.
ing good resistance and stamina. Guards are 2-8 gargoyles 12 gargoyles The bugbears by the gates stay out of line-
often supplemented or reinforced by troops. 420(x2) Empty 1 hill giant of-sight from the bulk of the corridor,
Nearly all of the Temple's regular forces 421 1 hill giant 2 bugbears around a corner if possible, with weapons at
wear distinctive garb, even though armor or 422 1 hill giant 2 bugbears ready. Note their surprise ability, and the
clothing may not be typical of the race. 423(x2) Empty 1 ettin fact that this could give them several sur-
Only the gargoyles wear none. For ceremo- 424 1 ettin 2 bugbears prise segments of missile fire.
nial occasions, the entire force is attired 425 1 ettin 2 bugbears
suitably, in a color matching one of the four 426(x2) Empty 1 ettin RANDOM ENCOUNTERS
elemental forces. However, more protective 427 1 ettin 2 bugbears
garb is the rule at most times. Armor is 428 1 ettin 2 bugbears Roll 1d100 once per turn, and refer to the table below.
either black leather or blacking on metal, 429(x2) Empty 1 hill giant
with similar shield if one is used. Both shield 430(x2) 1 hill giant 2 bugbears encounter areas if noted.
and armor are decorated, the latter typically
high on the back. The designs employed Thus, when not on alert, the bugbears and 1d100 Result
vary by troop rank. Regular troops (bug- ogres are generally moving about — patrol- 01-02 One black pudding, scavenging
bears and ogres) wear Zuggtmoy's Eye of ling, cleaning, and/or repairing areas of 03 Smigmal and Falrinth (with Kriitch,
Fire, the symbol first encountered in the Dungeon Levels Three and Four. a quasit familiar), heading down
ruins by Hommlet. The guards (trolls, from their rooms (areas 336-337) to
giants, and ettins) and the bugbear and ogre TACTICAL NOTES see Supreme Commander Hedrack
chieftains wear the ensign of luz — the grin- (area 417) about some trouble
ning red horned skull so common to the At times other than alerts, the residents caused by the player characters. (If
guards on Dungeon Level Two. The clerics wander a bit from their stations, and may be either of the two has been slain, the
and magic-users wear the emblem of the found up to 50 feet away at any time. They other appears alone; if the PCs have
Orb of Golden Death, a golden skull with- may move to engage intruders if such seems killed or chased off both, No
out a lower jaw but with a jeweled crown. appropriate, but will sound an alarm while Encounter.)
The positions of the residents will depend doing so. When an alarm is thus called, the 04-05 1 Ettin, checking on guards
on the relative status of the area. If PCs have others will eventually come to take their 06-07 1-2 Trolls, patrolling
recently been raiding the upper dungeon assigned positions, but this may require as 08-10 3-6 Gargoyles, patrolling
levels heavily (i.e. if half or more of the much as 11-20 rounds of preparation and 11-12 1-2 Hill giants, checking on guards
monsters therein have been slain), the movement. 13-16 1-4 ogres and 2-5 bugbears, heading
Greater Temple will be on special alert for If fighting starts during alert status, those back to area 405 to get a between
intruders. A lighter guard schedule is used stationed at specific points do not move meal snack. They are 50% likely to
otherwise. The resulting positions are as fol- from those places to engage intruders unless panic and run if challenged, since
lows for the hours of 8 AM to midnight. Cut specifically ordered to do so. They contrib- they should be on guard duty some-
all numbers in half at other times, using one ute missile fire to melees in the Greater Tem- where.
guard to watch a pair of adjacent corridors ple whenever possible, but will keep their 17 Zuggtmoy alone (if able to wander
(420 + 423, 426 + 429) from a position just posts and fight to the death. this area; otherwise No Encounter)
inside the Temple proper. The gargoyles (who actually live in the 18 Zuggtmoy with one of the above
Human leaders usually keep position Temple itself) rove the place in groups of 3- groups (roll again, using 2d8 if able
behind the main altar (419 A) during alerts, 6, but return to and defend the Temple dur- to wander this area; otherwise No
but may be anywhere at other times. A pre- ing alerts, meetings, and so forth. Their Encounter)
ferred tactic is to haste most or all of the primary purpose during an alert is to stop 19-00 No Encounter
ogres massed in the Temple while intruders all flying intruders. Their secondary task is
are delayed on the stairs. If the invaders to enter melees by swooping from the air, as Details
turn off into a barracks area, troops will be they might thereby gain surprise against
quickly moved into position to cut off possi- opponents already engaged (1-3 on 1d6). Black pudding: AC 6, MV 6 ", HD 10, hp 55,
ble escape. During alerts, ettins and giants stand in #AT 1, D 3-24, SA dissolves wood &
corridors about 10-15 feet from the Greater metal, SD affected only by fire, AL N,
Troop and Guard Positions Temple area, weapons at ready. They con- SZ L (7' across); XP 1350 + 14/hp
tribute to melees in the Temple with thrown
Area Normal Alert boulders, avoiding their comrades if possi- Ettin: AC 3, MV 12", HD 10, #AT 2, D 2-
401 Empty 2 trolls ble (but often not entirely). Note that three 16/3-18, SA throw rocks (#AT 2, ranges
402 2 trolls 2 trolls of the ettins have been instructed by the 3 " / 6 "/12", D 2-16 each), SD surprised
409 2 trolls 2 trolls giants in rock-throwing, and have a similar only on a 1, AL CE, SZ L (13' + ); XP
410 1 troll Empty capacity for hurling such, at the faster rate 2400 + 14/hp

96
Smigmal Redhand: AC 4 (leather +1 & prise intruders. Trolls (4): AC 4, MV 12", HD 6 + 6, hp 42,
shield +2), MV 12", Level 7/7 Fighter/ The descending stairways empty onto a 38, 35, 30, #AT 3, D 5-8/5-8/2-12, SD
Assassin, hp 41, XP 4924 large landing. From there, a passage 20 feet regenerates (3 hp per round starting 3
S 17 I 15 W 7 D 16 Co 17 Ch 14 wide and 30 feet tall slopes slightly down- rounds after being damaged); AL CE, SZ
#AT 3/2, D 3-8, SA poison on sword wards to the north, leading to more stairs, L (9'), XP 861, 829, 805, 765 (525 +
(insinuative type B, + 3 bonus to saving an intersection, more stairs, and more corri- 8/hp)
throw, Dmg 25 in 2 rounds), SD ring of dor.
spell storing/invisibility; Thief Abilities: The walls of the landing are covered with 403. STUDY
PP 45, OL 52, F/RT 45, MS 40, HS 31, mosaic murals depicting a nauseating scene
HN 25, CW 95, RL 15 of frolicking demons, vile goops and molds, This quiet room is the abode of Barkinar
and giant humanoids, all capering about and Deggum, the commanders of the Tem-
Falrinth: AC 3 (bracers of defense), MV amidst a field of their fallen, torn, and tor- ple Troops and Guards (respectively). They
12", Level 8 (Level 9 with familiar), hp tured victims. are usually elsewhere except at night.
27, #AT 1, D 2-5, SA spells, SD regener- This stair seems often used, with fresh Two normal beds stand along the north
' ate 1 hp per round, MR 25 %; XP 4024 and old footprints of large humanoids all and south walls, nestled tightly into the
S 10 I 17 W 10 D 17 Co 15 Ch 12 about. Small scraps of food and bits of bone western corners. Beside each is a wardrobe
(See Dungeon Level 3 for Falrinth's usual lie in the dusty corners of the stairs' risers. In and a small table, the latter bearing a crystal
memorized spells. Modify them accord- one corner is a small piece of torn parch- ewer and cup (each set worth 250 gp).
ingly if PC raids have caused alerts.) ment, easily found if characters examine the The east wall of the room is dominated by
area. Upon it is a faded drawing, its details a great brick fireplace with marble mantle,
Kriitch (quasit familiar): AC 2, MV 15", only discernible when held up to a light upon which are various knicknacks col-
HD 3, hp 16, #AT 3, D 1-2/1-2/1-4, SA source. It is a crude depiction of a crowned lected by the two clerics — shrunken human
claw poison (save or lose 1 point Dexter- skull, with four lines (each about twice the heads, religious paraphernalia, carved figu-
ity for 2-12 rounds), fear blast once per length of the skull's height) emanating from rines, and other interesting items, with a
day (30' radius), SD 25 % MR, regenerate the crown, and a circle at the outer end of total value of 3,500 gp (averaging 350 gp per
1 hp/round, hit only by iron or magic each line. item).
' weapons, immune to cold, fire, and Decorative tapestries flank the fireplace
lightning; XP 373 402. EAST WING on the east wall. The southern conceals an
open doorway leading to a neat closet, in
Gargoyle: AC 5, MV 9"/15", HD 4 + 4, In this area live four trolls, sentries for the which the clothing of the two clerics is kept
#AT 4, D1-3/1-3/1-6/1-4, SA + 1 bonus troops of the Great Temple (who lair in hanging to either side. A full-length mirror
"to hit" and damage when first swooping areas 405-408) and personal guardians of is mounted on the east closet wall. Four
to attack, SD hit only by + 1 or better their commanders (tose in areas 403 and pieces of gold jewelry (each worth 1,000 gp)
magic weapons, AL CE, SZ M; XP 165 404). Two will be here at all times, and all lie on a small shelf attached to the mirror's
+ 5/hp are present at night. left edge. Another identical but empty shelf
The trolls' bedding is piled in the north- is at the right edge; if twisted clockwise, it
Hill giant: AC 4, MV 12", HD 8 + 2, #AT 1, east corner of the area, along with 4 small opens the secret door entrance to a corridor
D 2-16, SA boulders (D 2-16, indoor chests. The trolls drag out their bedding at to the mages' room (404).
ranges 3 " / 6 "/12"); AL CE, SZ L (10' + ), sleeping times, and keep all their valuables Barkinar worked his way up through the
XP 1400 + 12/hp in their locked chests; each has a key. Inside ranks over the last six years. He came to the
each chest are 10 cp, 19 sp, 16 ep, 15 gp, and Temple ruins to scavenge treasure, and
Ogre: AC 3, MV 9", HD 4 + 1, #AT 1, D 1- 1-4 gems of pure black tourmaline (worth stayed to serve and earn even greater
10 or by weapon +3, AL CE, SZ L 500 gp each). One troll also has a figurine, wealth. Once a lowly cleric of the Earth
(9' +); XP 90 + 5/hp an ebony fly — which is cursed to become a Temple, he became its leader through a
Chasme (minor demon; see MM2 page 38) series of treacherous and bloody maneu-
Troll: AC 4, MV 12 ", HD 6 + 6, #AT 3, D 5- after the seventh round of its seventh use. vers. Knowing talent when he saw it,
8/5-8/2-12, SD regenerates (3 hp per The east wall is covered by a huge tapes- Supreme Commander Hedrack brought the
round starting 3 rounds after being dam- try which depicts a great battle, apparently mature and experienced Barkinar to the
aged), AL CE, SZ L (9'); XP 525 + 8/hp between the forces of Good and Evil. lower levels of the dungeons. Barkinar
Therein, shining humans and winged expects, but does not covet, Hedrack's
ROOM KEY humanoids are being blasted to the ground exalted position. He bides his time, working
by magical rays issuing forth from the eyes earnestly for the good of Zuggtmoy and the
401. PROMENADE of a gigantic, rotund, wrinkled face. The Temple in any way demanded. He is patient,
tapestry conceals a normal-sized but stoutly cruel, scheming, and utterly evil — a perfect
This area is normally empty, but is guarded reinforced iron-bound door (to area 403). officer for this milieu.
by a pair of trolls (from area 402) during The trolls have no keys. A corridor about 10 Deggum is a half-elf, a renegade and run-
alerts. If present, they stand by the south feet wide and 15 feet high slants off to the away from his people in Welkwood. Drawn
wall between the stairways, hoping to sur- southeast. by rumors of the resurrection of evil might,

97
and by the promises of Lareth (from the during daylight hours, working on his own and sticky from use. This portable hole
Hommlet moathouse ruin) and others like projects, or is otherwise busily conferring with contains Senshock's spell books (see
him, Deggum has found success and a fast clerics, instructing giants, or performing some below), a cloak of poisonousness, one
rise in power through his Temple position. other administrative task. He always carries large flask of oil bearing a fire trap (D 10-
He is personally tutored by Hedrack and his black scarab inscribed with the letters 14 plus 4-24 from the exploding oil), and
Senshock both, and is seen as a great future TZGY, for controlling the curtain behind the 29 potion vials held in six wooden racks.
leader. He carries his spellbook in a pack at altar (area 419 A). The potions include one of nearly every
all times, and studies his craft in his spare The room is well-appointed, with tapes- type listed in the DMG, except for ani-
moments. The book contains most of the tries on the walls and furnishings made of mal, dragon, and human control, delu-
same first and second level spells as those of ebony and rosewood. The bed stands in the sion, and both oils. Those of giant
his tutur, Senshock. southeast corner, adjacent to a small fire- strength and control are of the hill giant
Each cleric carries a black scarab place in the east wall. A wardrobe stands at type, of course, those being most accessi-
inscribed with the letters TZGY, which is the foot of the bed between it and the door. ble for materials.
used to control the curtain behind the main The north wall is filled by a long work- 4 Four jeweled (but non-magical) bracers,
altar (419 A). Barkinar owns potions of bench, with beakers bubbling over small each pair worth 2,000-8,000 gp.
extra healing and speed, and Deggum owns flames, bottles and boxes of various rare 5 A tiny pocket mirror of life trapping,
potions of healing and growth. They will substances, and other laboratory parapher- which causes the first person looking into
use them as needed to combat invaders. nalia. On the west wall is an oaken shelf it to save vs. spells or be ensnared (as the
unit, upon which are three large and heavily larger version). If it catches a victim, it
Barkinar: AC -1 (plate + I, shield +2), MV bound books, a group of twelve pieces of simultaneously releases its current occu-
12", Level 7 Cleric, hp 60, #AT 1, D by assorted jewelry all bearing a black skull pant (a purple worm, hp 88), as it has
weapon (staff of striking) or spell, SA motif, three wooden eggs, and two plati- only one extra-dimensional space. The
wears boots of levitation, SD spells; XP num medallions with like chains. exchange will be so rapid, however, as to
1680 Each of the three books on the shelf is a produce the impression that the victim
S 11 I 16 W 17 D 10 Co 16 Ch 8 trap, of course, and all of the same type. was polymorphed into the worm....
Spells memorized: The books are made of heavy wood, pains-
takingly painted to look real. A book sticks On the workbench are various hairs, liq-
First level: command, cure light wounds
to anyone who touches it, due to a powerful uids, and other items obtained from a vari-
(x2), remove fear, sanctuary
curse (no saving throw). It remains so until ety of monsters (but no dragons), along
Second level: hold person (x2), resist fire,
a remove curse is applied by a 9th or higher with powdered gems, quicksilver, and other
silence 15' radius, slow poison
level caster. The jewelry collection is worth components. The whole is worth 20,000 gp,
Third level: dispel magic, prayer, bestow
25,000 gp for all, each piece being studded plus another 500 gp for exotic glassware and
curse
Fourth level: cure serious wounds with diamond chips and onyx; the average utensils. The lot may be gathered and
value of individual pieces is 1,500 gp if the packed for travel at the rate of 1,000 gp
set is split. worth per turn per person, assuming proper
Deggum: AC 2 (chain & shield), MV 12",
The wooden eggs appear to be nothing sacks and padding are available.
Level 5/4 Cleric/Magic-User, hp 21, #AT
more than nicely Grafted puzzles in which Senshock is the respected and dreaded
1, D by weapon or spell, SA spells, SD
the pieces are cleverly interlocked, worth emissary of Zuggtmoy herself. Just as luz
ring of fire resistance; XP 1118
750 gp for the set due to the fine inlay work. wields power through Hedrack and
S 12 I 15 W 18 D 7 Co 10 Ch 11
In the center of each egg, however, is a crys- Barkinar, so do the scales balance through
Cleric spells memorized: tal miniature of the unholy symbol used Senshock's actions on Zuggtmoy's behalf.
First level: bless, cure light wounds, detect hereabouts; each figure is worth 1,000 gp, Long ago, as an apprentice in the local
magic, sanctuary (x2) but should be destroyed by Good charac- wizard's guild, Senshock learned the busi-
ters. The platinum medallions and chains ness of potion and wand making, and has
Second level: augury, chant, hold person,
poison, spiritual hammer also bear unholy symbols, but need only be brought those talents here. He visits the lab
melted down to be properly spoiled, then (area 330) on occasion, or sends bugbears or
Third level: continual darkness, animate
dead worth 200 gp for the metal (or 150 gp each trolls to fetch the necessary items, but per-
for the original medallions). forms all of his work here, in his private
Magic-user spells memorized: The wardrobe is stoutly made, and has room.
First level: magic missile (x3) five secret compartments disguised as parts Senshock combines his attention to detail
Second level: invisibility (x2) of the ornamental inlay design. A separate with grand strategy planning, and is the
check for secret doors is required for each actual source of many of the better tactics
404. ROOM, 20' x 30' compartment. Each space is a two-inch used by the Temple forces. He has been
cube, and the contents are as follows: assured (by Zuggtmoy) of the position of
The door to this room is wizard locked at 9th High Commander and General of all the
1 Six black sapphires, each worth 5,000 gp.
level of magic use. This is the secluded lair of 2 One carnelian (worth 50 gp) bearing a fire Temple's mighty forces once the reconstruc-
Senshock, Lord Wizard of the Greater Tem- trap (D 10-14). tion is complete. luz has been noncommittal
ple. He may (40% chance) be here at any time about this, so Senshock is trying to gain luz'
3 One crumpled black handkerchief, soiled

98
favor in any way possible. hall, and lounge for the rank-and-file troops 406. ROOM, 20' x 10'
The Lord Wizard is a critical part of the of the Great Temple — 12 ogres and 18 bug-
defense plan for the Greater Temple, main- bears. The current inhabitants of the room Rooms 406a through 406d are used by the
taining a post behind the main altar (419A) are found by checking the time of day, as ogre troops of the Great Temple. Each room
and adding his spells where needed in follows. is 20' x 10', and 15' tall. Even if not
melees. He will not expose himself until or Meals are at 1-3 PM, 6-8 PM, and 1-3 encountered elsewhere, the ogres will only
unless invaders are near defeat. Should the AM. During these periods, the area is busy be found here 30% of the time. The south-
Temple guards suffer defeat, he will take his with 6-9 of each troop type. They take turns west room (406e), identical to the others, is
place in the throne room (area 435) to brief eating and then replacing others at their occupied by the bugbear chieftain and sub-
Zuggtmoy about the events, and will then assigned tasks (wherever that may be), so chief.
teleport out to a well-studied secret retreat ogres and bugbears are strolling in and out
in Verbobonc. almost continuously. The place is loud and Ogres (8): AC 3, MV 9", HD 4 + 1 (hp 5-8
Senshock is privy to certain secrets of messy. Those in the process of eating are per die), #AT 1, D1-10 or by weapon + 3
luz', but will never reveal anything of great usually also talking, arguing, engaging in (spear or club), AL CE, SZ L (9' + ); XP
import. If captured and examined by ESP or minor food fights, and so forth. 90 + 5/hp
similar means, however, Senshock can pro- The ogre shaman (who lairs in area 407)
vide one interesting tidbit — luz is working refuses to risk himself in guard duty, and so Bugbear Chief: AC 3, HD 3 + 1, hp 29, #AT
against the Scarlet Brotherhood, and seeks functions as the cook. He is assisted by four 1, D 4-10 (morning star) or 3-10 (spear),
both Zuggtmoy (whose location is bugbears at all times. Between noon and 4 SA surprise on 1-3, attack as if 4 HD; XP
unknown even to him) and his mother Igwlf AM, the shaman/cook is 50% likely to be 185 + 4 / h p
(believed lost in the great Abyss) to aid him here, or 40% likely to be in his nearby
in this task. If charmed or otherwise magi- room, though he may (10%) be wandering Bugbear Sub-chief: AC 4, HD 3 + 1, hp 23,
cally coerced to reveal his secrets, Senshock in the nearby halls carrying a ladle of #AT 1, D 3-9 (morning star) or 2-9
will suddenly and mysteriously die, slain by chunky fluid, looking for someone to taste (spear), SA surprise on 1-3, attack as if 4
luz himself. his latest creation (which has a 30% chance HD; XP 160 + 4/hp
of causing nausea for 1-4 turns). Though
Senshock: AC 1 (bracers of defense AC 3), busy at mealtimes, he is otherwise 20% 407. ROOM, 40' x 50'
MV 12 ", Level 9 Magic-User, hp 26, #AT likely to be found dozing.
1, D by weapon or spell, SA spells, wand During a one-hour period after each Herein lair the ogre chieftain, two leaders,
of fire, SD spells, ring of protection +2, mealtime, one black pudding may (25% and a shaman.
ring of feather falling, XP 4012 chance) be present, eating scraps for the The shaman functions as cook for the
S 11 I 18 W 9 D 8 Co 10 Ch 13 cook (a friend it recognizes) and generally troops, as detailed above (area 405). The
consuming everything else it is permitted. other three sleep a great deal, go out on an
Spells memorized: At other times a group of 2-5 bugbears, 1- occasional dungeon patrol, or 'supervise'
Level 1: detect magic, magic missile (x2), 4 ogres, or both may be here secretly, trying their ogre troops at their posts.
unseen servant to talk the cook into making a snack but, In deference to his rank, the ogre chieftain
Level 2: detect invisibility, invisibility, web through experience with the stubborn sha- has been given a black scarab which he
Level 3: dispel magic, haste, lightning bolt man, expecting scraps at best. Roll 1d12; believes is identical to those used by the
Level 4: charm monster, polymorph self 1 = bugbears, 2 = ogres, 3 = both, 4-12 = human leaders. His, however, is inscribed
Level 5: teleport no visitors. with the letters TZOY, and will not function
The bedpiles of four bugbears are in the as the others. He has never put it to the test.
Spellbook (hidden in the portable hole in his southeast corner of the room. This group is
wardrobe): composed of the most recent losers in the vari- Ogre Chieftain: AC 4, MV 9", HD 4 + 1, hp
Level 1: charm person, detect magic, feather ous gambling games played by the troops, and 36, #AT 1, D 4-14 (2d6 + 2, club) or 5-12
fall, magic missile, read magic, shield, have lost their bunk privileges to those in area (1d8 + 3, spear), SA attacks as if 7 HD;
unseen servant, write 408 (a-f). They are thus also drafted as assist- XP 265 + 5/hp
Level 2: detect invisibility, invisibility, ants for the cook, and as tasters as well. They
knock, magic mouth, web, wizard lock have no treasure; they constantly pilfer what- Ogre leaders (2): AC 3, MV 9 ", HD 4 + 1, hp
Level 3: dispel magic, fireball, fly, haste, ever they can, but their belongings are regu- 33, 31, #AT 1, D 2-12 (club) or 4-11
lightning bolt, tongues larly stripped by the others, or eaten by the (1d8 + 3, spear), SA attacks as if 7 HD;
Level 4: charm monster, dimension door, wandering pudding. XP 265 + 5/hp
fire trap, polymorph self
Level 5: conjure elemental, teleport, wall of Bugbears (4): AC 5, MV 9", HD 3 +1, hp 20, Ogre shaman: AC 4, MV 9", HD 5 + 3, hp
stone 15,13,12, #AT 1 or 2, D 2-8 (morning star) 29, #AT 1, D 1-10 (club), SA spells (as
or 1-6/1-6 (longbow), SA missile fire, sur- level 3 cleric), SD spells; XP 305 + 6/hp.
405. COMMON ROOM prise on 1-3; AL CE, SZ L (7' + ), XP 240,
220, 212, 208 (160 + 4/hp)
This area is the central meeting-place, mess

99

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