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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.

Current Conditions Within the City .. .12 Major NPCs ..............


Natural Phenomena .............. .16

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.

acters in that direction.


Since this adventure is designed for high-level
characters, it should not be taken lightly by the play- in this work was taken from I, Tyrant.

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.

Setting the Mood


white you are running the adventure, try to keep
in mind that the place is spooky. The characters'
light source seems pitiful and insignificant against
the overbearing darkness, and it seems as if it is
going to blow out at any moment. There always
seems to be some sort of shuffling noises just at th
edge of the light, but any time the characters movl
to investigate, they find nothing there (or perhaps
something is now missing from their supplies).
Convey the idea that being thisfar below ground
can be unnerving; quite a bit of rock looms over
their heads, and if the place were to suddenly floo
where would they all go?
Eye of Pain and Eye ojDoom, g d instead begin the.
adventure right here. This scenario is simple and
straightforward, allowing the characters to learn of
the ancient hidden city through the machinations of
Velinax the Vermilion, Qeqtoxii's alter ego. Keep in
mind that the information provided here is not
applicable if the DM and players have worked
through the first and/or second adventures in the
set. It is designed solely for those gaming groups
who start with this product.
The second method of starting the adventure,
entitled "Entering Ilth K'hinax," operates under the
assumption that you have used both the other two
adventures in this series (or at least the one prior to
this, Eye of Doom) and have already delved into the
story. This beginning takes some material from the
previous adventure and fleshes it out more. It
should be a smooth transition from the end of Eye of
Doom to the beginning of Eye to Eye (unless the char-
acters have proceeded on a completely unexpected
path between adventures, in which case you must
find a means to get them more or less back on track).

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. ~

He has managed to acquire official militia reports


gathered from a couple of people who claim to If the adventurers enter the doorway,they dis-
have witnessed something "large and round, mov- cover an abandofied warehouse fullof debris. It is all
ing slowly through the air" nearby. He has gone junk; nothing of value can be found here by the char-
over the area pretty thoroughly, and this is the acters, and the debris is severely infested with rats.
only place something could have gone, he However, the refuse is piled high enough in spots
believes. He was too frightened to enter the ware- that it would be possible for someone (or something)
house by himself, he will explain. Once inside the to hide in here, or to conceal a hidden passage lead-
place, the sage encourages the characters to spread ing somewhem else. That is exactly what Qeqtoxii
out and search for anything unus has done. After crossing the road in front of the char-
acters to get their attention, it used its polymwph self
spell to transform into a large rat and then scurried
into the bddine. The elder orb established its secre&'
bolt hole leadini to Ilth K'Xnax he
Beginning the Adventure
The portal is located in the partially collapsed has concluded that it leads to the nest of beholders
basement of an earlier structure over which this he has suspected existed all along.
warehouse was built. Near a far wall from the Velinax also strongly urged the characters to
door leading into the warehouse, a large open delay battling the spectator until they had man-
hole in the floor exposes the basement area below. aged to rest and recuperate. The sage knows that
Quite a bit more debris lies around this basement, the going will be tough, and he staunchly believes
but one wall of the older structure has been that the adventurers should be fresh and fully
replaced by blackstone (see page 60).The replaced armed. If the players went along with this sce-
section of wall meshes perfectly with the rest of nario, then they freed Velinax and returned to the
the basement wall, but it is of a significantly dif- surface with him to rest, regain spells, heal, and
ferent color and is immediately noticeable to any- perhaps train to rise in experience levels. You
one spotting it. As a result, Qeqtoxii has covered should handle all of these endeavors yourself, in
the section of wall with a large piece of wooden the manner particular to your style of gamemas-
planking that leans haphazardly against it. Qeq- tering. This section of the adventure assumes that
toxii merely swings the planking out of the way all of that has been taken care of.
using its telekinesis power and vaporizes the black- It is possible that the characters are operating
stone with its antimagic ray eye, replacing the under a very different set of circumstances than
boards behind him after it passes through it. those outlined above. For instance, they may have
Beyond the wall of blackstone is a perfectly already ditched Velinax, because they didn’t trust
smooth 10-foot-diameter passage that descends at him (although it is highly unlikely that they have
a sharp angle all the way to the main entrance killed him-Velinax is really an elder orb with sev-
cavern, below. Proceed to the section entitled eral means of escape at its disposal). Perhaps they
”Entering 11th Khinax.” have decided to ignore the sage’s advice and are
determined to proceed into the lair of the beasts
Entering 11th K’hinax without resting and regaining their strength. If the
characters’ actions have deviated significantly
This portion of the adventure should pick up from Qeqtoxii’s plans, you will have to adjust the
the thread of the adventure where Eye ofDoom left lead-ins appropriately to compensate for that.
off. At the end of that adventure, the heroes had Regardless of how things have changed, however,
descended into the caverns immediately below the the characters must still get past the spectator and
secret headquarters of the Unblinking Eye, where descend into the great city of 11th Khinax, so it
Qeqtoxii had fled after revealing himself to the shouldn’t be too difficult to swing things back into
characters as the Faceless Man. In an effort to slow lie.
the characters down, the elder orb released from Keep in mind that if the adventurers do not
petrification a Lernaean hydra. At the far end of have Velinax accompanying them, then many of
the cavern from where the adventurers arrived the events described in the later sections that hinge
was a great skull carved into the side of the cavern upon him do not occur. However, Qeqtoxii may
wall. Within the eye sockets hover a pair of gas still be following the characters secretly, triggering
spores, and a spectator guards the “mouth” of the events to suit its plans, so even if the sage is not
skull. present, special phenomena mentioned in the text
In addition, Qeqtoxii polymorphed itself into will still happen. Notes to such effect are included
the form of Velinax the Vermilion and placed itself in the text.
b e h i d a wall of force in order to make it appear
that it had been imprisoned there. The characters
most likely discovered Veliax in this fashion prior
to entering the skull mouth. Velinax explained to
the characters that he witnessed the great beholder
from above enter the mouth and disappear, so he
tfmP m w s : A spectator can teJ+ between
and the plane of Mechanus, one teleport per
Mechanus, it can regenerate all damage in a

Attacking a spectator makes use of the following

Roll Location AC Hitpoints

guard the enbance to the b


all but beholders and their
tor will, of course, attempt to
ful measures first.
Entering the Mouth
Standing between the characters and the route to THACO 20; #AT 1; Dmg special; SA special; SD
the legendary beholder city of Ilth K’hinax is a spec- special; SZ M (4‘4 ’
diameter); ML average (8);
tator (assumingthe adventurers didn’t already do Int non (0); AL N; XP 120 each.
battlewith it at the end Of Eye Of In the Notes: mash&, a gas explodes, inflicting a6
holes above him are two gas spore. of damage to all within 20 feet (saving throw vs. wands for
halfdamage). If a gas s p m comesinto contact with exposed
Spectator (1): AC 4/7/7;MV F19 (B); HD 4 4 ; flesh,it shoots tiny rhizomes into the living matter and
grows through the organism within 1 round. The gas s p o e
THACO 15;#AT 1; Dmg 2-5 (ld4+1);SA magic; thm dies immediately. The vi& must have a cure disease
SD magic; MR 5%;SZ M (4’ diameter); elite spell cast upon him or her within 24 hours or die, sprouting
(14); Int high (14);AL LN; X P 4,000. 2d4 gas spom. Beholders are imxuuneto all the efieas of
gas spoTes.
fully pl&ed<it to be a tribute to their way of life.
Although it occupies a space that is fundamentally
horizontal, everything about the city's construction
is vertical in nature. itv, v
Ilth Khinax is divided into two main sections:
the upper section, which is housed within a great
7 - T -.
stone protrusion (very similar in shape to a gigantic maps. The last segment of ultd
stalactite, although its geological formation differs)
that descends from the ceiling, and the lower, which various times durin
occupies an immense mountain ascending from the investigation of the
floor of the cavern (again, quite similar to, but not folded &to the a d v & d
geologically related to, a huge stalagmite).The two at certain locations. It is w e DM to%(
formations come very close together near their tips, when and how these evm
forming a measureless hourglass within the cavern. necessary to utilize a l l of the events, B ~ O U
Vast, inverted spires descending from the upper most of them further the overall plot, name
level stretch downward like roots from a mammoth Qeqtoxii's attempt to usurp rulership of
tree, and likewise, soaring watch towers rise up from Ixathinon the hive mother m d her
from the flanks of the mountainous lower level. to it.
The upper level served as the exclusive domain
of the beholders. Many of the passages within run
vertically, which is a simple matter to traverse for a
The Maps
species capable of levitation. The inverted spires The main maps on the inside cover and on the
themselves acted as private dwe3ljngs, accessed center pages of the b k l e t depict the city. One view
only from outside. The central area, however, was is a cutaway from the side, sholwinga ms-section
the public common area and the center of govern- of the interior of both the upper and lower mom-
ment for the beholder citizens. Few other creatures tains, plus a sampling of the inverted spires that
were ever allowed into the upper level. descend from above and the watch towers that pm
The lower level of the cavern housed the "baser" trude from below. The remaining maps display top-

*
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.

1-2. Main Avenue


Once the characters traverse the gate from Area
" I
1-1, they find themselves following one of the mab
&shkater that s t v k to serve as an ekective thoroughfares directly to the heart of the city. Whel
t:fgi'the ruined gate. Whal appears to be a the city was still fully occupied, all of the external
Sb! gf mammoth stone doors lie shattered in approaches to nth K'hinax bypassed the perimeter
+Outh of the pathway. At one time, these regions and met in the center of the lowest level,
t i k 1 k s must have been perfectly balanced which served as a common marketplace for the v a ~
bi4r hinges, for thev obviouslv weigh sevcral ious races. This particular route has suffered a cave
in and now appears to be impassable.
If the characters inspect the cave-in carefull:
they discover that a small, yet passable, openL6 ul
The pool of water is actually a giant "moat" high leads to Area 1 4 .The characters can find no
about 40 feet deep that encircles part of the lowest other way to dig through the cave-in to reach the
level of the city. The chasm that contains the water other side of the passage and the center of the ciQ.
stretches beyond the sides of the tunnel in a gentle If they attempt to, the rubble shifts and settles omi-
curve to either side; its ceiling rises only a few nously.
inches above the water level everywhere except Qeqtoxii the Guide: Since Qeqtoxii can't lead th
where it bisects the tunnel arriving at the city. adventurers directly to the opening in the cave-in,
The gate at one time had a special hinged exten- the elder orb merely tries to direct one of the char-
sion bridge that could stretch across the water to acters to that general area. This can be as easy as
the pathway. It was anchored by a special boom having his human persona ask, "Has anyone
that extended out over the gateway from the bal- looked up there yet?"
cony over the gate. When the bridge was retracted,
it served to further block the entrance. 1-3. Observation Towers
The balcony served as a perch for a watch and The watch towers scattered around the perimete
also housed the mechanisms that extended and of Level 1 are all constructed in a similar manner.
retracted the boom and the bridge. The alcove is They rise from the floor of the level up through the
actually the doorway to the other side of the gate, roof and out of the mountain's surface. Only one
but it is blocked by a door of blackstone. Lhergar way exists in and out of the towers from within thc
were stationed here, supervised by spectators. The mountain, and that access was at one time always
beholder-kin opened the doorway via their anti- blocked with a doorway of blackstone. Currently,
magic ray, of course, but invaders could not get there is only a 30%chance that the blackstone is
through this way. intact, unless specifically noted elsewhere in the
11th H
key. Only beholders, beholder-kin, and minions
accompanyingone of the eye tyrants could gain around the base of the tower.
access to the towers. The first time the’charactmclimb to the top 0
Inside the tower is a hollow shaft approximately intact tower, read the following aloud to thm:
20 feet in diameter. A set of steps winds in a great
spiral upward from the floor, abutting the wall.
The steps were for the benefit of indentured races
who could not float to the top as the beholders
did. The steps ascend the tower, which is approxi-
mately 100 feet high. The exact distance differs for
each tower, since the mountain overhead is imper-
fect-the end result always has the tower rising 40
feet from the point where it emerges from the
ground. The points of light overhead emanate from
At the top of the tower runs a catwalk that cir- upper level of the city, the part that kathinon’s
cumnavigates its perimeter. Servant creatures hive CUITently occupies. They have restored tha
assigned to maintain watch would use the catwalk,
while the beholders themselves would simply
ascend the shaft and hover there. Since the behold-
ers were so paranoid about the loyalty of other
races, they actually pulled guard duty themselves.
As a result, each tower was also equipped with a
special lantern for the beholders to use like search plays of light certainly fall into this category.
Although many of the subterraneanspecies ha
very refined infravision, the beholders of nth
nax kept the aty well-lit, both for their own be
fit and also for those visitors and minions who

they camaccomplish thiswithin three h

characters use rope and anchor it to s

Dexterity check (unless he has an appropriate


. .
11th K'hfnax
see the view, Qeqtoxii wants them to avoid the
__
The rubble from the cave-in is extensive,!&(%
other towers. Being an intelligent creature, Qeq- the top is a small, navigable cmvice. Ai &@p&%:'
toxii is careful not to show too much enthusiasm your way down the other side, yv'u f i n d ; y m ~ : !
when the characters first see a tower. Instead, the
elder orb either mentions that going up in one of
in a large, open area filled with sbange Stw;:.:.::::?
turn. Many of the buildings have b q n -1-
,
+.
I I
..:(
the towers could give them all an idea of what the ished and are nothing more t h b rubble' : : :::: ::
city as a whole looks like (or he supports the themselves, but a few of the edifices'stini ~ ~ ~
adventurer that brings up the idea before Qeqtoxii These structures appear t0 have be& de$*, ;.:'
can). This way, after they see the view, the elder for a species somewhat shorter than liuka$$$;,:
orb can urge them along without having to do an the doorways are diminutive 0penin$~QmOk: ':
about-face in acting! than five feet high. Every oneof thestqqCturtB:isl!:
,.......
cylindrical in shape, although they v ' q i i G % * i \I
*...
,',..._...
1 3 a . Cave Fisher Lair and number of stories. ,
_........ ..I..*

This particular tower no longer has a blackstone


doorway intact. It was destroyed during the civil One of the subordinate races serving the behold-
war that ripped 11th Khinax apart so many years ers were the duergar. These gray dwarves held a
ago. Since that time, a family of cave fishers has lowly place in the many eyes of the beholders, but
taken over the inner shaft. The cave fishers have they were myriad in number and easily cowed.
set up their lair on the balcony and cast their fila- Thus they became the common laborer within the
ments down the shaft. They survive off a nearby city. The duergar were put to work hauling, clean-
nest of bats that flies through the tower on a regu- ing, fetching, and digging throughout the lower
lar basis to feed on the insects in the larger cavern two levels of the city, and they were given this
beyond. Characters entering the tower are in dan- entire zone as a residence.
ger of running into the filaments of the beasts, The ceilings of the residential sections them-
which will attempt to pull them up to the top of selves are higher than the tunnels leading into the
the tower to feed. city so that the beholders and beholder-kin could
patrol the area with ease. In this particular area,
Cave fisher (4):AC 4; MV 1;HD 3; hp 16 (a), 10,7; the duergar warrens are like a micro-city within
THACO 17 or 15; #AT 2; D m g 2d4/2d4; SA adhe- the larger one; the whole area has a ceiling height
sive trapline; SD anchoring; SZ M (7' long); ML of well over 50 feet, and each of the rounded struc-
steady (12); Int semi- (3); AL N; X P 175 each. tures are actually buildings only two or three sto-
ries high. The beholder patrols could move a
Notes: The cave fisher can suspend an adhesive filament that is
almost undetectable by its prey-there is only a 20% chance
over the roofs of these dwellings, maintainin
of seeing it within 10 feet, and no chance at all beyond that; unrestricted lines of sight throughout the place
a detect snares and pits spell will reveal the filaments; the The duergar did not particularly care for the
filaments can only be cut by +1 or better edged weapons; the habitats the beholders provided for them, but they
cave fisher can alternatively shoot its filament directly at a were given little choice; the beholders had
victim, striking as a 6-HD monster (THACO of 15);it can lift mindset when it came to the architecture of
up to 400 pounds at a rate of 15 feet per round and is
considered to have a Strength of 18/00; it can walk on walls place, and that mindset was strongly and
and ceilings and use its adhesive to anchor ihelf in place. unswervingly devoted to roundness. In addition,
the duergar disliked the fact that their homes were
1-4. Duergar Warrens out in the open like this and that the beholders
When the characters reach the other side of the could spy on them whenever they chose, but they
cave-in and descend to this area, read the following made up for it by digging into the rock beneath
aloud: their homes and establishing a series of tunnels.
They could use these tunnels to move about from
domicile to domicile undetected, escaping the
everwatching eyes of the beholders overhead.
11th K'hinax I
I
The rest of the structure is as empty as this front mostly devoid of the debris that covers everythmg
chamber, all of its contents scavenged long ago. In else in this part of the city.
one of the back rooms, an opening to a root cellar When the characters reach this area, they see a
actually leads down to the tunnels dug into the rock faint light coming from the far end of the courtyard.
floor of this immense area. If the adventurers If they approach the light, read the following aloud,
descend into this opening, they find themselves in a adjusting as necessary:
series of twisting, turning burrows (displayed on
the map in the second color). Everyone except half-
lings and gnomes must stoop to some degree or
another to move through here. If the characters
explore these tunnels to any extent at all, they are in
for a nasty surprise, as they now serve as the abode
for a swarm of tunnel worms.

Centipede, tunnel worm (5): AC 4; MV 6; HD 9+3;


hp 53,40,38 (x2), 35; THACO 11;#AT 1; Dmg 2d4;
SA lunging; SZ G 30'; ML steady (12); Int non (0);
AL N; XP 1,400 each.
Notes: The tunnel worm attacks by lunging at its victim,
The plants are yellow musk creepers. If the
gaining a +2 bonus to its attack rolls; when it hits, it has adventurers come within 10 feet of any of the
seized the victim in its mandibles, but it inflicts no damage plants, then several of the flowers nearest the cha
until it has chewed through armor: 1round for leather or acters puff pollen at them. Those hit by the pollen
worse, 2 rounds for armor tougher than leather up to chain must make a successful saving throw vs. spell or
mail, and 3 rounds for armor tougher than cham mail; once
the armor has been chewed through, the tunnel worm be entranced and walk toward the plant. If the vic
automatically inflicts damage each round thereafter; if a tim reaches the creeper, one of the green bulbs tha
tunnel worm suffers 15 or more points of fire damage or the plant grows extends its roots into the victim's
loses 60% of its hit points, it releases any victims and head. The roots reach the victim's brain in two
retreats to its lair.
rounds. When this occurs. the victim loses ld4
The tunnel worms lie in wait in the side pas- points of Intelligence per round after the first
sages, lunging and striking as creatures draw near round.
to the intersections. They also double back and
strike from the rear, if possible. Consult the map to Yellow musk creeper (plant, dangerous) (2): AC 7;
plan an appropriate strategy for the creatures. MV 0; HD 3; hp 21,13; THACO 17; #AT 7,5; Dmg
Within the tunnel worms' lair (marked on the nil; SA pollen; SD special immunities; SZ L 20'
map with an " X ) can be found a few coins (2 gold squaw; ML fearless (20); Int non (0); AL N; X P 65
and 6 platinum, both of a mint never seen before by Notes:This plant is immune to charm, hold, illusion, sleep, and
the characters), one pearl broach worth 500 gp, and other mind-affebingattacks; t h e particular plants have
one teardrop-shaped red agate valued at 10 gp. three and two dark green buds and seven and five flowers,
These are scattered among insect husks, bones, and respectively; damage to the plant is disregarded unless the
other refuse left there by the worms. bulbous rwt is attacked; victims reduced to 0 Intelligence
die instantly; man-sized humanoids reduced to 1or 2
Intelligence become yellow musk zombies under the
l a b . Courtyard creeper's control (one w d i e for every two flowers); if the
This area was once an open plaza for the duergar plant dies before reducing the victim to a wmbie, 1
when they wished to hold assemblies. In the center Intelligence point is regained per day or a heal spell
restores Intelligence; a zombie can be cured by destroying
of it is a raised platform of stone where speakers the plant and then using a neutrulize pokm followed by a
stood so they could be heard by everyone gathered. healspell and four w& of rest.
While some of the rubble of the collapsed buildings
have encroached upon this open area, it is still
If one of the characters becomes a zombie. then h& ' ,Rend the fdtnwirro
.,a l m d tn thn TIII.I.O~th., five
acquires yellow Skin
most eve:rything else
~

points, he-attacksas a 2 HD monster k d cannot


cast spells or receive bonuses for high ability sco
Yellow musk zombies cannot be turned and s e n
their creeper for around two months (remaining
least 100 feet away at all times) before moving
feet away from the creeper and dying. The see . .
that was growing in the zombie's head sprouts,
flowers, and becomes a new creeper.
If the adventurers kill offboth of the plants,
then thev can root around the ulants and find 57
copper pieces, two ~ g lapisiazuli
p stones, one The characters find next to nothing of value
50-gp chalcedony stone, two 100-gp spinels, one here. At one time, much of the material that had
500-gp peridot, two 1,000-gp oriental topaz gems, been used in construc!ing the booths and bans-
a rusted long sword, some rotted leather armor, a ports remained even after the-warhad subsided
short sword + I , and the skeletal remains of two but time and looters have long since done away
humanoids. with most of it. Little remains but shards of ston
If the characters look around for more of these and a few planks of lumber.
plants (given their mode of qroduction), they The second level of .thelower city is also open
won't find any. Zulnethrac has started destroying this area, although it is a good 75 feet overhead.
the plants with its disintegrate ray. The beholder was the adventurers gaze upward, they can see the
interrupted while working on this project and hasn't vastness of the cavern above, as well as some of
come back to finish the job yet.
support columns of the elevator rising from the
1-5. Central Plaza inner plaza up to the platform that spans out
Most of the commerce of the aty took place in across the open space from the rest of the second
this part of Ilth Khinax. The caravans of the various level. The central core shoots u
Underdark nations would travel the great under- light source can penetrate. The
ground highway tunnels and come here, arriving central plaza from the inner plaza s
through the main avenue tunnels and through the tau.
gates. This was a common ground, a central loca- Qeqtoxii the Guide: Once the characters
tion where all species were on equal footing feuds this area, the elder orb simply follows the
between clans or species were to be left outside the lead until they discover area 1-56.
gates, and the beholders would not tolerate viola-
tions of this policy. 1-5a. Mimic Lair
The central plaza was also a great security check-
point for the city, for all roads led directly here, and
all other parts of the aty had to be accessed through pile of refuse and debris that seems to have be
this location. The level above this one remains open
to this area, looking down on the plaza from a sig-
nificant height similar to a balcony. Most of the
beholder residents that interacted with the lower
city entered and departed this way, so there was a
constant stream of activity overhead, an effective
deterrent to keep the merchants below from engag-
ing in any criminal activities.
24
11th Khinax
nt of the inner wall is a are merely baubles that were collected by other
ti that might be a shelter of creatures the mimic consumed. Included in the
material that composes the trove are 22 pp (drow coins) and a handful of
a doubt the same stuff that gems-three turquoise stones valued at 10 gp, one
ut the rest of this place, it 50-gp serpentine stone, and one gold ring with an
y constructed, rather than oval precious cat’s eye worth 150 g p total.

1-5b. Entrance to Inner Plaza


In reality, this pile of material is a mimic that has At this location along the great wall that divides
found its way into the ancient city and has been the two m a s of the plaza stands a huge gateway.
feeding itself for many years on the various small The opening is large enough to allow a wagon
game to be found hew. It acts in typical mimic fash- through, and before the civil war, it was carefull
ion, lying in wait until some creature strays too dose guarded at all times by both beholders and
to its reach and becomes a meal. Even though there species. To further ensure that no uninvited
hasn’t been much in the way of humanoid traffic could get through this portal, the entire openin
near this creature in many years, it still takes on the was actually sealed with a giant plug of blacks
appearance of something artificial, due to its wiz- rather than an actual door. The eye tyrants did n
ardly origin. Although Zulnethrac has patrolled wish to allow any breach in their security here, as
through this area several times and seen the peculiar this was the only means of reaching the second
“structure,”it has thus far chosen to ignore it, as it level of the city from the ground, short of entering
has seen no other evidence that anything lives there. through one of the observation towers on the sur-
face of the mountain. Thus, only beholders using
Mimic, common (1): AC 7; MV 3; HD 8; hp 42; their anti-magic eye power could grant access to
THACO 13; #AT 1; D m g 3d4; SA glue; SD camou- anyone wishing to enter.
flage; SW bright light; SZ L; ML champion (15); Although this huge gate was tom asunder
lnt average (10); AL N; X P 1,400. the war that destroyed Ilth K’hinax, Ixathin
Notes: A mimic can easily surprise its victims (-4 penalty to
the blackstone plug repaired by Qeqtoxii
riills); whenever a creature gets within range of the mimic, it clan first arrived here. She did not wish t
lashes out with a pseudopod and f i c t s damage; any chances, even though the city was supposedly 1
creature or item that touches a mimic is held fast by the glue and forgotten by the rest of the world. Read the
it secretes;a glued victim may cithcr attempt a bend bars lowing aloud to the pl
roll to break free, or alcohol weakens the glue in three
the first time their chap
rounds, providing an automatic success to bmak h; a acters pass this point:
victim attempting to break free cannot take any other action
in the round; the glue dissiilves five rounds after the mimic’s
death; a mimic may neuhabe its own glue at any h e ;
mimics are immune to acid attacks and are unaffected by
molds, green slime, and various puddings; mimics arc
sensitive to light and heat from up to YO feet away, and any
wwcrful light snu~cecan blind a mimic.

The mimic waits until an adventurer moves close


enough to check out the supposed structure, then it
strikes. If the characters spend quite a long time in The towers themselves are little more than hol-
combat, or if they make an inordinate amount of low columns with a stairwell inside. The
noise fighhg it, they stand a fair chance (base of grounded troops that once served the beholders
35%)of attracting the attention of one of the behold- could climb to the top of the towers in this man- .
ers in Ixathinon’s clan. ner (accessed from area 1-6), while the eye tyrants
If the characters look, they will discover a smat- themselves simply hovered about, ever vigilant
tering of treasure hidden beneath the mimic. These for attacks.
Qeqtoxii the Guide: In an effort to keep things
progressing upwards quickly and effiaently, Qeq-
toxii offers to cast dispel magic on the blackstone in
this area. If Qeqtoxii already used thisspell for the
day, then it uses its scroll version of this spell.

1-6. Inner Plaza


Beyond the gate of blackstone lays the inner plaza,
d y nothing more thana checkpoint for goods and
creatureswishing to get up to the second level.
I d a . Freight Elevator
The only feature of note in this area is the special
elevator that was designed to transport heavy cargo
up and down between levels. Pedestrianshad to
walk up the spiralling ramp that circumnavigated
the central pillar. When the adventurers get inside
the inner plaza and reach the site of the elevator for
the first time, read the following aloud to the players:

This is, of course, the elevator. The platform


(which is badly damaged) was originally mounted
to the threaded columns (also known as screws) at
the comers. The screws ran through four special
brackets at the comers of the platform, which were
also threaded. Protruding out even farther from
these brackets were anchor beams that were held
fast in the grooves of the larger quare columns (see
diagram). The whole thing was moved up or down
by a system of gears at the top that turned the four
screws. As the screws turned, the threads pushed
the platform up or down, depending upon the
direction of rotation. Broken ones were used as
slave labor by the beholders, chained to a turnstile
mechanism and forced to operate the elevator.
26
During the war, the elevator platform was dam- l d b . Pedestrian Ramp
aged, so it now hangs precariously from only two of Because the elevator was used for heavy freight
the four screws and support columns. No easy way and was therefore geared to move very slowly, all
exists to get at the platform, save dropping down to pedestrian traffic used a spiraling ramp that cir-
it on ropes from above (Area 2-2), and even so, it cumnavigated the central pillar to the same plat-
cannot support much weight at all. If only one char- form the elevator was connected to (area 2-2). At
acter attempts to stand on the broken platform, it one time the structure had a smooth, even path-
creaks and groans ominously,but it holds. If more way and a guardrail, but now large chunks are
than one character place their weight upon it, how- missing in several places, and much of the protec-
ever, it breaks free and falls the 60 feet to the tive rail has fallen. The ramp makes two complete
ground below, inflicting 6d6 points of damage to revolutions around the central pillar before it
falling characters. At some point, Zulnethrac wishes reaches the platform 75 feet overhead. This gives
to build a new platform for the elevator once the the ramp a gradient of approximately 15%, which
debris of the older one is cleared away. is about as steep as a mountain road.
Qeqtoxii the Guide: If the heroes decide to do If the adventurers wish to use this ramp as a
anything at all with this elevator, Qeqtoxii points means of reaching the second level, they must
out that they could cause a major catastrophe, maneuver past the gaps somehow. If they begin to
resulting in the loss of life. If the characters go ascend the ramp without devising some special
ahead with any plan attempting to use the elevator means of preventing a fall, have each character roll
despite the elder orb's warnings, Qeqtoxii just steps a saving throw vs. petrification to avoid a misstep.
back and waits for the folly of their actions to be Any sort of precaution (such as roping several
revealed, shaking his head. characters together, using a spider climb spell, etc.)
negates the need for a saving throw roll. The por-
27
tions that remain intact are firmly anchored to the Read the following aloud to the players as their
central pillar and are perfectly safe. characters near the end of this avenue:
Qeqtoxii the Guide: If the adventurers don't
take any precautions before ascending this ramp, ke the great passage you followed to reach the
Qeqtoxii points out that the ramp isn't quite as reat abandoned beholder city, this avenue is
sturdy as it was when first built. If this hint ide enough for two wagons to pass one another
doesn't seem to sink in, the elder orb suggests that he floor has been worn smooth from eons of
they use a rope to prevent anyone from falling. affic. Ahead m the damp gloom, you can see
This should prod the characters into thinking here another massive cave-in has deposited
before acting. If not, then the characters deserve Ins of stone in your path. Something glistens at
whatever damage they receive (or so the elder orb ie base of this mountain of earth
believes).
The glistening is nothing more than damp stol
1-7. Central Pillar shining in the light, but oils coating the ruck mal
A huge pillar of solid rock rises higher than the seem as though countless gems are sparkling,be
adventurers can see with whatever light or vision oning the characters to come take their 611. This I
sources they might be using. Although they most area is damper thanmost of the rest of this lwel
likely cannot discern this from this level of the city, the aty because water spilling over from the un
the interior of the sha&is hollow and descends to aty falls immediately overhead and soaks into tl
the sacred burial chambers of the beholders (see ground, t r i c k h g through to this area. The olive I
the section called "Ceremonial Platform" for more slime wiU drop on the first adventws te a p p m
information). closelv enough to realize that the soarklinz effec

1-8. Road to the Underdark


This passage exits the city of Ilth K'hinax and Olive slime (oozelslitndjelly)(1patch): AC 9; h
leads to somewhere else in the Underdark. If you 0; HD 2+2; hp 15; THACO 19; #AT 0; Dmg nil; S
prefer, it may travel only a short distance before poison, mind alteration; SD resistance to spells
becoming blocked, flooded, etc. SZ S (4' radi
Qeqtoxii the Guide: Since this road is essen- N; XP 420.
tially a dead end for the characters, Qeqtoxii Notes:When it senses vibrations below it, it drops on
attempts to steer them away from it.
Dexterity for purposes of hit probability unless the m a t
1-9. Blocked Avenue is aware of the slime and attempts to avoid contact;cont
causes a numbing poison to ooze from the slime; an
This particular passage also once led out from unobseIvant victim must roll a successfd saving throw vs
the city toward some other location within the t the olive slime has hie other
Underdark, but one of the beholder spires from the
upper city (see the section called "Beholder
Spires") broke free and fell to the surface of the
mountain, collapsing a large section of the lower
city. The characters have no chance of digging its existaw from others; eventually thevictim transforms
their way through this blockage.
However, if the adventurers move close enough spells &o work on olive slime.
to the rubble to examine it in detail, they expose
themselves to attack from a patch of olive slime Qeqtolrii the Guide: Although Qeqtoxii has no
that grows overhead. Any PC that gets within 10 idea that the olive slime lives in this area, the eld
feet of the end of the oaved passageway is subject orb tries to guide the characters away from it any{
to attack
11th K'hinax
1-10. Road to the Underdark
This road is identical to the road listed on the
map as 1-8, although if you, the DM, decide it con-
tinues to some other important locale within your
campaign, it should obviously head somewhere dif-
ferent than the descriptionfor avenue 1-8.

1-11. Warehousing Section


This district of the lower level of the city was des-
ignated for warehousing needs by the various mer-
chants and caravan masters who entered the city Most of the place contains only harmless under-
with their goods. It not only served as a place to ground vegetation, but there are two dangerous
house the wagons, traveling gear, and merchandise scavengers of note: A colony of black puddings and
that had been brought into the city, but it also had an otyugh have both come here to feast.
stables capable of housing all sorts of beasts of bur- Qeqtoxii the Guide: Qeqtoxii has no knowledge
den. Of course, since the different species who came of any dangers in this area. As a result, the elder
to the beholder city used different types of draft orb is extremely wary of the whole place. Qeqtoxii
animals, the stables took on some unusual shapes attempts to encourage upward momentum, but i t
and configurations. does not push the issue. As usual, it helps with
In the middle of this area were special silos, very any trouble the adventurers might get themselves
similar to grain silos on the surface, where food was into.
w.
stored to allow it to Some of this food was used to
feed the animals kept in the stables,and some of it was 1-lla. Ruined Silo
for the denizens of the city. The large building to the The otyugh has made its home in the first of the
north was the primary stable, while the warehouses silos nearest the door, the one marked as area 1-lla.
were positioned along the south and east walls. This particular structure has decayed so much that
The collapse that blocked off area 1-9 spilled into it wnmbles a gazebo more than a silo anymore.
here, where it destroyed several of the warehouses. The otyugh dwells in the interior of the silo,watch-
Surprisingly,though, very little else in this area suf- ing and waiting for food of various types to stray
fered damage. Little fighting took place here, so the close enough to its home to allow it to feed. When a
buildings remained in good shape for a while. adventurer moves within five feet of the building to
However, because of the amount of food that was investigate, the otyugh attacks.
left here when the city was abandoned, scavengers
of all sorts found their way in here to feast. The Otyugh (1): AC 3; MV 6; HD 8; hp 31; THACO 13;
smaller, less dangerous ones gave way to larger #AT 3; Dmg ld8/ldS/ld4+1; SA grab, disease;
menaces, each serving as food for the next. In addi- SD never surprised; SZ L (7' diameter);ML elite
tion, moisture levels are very high here, due to the (14); Int average (10);AL N; XP 1,400.
water that soaks into the ground from above (where Notes: Otyughs can grapple opponents with their tentacles;
it drips down from the beholder spires). As a result, grappled victims suffer ld3+1 points of damage each round
this place teems with organic life of all types. from the grapple; otyughs gain a t 2 bonus to attacks with
Read the following aloud to the players when their mouths against grappled opponents; grappled
their characters enter here for the first time: opponents may attempt to free themselves-if they have a
Strength of at least 18, they do sn automatically, taking one
round, while all others must make a successful open door5
chcvk to do so; the otyugh is ridden with disease, and its
bite is 904% likely t o cduse disease (8U% debilitating. 20%
fatal); they have infravlsion of 90 feet; they have limited
telepathic ability, which enables them to broadcast general
emotions to creatures nearby.

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).

1-llb. Black Pudding Colony


The black pudding colony has taken up refuge
in the remains of one of the warehouses, labeled
1-llb on the map. The back portion of this build-
ing fell prey to the collapse, so the structure is not beginfeeding.
completely safe. Inside, large portions of the roof The characters find nothing of value in this pla
have fallen, leaving mounds of stone on the floor
and holes overhead. The black puddings have Pudding, deadly, black (4): AC 6; MV 6; HD 10; h
more than enough food in here, feasting on the 53,44,41,37;THACO 11;#AT 1; Dmg 3d8;SA
vegetative growth that sprouts up due to the acid; SD immunity to acid, cold and poison; S
warm humidity. Enough loose soil is spread M (5‘6’wide); ML special; Int non (0); AL N;
through here from the collapse of the roof to nour- , OO each.
2O
ish this growth.
If the adventurers merely peer through the door-
way and do not actually enter, they will not disturb
the puddings. If they go inside, however, the pud-
dings will sense them and move to cut off their
escape. There is a 25% chance that one of the pud-
dings is actually on the ceiling, ready to drop on top
of a character should it get the chance.
As long as combat is limited to physical blows
and nonviolent magic, the characters are safe 1-12. General Housing
within the confines of the structure. If, however, This section of the lowest level was set aside fo
they employ high-powered spells such as lightning general housing for the miscellaneous species that
bolt orfirebull to duel with the puddings, there is a visited llth K‘hinax. Much like the duergar warm
danger of collapsing the place. Any time someone thisplace was large and open, allowing beholders
causes a large concussive force of such a magni- to float above the hustle and bustle of the place
tude, roll percentile dice. On a result of 30% or keep a few eyes on things. Below, on the floor,
less, the building’s integrity is stressed. The first squalid buildings were packed tightly together
time this happens, nothing more than ominous trances. These structures were primarily
11th K‘ iinax
ems and official offices of the city. Trade was If the characters exhibit open hostility to one or
restricted primarily to taverns because the behold- more beholders (there is a 30%chance that
ers wanted the vast majority of commerce to take Sespetoxri shows up here), however, the svirfneblin
place in the central plaza. The remainder of the area will consider making contact. Of course, this will
was nothing but open ground, available for anyone depend on the characters’ actions leading up to
who wished to set up camp. There was little pri- such an event. If they have spent their whole time
vacy, but lots of room. prowling the area, hoping to find the deep gnomes
Read the following aloud to the players the first in order to steal their treasure, then obviously the
time any of their characters pass into this section of exploration party isn’t about to make contact. If,
the city: however, the characters have been trying very qui-
etly to make friendly overtures, the gnomes will
consider them as potential allies and most likely
begin communication.
The gnomes’ primary goal is to escape the city
and return to their own homeland in the Under-
dark, so they have little desire to aid the characters
in making war on the beholders. They might be
convinced to assist the characters by doing some
reconnaissance, but it would take a pretty hefty
bribe of gemstones to convince them that this is
Although on first inspection it will seem as worth their while. If the gnomes and the adventur-
though they can find nothing of any interest or ers find themselves trapped together and facing a
value in this part of the city, careful observation on common enemy (whether it is a beholder or some
the characters’ part might clue them into the fact other nasty denizen of the place), they will valiantly
that something lives here. Fresh boot tracks in the fight side by side and back to back with the charac-
dust, broken stone that does not exhibit any signs of ters. As soon as they have a chance, though, the
age, and so forth. Even so, they will not be able to svirfneblin beat a hasty retreat back the way they
locate the actual creatures d e s s they exhibit some came (assuming they don’t agree to work with the
sort of obvious animosity to any beholder that finds characters, in which case they will bolt as soon as
its way in here. their obligations are completed).
The truth of the matter is that an exploration If it becomes important during game play, the
party of svirfneblin (deep gnomes) found its way gnomes’ route back to their own city uses the passage
into the city but was then cut off from its escape labeled 1-8. If you have blocked this off (not wishing
route by the beholders. They have been forced to to provide the characters with any additional areas to
seek refuge in here, biding their time and carefully explore) then the gnomes actually access the tunnel
watching all activity in the chambers, caverns, and from furtherout by exiting the lower city through
hallways beyond until their opportunity for escape either an observation tower or through the top of the
arrives. mountain, near the central pillar. Once out in the main
They are so adept at remaining hidden that they cavern, they make their way to a point close to the
can observe all that the adventurers do without edge of the cavern where a shift in the earth‘s aust
ever being spotted themselves-and that is pre- has opened a small rift that allows them to reach
cisely what they do. They have no desire to reveal avenue 143 beyond the cave-in shown on the map.
themselves to the party, being extremely cautious Zulnethrac is aware that the svirfneblin are
and suspicious of everythiig. After all, they are trapped in here, but it knows better than to try and
trapped here, and if they tip their hand at the track them down and force them out. It has chosen
wrong time or to the wrong creatures, they are done instead to bide its time and wait for them to surface,
for. Thus far, this has saved them from the behold- and then it hopes to run them down when they are
ers, so they are not about to risk discovery yet. caught out in the open and cannot hide.
31
Gnome, svirfneblin Q: AC 2 (leather jacks over Gnome, svirfneblin leader (1): AC 1(leather jack
chain mail); MV 9; HD 3+6; hp 26,23,18 (d), 17, over chainnail);MV 9; HD 4+7; hp 29; THACO
15,12; THACO 17 (16 with pick and dagger, 15 16 (15 with pick and dagger, 14 with stun darts);
with stun darts); #AT 1or 3; D m g ld4+1 (dag- #AT 1or 3; D m g ld4+1 (dagger), ld6+2 (pick), or
ger), ld6t2 (pick), or ld3 (stun dart); SA stun ld3 (stun dart); SA stun darts; SD hiding, resis-
darts; SD hiding, resistance, saving throw tance,saving throw bonuses; SW magic malfunq
bonuses; SW magic malfunctions; M R 20%; SZ : tions; MR 20%; SZ S (33%’);ML elite (13); Int
(3-3%’);ML elite (13); Int average (11);AL NG; XP very (13); AL NG; XP 650.
420 each.
Notes:As above.
Notes: Deep gnomes can cast blindness, blur, and change self once
per day; they have 120-fwt infravision, and they can detect Qeqtoxii the Guide: The elder orb is quite
sloping passages (1-5 on ld6), unsafe stonework (1-7 on aware that some svirfneblin are running around
Idlo), and approximate depth ( 1 4 on ld6) and direction this area. Because of this, Qeqtoxii pushes harder
(1-3 on ld6) underground; they can freezein place,
becoming undetectable by other cmatures (eventhose with than normal to get the adventurers to stay out of
infravision) 60% of the time; they are surprised only 10% of this area. The minute a character becomes suspi-
the time and surprise opponenb 90% of the time; they ~IV cious of the motives of Qeqtoxii’s persona, the
immune to illusions,phantasms, and haUucinations;they elder orb quiets down, merely saying something
make all saving throws at a +3bonus, except against poison,
to the effect that all of the exploration of the city,
which is at a +2 bonus; stun darts have a short range of 40
feet, and release a puff of gas that stuns target creatum for 1 while extremely informative and valuable to him,
round and slows them for 4 rounds unless a saving throw should be done after they take care of the
vs. poison is successfd;thereis a 20%chance that magical beholder threat. Of course, be sure to adjust the
items employed by a deep gnome (with the exception of elder orb’s comments as necessary in your specific
armor, weapons, and illusions) will malfunction.
campaign.

- - 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

coins are either gold (60%chance) or platinum (40% 15 Protection-Gas


and both originate from drow. The pouch contains 16 Protection-Ivlagic
ld4x10 coins. 17 Protection-Petrification
18 Protection-Plants
Minor Magic. Some small disposable magical item has 19 Protection-Poison
been found. It is either a potion (60% chance) or a saoll 20 Protection-Water
(40% chance). Subtable3c Potions and Subtable3 d
Scrolls are modified magical item tables taken from the The suells on the scrolls are 65%likelv to be wiz-
DMG to help determine what has been found
11th K‘hi
(experience point value) for spell scrolls is equal cloaker itself has no immediate treasure. the bod?
-
to the total spell levels contained on the scroll
multiplied by 100. The map listed is left open to found its way down here many mon
the DM to decide. If a map is not suitable for the
campaign, either reroll or choose another item on
the list.
2-5. Temple of Lolth
2-4a. Cloaker Lair This long and curving chamber wa
This suite is almost identical to all the others of crated by drow priestesses to become
its type, but it has become the lair of a cloaker.
When the characters enter this particular suite, the itors to Ilth K’hinax could take time to contem-
cloaker will be hanging from the opposite wall, plate their devotion and offer up a prayer for
resembling a surprisingly intact bit of tapestry. favorable trading and good negotiations with th

Cloaker (1): AC 3 (1);Mv 1,F115 (D); HD 6; hp


33; THACO 15; #AT 2+special; Dmg
ld6/ld6/special; SA moans, shadow manipula-
tion; SD shadow manipulation; SW bright light;
SZ L (8’ long); ML elite (14); Int hioh (14); AL
CN; XP 1,400.
Notes: When first spotted, a cloaker resembles a hanging
piece of cloth; a successfd attack on its first opponent
indicates the cloaker has enveloped its victim; trapped
victims are automatically bitten for ld4 points of damage
plus the victim’s AC value; the cloaker attacks other
enemies twice with its tail, inflicting ld6 points of
damage; the tail is AC 1and is cut off after it suffers 16
points of damage; any attacks made on the cloaker inflict
half the damage on both the cloaker and an enveloped
victim; area of effect attacks cause full damage to both; the
cloaker has four moans which it can use if it chooses not to
bite that round numbing, affecting all within 80 feet with

-
-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.

Xom (1): AC -2; MV 9, Br 9; HD 7+7; hp 47; THACO


13;#AT 4; Dmg ld3 (x3)/6d4; SA surprise; SD
spell immunities; SZ M (5' tall); ML champion
(16); Int average (9); AL N; XP 4,000.
Notes: Xom gain three atta& from their aims and one from
their powerful bite; a xom can blend into smunding stone
and impose a -5 penalty to opponents' surprise rolls; a xom
has the ability to pass through stone, but a phase d m spell - *.
kills it instantly the round it d o e this; it is immune to make windows. . .'.,
normal and magical fire and cold; electrical attacks and
edged weapons cause only half damage; blunt and piercing Even with the vast level of resources at the
weapons inflict normal damage; a rnm earth spell flingsa beholders' disposal, they did not have all of the
xom back 30 feet and stuns it for one round; a stone tofresh amenities the illithids craved. Thus the mind flay-
or rock to mud spell lowers iis AC to 8 for one round, and it ers brought many things with them to make their
will not attack while it adjusts back; a passwall spell inflick
ld10+10 points of damage on a xom. guest quarters more cozy. Every other species con-
sidered the hated illithids to be such a repugnant
Scattered about the room is the xom's treasure, race that when the fighting began, the illithids
which it haphazardly discarded upon finding this were quick to depart, packing up all of their pos-
marvelous place. Included in the treasure trove are sessions (and many of the things the beholders
oil of invulnerability, potion of undead control, one 10- had provided for them, as well) and slipping out
g p hematite stone, one 50-gp bloodstone, one 100- unobtrusively.
g p water star gem, 51 cp, 77 sp, 307 gp, and 14 pp. The characters find nothing in any of these rooms
All the coinage is alien to the characters, having (with the exception of mom 2-7a), no matter how
come from the Underdark. long they search

2-6. Additional Guest Suites 2-7a. Trapper Lair


These rooms are in many ways very similar to Within this chamber (which is identical in all
the main drow guest rooms (labeled as 24), but respects to the other rooms of this type) lies a t r a p
they are slightly less posh, being on the outside of per, waiting for another meal to wander in. It has
the great ring and having no windows. Fre- been here for a very long time, lying dormant for
quently, less esteemed visitors to the city were much of that time, but when the beholders
quartered here, or servants of really powerful returned not so long ago, the trapper was awak-
drow dignitaries. On occasion, the rooms were ened. Of course, because the eye tyrants float
even used as storage space. Some minor treasure above the floor, Zulnethrac did not reveal himself
could be found in one of these rooms, too, but it to the creature lying in wait. But the beholder
drops down to 15%. knows it is there, due to the false item it has
formed to lure prey.
2-7. Illithid Quarters This particular trapper resides in the empty
These chambers served as guest housing for fluid pool in this room, having formed what
the mind flayers' emissaries who came to the city appears to be a polished and gleaming shield in
to visit. Unlike the drow chambers, which were the middle of itself as a lure. Any adventurer that
appointed very similarly to what humans might enters the depression in the floor is attacked by the
like, these inner sanctums housed gruesome trapper.
pools of fluids suitable for the mind flayers to
39
11th KhInax
Trapper (Lurked (1):AC 3; MV 3; HD 12; hp 56; When the characters first arrive at this place, they
THACO 9; #AT 4+; Dmg special; SA smother; SZ find the door blocked with blackstone. If they vi-
H (20’-30’ diameter); ML steady (11);Int high gate past it, read the following aloud to the players:
(13); AL N; X P 3,000.
Notes: A trapper alters its color and shape to resemble the floor
beneath itself;it is 95%undetectable when disguised like
this; victims suffer4 points plus the victim’s AC value in
itcnes your attenbOn is-tmo t b m u r y
ppearance of the place. ~izarre:ba&&f&:::
........,
. . . . . I .
~ ~
t

damage each round after envelopment; victimssmother in


igs dominate the walls, but the ~ & * G
six rounds regardless of damage suffered; a trapper does not
release a victim unless it is reduced to 1 hit point or killed; ....*.
:rangeand indecipherable op,ti<a1~&36&.:~~;
.onework has been carved :tocreat&+q %peat;:
9

trappers are immune to heat- and cold-based attacks; they


remain in a ball for ld8 hours while digesting a victim. nce of oozing gray matter; n o t h i + g k ~ &
The trapper’s treasure is hidden underneath the
creature and consists of 472 loosely scattered gold If they progress further into the room, the charac-
pieces and a collection of gems which includes two ters begin to get a sense of unease, almost as if they
10-gp blue quartz stones, two 50-gp skydrop don’t belong here and are on the verge of getting
stones, three 100-gp amethysts, two 500-gp blue caught. Deeper in the chamber, they find a series of
topaz gems, and a single 1,000-gp sapphire. All of depressions in the floor, very similar to wading
this was originally in the possession of one of the pools, all in a ring around an object that has no out-
svirfneblin located in area 1-12 that was very ward meaning to them. It is more or less egg-
unlucky. shaped, standing on end, but the entirety of it has
deeply etched lines that make it resemble brain
2-8. Illithid Temple material. Distorted arms extend from this object
In the same way that the beholders of llth K‘hi- outward toward each of the empty pools, with a
nax permitted the drow to establish a temple to strange appendage extending even further. This
their goddess, they provided room to the mind flay- appendage seems almost alive in its appearance
ers to establish a small place of worship to their and substance, but it does not move.
god. What the beholders never understood was that This is the transceiver that the illithids once used
the mind flayers did not worship a god per se; they to remain in contact with their elder brain, even
instead revered the elder brain of their species. though they were further afield than its telepathic
Thus, they had little use for a temple. However, powers would have been able to reach under nor-
they did discover a useful means to communicate mal circumstances. To operate the device, each pool
with their mentor over vast distances, well beyond had to be occupied by a mind flayer, who would
the normal limit of the elder brain’s telepathic then project mental energy up through the tentacle-
range. They therefore converted this particular like appendage and into the thing. The leader
room into something of a transmission room, build- would enter the egg-shaped obelisk through a hid-
ing a long-range transceiver and disguising it as the den door near the bottom, sealing himself inside
trappings of a place of worship. and channeling the combined energies of the other
Most of that is gone now, having been carted off illithids to amplify the telepathic communication
when the illithids departed the city in such a rush at with the elder brain. The beholders simply assumed
the beginning of the war. However, there was more that this was the means by which iUithids paid
here than they could easily or safely depart with, so homage to their god.
they were forced to leave some valuable materials When the mind flayers left, they did not “turn
behind. Other species came afterward and raided off the device and, even though it had no chan-
the room from time to time, but they all found it neled energy to power it fully, it had enough resid-
virtually impossible to enter the place unscathed ual psychic energy idling within it to project a
from psychic backlash; the residue of the mind flay- general sense of unease and aversion. The illithids
ers’ alien machinations still tainted it. hoped that, by generating thisnegative psychic
40
energy into the immediate vicinity of the device, it
would be left undisturbed and they might return to intellect devourer reacts, coming but of ifs trance
retrieve it at some future date. Thus far, it has and stalking the
worked, but the mind flayers eventually forgot they or driving them
had left it here, so it remains ever watchful, pulsat- abilities long before it
ing with debilitating thoughts. bat. It hides until the raiders
One other thing the mind flayers did in this then it leaps out and attacks
chamber to ensure that their precious device was
left alone was to leave behind one of their pets to Intellect devourer (1): AC 4; MV 15; HD 6+6; hp
guard the room. Although they knew that eventu- THACO 13; #AT 4; D m g ld4 (x4); SA psionics,
ally the mature would die, it would be around to stalking SD +3or better weapon needed to hit, 1
chase away looters in those crucial first days of the point of damage per strike; SZ T (6' long); ML
war, when the likelihood of i n m i o n was greatest. fanatic (18); Int very (12); AL CE; XP 6,000.
The creature they left in reserve was an intellect
Notes:The intellect devourer has three forms of psionic ability
devourer. that are constantly in use, not consuming FSPs but countm
A very strange thing happened to thisbeing, how- as psionic activity for detection p u r p o s f f - h w i t y to
ever. The transceiver's psychic signal became a normal and magical fk and suffers only 1 point of damag
source of sustenance to the intellect devom, both per die of electrical damage, ability to attack psionically an
physically simultaneously, and psionic sense in a @foot
feeding and occupying the beast so that it did not range; an intellect devonrer suffers only 1 point of damage
stray from its post. Amazingly enough,the mature is from +3 or better weapons; a denth spell has only a 25%
still alive and fit, although it spendsthe vast majority chance ofworking; a protechonf*am m i l spell keeps it at bay,
and bright light drives it away; the intellect devourer can
of its existence in a motionless, trancelike state,feed- mter the body of a dead victim, eat the brain, then animate
ing off the psychic stream of the transceiver. the body from within.
Aside from the magebane, the only things still ;
Level Dis/Sci/Dk AID score PSPS remaining in these otherwise completely empty
6 3/3/11 EW,II/M-,TS,IF =Int 200 spaces are bits of refuse and debris. There is a p o s ~ d
Psychometabohm-Sciences: ectoplasmicform. ~ v o t i m : bility (20% chance) that any particular one of them;,
body equilibrium, chameleon power, expansion, reduction. has a hole blasted throush it. left there from a time:-
Psychoportation-Devotions: astralprojection.
Telepathydiences: domination, mindlink. Devotions: I "

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.

Magebane (1):AC 5 (1);M v 6, Fl12(A);HD 2+4; hp


19; THACO 17; #AT 1;Dmg ld4+2; SA tail whip;
SD invisibility, immune and invisible to psionics:
h4R 75% (100%to chosen caster); SZ S (1X' long
3' wingspan), ML elite (14); Int low (6); AL CN;
XI' 270.
The central pillar houses a great shaft that
drops straight down over 900 feet, deep into the
bowels of the earth far below the lowest level of
the city. At that point, it widens into a great
sphere nearly 300 feet in diameter. This bubble in
the earth's crust was hollowed out by beholders
when the city was first built. If any character
drops something to see how long the sound
delay is, they will not even hear it hit bottom
unless it is of substantial size, and then they run
the risk of awakening the slumbering denizen of
the place.
When a member of the community (beholder
members, at any rate) died, a ceremony was held
atop the ceremonial platform. The body of the
fallen comrade was suspended over the opening
of the shaft, held in place by a weave of thick
ropes anchored at eight positions around the
perimeter of the shaft. The ceremony was con-
ducted, and at its conclusion, eight honor guards
disintegrated the ropes at precisely the same
moment, and the body of their dead companion
fell silently into the depths of the shaft, all the
way down to the great burial chamber, where it
came to rest among its brethren, hardening into a
substance similar to rock. The hive does not know that %hedeep dragon
Not too many years before Ixathinon's hive exists, for it is a long-standing taboo to enter the
arrived to reclaim the city of Ilth K'hmax, a deep burial chamber once certain sacred rites have
dragon found its way into the great cavern. It been performed at its entrance. From that point
wasted little time settling upon the great burial on, none but the dead may pass the mouth and
chamber at the bottom of the shaft as the perfect descend into the world beyond. Thus, Zdnethr
spot for its lair. There it laid an egg and soon has not explored the burial chamber and
after, a newborn dragon emerged. The mother not know what lies down there.
tended to the young dragon until it was old NOTE! This is an optional encounter! If ,
enough to fend for itself, and then she departed players are having a relatively easy time of
this realm. The baby dragon left behind, also a things, and you wish to challenge them a lihK
female, continued to grow, hunting small crea- more, then it should not take much to awaken
tures within the ruins of the city. In between the deep dragon. If, however, they are being
feedings, the deep dragon sleeps for long periods tested to the limits of their abilities, then thc
of time.
It currently slumbers down there in a small
niche to one side of the shaft itself, gouging a the creature, it will remain asleep (unless they .:.
cozy nest into the rock and beholder bodies. Its begin doing something unbelievably stupid, sucC
slumber is deep, but if something overly large is as poking it with a pole arm; then they will get ;-
dropped into the shaft, or if the adventurers what thev dewwe). *

themselves descend into the shaft, it is possible


that the creature will awaken.
I:
r:
I
11th Khinax
If the characters aren’t ready for an encounter
with a deep dragon, then have Qeqtoxii’s urgings
cial; L h g 3d4/3d4/3d8 or 8d8+4; SA breath and actions be stronger than normal. On the other
weapon, spell; SD regeneration, spell immunities; hand, if the adventure has been too easy on the
SZ H (50’ long); ML fanatic (17);Int exceptional group, then Qeqtoxii puts up slightly less resis-
(16); AL CE; XI’ 8,000. tance to any attempts to go down. After all, the
agons gain special abilities as they age; a
elder orb knows that it can’t push them along too
assume snake form 4 times/day (AC 6; MV 9, Fl quickly; Qeqtoxii doesn’t want to blow his
cover . . .yet.

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.

3-1. Main Cimlar Hallway


This 40-foot-diameter tube lulls in a great circle
with a circumference of 1,200 feet. Carved from th-
very rock itself, its walls are perfectly smooth.
Spaced irregularly both overhead and below are
smaller tunnels that lead off into the various cham
bers and rooms of the upper city.
One very interesting-and potentially very dan-
geroussituation that exists within this main hall-
way is the construct that has been placed here by
Khuxristul. It was discovered when the hive first
arrived. For all intents and purposes, it is a golem,
one mated by either a powerful beholder mage or
perhaps an elder orb. However, it does not look like
any golem the characters might have seen before this.
Qeqtoxii the Gmae: unce tne cnaracters reach what the beholders considered beautiful, the char-
this section, the elder orb starts looking for the acters are likely to find honi€ying.The entryway
golem in a discreet manner. If Qeqtoxii sees it opens into a wide, flat area about the size of a foot-
before the adventurers do, the elder orb makes ball field. The entire place has a whole series of dec-
some warning statement that shows both interest orative piuars supporting the roof.
and an amount of fear at the same time. The first time the characters enkr this area, read
If the golem isn’t an immediate threat or if the the following aloud to the players:
characters take care of that little problem, Qeqtoxii
tries to take them straight to Ixathinm’s lair. Now
that the characters are up in thisarea, the elder orb
wants them to take care of matters before the hive
mother is aware of their presence on that level. If
the characters seem to resist, Qeqtoxii tries to take
them to his lair instead. At least t h e they can be
out of sight of any other beholder that might come
along. Should the adventurers wish to enter the first
room that they are near, then the elder orb does
what he can to make them as unobtrusive as pos-
sible (usinginvisibility scrolls or potions as needed).

3-2. Art Gallery


This series of rooms served as an art gallery for
the beholders who came to visit here. Of course,
appear to be elves are actually drow; the beholders
encountered far more of them than their fair-
skinned cousins who normally live topsid
gnomes and dwarves are a mixture of true
dwarves, svirhebh, and duergar.
If the adventurers do manage to free up s
the trapped beings, it will be necessary to genera
a quick record of the being. Although a full-blo
character record sheet is not necessary, some
amount of information about the individual is.
Keep in mind, also, that because these creatures
are from a time in the past, they will most
@
: ( not speak the characters' language (dependin
how languages work within your particular c
paign setting).
The rooms above the main one at one time co
tained
and sc
I
fi&hcr or ShDlV wore out and faded awav.

is here if the adventurers have not already enc


tered the beholder in its lair). since the eallerv
still something of a luxury she dares not allow hc
self to eniov iust yet.
, < , ,
In addition to the columns that fill the whole
with almost gridlike precision, there are a few 3-3. Water Garden
ial constructions along the walls. These are lit- This oddly shaped room was a masterpiece of
anoid forms, this time primar- architectural design when it was created. An en
s. They have been sculpted series of pools, channels, and spillways were co
so that it seems as though outer layers of the m a - bined to create a literal garden of delicate water-
tures are climbing atop their kinsmen in an effort falls, ponds, and so forth. When the characters
arrive here for the first time, read the following
If the characters examine any of the pillars cam- aloud
fully, describe to them how each one is amazingly
detailed. Everything about the sculptures are per- his mom is one of the most bizarre you have
fect in their depictions of the various species. ?en thus far around here. It is more or,less egg-
Another curious detail is their expressions. Many iaped, although a bit more narrow, but &,e mosl
of them wear visages of fright, d&nright terror; unning feature of the place is the myriad'of
resignation, or sudden, horrdying realization. It is verlapping formations of stone that fill the placc
quite disturbing to look at. 'om tou to bottom. Thev all Seem to be d e s i n d
If the characters figure out the significance of
the columns, they may wish to try and free one or
more of the beings. Keep in mind that most of
these trapped beings were captured many hun-
dreds of years ago, and the current state of events,

- both above and below ground, will be a major


blow to them. Also, most of those statues that a great pool. Water spilled out of this pool throu
spouts all around it. This water fell LLLUaluuter 3-4. Library
series of pools below and on all sides. There, the This series of chambers used to be a library for
water ran through some channels that allowed the beholders. When the fighting erupted, much of
water to spill over along one side, creating a literal the literature that was here either disappeared or
curtain of water. This process continued on down was destroyed. The entire place had thousands
through the room, water splashing from one vessel upon thousands of little niches carved all along
or conveyance to another, until it reached the bot- the walls to house the books, scrolls, and whatnot.
tom, where it all settled into a deep, calm pool. Ixathinon has long-range plans to rebuild &t
The water originated from a decanter ofendless library, and she has started by placing all of tlrc ,
water and was consumed at the bottom by a sphere texts the hive possesses in here. She has given r
ofannihilation. Both of these items are gone now, orders to Qeqtoxii to make book collecting a prior-
however, taken as loot during the fighting. ity for the Unblinking Eye’s activities and to have ~

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.

Roper (1): AC 0; MV 3; HD 10;hp 62; THACO 11;


#AT 1;Dmg 5d4; SA strands, Strength drain; SD
immune to lightning and resistant to cold; SW
vulnerable to fire; SZ L (9’ tall); ML champion
(15); Int exceptional (15); AL CE; XI’ 10,000.
Notes: Opponents suffer a -2 penalty to surprise checks; ropers
shoot a total of six sticky strands (one per round) up to 50
There is a good chance (75% if applicable) that feet away ((ld4+1)x10);each time a strand hits (normal
Ixathinon is home, unless other circumstances pre- attak roll), the victim must roll a successful saving throw
vail. She is highly unlikely to be unprepared for vs. poison or lose half its Strength score (round down) in
ld3 rounds;this lasts2d4 turns;prey is pulled closer by 10
intruders unless the characters have taken the feet every round; the strand can pull up to 750 pounds; the
utmost precautions to avoid detection this far. See cmattm’s bite attack is automatic vs. victims caught in
the ”Strategies and Events” section for more infor- strands; strands can be m o v e d using a successful open
mation on how she will react when confronted for doors roll; a strand is also AC 0 and must suffer6 points of
damage from a single blow from an edged weapon to be
the first time. severed; ropers are unaffected by lightning and suffer only
Ixathiion has hidden the treasure of the hive halfdamage from cold-based attacks; they suffer a 4
beneath the stone table block which the book is penalty to saving throws vs. file.

50
1

vvitnm the roper’s gizzard are 13 platinum


pieces and three 50-gp citrine stones.

3-8. Sespetoxri’s Lair

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:

8 fluster e;ery begolder who came into higlair.


When they came back for another visit, each of
them automatically turned upside down to o
the effect. However, Sikrewxes purposely let
enchantment fade after 24 hours. so thev once

*-a
hive (except Ixathinon, of course) wary of r & r Q
Sikrewxes's lair.

3-10. Khuxristul's Lair


This room is very full of Khuxristul's resear(

tables (there are eight) is covered with alembic


beakers, crucibles, inkwells, mortars, vellum,
vials, weights, and so on. On the underside of
each table hang varying types of dried herbs a
other spell components. Since Khuxristul
researches new spells and variations upon
has seen used before, Ixathinon has given the
beholder mage special dispensation to keep an
books necessary to carry out magical research.
As a result, several scattered tomes lie on eve
table level of Khuxristul's lair. Most of the
tomes are theoretical studies in magic, but one o
them should be a librum ofgolems and the o
Khuxristul's suellbook.

thefireball spill. With the behold& mage is a


>,i
suwyze, which is present to warn its master if ~;:,
,:
someone is coming. When deeply involved in I
testing or researching, Khuxristul has an unfor-,;
tunate tendency to forget where it is. One time 16
the past, this ability to block out the surrounding
environment enabled another beholder to inad- :~"
vertently surprise the beholder mage while it .<

tul.To offset future accidents, Ixathinon allowed


Khuxristul to keep a suwyze that Zulnethrac had
found while performing its preliminary sweep of
When the adventurers near this area, the s ~ w y ~ e 3-12. Prisons
will burble out a warning to its master (if Back when llth K’hinax was a thriving city, the
tu1 is present) and then hide. As a result, Kh-tul beholders had problems wilh some of the city’s
is prepared for a fight when the characters enter inhabitants. Since the beholders didn’t wish to
lair. If Khuxristul is not present, the suwyze simply turn everything into stone right away, they built
hides under the lowest table, turning invisible, until prisons to hold prisoners until they could take
forced to fight (if this is the case). care of them properly. Each “cell” is about 20 feet
deep and circular, like a tube. In most cases, a
Suwyze (1):AC 4; M v 12, C112; HD 4 4 ; hp 29; heavy grating covers each of the holes. However,
THACO 15; #AT 8; Dmg ld6; SA spells, tendrils; the hole directly beneath area 3-2 doesn’t have a
SD never surprised; SZ H (20’ diameter); ML grating. If the characters fall out of the museum
steady (11);Int exceptional (15);AL N; XP 975. above, they must make a successful Dexterity
Notes: A suwyze can sense danger coming from a distance check (-2 penalty) or fall down the hole.
because its tendrils and feelem sense light, heat, odors, If the group decides not to risk falling into the
winds, magical auras, strong good or evil creahms, and hole, they can attempt to move a nearby grate
subtle pressure changes (such as opening a door); a suwyze over the uncovered one with a successful bend
can use each of the following spell-like abilities three times bars/lift gates roll. About three characters can
per day: clairaudimce, claimoynnce, detect god, detect a i l ,
detect mngic, inmsibility, shout, and h r d eye: its high work together to do this,if necessary.
perception abilities give it a +2 bonus to saving throws
against all illusion-based magic; it attacks with its 10-foot- 3-13. Minion Chambers
long abrasive tendrils causing ld6 points of damage; it can This little cave leads down from the main tun-
cause an attacker to see the combat from its pint of view nel on Level 3.The access is convenient for the
(with much exaggerationon its behalf)if the victim fails a
save vs. spell (causing a -3 penalty to attack rolls and a -1
duergar minions that the beholders wished to
penalty to damage rolls);if all else fails, the suwyze uses a keep with them above the main part of the city.
version of a shout spell to call for help, blasting any The minions that lived in this area mainly
opponents at the same time. guarded the prison holes or provided.assistance
to any beholder that needed it at this level.
3-11. Qeqtoxii’s Lair These chambers not only contain a lavatory for
Since Qeqtoxii visits 11th K’hinax only occasion- the minions, but they also have a meat locker for
ally, its lair only has the bare necessities. When- both the beholders and for the minions. Since
ever the elder orb is in the city for more than a day, there are only a few duergar minions currently,
it sleeps in a net at the top of the room. A few they have a lot of room to expand.
tables run around the room (much like Khuxris- If the characters wish to check the area out, the
tul’s), but only bits of metal and dried herbs litter find little of interest. The lavatory is just a small
them. However, if the characters look up, they find alcove with a ledge carved from stone through
several mirrors. A total of eight beholder sphere which holes (and a vertical tunnel) were bored.
mirrors are evenly spaced around the top and bot- It’s been many years since the city was inhabited,
tom of Qeqtoxii’s lair. These mirrors have the abil- so any waste that was down the lavatory’s hole
ity to reflect any eye ray without loss of power. has long since decayed. The meat locker doesn’t
While Qeqtoxii won’t appreciate it much, it is pos- have much more than a few stone gas spores (for
sible to yank these mirrors out of their sockets convenient storage) and some stone shards at p ~ e
with a successful open doors roll. The adventurers sent.
can attempt to use these mirrors to reflect a
beholder’s ray back at it.

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.

Doppleganger (2): AC 5; MV 9; HD 4; hp 25,28; A Desperate Plea


THACO 17; #AT 1; D m g ld12; SA surprise; SD
immunity to sleep and charm spells; SZ M (vari- If the characters don’t have enough initiative to
able); ML elite (13);Int very (11);AL N; X P 420. keep moving forward to the finalmeeting with
Ixathinon, this event can be placed anywhere that
Notes: Dopplegangers canassume the shape of any humanoid
creature between four and eight feet high;it can use ESP and the DM wishes. A young, rash woman named
can imitate its victim with 90%accuracy; it rolls all saving Deena has been wandering the city trying to find
throws as if it was a 10th-level fighter. her father. She looks pretty bruised and prodigious
54
11th K’hinax
amounts of blood are splattered on her clothing. As a matter of fact, De- is correct. Garon
When the characters come across her, she is about being held in one of the prison cells on Level
to lapse into unconsciousness because of blood When the characters first encounter the prison
loss. Several stirges lie at her feet, dead. If the cells, Garon calls out to them for help. Once they
adventurers don’t heal her within a round, she release him (see area 3-12, he will need some heal
will die. If they can’t heal her, then she has enough ing, but then he offers to join them. Although he
life to tell her story before dying. Read or para- wants to leave the city, he also wishes to prevent
phrase Deena’s story, adding gaps where she has the beholders from causing trouble for the people
to gather strength to go on narrating, if appropri- living above the city. If Deena died earlier, then he
ate: father has added incentive to destroy those who
killed her. At the very least, however, Garon has
girl, my father used to tell heard some of Ixathinon’s plans to destroy all of
a beholder city that was torn the humans above. Because of his nature and
within by faction wars. As I grew up, beliefs, Garon cannot, in good conscience, lea
these stories wcre actuallv, legends
-
the city until its evil denizens are rooted out.
ather was researching. As time passed,
.._.. . ~ to oinuoint the area in which the citv’ Deena, hf F 5 AC 4 (chain mail and buckler);

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).

Deena believes that the beholders have her


father imprisoned somewhere in the city. In an Deena has been brought up by her father and
effort to find and free her father, she has already some of his old adventuring friends. Because
been through many perils. If she is healed, she this rough-and-ready upbringing, she tells thin
wishes to join the party on their journey through as they are. She has gone on some adventures
the city. Deena and her father, Garon, have only her father and his friends before, but this is the
explored up to the point that the characters have first time just she and her father have taken off to
when they meet up with Deena. If anyone in the go find something. She isn’t exactly sure why he
party pokts out that Garon could be disintegrated, decided to do this, but she has an idea that it must
Deena will refuse to listen. Her “instincts” tell her have something to do with one of her father’s
that her father is still alive and probably up on the friends ridiculing the idea of a beholder city.
level high above them (Level 3). Garon must want to find out things for himself
before bringing the others alnnv to look, she’s
decided.
Garon, hm F 9 AC 1 ( e l m chain mail +2, buckler, simple matter to blast a hole into the rock and
and Dexterity bonus); MV 12;hp 78 (43hp swiftly depart (straightup into the air, if need be),
because of existing wounds); THACO 12 (9 with Something could be said for leading a group of
long sword +2, specialization,and Strength heroes into the midst of other beholders, a danger-
bonus); #AT 2/1; Dmg ld8+5 (longsword +2 with ous dead-end, or even off the edge of a precipice
Strength bonus and specialization); SZ M (5’ 7“); (if she can manage it).
ML elite (14);AL LG; XP 2,ooO. If the dopplegangers were able to warn her of
S 17, D 15, C 12,113,W 11, Ch9. the group’s arrival on L e d 3, they encounter
Ixathinon alone either in the hive m d e r ’ s lair or
Personality: methodical, patient.
in the audience chamber OM’S choice). When she
Special Equipment: (found in the cell next to his) potion $flying
(Z),long sword +2, e l m drain mail +2, buckler, backpack with sees the group, she acts as if she has been expect-
five days of iron rations, flint and steel, blanket, torch, ing them all along. While she won’t recagnize
waterskin. Qeqtoxii in its human form (unlessthe dapple-
P m j m m e s : ancient histary, hunting,long bow‘, long sword*, gangers know otherwise and haw warned k),
~ ~ ~ ~ l o p e ~ , s p e a k ~ s p ethea hive k ~mother
~ C knows
d ~ that the elder orb put
spedalization).
up to this.If the characters attat& before asking
Garon is a quiet man who thinksa lot. His questions, she instantly counterattacks using all of
patience has no bounds-which just disproves the the powers at her disposal. If mat, read tlre fdow-
“like father, like daughter” theory. Garon has been ing aloud when the charactem first confront b&.hi-
fascinated by the legends of the beholder city for non, adjusting as necessary:
several years now. Whenever he and his friends
would take off for parts unknown, he would ask ~ ~~~~~~

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

P m s : Cenirdbanti-magic ray (14C-yard range,


every experience level of the caster. An anti-ma arc before beholder; no magic functioM in that
ray eliminates all of the blackstone within the chum p ” ~ n (as spell); Znd-zhm monsth. (as
dimensions of the ray.

Fighting Standard . onlv a sinele tare&): %-awe


fas s ~ e l lbut
(Se;ard range);iOth&th &(as
serious wound-
h t h spell, but smgle
Beholders target, 40-yardrange).

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

To attack a certain part of the bo


must make a called shot, which not
to the character’s initiative, but also
acter a -4 penalty to hit.
Special Information and Major NPCs
Ixathinon (Hive Mother Beholder): AC -1; MV F16 that sometimes it is necessary to use that which
(A); HD 20; hp 130; THACO 5; #AT 1; Dmg 5-20 you hate in order to cause it to destroy itself, so
I (5d4); SA magic, magical items; SD anti-magic
ray; h4R 5%; SZ H (8‘ diameter): ML fanatic (1 *\. ~\
she has checked her own abhorrence in the inter-
ests of building the hive to full glory. It is only
Int genius (17-18); AL LE; X P 24,OOO. with great personal revulsion and trepidation that 4
Notes: Hive mothers swallow man-sized prey on a natural to- she has implemented her plan to establish the
hit roll of 20. (While swallowed, a victim takes 5d4 damage criminal organization the Unblinking Eye and per-
every round until it is dead or it escapes. Due to the lack of mitted her minions to interact with the surface
depth to the hive mother’sbody and digestive organs, prey dwellers.
can escape on a normal attack roll.)
In addition to the hive treasure, Ixathinon baa a
Eye Powers: Centrd-unti-magicrq (14J-yd range, 90-degree
arc before beholder;no magic functions in that ma); 1st- handful of magical items for her personal use. She
cham person (as spell);Znd-charm monster (as spell);3rd- keeps these items in a small satchel that she either
sleep (as spell, but only one target);4th-tekkinesis (250-lb. carries in her mouth or totes arnnnd iirinp her fd-
weight);5th-fZesh to stone (as spell, 3o-yard range); 6th- kinesis power. In order to use many of th&e items
disintegrate (20-yard range); 7th--fear (as wand); Sth-slov (or any others she may come across during the
(as spell, but only a single target); 9th4uuse serious wounds
(50-yardrange); lOth--deathray (asdeath spell, but single adventure), Ixathinon has to close her central eye
target, 40-yard range). and shut down her anti-magic ray. She wields the
two wands in her mouth.
Ixathinon is a cruel and heartless creature, bent The magical items in Ixathinon’s possession
only on the fulfillment of her own agenda. She tol- include potions offire breath, invisibility, and poly-
erates absolutely no insubordination from the morph self; wands of magic missiles (63 charges); and
beholders in her hive, and if she suspects betrayal, wonder (47 charges); tomes of clear thought and
she ruthlessly and unrelentingly seeks redress. understanding (Ixathinon has not gotten around to
This may still take the form of subtle entrapment, using these yet); two ioun stones (pearly white
rather than overt accusation and destruction, but spindle, regenerates 1 hp/tum; dusty rose prism, f
she will not hesitate in this regard-her insistence grants +1 protection bonus to AC); and a cube
on obedience is absolute. force.
The mind of Ixathinon is nearly flawless in its Fighting the Hive Mother: The hive mother h
logic; she comprehends and manipulates informa- only two combat locations: the body and the cen-
tion more complex and subtle than many of the tral eye. Lesser eyes cannot be struck in combat- 3:
most brilliant sages in the known world can man- even by accident. Called shots on the
add a +1 penalty to the initiative and
B
age. She delights in clever puzzles, riddles, and
conundrums, although she becomes frustrated in attacker a 4penalty to his attack roll.
their lack of challenge to her.
The hive mother’s quest for knowledge is unri- Roll Location AC Hitpoints
valed, even among beholders; she is a voracious 01-20 Body 0 20 HD
reader, sending minions out to SCOLI the far 91-00 Centraleye 7 15hp
reaches of the lands for new tomes and volumes.
Her library is extensive, indeed. It was this persis- K h d s t u l (Beholder Maee):AC -1; MV Fl3 (B);
tence to the gathering of knowledge that led
Ixathinon to her discovery of the lost beholder city
of 11th K’hinax. genius (18); AL NE; X P 13,500.
If Ixathinon has one flaw, it would almost cer- S p e d Equipment: neddace ofmissiles, necklace ofpl
tainly be her extreme xenophobia. She does not
believe that any other race of being has any merit,
feeling that the only true path to ultimate beholder
supremacy is the complete and total annihilation - - -
a
Spellstulks: featherfdl, &Id pmtal, blindness, knock, dimension dmr.1
of all other sentient species. She realizes, however,
Specin1 Equipment: bag ofholding, spellbook,potion of extra
small patrol of duergar many years ago. Rather healing,potion ofgaseousform, potion ofhuman control, potion of
water brenthing,amulet ofpmofagainst detection and location,
than slink off to die somewhere, though, it decided D m S instantfortress.
to attempt to master the ways of magic. Through €ye Powers: Central+nti-magic ray ( l a y a r d range, 90-degree
long, painstaking research, the beholder began to am beforebeholder; no magic functionsin that area), plus
understand the nature of magic and was able to the following eye powers: lst-charm person (as spell);2nd-
transform some of its eyestalks into spellstalks. It charm monster (as spell);31d-Ieep (as spell, but only one
target); 4th-telekinesis (250-lb.weight); Eith-pesh to stone (as
was very careful in its selection of spells, however, spell, 30-yard range); 6th4isintegrate (20-yard range); 7th-
for it understands the true nature of combined fire- fear (aswand); 8 t I - h (as spell,but only a single target);
power-he never travels alone, instead pairing 9th-u~ serious wounds (50-yard range);lOth-death ray
(as death spell, but single target, #yard range).
with one of the true beholders and complementing
Spells (Qeqtoxii can only memorize one spell per level at a
its eye powers with its own spells. time): 1st-fiather fall, hold portaft;k d - d n r k n e s s 15' radius:
The other beholders never scorned Khuxristul, detect muisibility', ESP?, knock; 3rdAispel magic', protection
although most of them secretly pitied the beholder fmm normal missilesY; 4th--control death tyrant**, dimension
mage its lost eye. However, in recent years, as its door, extension I, instruct spectator", polymorph selfl (note that
polymorphingitself into humanoid form does not allow
mastery of the magical arts has come to full Qeqtoxii to cast spells with material or somatic
fruition, the others have come to understand and components);%+ontact other plane, teleportt, wall of
appreciate exactly how well it complements their blackstone': wall offorce,; 6 t h ~ x t e n s i o nlllt, geas; 7th-phase
own abilities. Now, each of the other beholders door, power word stunt, teleport without error, vanish; 8th-
create death tyrant": mass charm, power word blindt; 9th-
vies for the privilege of being partnered with MordenkaimS disjunction, power word kill, prismatic sphere+,
Khuxristul. time stop
Most of Khuxristul's items are either in its labo- t Indicates favored memorized spell. *Indicatesan elder orb
ratory/lair or in Ixathinon's library, but it carries variation on an existing spell; it q u k s only verbal
some of its more useful items. Among these items components, takes twice as long to cast as the normal
variety, and is known only to elder orbs. * Indicates a
are a neckluce ofmissiles (with three 2-HD, one 4 special spell that appears in I, Tyrant
HD, one 6-HD, and one 8-HD missiles left on it)
and a necklace ofprotection (provides a +1 to AC) Qeqtoxii is a brilliant and cunning creature, able to
that are securely wrapped around two different plan for almost any contingency and detect and
eyestalks. Khuxristul uses the necklace ofmissiles by eliminate all flaws in logic in its complex schemes.
training its eyestalk of telekinesis on it to make it If it has one shortcoming, it is understanding the
release one of the globes and then sending the nature of human thinking, which isn't always logi-
globe to its target telekinetically. cal at all.Since it has begun interacting with them,
During the fmal confrontation with Ixathinon, however, it is getting better.
Khuxristul fights for Ixathinon. If the hive mother Qeqtoxii craves power above all else. It bums
dies and Zulnethrac isn't present, then Khuxristul with the desire to overthrow the hive mother it cur-
helps Qeqtoxii. Should Zulnethrac be present, how- rently serves and take her place. The elder orb has
ever, the beholder mage fights Qeqtoxii. insinuated itself into her hive in the guise of a true
Fighting the Beholder Mage: The only difference beholder and bides its time until it can u s u r p her.
between fighting a true beholder and a beholder Its plans for this are complex and time-consuming,
mage is that the damage to the central eye does not but the elder orb is patient. It has worked for sev-
count against its total hit points. eral years to make this a reality.
Qeqtoxii will not allow its enemies to detect and
comer him;if it is in danger of dired contact, it will
use whatever means it has at its cllsposal to escape
notice, most likely throughthe use of spells. It is defi-
nitely not in Qeqtoxii's best intemsts to be seen by the
characters in its true form until its plan has been
accomplished. At that point, of course,Qeqtoxii feels
Special Information and Major N rc‘s
no compunction in revealing itself to the chars- Although Sespetoxriwill help hthinon d
and destroying them. The elder orb believes that the the finalconfrontationbetween her and the char
chaacters are tools to be used.As with a l l his,how- ters, thisgreedy beholder flees the moment she
ever, they can fall into the wrong hands and be ”mis- Once clear of the battle scene, Sespetoxriwill hea
used,” either by someone else or of their own volition. for its hidden treasure and hide until i
Qeqtoxii has several magical items at its disposal, whole affair is over. If the adven-
which it can easily use when.-n The first of the final confrontationis over, Sespetoxn
these is a bag of holding, which stores all the elder defend its pnxious treasure, but it also
orb’s other magical items and important possessions, opportunity to flee if things start going
including its spellbook. Other items include potions
of extra-heahg, gaseousfonn, human control (humans), Sikrewxes (True Beholder): AC 0/2/7; MV F13 (B);
and water breathing; an amulet ofproof against detection hp 64; THACO 7; #AT 1; Dmg (2d4); SA magic; SD
and location (which has been speaally crafted to be anti-magic ray; MR nil;SZ M (4’ diameter); M L
worn around one of its eyes, and which it wears fanatic (18); Int exceptional (16); AL LE; XP 14,000.
rather thanstores); and a Daem’s instantfortress.
Eye Powers: Central-unti-mapray (140-yard range, 90-degree
Note: Some of these magical items may have been arc before beholder; no magic functionsin that area); 1st-
consumed during the previow adventuvs; feelfire charm person (as spell);Znd+barm monster (as spell);3rd-
to replace them if thisis the case. sleep (asspell, but only one target); 4th-teleknesis (250-lb.
Fighting Qeqtoxii: When fighting elder orbs, weight); Sth-jesh to stone (as spell, %yard range); 6th-
disintegrate ( D y a d range); 7th+m (as wand); 8thsIm
the same table and information presented ear (as spell, but only a single target); %-muse serious wounds
that describes true beholders. (%yard range); lOth+th ray (as death spell, but single
target, 40-yard range).
Sesuetoxri (True Beholder): AC 0/2/7; MV F13
hp 57; THACO 9; #AT 1; Dmg (2d4); SA magiciSD rhis political beholder is perhaps the most sinister
anti-magic ray; MR nil;SZ M (4’ diameter); ML of all within the hive. It seeks only to play games
fanatic (18);Int exceptional (16);AL LE; X P 14,000. with the balance of power among the rest of the
beholders, trying to set one against another through
Eye Powers: Cenkal-mti-magic ray (140-yardrange, W e p
am before beholder; no magic functions in that area); 1st- shrewd and subtle t r i c k q . Most of the other hive
charm person (as spell);2nd-harm monskr (as spell); 3rd- members are aware of Sikrrwxes’s plotting ways, so
sleep (as spell, but only one target); 4ti-teleknesis (250-lb. they are careful with information it gives them. Still,
weight); 5th-jesh to stone (asspell,30-yard range); 6th- it has developed the art of deception to such a level
disintegrate (20-yardrange); 7th-fer (as wand); S t h s l a u
(as spell, but only a single target); %+use serimrs wounds that it manages to manipulate the other beholders
(50-yardrange); lCth+th ray (as death spell, but single on occasion. hthinon is aware of Sikrayxes’s
target, 40-yard range). games, but she has chosen (for the time being) to
ignonz them and see if any of the other hive mem-
Sespetoxri is a p d y creature, even for a beholder. bers take affront at its actions and retaliate.
This beholder hoards whatever wealth it can find, Because it loves to meddle with the balance of
trying to keep it a secret even from the other hive power, Sikrewxes doesn’t take sides with any of the
members. Sespetoxrifears that others may discover beholders if Ixathinon dies. While it does obey
its riches and take them from it, so it is also a very Ixathinon’s commands while she’s alive, the moment
nervous beholder. It has guarded its secret hoards
with all manner of mundane and magical traps to
prevent thievery. Its worst phobia is for Ixathinon
herself to find out about its treasure and order the once it’s all over.
greedy beholder to surrender the treasm to her.
Were such an event to occur, it would likely attempt
to flee with the treasure rather than give it up. Its of the hive’s treasures and go on its me^^ way once
loyalty lies only with its wealth. it takes care of the characters.
63
Special lnforrnation and Major NPCs
Zulnethrac (True Beholder): AC 0/2/7; M v €3 3 Zulnethrac is Ixathinon’s most trusted mimim$a3
(E); hp 72; THACO 5; #AT 1;D m g (2d4); SA very well organized and thorough creature. A*..
magic; SD anti-magic ray; MR nil; SZ M (5’ diam- result, the hive mother has placed Zulnethrac
eter); ML fanatic (18); Int exceptional (16); AL LE; charge of the protection of Ilth K’hinax. It ha
XI’ 14,000. been instructed to prepare defenses, stock ce
areas with monsters, and prepare patrol sched$
€ye Powers: Central--rmti-mgic ray (140-yardrange, %degree
arc before beholder; no magic fundionsin that area); 1st- ules for the ‘moreintelligent of the subservi
charm person (as spell);Znd-hnn monster (as spell); 3rd- ‘aces to follow.
sleep (as spell, but only one target); 4tMelekkin~is(UO-lb. This arrangement suits Zulnethrac well,
weight);5tl-flesh to stone (as spell, 30-yard range); 6th- a vicious and stem creature, demanding
disintegrnte (20-yard range); 7t?y+r (aswand); 8 t h s l m
(as spell, but only a single target); 9th-s serious m n d s obedience and punctuality from its troops. It
(50-yard range); lothdeath ray (as denth spell, but single rules through fear but also through understan&-:
target, 40-yard range). ing of exactly what is expected; those servant t,i;
creatures who follow orders precisely are treaid
well, while those who slip up or slack off are A .
severely punished. On more than one occasion
Zulnethrac hassummarily .executed c&ain diw. J

obedient servants, making examples of them ts :


the rest of its minions. I& !
If Zulnethrac is present at the.fina1conhts;.::
ion,it does all it can do to aid the hive mothef:
4fter Qeqtoxii reveals itself upon the death of
Ixathinon, Zulnethrac attempis to avengethe hive
mother's death by killing the elder orb. While the
beholder doesn’t much case for the characters, it
1-5a

1-12s

m=20 FEET

MAP 1: Level 1
MAP 2 : Level 2
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