Professional Documents
Culture Documents
c
Introduction ......................... .2 .......
Background ......................... .3
The Ancient Beholder City ........... .3
Current Events ..................... .4
Velinax the Vermilion ................ .5
Setting the Mood ................... .6
Beginning the Adventure .............. .7
A Strange Wizard ................... .7
Something in the Shadows ......... .8
Entering Ilth Khinax ................ .9 ADesperate Plea . . .
Entering the Mouth .............. .10 The Final Threshold . .
11th Khmax ......................... .11 Wrapping Up .....................
Organization of Material ............ .ll Award Guidelines .................
The Maps ....................... .ll Special Information and Major NPCs ...
The Key ........................ .12
The Events ...................... .12 Fighting Standard Beholders 8.
Credits
Editor: Miranda Homer
Creative Director:Steve Winter
Cover Illustration: Dana Knutson; Interior Illustrations: Glen Michael Angus
Graphic Design: Eilene Mecha
Typesetting: Tracey L. Isler
Cartography: Darren Lamb
Art Director:S. Daniele
ers and beholder kin.
L..
Back
Far removed from t
beholders has tak
glorious day when
ancient sacred beho
mies, the humans. The hive mother, a great, lum-
bering behemoth known as Ixathinon, rules the
hive with an iron grip, demanding the strictest
obedience from her minions.
The hive mother’s ultimate goal has been to
reclaim for the hive a region of land occupied by
humans. The beholders consider this terrain to be
sacred, as it is the site of an ancient beholder city.
Unfortunately (for humans), the town of Cumbert elder orb led the char
lies directly over the remains of this site, and in of its criminal organiz
her fervor, Ixathinon has become insistent upon
eradicating the town and all who live within its
walls. The problem, of course, is that the hive is
not strong enough to achieve this through open
warfare. Instead, Ixathinon intends to subtly take
control of the city through a program of organized discovered the entrance to a secret route
criminal activity and eventually destroy it. She has the bowels of the earth where the ancient beholder
placed her most talented minion, known as Qeq- city-and Ixathinon’s hive-is located. If events go
toxii, in charge of this surface operation. according to Qeqtoxii’s expectations, the heroes
Qeqtoxii (who is in reality an elder orb) has will manage to enter the city, seek out and destroy
other ideas, however, and has been carefully many of the hive’s inhabitants, wound or destroy
implementing its own insidious plans, unbe- Ixathinon herself, and then perish, leaving a power
knownst to the hive mother. It has kept its true vacuum for Qeqtoxii to fill.
identity a secret from the hive mother by posing as
a mere true beholder. It hopes someday to claim
leadership of the hive for its own. In order to do
The Ancient Beholder City
this, however, Qeqtoxii must defeat and destroy The city itself originates from a time long past,
the hive mother, a formidable task, indeed. Thus, when beholders ruled both the surface and the
Qeqtoxii has decided to utilize outside forces in its depths and humans had only begun to appear in
quest for supremacy-namely, unwitting adven- the area. Named 11th Khinax in the beholder
turers. tongue (which means “Place of Spires”),the beauti-
In order to keep from overwhelming the advemI (at least the beholders themselves consid-
turers with more than they can handle, Qeqtoxii <! autiful) was once a thriving population
has broken its plan into multiple phases. The fird th over 2,000 beholders and beholder-kin
uart of the elder orb’s olans (which took place in there. Many of the other subterranean
‘Eye ofpain, the first adventure of the trildgy) of and marveled at its existence, and
included finding a group of adventurers hearty e had even managed to establish peaceful rela-
and clever enough to survive exploration of a with the eye tyrants (through adopting a suit-
devious underground lair created by Qeqt sequious attitude and thereby
itself. Laden with cruel minions, insidious enting the beholders’ legendary xenopho-
and a bit of treasurejust enough to tanta began to trade with them.
S N , the beholders were enemies of many races, that revealed a possible location ofthe fable
and constant vigdance against invasion was a Her perseverance paid off; she was the first
necessity. on more than one occasion other subter- to lay eyes on Ilth K'hinax in over a
ranean species attempted to attack Ilth K k a , Overjoyed, hthinon led her hive
either openly or through subtle infiltration. Some of estabkhed a home them To this d
the fallen wamors of the beholder enemies decorate rrdaiming the aty from the ravages of
the halls of the city to this day. to be a long and arduous one, but slow
In the end, the downfall of the city came, not ers beginning to return the Place of Spires to its
I from without, but from within. Factions within the former dory. Only a portion of Ilth K'hinax has been
society of the great city constantly opposed each taken back; the rest will be restored in due time.
other, plotting for power and prestige against one
another. Ultimately, the conflicts became too openly
militant to check, and a full-blown civil war ensued.
Current Events
Some factions were annihilated, others fled to safer A major obstacle stands in thew
havens, still others continued to war with one mtoration of Ilth K'hinax's former
another in the channels and spires of Ilth K'hinax. presence of humans and demihumans on
In the end, one faction reigned supreme, but the face. Ixathinon knows too well the tale of
glory of the great beholder city was but a memory. nal downfall of Ilth K'hinax, and she has
The other subterranean races, seeing their chance at convinced through her studies that it was a res
revenge and domination, converged on the remain- the citizens' interaction with and acceptance of the
ing eye tyrants and hunted them down. other races. It has become an obsession of hers tl
When all was said and done, the surviving ati- no other sentient species should be permitted to
zens of Ilth K'hinax had scattered with the four dwell in the vicinity of the great aty; to do so on
winds, and the city lay silent and dark. No other invites disaster once again.
species could comfortably live there without the Thus it has come to pass that Ixathinon has
inherent levitation ability of the beholders, so the devised a plan to eradicate the city of Cumbert and
place was abandoned by the sentient ones. The all of its inhabitants. Understandingthe limitatim of
mindless monsters that the beholders once kept as the military strength of her hive, Ixathinon realizes
pets and guards remained, multiplying and adapt- she could never hope to win an all-out war with the
ing or dying out completely (for escape was impos surface dwellers. To even attempt such a thing would
sible for most of them). 11th K'hinax lay dormant for not only deplete her valuable murces, but it would
hundreds of years, and the knowledge of its loca- draw unwanted attention to the hive and its activi-
tion became lost in the shrouds of time. ties.Instead, by using a aiminal organizationcalled
In the wilds beyond 11th K'hinax, the legend of the Unblinking Eye, she has set in motion a scheme to
the city has been passed from generation to genera- subtly degrade the fabric of Cumbert's hope
tion of beholder. It has become more a tale of myth m y lading to its eventual and ultimate compti
and mystery than a simple set of facts, but the This plot has become the source of contention
memory of the place remained, nonetheless. Many between the hive mother and Qeqtoxii. Because
an elder orb or hive mother has dreamed of one day the great success of the Unblinking Eye, Qeqtoxi
returning there to claim dominion over it, but none has come to enjoy the level of power it commands
has ever attempted it, until now. among the surface dwellers and is not so willing to
Ixathinon began her quest to re-establish the surrender it to hthinon. It sees her plan to destroy
throne of Ilth K'hinax over 150 years ago. No known Cumbert as foolish and a waste of potential
routes existed to the Place of Spires, but she dili- resources, so the elder orb has decided to usurp her
gently researched for years, examining shreds of evi- and take over the hive. If successful, Qeqtoxii w"'
dence from tales and records bought, stolen, or continue to build its power base within Cumba
connived away from other subterranean races. and eventually spread its organization's influen
Slowlv. the hive mother beean to construct a ma farther afield.
---a---_
Background
Velinax The Vermilion sage or chamber that leads the party out of imme-
diate danger. Whatever its actions, the elder orb's
As a part of Qeqtoxii's complex plans, it has assumed persona should be competent without
appeared before the characters in the guise of a seeming all-powerful.
wizard and sage known as Veliiax the Vermilion. Throughout the text in the "Keyed Areas"section
The elder orb uses this persona to manipulate the are sections labelled "Qeqtoxii the Guide" which
characters and feed them useful information to get should help DMs run Velinax (or another of Qeq-
them where it wants them to go. On several occa- tonii's human personal) in various areas of the city.
sions, Velinax has disappeared for long stretches of If an area doesn't have one of these sections, then
time, so it is natural that the characters are suspi- Velinax acts according to the guidelines listed
cious of him by now. The red-garbed wizard has above. Since it is very probable that Velinax will be
always had a reasonable explanation for his with the group in their travels through 11th Khi-
absences, but it is still likely that the characters are nax, the following adapted stats of Qeqtoxii's
beginning to doubt his legitimacy. human persona have been induded below:
If you are not incorporating this adventure as
part of the trilogy, then Velinax the Vermilion is a Velinax (Qeqtoxii's assumed persona), h m M18:
suitable NPC to use to convince the heroes to enter AC 0; h4V 12; hp 75; THACO 5 (3 with quarterstaff
the depths of the beholder city and explore it. 0th- +2); #AT 1;Dmg ld6+2 (quartersfaf+2);SA spells;
erwise, remember that Velinax was "imprisoned" SD immunitv to slew. cham. and hold sDells: MR
in the caverns immediately below the secret head- 50%; SZ M (6taU); kk k d e s s (19); In;godlie
quarters of the Unblinking Eye and had to be "res- (23); AL LE; X F 18,000.
cued'' by the adventurers. Special Equipment: bag of holding, potirm ofextra-henling, potion of
Probably the most important thing to keep in flying (3, potion ofgasemrs,%rm, potion ofhuman control
mind while runningthis adventure is that Qeqtoxii, (humans), potion of invisibility (7),potion oflevitation (3),
in the guise of Velinax, must strike a fine balance potion ofwater M h i n g , amulet ofproof against detection and
between feigning ignorance about what lies down in lmtion, DaernS instnntfortress, quarterstnff +2, a scroll
(containsthe spells dispel magic, inmsibility IO'radius,
the caverns of the city and keeping the characters on l e o i t a h (Z), andflying),and a spellbook.
the right track to achieve the elder orb's goals. On Spells (Qeqtoxii can only memorize one spell per level at a
the one hand, it is posing as a sage who has time): lst--featherfallt, hold portnl; Znd-darkness 15' radius*,
abstractly studied beholders, not become intimately detect invisibility'i ESPY, knock; 3 d 4 i s p e l magic'protection
familiar with them. So if Velinax seems to know a fmm normal missilesY;4%onhl death tyrant': dimension
door,extension I, instruct spectatorm, polymorph selft (note that
little too much about a chamber's use, or if he polymorphing himself into humanoid form does not allow
exhibits knowledge of a monster's whereabouts that Qeqtoxii to cast spells with material or somatic
he shouldn't have, the sage is going to look suspi- components); 5th4ontact other plane, teleportt, wall of
blac!&one', or wall offorce'; 6th-zrtension IZlt, geas; 7th-
cious. The other side of that coin, though, is that phase dwr, power word stunt, teleport without error, w i s h ;
Qeqtoxii wants to get the characters up into the 8th-te h t h tyrant': mass charm, pourer word blindt;
upper city as quickly as possible, both to conserve 9th-Mordmkainol's disjunction, p ~ w e rword kill, prismatic
their strength for the fight that matters (attacking spherrt, time stop.
Ixathinon) and to lessen the chances of being discov- t Indicata favored memorized spell. * Indicates an elder orb
variation on an existing s p e l r i t requires only verbal
ered before they have a chance to make their move. components, takes twice as long to cast as the normal
Velinax should also be somewhat useful, or else variety, and is known only to elder orbs.* Indicates a
the players are going to get tired of the elder orb special spell that appears in I, Tyrant.
being an albatross around their necks. Qeqtoxii will
use all of its spellcasting abilities in an effort to At some point, the adventurers may decide that
pass itself off as a wizard of some skill. Perhaps it a retreat is in order, whether it is to regroup and
produces just the right magical item at a crucial hire more allies, heal, or just because the heroes
moment (this can work well to get the characters aren't quite heroic enough yet to tackle such awe-
out of a jam, anyway) or "discovers" a hidden pas- some adversaries. If you, the DM, want to speed
things up a little during these slow times, hathi-
non might begin to get a little more bold. Perhaps a
raid or two takes place in Cumbert during the
darkest hours of the night. Qeqtoxii will be
extremely frustrated, but the elder orb is too wise
to fooLishly push the characters on to certain doom;
it will bite its tongue and try to s p d things along
in other ways.
During the final confrontation, Qeqtoxii helps the
characters in its Velinax persona, but if the fighting
looks like it's going badly, the elder orb leaves.
Once the adventurers manage to kill Ixathinon,
Qeqtoxii reveals itself in its full glory and then tries
to kill the group. If there are any other beholders
left in the area, they show up and start fighting as
well. Look at the beholder's description to find out
if it helps Qeqtoxii or not.
A Strange Wizard
For those DMs who did not choose to run Eye of
Pain and Eye of Doom, this event leads adventurers
who have no knowledge of the earlier two modules
in this series into the main part of this adventure. It
begins with the adventurers relaxing in a tavern
known as the Grumbling Goblin in the town of
g "theAdventur
Something in the Shadows
This encounter provides an alternative method of _.
luring the chara&rs into exploring the caverns
beneath the town of Cumbert and stumbling a-
the secret entrance to nth K'hinax. Qeqtoxii was not
successful in the guise of Velinax the Vermilion, so it
will try a Werent tactic this time. It uses its v a r i w
eye powers and spells to keep track of the charac-
I ters, following them about town as they do what-
ever it is they would rather be doing than explorimm'
Allow the players a chance to discuss the situa- with Velinax. At some point after darkness falls,
.
tion and decide what their characters are going to
-r . read the follovingp~eaJmu&Iwd,to the m:
do. ~f they are not mterested, then eo to the section *
entitled "Something in the Shadowus," below. 0th-
envise, wrap up whatever role-playing is neces-
sary to conclude the agreement.
Velinax makes plans to meet the adventurers
and reveal to them where he believes a secret
entrance to the chambers and caverns below lies.
In reality, he will take them to a personal bolt hole
he installed himself that connects to the main Give the players a champ to decide what their
entrance of 11th Khinax (not even the other men characters will do. If they decide to investigate, re&
bers of Qeqtoxii's criminal organization nor the the following aloud, adiustinz as necessary:
other beholders in the hive are aware that it
exists). Use the description of the warehouse men-
tioned in "Something in the Shadows" for the ome largc warehoi ,In
location. ight, it is difficult tt, IW fo
Velinax tells the heroes that information he has Nppears to be a partially ope
garnered through investigation has led him to nto one of the more dilapid
believe that there is a way in to the tunnels below Jpon closer inspection, you
the surface (he is referring to the abandoned ware- lefinitely a door, almost co
house described in "Something in the Shadows"). ts hinges. .. ..., I. ~
*
creatures who could not float. These lesser matures down views of the lower levels, plus a special
included the beholders' minions and servants, as "mllecl" cutaway of &e upper level. None of the
well as the few carefully screened and selected for- views present all of the details of every room; the
eign ambassadors and levels intricate and intertwinedto do this
pendent races who we tead, the maps provide a sampling of
subsurface cities. It undane areas, while the major hi&-
contain the subservient species
flow of traffic; the b
floor areas with large vertical passages
they could traverse quickly and easily. Co
with constant beholder patrols overhead,
tures on the ground level were effiaently c
--
11th K’hinax
‘I The Key
As was mentioned previously, not every room in
Current Conditions
Within the City
the city has been noted on the main maps. To do so Although Ilth K’hinax now stands as a lost moet
would be impractical, both from a mapping stand- ument to the glory of the beholder population W,
point and also because of the limitations of space. once ruled it, it is more than an empty, tomblike
Not every one of the areas in the city could be prop- cavity in the earth’s m t . The place still teems
erly described in the text. To compensate for this, life, although it is not immediately obvious at fir&
certain areas are labeled as typical, while others are dance. Of course. Ixathinon’s clan has returned . Ca
noted as being unique within the text. the site and is setting up shop in the upper level,
The statistics and details for any matures found but well before they arrived, multiple species
in a particular area (whether that area is considered roamed wild thmughthe tunnels and shafts of t k
representative of many others just like it or com- city.
pletely unique) that do not move about much or Many of these matures are the descendants of
participate in the events are included in the key pets and other domesticated beasts that were left
area. Usually, notes that describe the creatures’ behind when the city fell and was abandoned.
actions under various circumstances accompany Those that could survive adapted to the abso
such material. All the other matures that assume a darkness and quickly spread throughout the
dynamic role within the framework of the adven- cave that houses Ilth K‘hinax. Other creatures .
ture are described at the end of the book, under the merely wandered in here and remained, thrivin
heading ”Major NPCs.” the bounty tobe found. As a result, an en* mioar;-
ecology works within the place, so the various
monsters and whatnot the adventurers stumble
The Events across during their exploration m not living in m
The events themselves are all designed to be envirunmental vacuum, without needed sourcesd
dropped in at the DM’s whim to further the overall food to sustain them.
plot of the adventure. Remember, this is more than What follows is an encounter table of sorb
a mere exploration sequence; the characters have Rather than providing chance m e e t i n witN
~
been manipulated into coming here by Qeqtoxii, the main monsters in the place, these charts give ebe
and the elder orb has to continue to orchestrate DM some spice to sprinkle through the tunnels,
things in order to gain the outcome it desires. Sev- making the characters more cautious in their
eral of the events aid in advancingthe elder orb‘s ration and yielding a better sense of the ecology of
agenda, while a few of them are merely spice for the place (and perhaps giving the characters a clue
the adventure. or two about what might be lurking around the
These events have been broken out separately next turn).
from the rest of the material both to draw attention The standard random encounter has a 1-in-10
to them and because they are not typically location- chance of occurring each hour. However, you m4y
specific. In other words, they don’t occur the want to exercise more control over when and where
moment the characters enter a room, but rather random encounters occur (making them somewhat
when the DM decides to move the plot along, less than random) to avoid unusual or illogical a
regardless of where the characters are. A couple 01 cumstances. Also, when choosing areas for e m 0 1
the events are specific to a location, but they differ ters to occur,you should select an encounter f r o m
from a typical room encounter in that they don’t the list based on the characters’surroundings ratner
necessarily occur thefirst time the party of heroes than roll one at random, but a die chart is included
enters an area. for those instances where no selection is obvious.
Where more than one creature tvpe is listed, the
11th K'hinax
Table 1:Random Encounters Bat, large (3d6): AC 8; M V 3, Fl18 (C); HD ld4 hp
Check once each hour; an encounter occurs on a roll or 1; THACO 19 or 20; #AT 1; Dmg ld2 (ld4 for 1-
of 1on ld10. HD bats); SD difficult to hit with missiles; SZ M
Roll Result (5'4'); ML unsteady (6);Int animal (1);AL N; XP
0148 Bat, common or large (75%/25%) 35 each.
09-16 Beetle, fire
17-24 Centipede, giant Notes:Only 10%of those encountered will be of the larger 1-
HD variety; the creatures gain an AC bonus of +3 when
25-32 Fungus, shrieker (75%chance to also anyone with a Dexterity of 13or less attempts to bit one
encounter violet fungi) with a missile weapon; bat must land to bite; anyone bitten
3340 Insect, giant, cave cricket by a large bat has a 1% chance of contracting rabies (see the
41-46 Mold, brown or yellow (20%/80%) MONSTROUS MANUAL supplement for more information).
47-52 Scorpion, large Large bats will most likely be encountered in their
53-60 Spider, hairy own nesting area, but there is a 20% chance that
61-66 Stirge they will be sharing a roost with common bats.
6740 Natural phenomenon--consult Table 2
Beetle, fire (3d4): AC 4; MV 12; HD 1+2; THACO 19;
Table 2: Natural Phenomena #AT 1;Dmg 2d4; SZ S (2 %' long); ML steady (12);
Roll Result Int non (0); AL N; XP 35 each.
01-13 Air current
Notes: Special glands on the fire beetle make them luminous;
1426 Odor the glands can be removed and will continue to glow for ld6
27-39 Useless object days afterward; the light illuminates a 10-foot radius.
4&52 Sound
53-65 Water Fire beetles am found roaming all over the lower level
66-78 Unstable ground of the Ilth K'hinax. They remain from the time when
79-91 Temperature the city was Occupied, serving as a unique light source
9240 Minor treasure for the inhabitants. They occasionally can be found in
the same areasas roosting bats, consumingthe drop
Bat, common (ld100):AC 8 (seebelow); MV 1,F124 pings. Ixathinon and the other beholders have c a p
(8);HD 1-2 hp; THACO 20; #AT 1; Dmg 1; SA tured and taken some of the fire beetles to the upper
disruption; SZ T (1'); ML unreliable (3); Int ani- levels to be used a light sources, so they can be
mal (1); AL N; XP 15 each. encountered there as well as in the lower levels.
Notes: If startled, swarming bats may fly into people or things,
putting out torches (1%chance per bat encountered per Centipede, giant (2d12): AC 9; M V 15; HD 2 hp;
round), disrupting spellcasting (successfd Wisdom check to THACO 20; #AT 1;D m g nil; SA poison; SW sav-
cast spell), disrupting combat (-2 penalty to THACO);under ing throw penalty; SZ T (1' long); ML unsteady
ideal flying conditions, a bat's AC lowers from 8 to 4. (7); Int non (0); AL N; XP 35 each.
Any encounter with common bats will most likely Notes: Giant centipedes have a weak poison (4 bonus to
occur in their nesting area. A check for surprise saving throws) that paralyzes the victim for 2d6 hours; the
may be in order to see if the adventurers notice the creabxes' small size makes them less capable of resisting
bats (or the droppings) before the bats are startled attacks, so they receive a -1 penalty to all saving throws.
and begin swarming. The bats feed off the blind Giant centipedes can be found almost anywhere,
cave insects that can be found almost anywhere in even in the upper levels of Ilth Khinax, because the
11th Khinax. beholders can easily avoid them and see the crea-
tures as handy deterrents to other critters wander-
ing into the upper levels.
11th K'hinax
Fungus, shrieker (2d4): AC 7; MV 1;HD 3;THACO
17; #AT 0; SD noise; SZ M (4'-7'); ML steady (12); has %foot branches, a 7-foot tall fungus has &footbranches,
these bran& ex& a poison that rotsfleshin one round
Int non (0);AL N; XP 120 each. unless a successful saving throw vs. po'son is made or a cure
rlisease spell is cast.
Notes: Light within 30 feet or movement within 10 feet of a
shrieker causes it to emit a shrill shriek that lasts for Id3
rounds; the shriek has a 50%chance per round of attracting Insect,cave cricket (ld8): AC 4;MV 6, Hop 3; HD
other c r e a m in the area. 1+3;THACO 20; #AT 0; SZ T (1');ML unreliable
(2); Int animal (1);AL N;XP 15each.
Shriekers were used by the beholders in Ilth K'hi-
nax as alarm systems to keep other kinds of crea- Notes: The clurping of giant cave cnckek drowns out all
conversationand spellcasting (usingverbal components)
tures out of secured areas. Whenever a beholder vvlthin 20 feet,and it mhiiits detection of approa
wished to pass a shrieker, the eye tyrant would sim- predators and enemies.
ply use its petrification eye power to immobilize the
fungusuntil it was past. Shriekers are often (75% Cave crickets can be found almost anywhere in tlqe
chance) encountered with violet fungi. lower levels, but Ixathinm wasted no time c l e h g
them out of the upper levels, because they are noth-
Fungus, violet (ld4): AC 7; MV 1;HD 3; THACO 17; ing but a nuisance.
#AT ld4; Dmg nil; SA flesh rot; SZ M (4'-7'); ML
steady (12); Int non (0);AL N; XP 175 each. Mold, brown (1patch): AC 9; MV 0; HD n/a;
Notes: Each violet fungushas from 1to 4 branches that it uses THACO n/a; #AT 0; SA &zing SD absorb he
to attack with. The length of thebranches depends on the SZ L; ML n/a; Int non (0); AL N; XP 15.
sue of the fungus:a &foot tall fungushas I-foot branches, a
5-foot tall fungushas 2-foot branches, a &foot tall fungus Notes:Any warm-blooded creature that comes vvlthin 5 feet of
a brown mold suffers 4d8 points of damage per round as the
mold absorbs its body heat; magid items that Drowde
11th K’hinax
warmth (such as a ring of warmth) protect the wearer Spider, hairy (ld20):AC 8; MV 12, Wb 9; HD 1-1;
completely and items that negate or lessen cold-based
attacks (such as afur ofwarmth) work as their description THACO 20; #AT 1; Dmg 1; SA poison; SZ T (6’ or
states; any heat applied to a brown mold c a w s it to p w - less); ML average (10); Int low (7); AL NE; XP 65
torches double its size, flaming oil quadruples it,fireball each.
spells cause it to increase in size eight-fold; only a
disintegrate (which destroys it), plant-affectingmagic, and Notes: Hauy spiders do not spin webs, instead using other
cold-based spells affectit ;ice s t o m or walls of ice cause it spiders’ webs or pouncing dirrctly on victims; they are
to go dormant for 5d6 turns;a wand of cold, white dragon immune to all known spider venoms; up to 40 hairy spiders
breath, or a cone of cold spell kills it; brown mold does not can swarm a humansized victim and they gain a +5bonus
affect cold-using creatures to attack rolls once they are attached to a victim; they are
resistant to crushing damage, so when victims roll on the
p u n d or against waUs, the spiders are not affected; they can
Mold, yellow (1 patch): AC 9; MV 0; HD n/a; carry small items and walk on waUs or ceilings; they have 60-
THACO n/a; #AT 1; Dmg n/a; SA poison spores; foot infravision and arr not afraid of fire;the= is a 40%
SD affected only by fire; M R 20%; SZ L; ML n/a; chance that the c r e a m can detect invisibility, having a 4-in-
6 chance of doing so each round; victims gain a +2 bonus to
Int non (0); AL N; XP 65. saving throws vs. the hauy spider’s poison, but if it fails, the
Notes: Yellow mold may (50%chance) emit a cloud of spores in victim suffers a -1 penalty to AC and attack rolls, and a -3
a 10-footradius if it is touched roughly; any creature caught penalty to Dexterity checks for ld4+1 rounds thereafter.
in this cloud must succeed at a saving throw vs. poison or
die; a cure disease or resurrection spell within 24 hours can The hairy spiders were brought to 11th Khinax by
restore life; fire of any sort destroys the yellow mold, and a the drow; many of the dark elves used the creatures
continual light spell renders it dormant for 2d6 turns;none of
the yellow mold encountered in nth K‘hinax is sentient. as familiars and messengers. Although the behold-
ers did not particularly like the spiders, they per-
Mold of either type has cropped up in out-of-the- mitted the drow to bring them. Once the civil war
way areas of the caverns and tunnels of the city, and broke out within the city, the spiders got loose and
the beholders have left them alone for the most part, infested the place. In the centuries since the city’s
since they can easily avoid the stuff. The one excep- downfall, they have bred and multiplied, and there
tion to this is the brown mold in the upper levels. are literally thousands of the beasts all over the
Since the beholders cannot skirt around a brown place now. The beholder clan would very much like
mold patch as easily, these have been disintegrated. to get rid of the spiders, mostly due to the fact that
they are a negative reminder of the eye tyrants’ for-
Scorpion, large (ld6): AC 5; MV 9; HD 2+2; THACO mer interaction with the &ow. Unfortunately, the
19; #AT 3; Dmg ld4/ld4/1; SA poison sting; SW spiders are too prolific and difficult to find, so it
blind; SZ S (2’ long); ML average (8); Int non (0); looks like they are here to stay.
AL N; XP 175 each.
Notes: The large scorpion’s tail stinger poison is somewhat
Stirge (3d10): AC 8; MV 3, Fl18 (C); HD 1+1;
weak (type A, 15/0 points of damage, +2 bonus to saving THACO 17; #AT 1; Dmg ld3; SA blood drain; SZ
throws); if reduced to 1or 2 hit points, it goes into a stinging S (2‘ wingspan); ML average (8);Int animal (1);
frenzy, gaining two attacks each round with just its tail; the AL N; X P 175 each.
scorpion is not immune to its own poison; these s p e d cave
scorpions are blind and thus suffera -2 penalty to their Notes: Stirgg attack as 4HD crrahlrrsdue to their ability to find
attack rolls. preys’ weakness; when a stirge makes a successful attack
with it pmboscis, it begins drainjng ld4 points of damage
The large scorpions found in Ilth Khinax are solid worth of blood each round thereafter; once it drains 12 points
white and blind, having lived many generations in of blood, it flies away to digest; due to their strong grip, siirges
must be killed to be m o v e d from victims; if an attack against
the complete darkness. They were brought here by an attached stirge misses, make another attack roll against the
a visiting race (most likely the drow) during the victim’s AC to see if the attack hits thevi& instead.
city’s heyday. Ixathinon’s clan does not care for the
scorpions for this reason, but they are content to let When the beholder clan first moved back into the
the creatures alone for the time being, since they act city, they discovered a ”supply” of stirges that had
as yet another deterrent to unwelcome visitors. been petrified and put into storage. Ixathinon
11th K'hinax
ordered the stirges restored to life and placed in a
chamber or two to guard against unwelcome visi-
tors. Thus they can be found only in the lower lev-
els, awav from the beholders themselves.
Natura i Phenomena
Unstable ground: During the course of the fighting
and in the years since, the structuralintegrity of the
aty has become suspect in many places. The char-
acters may stumble across places where the
stonework has cracked or -bled away, or w h e
footing is treachemus. Hidden sinkholes may lurk
underneath a thin layer of shale, waiting for a hew-
I
Each of the following encountem have been inten- ily armored warrior to step then?and fall througkr
tionally left vague and open to further enhancement Effects of disturbing unstable stonework are left up
by you, the DM. They are nothing more than to you, the DM.
unusual occurrences in the geography of the place,
but they should give the players pause as they have Temperature: Hot and cold spots may be found
their characters explore the depths of the aty. anywhere in the tunnds and caverns of the city. The
temperature may change only slightly, or it may
Air current: This can include such things as cold or become uncomfortably hot m cold. It may affect the
hot currents, up- or downdrafts, humid spots, air, or the stone itself may altered.
downright windy breezes, and perfectly still loca-
tions. They can blow from nowhere in particular, or Minor treasure: This last entry indudes any sort ef
they can come from small shafts located in the floor, insignificant trinketthat was lost or dropped dur-
walls, or ceilings. ing the chaos of the civil war. Items found should
usually be small and of relatively little value, such
Odor: Smells can include decaying material, acrid as a coin, a small piece of cheap jewelry, or some
or smoky odors, animal waste, the smell of suLfur, thing not recognized by the characters (a tactile
or any other odor you can come up with. map for a blind race, read by sense of touch rather
than sight, is a good example). If the DM wishes, m-
Useless object This should be some sort of minor more significantfind can be substituted, but it
and broken piece of equipment or miscellaneous should ideally never be mom than a gemstone or
stuff. Perhaps the charactersrecognizeit, or perhaps two, or perhnps a potion
not. Such items can include a bmken arrow, dried
blood, a rusted or broken tool, slimy spots on the Keyed Areas
wall, carefully aligned stones on the floor, unusual
or strange scratchings or carvings in the stone, etc. The following sections are the keyed areas repr-
sented on the maps. They are b d e n down into a
Sound Noises of all types are included in thiscate- two-part hierarchy: The first number indicates
gory The adventurers can hear a distant roar,run- which level of the aty is being desaibed, and the
ning water, dripping, moaning or whistling, strange second indicates the specific room or area within
footsteps, and so forth. They could also come acruss that level. Occasionally a lowercase letter f d W S
a place where the stone is shaped the momnumber, indicating multiple subsections
. in. .such a way that
sound carries differently or is dunuushed or magni- of a particular location. Note that all descriptive text
fied (such as standing in the middle of a building's to be read aloud assumes
rotunda). some sort of n o d light
ing other visual means, you may need to alte
Water: Water encounters can vary from a slight descriptions slightly. If they adually try to navi@
trickle running out of a crack in the wall to a dark, in the dark, then they obviously see nothing at al?
stagnant puddle, to a major torrent runningthrough (and won't last very long in th--+h qf the pa*
a tunnel or passage. The water may be cold or hot, either).
crystal clear and suitable for drinking or fullof min-
erals, soil,or poisons leached from the pround.
c I
17
&&
,, ...~::..
.......,...
~-
11th KhInax
,eve11 (Lowest Level) pletely scorn all of the diffemt areas of the lower
sections,as various cave-ins prevented it from tra-
This level is the lowest physical level in the entire versing the entirety of the place. It wisely chose not
city. It was treated as a common area by the behold- to blast its way through these blockages with its eye
ers. All traffic coming and going in the city passed powers, assuming that some of them were unstabk
into the cavern at this level, and during normal and would require further scrutiny before they
times (that is, when the city was not under some could be safely removed. Since that first pass-
sort of attack) the gates were always open and pas- through, it has not been back.
sage was unrestricted. Of course, the city proper
(everythmg inside the gates) is all within the moun- 1-1. Entrance Tunnel and City Gate
tain rather than being out in the great cavern itself, Whether the characters descended from the
so movement vertically was s t i l l restricted. The only basement levels of the secretheadquarters of the
means of reaching higher levels of the city was to Unblinking Eye or from the abandoned warehow
journey to the interior of the city and procure per- (depending on which beginning you used to
mission. Anyone caught traveling along the outer launch the adventure), the steep round tunnel they
slope of the mountain was imprisoned immediately. discovered leads down, down, and even further
Beholder-kin suited to the task patrolled the "skies" down, spanning more than a mile before it exits
overhead to enforce this. into a larger passage that mns much more levelly
Since there were a variety of creatures either Read the following aloud to the players, adjusting
serving the beholders or visiting as merchants, the as necessarv:
layout of this lowest level of the city is somewhat
haphazard. Each species had particular tastes
andlor needs, and thebeholders obligedsome-
what. In some cases (such as with the duergar-
below), the beholders imposed their own will on
the design of the residential zones, while in others
they allowed the species to alter the locales to suit
themselves. Those species whom the beholders con-
sideredfur beneath them (for they considered all
nonbeholder creatures to be inferior) were restricted
to the lowest level. Their more esteemed allies
(those creature types whom the beholders consid-
ered to be potentially formidable foes and therefore
deserved their grudging respect) were afforded
more posh quarters on the second level. This larger tunnel is one of the ancient roadways
Ixathinon has left this portion of the city alone of the Underdark, used eons ago by many subter-
thus far, since the hive has limited resources and ranean species to travel from place to place. This
doesn't really have a need for the lower levels of the particular pathway is no longer in use, which will
place yet, anyway. Zulnethrac, a true beholder in quickly become apparent if the characters turnto
charge of the protection of llth K'hinax, made only the right. After perhaps 200 yards or so,they come
a cursory inspection of this area when the hive first upon a great cave-in. This collapse happened dur-
arrived at Ilth K'hinax. Its primary intent was to ing the civil war within Ilth K'hinax, and no one
ascertain that it was not occupied by any organized ever managed to dig it out again.
society of creatures that might pose a threat to the The other direction leads to the city itself. Char-
hive. It found signs of other creatures but chose to acters who wander in this direction find that they
leave them alone, as they made good defenses wiU travel a quarter-mile before they reach one of
against other species that might find their way into the old official gates to nth K'hinax. Read the fol-
the lower levels. In addition, it was unable to com- lnwine to the Dlavers:
11th K'hinax
The bridge and boom have long since deterio-
rated and collapsed, falling into the murky depths
of the water and sinking out of sight. The charactel
should have little trouble getting across the water
and through the gateway, however. Beyond the
gate, the tunnel continues as before.
Qeqtoxii the Guide: When the characters are
first faced with the decision of whether to turn ri&
this pathway continues to descend for another or left, Qeqtoxii suggests going to the left for some
350 yards or so before arriving at a gateway. When plausible reason. Of course, the elder orb won't
the adventurers arrive at this point, read the follow- push the matter since it doesn't want to blow its
ing aloud to the players: disguise now, but it has to try to guide the adven-
turers whenever it can.
29
The otyugh has no treasure. If a great amount of rumbling occurs, but the second such die result
fighting takes place near this silo,there is a chance indicates that a portion of the building collapses. If
(20% per round, noncumulative) that it collapses the die result is 01, the entire building collapses-
from the vibrations and shocks. If such is the case, see below. Each adventurer inside the edifice mu&
each character (as well as the otyugh) engaged in roll a successful saving throw vs. paralyzation to
combat must roll a successful saving throw vs. avoid falling debris. Failure indicates that a char-
paralyzation to avoid being struck by falling acter is struck by the debris and suffers 4d6 poini
framework. Any character that fails the saving of damage.
throw roll suffers 2d6 points of damage and must If the entire building collapses (due to a 01 res
roll another successful saving throw vs. paralyza- on the percentile die roll), everyone inside the
tion (with a +4 bonus) to avoid being pinned building is buried under falling debris. Each char
under a heavy beam. Pinned adventurers cannot ter must roll a successfulsaving throw vs.
fight and they lose any Dexterity bonuses to their tion or suffer 1Od6 points of damage. Succ
AC. In order to free a character from being pinned, only half damage is suffered.In either case,
a total of 25 points of Strength must be applied to adven-rs arr buried and will have to be dug
the pinning object (pinned characters may assist in or they will die. To make matters worse, the bla
this effort).
- - I
"
11th Khinax
Once the group meets up with the svirheblin, rounds. After that, the fallen adventurer g e 3 .
Qeqtoxii allows the characters to interact as they swept around the cavern below a couple of h&s
wish. At this point, it matters not to the elder orb before being pushed out into the waters of the
if the group makes enemies of the deep gnomes moat. He eventually winds up in the deep level
or garners allies from them. of area 1-13, taking only ld4 points of damage
1-12a. Arena
Beyond the initialsection of buildings stands a 1-13. Kuo-Toa Housing
great amphitheater, crumblingnow. It once served The kuo-toa were not high on the social ladde
as a place of entertainment for the visitors to the aty. in terms of value to the beholders (or to most of
Inside this battle a m , slaves were made to fight the other major Underdark races, for that matter),
monsters and one another. Now the arena floor is a but they warranted special quarters nonetheless;
treacherous, soggy mess. Evidently, part of the Due to the fish-men's affinity for water, special ... ~
"solid ground of the W M was built over a thick quarters were necessary to house them whenever
layer of limestone. This limestone was exposed to an they^ came to 11thKZ
underground stream of water (part of the system of that effort.
that provides water to the moat) which eventually The entire place is actually a s
ate away at it, causing a great part of the WM'S that cascade down from the entrance to the sec-
weakened ground to fall inward. The resultingsink- tion. The lower pools are fed from great under- I
hole affectsonly the arena and some outlying spots water sources, rivers that flow many miles in the:
at this point, but Zhethrac is currently working on earth's crust. In fact, the kuo-toa did not travel to
a solution to prevent further erosion of the underly- the beholder city by the normal means, but
ing limestone layer on that part of the city instead arrive and depart right here in this area
If the adventurers go further than the arena via an underground river that feeds the lowest -.?
entrance, read the following aloud, adjusting as pool. (Incidentally, this is the same source of
necessary: water that feeds the giant moat that encircles pa@
of the city's perimeter.)
The entire area is divided up into three main
sections. The uppermost has the highest elevati
(the water is five feet deep), and water spills over'
s a diameter of a dam into the middle pool, which is slightly
lower than the first. This pool, in turn, spills
water over into the lowest pool (the water is 15
feet deep for the first several feet before angling
off), which connects deep below the water's sur-
face to the underground river. The topmost poo
is actuallv fed bv a decanter of endless water that
Zulnethrac was able to investigate the whole has beenplaced'at the bottom and set to the
arena because of his floating ability, but if the tain levec in other words, five gallons of wat
characters attempt to traverse the area, they must
make several successful Dexterity checks to get to gallons of water spill over the dam each min
the other side. Each time a character comes close feedmg the middle pool, etc.
to the edge of a sinkhole, a successful Dexterity Around the edge of the area runs a catwalk
check with a -2 penalty must be made or that
adventurer falls into the hole. If a character falls
into a hole, he discovers very quickly that the
water beneath it is very cold. Another character
can aid the fallen hero-if he gets there wi
die sound of lightly falling water greet Level 2
enter this area. For some reason, thi
to be lighter than the area that you This second level of the lower aty was rrsenred
n fact, a faint glow emanates from the for special guests of the beholders, those species fi
of you. Looking around, you see the eye tyrants considered to be worthy of better
r with a set of steps leading down treatment or that would pose a serious military
irst tier. A catwalk skirts the edge of th threat if they were not kept content. At the city's
height, this included the drow elves and the illithi(
or mind flayers. Like the first level, the beholders
did not tolerate open displays of animosity within
clear crystal that is enchanted wi& a continual the second level; to minimize the possibility of suc
light spell. If the characters attempt to investigate a thing occuning, they kept constant vigilance and
the light source in the water, they must make segregated the two species from one another.
their way across the wall of the first tier and onto Surprisingly, them was little damage caused to
the second tier to dive for it. Since the water is thislevel of the city. It is substantially smaller than
clear, the adventurers should have no problem the first level, and not overly tactically valuable.
retrieving it. Like the lowest level, observation towers ring it,
Qeqtoxii the Guide: The only reason that Qeq- accessibleonly by the beholders and their miniom
toxii might have for coming into this area is to col- The center of the level opens to the great central
lect any characters that might have fallen into a plaza below on the first level, and the inner ring o
sinkhole in area 1-12a. Otherwise, the elder orb rooms and chambers have windows that face it.
would rather skip it. One great central hallway cuts a path all the way
around this level in a large drcle, so everything on
1-13a. Hidden Wealth the level is easily accessible.
Because of the collapse blocking the catwalk in Like the level below, this area of the city has bet
the northeast comer of the area, it is difficult to thus far ignored by Ixathinon. Zulnethrac made it
reach the observation towers on foot. For this pre- inspection of the place, but again, it saw little rea-
cise reason, Sespetoxri has chosen to hide some of son to be danned by the presence of the few crea-
its wealth here. With the utmost care, the beholder tures it found here, so it left them alone, keeping
has placed a small chest in a cavity under the cat-
walk on the westem edge of the cave-in. The
beholder assumes that anyone trying that hard to 2-1. Open Area
get to the towers will have a means of getting This huge area opens to the floor 75 feet below,
across the water in some fashion other than cir- the central plaza of Level 1.Many of the inner rinr
cumnavigating the rubble blocking the path. rooms have windows that look out into this area.
Thus, no one will ever be over there by that side The central piUar rises right through the middle 01
of it, anyway, and anything the beholder hides the area, continuing up another 150 feet to the cen
underneath it should be fairly safe. monial platform. The spiral pathway ascends from
Included in the treasure trove are one potion of below, arriving at Area 2-2.
ESP, two scrolls, each with a single spell on it
(levitate and dispel magic), and a scroll of protection 2-2 Catwalk and Elevato
from poison. The entire set of goodies are in a When the characters arrive here for the first time,
waterproof case inside a small coffer that read the following aloud to the players:
Sespetoxri has set in a small recessed alcove. It
carved this niche out of the wall under the cat- Pa- SP
walk but above the surface of the water. uge stone column
11th Khinax
2-4. Inner Ring Suites
Each of the segments marked on the map to the
inside of the Great Ring Hallway is a suite of
? & h e m , where they ascend-toa building rooms that was available for drow guests when
!%ti:o!whead on the tops of the larger they visited the civ. These guests included emis-
lambs. A ladder is attached to one of saries, merchants, and religious leaders. Each suite
; and leads up to a narrow doorway. consisted of a main parlor wibh two or more pri-
...
vate chambers adjacent to it. Holes were cut into
It is here that the elevator from Area 1 4 a the wall facing Area 2-1, and windows formed
arrived when it was still functional. Now, of from glnssteel spells provided superb views of the
course, there is only the hole in the middle of the trading plaza far below.
floor of the large catwalk. The building above the The decor of each room emulated favored drow
elevator's amval point houses the gearing system styles of design and Ornamentation to make them
for the elevator. It opens at the top so that a feel at home. While much of this adornment was
beholder guard could control the slave labor oper- destroyed or looted during the downfall of the
ating inside. city, bits and pieces of the furniture remain. Read
At one time the entire catwalk had a railing sys- the following aloud to the players the first time
tem to prevent accidental falls, but the ravages of their characters enter one of these rooms:
time and war have eliminated a good deal of it.
Characters who venture too near the edge (partic-
ularly the crumbling edges denoted on the map)
run the risk of falling. When attempting to skirt
the elevator hole, have each adventurer make a
Dexterity check with a -4 penalty. This penalty can
be modified to a -2 penalty if the characters take
some form of precaution against falling when
moving through the area.
Qeqtoxii the Guide: Once the characters make
it into this area, the elder orb urges great care.
Qeqtoxii allows the group to explore some of the
rooms along the great ring hallway (area 2-3), but
grows impatient after the first few rooms. Instead
of showing impatience, however, the elder orb
expresses extreme caution and helps with any dan-
gerous situation that the adventurers might Knd The rooms off of the main parlor are in similar
themselves in. It only occasionally makes worried disrepair. If the characters sear& a suite, there is a
comments about moving on. chance they can uncover some lost or forgotten bit
of treasure left behind during the upheavals of the
2-3. Great Ring Hallway ad war. If the players declare that their characters
This hallway circumnavigates the entire second are searching, ask them how long they wish to
level, allowing access to every portion of the place, devote to this task, and if they spmd sufficient time
including the observation towers. Duriig the city's in the endeavor (threeturns), there is a 25% chance
heyday, this was a rather posh place, for the of recovering something. If the treasure check
beholders wished to treat their special guests right msults in a discovery, roll on TAle 3 Lost Drow
and ensure that they would not find any reason to Treasure to determine what has been found.
turn hostile. Now, it has fallen into disrepair, and
little evidence of the beauty and luxuriousness
that was once here remains.
35
11th Khinax
Table 3 Lost Drnw Treraiirp Subtable 3c: Potions
D20 Roll Result D20 Roll Item
01-04 ld4 gems 1 Animal Control*
05-08 1piece of jeweb 2 Clairaudience
09-19 Pouch of coins 3 Clairvoyance
20 Minor magical item 4 Climbing
5 Diminution
Gems. Either a single loose stone is spotted or a small 6 Fire Resistance
pouch with a few of them is discovered. Subtable 3a: 7 Flying
Gem Values is the gem table taken from the DMG to 8 Gaseous Form
help determine &value of the gemstones foi 9 Growth
10 Healing
Subtable 3a: Gem Values 11 Invisibility
DlOO Roll Base Value Class 12 Levitation
01-25 10 gP ornamental 13 Philter of Love
26-50 50 gP Semi-precious 14 Plant Control
51-70 100 ?P Fancy 15 Polymovh Self
71-90 500 gP Precious 16 Rainbow Hues
91-99 1,000 gp Gems 17 Speed
00 5,000 gp Jewels 18 Sweet Water
19
Jewelry. Some type of decorative personal item is 20
revealed. Table 3 b Jewelry Values is the objects of a
table taken from the DMG to help determine the
value of the pieces of jewelry found
Subtable 3 b Jewelry Values Subtable 3 d Scrolls
DlOO Roll Values D20 Roll Item
01-10 10-100 gp 1 1spell
11-25 30-180 gp 2 2 spells
26-40 1 0 ~gp0 3 3 spells
41-50 100-1,Ooo 81 4 4 spells
51-60 200-1,200 gj 5 5 spells
61-70 300-1,800 81 6 spells
71-80 400-2,400 81 7 spells
81-85 500-3,W ,: Map
86-90 1,000-4,000 gp Protection
91-95 1,00M,000 gp 10 Protection
96-99 2,000-8,000 gp 11 Protection
00 2,000-12,Ooo gp 12 Protection-Electricity
13 Protection-Element&
Coins. A small pouch of coins is discovered. TI 14 Protection-Fire . I
-
-2 penalties to attack and damage rolls (after 6 rounds a
victim is in a trance),fenr, all within 30 feet must roll a
successful saving throw vs. spell or flee for two rounds,
nausea, in a cone 30 feet long and 20 feetwide at the end
that affects anyone failing a saving throw vs. poison with
nausea and weakness for ld4+1 rounds, leaving the victim
unable to act in any manner, and hold person, affecting only
one person at a time, range 30 feet, for 5 rounds; each
moan effectcan be cancelled with a neutralize poison spell;
cloakers have shadow-shiftine Dowers. which thev use to
manipulate light to their benxt; it can be used to‘obscure and the rest of the decor a of stranger, more
opponents’ vision and lower the cloaker’s AC to 1,or it underworld, hues-mauves, ochre~,~mssets, and
can create mirror images of the cloaker as per the wizard sickly greens. Hanging above the altar is a three-
spell (ld4+2images made); a light spell cast on a cloaker
blinds it and prevents it from using shadow shifting.
dimensional projection of the head of Lolth in spi-
der form. Read the following
-
The cloaker attacks the first individuals that when their characters get this
approach it, first using its moan ability to numb
its opponents and then using its shadow shifting
abilities to obscure the characters’ vision. While
At the end of this strange and wondrous walk Of more immediate concern to the party, how-
stands what is obviously a place of worship; a e\-er, is the other visitor to this place. A xorn has
raised platform is crowned with an altar of the burrovved its ~ v a vhere from the outside of the
blackest crystal, shot through with striations of mountain and has been happily munching away
purple, chartreuse, and rust. Hanging above it on the delicious crystals and minerals it has found
and gazing at you malevolently is the image of a here. To the xorn, this room is the equivalent of an
great spider with a humanoid female head. The all-you-can-eat gourmet restaurant. Under normzl
spider is made of the blackest crystal, pure mid- circumstances, a xorn might either ignore the
night in color, except for its eyes, which are twin characters or demand some amount of treasure
rubies the size of which you have nerer seen from them, but this particular creature is mad
before. xvith lust over its newfound t r o w of food, and it
almost insanely sees an)- other creature as a threat
The rubies are rare and valuable, indeed, but to its supply.
they remain still because of their sacred role in this The moment the xorn becomes aware of any of
twisted scene. Anyone disturbing the rubies sets off the characters (which will not be immediately if
a hideous trap; the mouth of the image spexj-sforth the characters are being quiet-it is quite busy
a noxious cloud of deadly vapors that functions consuming a section of wall in one corner), it
identically to a cluiidkill spell. -4ny thief attempting takes on a threatening posture and orders them to
to check for traps before remo\.ing the gems auto- leave immediatelv. If they do not obey, the xorn
matically fails to detect the trigger since Lolth mo\.es to attack, ;ntending to drive them out or
placed a curse on the image that affects anyone Tj-ho kill them. Very little can be done to convince the
might desecrate her holy effigy hlagical trap- xorn that the adventurers do not intend to steal its
detecting items are not affected bv this curse. dinner, short of perhaps offering it something
3
YY
11th K'hinax
tasty. In this case, the characters might be able to bathe in. Read the following aloud to the players
avert a fight, but befriending the creature is not the first time their characters enter one of these
possible, as its only interest is in dining here for a rooms:
very long time.
aversion, contact, ego whip, ESP, id insinuation, telepathic beholder (perhaps 5 ' 4 in &et&) and exits to
projection. the surface of the mountain.
This room holds nothing else of value.
Ceremonial Platform
2-9. Empty Rooms The top of the central pillar (area 1-7) fans oc
These additionalroom were set aside to someday into a wide platform that sits directly below th
house more guests, but since therew e never that entrance to the upper city. Atop this platform i
many long-term visitors to llth K'hinax and most of an array of great braziers that once burned con
the other speciesnever felt comfortablebeing near the tinuously during the height of the city's power,
alien illithids, these rooms were never set up for use. but which burned out when the city fell. When
They did, however, get some use during the fighting Ixathinon led her hive here, one of the first
that led to the aty's downfall, as they were useful for things she ordered her kin to do was repair and
hiding in during particularly heated battles. relight the braziers, for they hold the highest si
If the adventurers investigate these room, then nificance to the beholder way of life-they hon
they will attract the attention of a magebane that the dead.
has wandered into this area. Zhethrac has no idea Read the following aloud to the players the fir
that this creature is in the area, otherwise he would time their characters arrive atoD the ceremonial
have destroyed it. As it is, the magebane will attach
itself to the highest-levelwizard in the party and
feed off of his magic.
Upper City
Within the great stalactite that hangs high above
the cavern of 11th Khinax is the upper city. Inside
the vertical shafts and sacred rooms, the beholders
lived out their lives, ever paranoid of the creatures
below them, ever watchful, never trusting. They
lived high overhead, defying gravity, always aloof,
removed both physically and mentally from the
rest of their city’s society. Their home was not con-
-3 on each die of damage, minimum of 1point per die). ducive to other species, and that is the way the eye
tyrants wanted it. Unfortunately, when their dis-
trust became so great that they could no longer
s deep dragon has managed to gather a few bear its weight, their city came crashing down
of treasure during its brief (by dragon star- along with it.
dards) life, which it k e j s collected in a hose pile in All along the outer hide of the upper city are
its lair. This treasure includes 9,376 cp,2,320 sp, spires, the individual beholders’ homes. Each one
4,527 gp, five art objects (a small 12-gp crystal five- was a unique structure, carefully formed out of the
pointed star, a 400-gp statue of a lithe panther, a stone of the cavern. Within the center of the upper
500-gp ornamented egg, a 1,400-gp pearl necklace, city was the beholders’ govemment. It was there
and a 3,000-gp delicately filigreed golden circlet that the eye tyrants came to debate, to plan, and to
inset with purple sapphires),and eight gems (one entertain. The entire upper city was constructed
10-gp epidote, four 50-gp carnelians, one 100-gp from a vertical point of view, rather than a hori-
heliotrope, one 500-gp tourmaline, and one 5,000-gp zontal one. Individual chambers were most often
diamond). reached by ascending a shaft rather than moving
Qeqtoxii the Guide: Of all the areas that the sideways through a hall. Frequently, the rooms
characters enter, this could prove to be the most didn’t even have floorspace.
dangerous for Qeqtoxii’s beliefs. Since the ceremo- In this section of Ilth Khinax, Ixathinon and her
nial platform and burial chamber mean so much to ilk have taken up residence. They have begun
the elder orb, it could be hard-pressed to maintain restoring various chambers of the place by repair-
its cover. As a result, when Qeqtoxii urges the ing damage caused during the war, replacing lost
advenmrers to go up instead of looking down, there or stolen decorations and Ornamentation, and
could be a little strain in the elder orb‘s voice. In restocking speaal pet denizens that perished in
fact, Qeqtoxii’s persona would actually risk a lie to the fighting. While they have a long way to go
keep the characters from going down. Since Qeq- before the city even faintly resembles its former
toxii knows the group well by now, it should have glory, they are nonetheless making very good
no problem in coming up with something that is progress.
convincing.
"
11th K'hinax
Beholder Spires point of beholder social and political activity.
Qeqtoxii the Guide: If the adventurers decide to
countless spires hang from the ceiling of the great enter one of these spires, then Qeqtoxii supports their
cavern, overlooking the city below. Each of these effort.Afterall, the elder orb's persona has to show
was a private dwelling for one or more beholder some intemt in how beholders lived! However, after
families, and in most ways they were identical, the group makes it into one (if they can), then the
although each individual abode had its own varia- elder orb tries to get them to move on to Level 3.
tions. Regardless of whatever personal touches were
added to the dwellings, each one had several fea-
tures in common. To begin with, the entrance is Level 3
always located at the bottom, so that a beholder This particular portion of the aty consists of
wishing to enter can simply levitate straight up into unusual rooms designed for various purposes
the structure from below. This played to the behold- within the social and governmental structure of the
ers' strength (in other words, its ability to defy grav- beholder lifestyle. Each one of them had a unique
ity) and gave them additional protection from the use, but each was very beautiful in its own way.
other races of creature stuck on the ground. Ixathinon is taking great pains to restore thispor-
Once inside the spire, a beholder could ascend up tion of nth K'hinax, byhg to refurbish all of the old
through the central shaft to any level desired, where beholder trappings to make the place cozy and rem
various rooms connected to it. Much in the same iniscent of the city's heyday.
way a human dwelling had multiple mms Beholder decorations focus primarily on visual
designed for different purposes, the beholder's sthulatiion, including masterfuyI carved bas relief
home offered a variety of moms for different activi- works, fancifuldisplays of color in various ways, such
ties. There was, of course, the common m a , some- as tiling or frescos, and assorted lighting methods.
thing of a parlor, where the beholder might permit Lighting in particular was a very papular means of
guests to arrive. One or more sleeping chambers decoratingfor beholders; they went far beyond what
were present, usually near the top of the spire, away we might thinkof in termsof decurative lighting.
from the entrance. Most of the s p k also sported a For example, special chemicals mixed into the
larder of sorts, a place where the beholder could pigments used in painting frescos would cause the
store petrified food until such time as it was needed. painting to actually glow in the dark. Phosphores-
During the war, many of these spires became the cent mosses and creatures were brought in and
center of hostilities. Battle raged in amongst them used in decorating. Minor magical items with no
almost constantly, and holes blasted through walls other purpose than to give off dazzling light dis-
for various militaristic reasons became a common- plays were very popular. Beholders had a plethora
place sight. In fact, more than a few of the spires of ways to use light to great effectwithin their city,
were so weakened structurally that they finally and there was no more enjoyable pastime than sit-
could not bear the strain and went crashing to the ting and observing the fruits of their labors.
cavern floor below. This is, of course, what col- One of the unusual things about this level of the
lapsed the eastern pathway on Level 1. aty is its overall shape.Because beholders think in
Today the spires are vacant, long abandoned by terms of their own shape,almost everything they do
the eye tyrants who once called them home. After has a mund or sphericalquality to it. With the upper
the long absence of the beholders, water has aty,thiswas accomplishedby mating the area in a
dripped down the spires and formed stalactite on cylindricalpattern. The upper city proper is reached
the tips of the spires. Although Ixathinon and her by ascending the main central shaft. The opening of
hive mates have examined the sphs, little has been this shaft is at the tip of the giant stalactitelike forma-
done to repair them; there just isn't a need yet. tion, some 80 feet above the ceremonialplatform.
Sooner or later, the hive will grow, but until that Once inside the shaft, four passages radiate outward
time, Ixathinon prefers to focus her resources on the and eventuallyconnect to a great circular hallway.
interior upper city, which had been the central focal v a r i rooms
~ ~ and chambers are reached from this
45
"-.:-~
Alternatively, the beholder could rise all the way coloring and its &&on), the .&& appears and
to the top of this shaft, where it would come upon a
huge audience chamber designed to hold hundreds
gpio
mo eS just like a n m b e r h d k , so there &,onlya
a57 ylance upon first spattlngthe thkg that its
of the eye tyrants. This place was used when a true ~ t can wbe gleaned.
major issue had to be discussed. It became the cor- Khwaistul discoverxrl the
nerstone of beholder d strwture.
Beholders found it very enjoyable to wander them all brought here to stock the shelves. The
through the water garden, being gently splashed elder orb has only partially complied with the hive
as they ducked under a small fountain’s spray, or mother’s wishes. It has sent a few tomes her way,
floating quietly near a pool, watching the ripples simply to appease her, but the vast majority of
from a cascade of water falling from overhead. interesting texts it keeps for himself, as the elder
Ixathmon has not yet been able to acquire the two orb is a voracious reader in its ownright and
magical items necessary to get the garden running craves knowledge almost as much as it covets
again, but she has a standing order with Qeqtoxii Ixathinon’s position at the head of the hive.
to locate a set of them and bring them to her as The titles currently stored in here are of a wide
soon as possible. variety of subjects, and many of them are in Ian-
guages unknown to the people ofCumbert. If the
11th K’hinax
C k l d I d L r e I b become overly interested in these vol- resting upon. It requires a total Strength score of 35
umes, you will have to make up a few titles your- points to move the thing to one side and reveal the
self. There are not, however, any magical texts in trove hidden in a hollowed out space there. The
the collection. If the adventurers haven’t already treasure consists of four potions (ventriloquism,
encountered Khwvistul in its lair, then there is a guseousform, longevity, and philter ofglibness); three
25% chance that the beholder mage is in here. scrolls (1spell, 1spell, and 7 spells); three art
pieces consisting of a 113-gp sphere made of sev-
3-5. Zulnethrac’s Lair eral precious metals blended together in a swirling
This chamber currently serves as the personal pattern, a 1,234-gp tapestry, and a 434-gp crystal
quarters of Zulnethrac. A series of ledges carved sculpture of a beholder; three 10-gp webstones,
into the walls of the cylindrically shaped chamber three 50-gp onyx stones, three 100-gp golden sap-
allow it to store items, and a large net stretched phires, and one 500-gp flamedance stone; and 466
across the place near the ceiling serves as its bed. platinum pieces.
The room is sparsely furnished, as the beholder
spends very little time here (there is only a 30% 3-7. Gazriktak‘s Lair
chance of finding the eye tyrant here, if applicable). Within this chamber the beholder Gazriktak has
chosen to create its lair. Because of its paranoia, the
3-6. Ixathinon’s Lair eye tyrant has entrenched himself well in the back
The hive mother chose this chamber as her pri- of the place, using the rest of the room to throw up
vate quarters because she could have Zulnethrac barricades between itself and the entrance. In addi-
outside to serve as a guard for her. She has tion, Gazriktak has had a petrified roper placed
brought most of the hive’s treasure in here, and near the entrance to its room. When it sleeps, the
her own particular style of decor is beginning to beholder keeps eyestalks trained on the entrance so
dominate the walls. Read the following aloud to that it can awaken at the slightest hint of a threat. If
the players when their characters finally reach this Gazriktak perceives that it is about to be attacked, it
spot: frees the roper from its petrified state to act as a first
line of defense.
In an effort to please Ixathinon, Gazriktak has
pooled its wealth into that of the hive, so no trea-
sure can be found here.
50
1
eye tyrant has hidden wealth away in other secret, Sikrewxes killed the minion. Now
locations, but to throw off suspicion, it lives a Sikrewxes turnsthe effect on or lets it fade when-
rather sparse life in the presence of the other ever he wishes to put another beholder off-guard.
members of the hive. One thing that has been If the adventurers attempt to enter this area,
installed in this chamber, however, is a snap-cable they will soon discover the unusual properities of
manned by two doppleganger minions (see page this type of effect. Whenever someone enters a
54 for statistics). Whenever Sespetoxri leaves its room with a sticky ceiling enchantment, he ”falls”
lair, the two minions turn a crank until the wire toward the ceiling instead of the floor and takes
of the snap-cable is taut. These minions then wait normal falling damage. While a levitate spell has
until someone enters. If it’s their master or no effect on this enchantment, both featherfall an
another beholder, the minions loosen the wire so fly spells do take effect. A feather fall spell works
that it lays on the ground. If someone else enters exactly as described in the-spellexcept that the
the main chamber, one of the minions cuts the affected character moves towards the ceiling
wire. Once released, the wire whips across the instead. Afly spell enables the recipient to ignore
chamber at waist level, inflicting 2d6 points of the effects as long as he can make a successful
damage to everything it strikes (THACO 16).
\rW* Beholders avoid the falling. effect bv turnine b:
*-a
hive (except Ixathinon, of course) wary of r & r Q
Sikrewxes's lair.
53
-
11th K‘hinax
Strategies and Events Possible Ruses
Throughout this whole adventure, Qeqtoxii Once the characters reach the upper level, the
tries to keep his plans and identity secret from doppleganger remaining with the group has
Ixathinon and the other hive members. For her orders to find a way into the p u p and sabotage
part, Ixathinon is no dummy; she knows perfectly its efforts somehow. Because it has been follow@
well what Qeqtoxii is and what it has been up to the group for a while, it should have a good idea
over the course of the last few weeks. She does of how to do this successfully. By using its cunning
not know that the elder orb is disguised as Veli- and skill, it should either be able to eliminate one
nax, however, so it is possible that she will mis- of the party members (preferably someone new to
take Qeqtoxii’s human persona for just another the party) and replace him,or it could attempt to
foolish adventurer awaiting destruction. The hive emulate a svirfneblin or other sympathetic human-
mother spends most of her time in the upper city, oid and join the party.
supervising the other hive members in their Of course, it is entirely possible that Qeqtoxii
restoration of things, but she will venture out will become aware of the doppleganger’s efforts or
beyond those confines on occasion to look in on presence. If Qeqtoxii’s Velinax persona seems to be
other areas. She trusts Zulnethrac implicitly, so the newest addition to the adventuring party, then
anything it tells her (or seems to tell her), she will the doppleganger could attempt to lure V e l i
accept as fact. Although she is not particularly away in an effort to pass off as the wizard. How-
happy with Zulnethrac’s idea of leaving monsters ever, keep in mind that the doppleganger also has
scattered all over the place to deter sneaky intrud- a chance to realize that Velinax is more than he
ers, she is a firm believer in delegating responsi- seems. In that case, the doppleganger could
bility, so she is going to rely on the other attempt to expose Velinax by tripping up the elder
beholder’s judgment. orb in some way. In effect, it is possible that the
Because she knows that Qeqtoxii is up to some- elder orb’s presence could neutralize the dopple-
thing, she has planted a pair of her doppleganger ganger’s presence and vice versa.
minions around area 1-2. Their orders are to watch If the adventurers discover that something is
for beings that could prove to be a threat to her. following them, then the doppleganger falls back a
Once a threat is spotted, one of the dopplegangers little. Allow any well-planned trap to snare either
must report back to her so that she knows that the one or both of the dopplegangers, however. If one
danger exists. The remaining doppleganger should of them becomes the party‘s captive, it does not
follow the group around and never contact them in willingly reveal anytlung more than that it is a
any way. After making its report, the doppleganger minion of the hive mother. If the characters find
that left the group should return and also shadow some way to make it reveal more, then it speaks
the group. If it looks like the group will reach the about some of the hive’s setup (including some of
upper level, then that doppleganger should report the beholders), but since it is usually busy doing
their impending arrival to Ixathinon. This gives her Ixathinon’s bidding, it doesn’t know specific
the opportunity to set up a little ”welcoming” com- details about anything except its own work pat-
mittee for them. terns as a minion.
I
~
A I
m@t%.:A fcw months ago, wc came to this 12; hp 31 (0 hp because of existing wounds);
g& 1KAh’attemptto find the ancient city of the THACO 16 (14 with long sword +I and speaa
%4Yi&j@a d look upon it with our own eyes. tion); #AT 3/2; Dmg l d 8 4 (long sword +1 wi
fomd it. However, affei a Strength bonus and specialization); SZ
I
%khrAiE of exploration, we came to realirc that
IECih $,as not as emotv o f beholders as the leg-
WidiXktcd..We found’ourselvesbeset by a la&
h4L elite (14); AL LG; X P 270.
S 16, D9, C 12,19, W 10, Ch
the battle, 1 was knockcd P m n n l i t y : rash, hot-headed.
tEjdous. Somehow, my father was able to Special Equipment: potion @flying (Z),l a g sword + I ,
buckler, backpack with five days ofiron rations,
steel, blanket, to& waterskin, %foot silk rope, p
P@&mck: huniing, long W , long sword*, m
Spedxatim).
the locals in the area about any legends that they ure wkh many eyes. Instead of hiiq &2J!&;: -..a<.
had heard. After years of research (and a hint from lowever, this creature’s eyes circle:ij$,+!y;F.ali
one of Qeqtoxii’s human personas), Garon finally :arm. Velinax whispers beside YOU ‘in=:‘‘It’s
figured out a possible location of the city and :he great hive mother . . . it must . ,ZheXjiki;;
found that his research paid off.Now, however, he :onfiguration. . .” ,
‘ I
I
.a
. .... ~....
‘lll’l...
. . . I
I.
...,.
I,,,.
I
wants to rid the city of the current occupants-if Before he can finish his sentewe, hewewc;tt;
only to protect the citizens living above it from the :reature talks. ”So,you are the . . .:aXUe#iiteY$:
hat Qeqtoxii believes wiU kill me:I.llcfkTcfi@:
evil predations of the hive!
.he poor creature underestimated “8
p6cQLX:;;
Nell, Qeqtoxii’s mistake will prciv? .~,L5~~$31!!
The Final Threshold ,oth you and that fool. Unless. .-Y:the:hrw::::
If Ixathinon is not warned by the dopplegangers nother pauses, as if thinking, ”. .’ +S6WdC
...*e.. >
;;< .\,..
of the adventurers’ arrival on Level 3,the hive xovide some further dctails abor;.Qq.tyi?;?::
mother doesn’t have any specific plans or traps .......
,perations outside this city SO that:thetejs:a:!r:
set. As noted in area 3-6 (Lathinon’s lair), there is ikooth
,I
transition
.. .
1
when
.. a hew Jed6i:t;ilZeS: :::
a 75% chance of her being in her lair at the time of
confrontation. If she is not in this area, then she is
in the large audience chamber (25% chance ifchar- The adventurers can ask clarifyingquestions of
acters arrive here before going to area 3-6).When the hive mother to find out what she means. If she
the party first crosses paths with Ixathinon, she discovers that they have no due as to what Qeq-
will not hesitate to bring her full complement of toxii was doing with the Unblinking Eye, then she
powers to bear on them. She will also summon the immediately attacks. Once the battle is initiated,
other members of the hive, if she gets a chance. the adventurers have ld4 rounds before Gazriktak
One thing she will certainly do is use her ability to (or Sikrewxes, if Gazriktak is dead already)
defy gravity to her advantage and the adventur- arrives. Ixathinon set this up purposely so that she
ers’ disadvantage. If she gets into a bind, it is a could scare the characters into surrendering. How-
56
I
living above the city.
sunlight, you see the citizen
about their business, littlc
had been growing
:mit@l;KCOund.With that threat removed, they
.E&
,.I . . . .conthue
.' togo about their daily chores wi!
:put thb!Z.qmination of the eye tyrants that had
~ 4 ! + % ~ &h&\w
~ them,
One of the staples or Denoiaer magc ana a r m -
tecture includes the use of blackstone. Blackstone is
created by the wall ofblackstone spell, which is a 5th-
level wizard spell. When cast, this spell creates
black stone that can be shaped into whatever form
the caster wishes. For every level of experience, one Here are
cubic foot of blackstone is created by the
arate castings of this spell will not create
wall of blackstone, however.
dazriktak (True Be
Beholders have different armor class values for Gazriktak is a craven and obsequious creatw,
different parts of the body. After a character makes among its own kind, always fearful that Ixathinoi
a normal melee or ranged-weapon attack, the will become displeased with its service to the hiv~
player must roll percentile dice to determine which and kick it out. It is certain that disaster awaits
part of the body his character is swinging at. around every comer and nightmares lurk in the
darkest depths of nth K’hinax, waiting for the
Roll Location AC beholders to let down their guard. It wishes that the
01-75 Body 0 I to its former home, but of course
76-85 Central eye 7 this to any of the other members
8695 Eyestalk 2
96-00 Onesmallereye 7
1-12s
m=20 FEET
MAP 1: Level 1
MAP 2 : Level 2
u1
x
I 7
0 0
In
U In
0 4-
I 0
u. o\
.n
coa-
L
I M
0
z
m
Ln
M