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The Forgotten Temple of Tharizdun

AD&D module WG4 by Gary Gygax

Product Number: TSR9065


Year Published: 1982

Converted from 1st Edition AD&D to 3rd Edition D&D


by Kai Frederking, mailto:frederking@outlook.com
http://www.frederking.net/family/kai/interests/games/role_playing/greyhawk.html <no longer
active>

Last Updated: 27 April 2004

Summary of Conversion: All monsters, NPCs, magical items, and spells have been converted to
conform to 3rd Edition rules. Some monster conversions have been copied from the Creature
Catalogue at http://enworld.org/cc while it was still active  Some of those have been modified,
where necessary. Areas and encounters not included in this document didn't need conversion and
should be played as described in the module(s).
I had to change the main antagonist on the lower temple level. Since mountain giants (as per
Monster Manual II) are now too powerful for the intended character levels (CR 26), I used an evil
stone giant of exceptional abilities.
I have tried to stick to the original module as close as possible. Following table shows the
recommended average character level, depending on number of characters and challenge level:

# of char. | Challenging Tough


--------------------------------------
4 | 10th 9th
th
6 | 9 8th
8 | 8th 7th

I have played it with a group of 7 characters of 10th level – and it was too easy. Although WG4
was meant to follow “The Forgotten Temple of Tharizdun”, it is actually slightly easier than its
predecessor. That is, IF the group doesn’t make major mistakes …

Some sentient monsters have been named if it seemed likely that conversation with them might
take place.
Treasure values have sometimes been adjusted to conform to 3E recommendations regarding
treasure/EL ratio, but magic items have mainly been left unchanged. I have included the market
price for magical items and the total value of monetary treasure per encounter area. This should
make adjustment to your own campaign requirements easier.
Health warning: The total amount of treasure – magical and mundane – to be found in this
adventure is above 3rd edition standards.

This conversion is based on pre-war Greyhawk as per the original "Guide to the World of
Greyhawk" by Gary Gygax. Races, gods, languages, countries, and rulers are taken from that
work. In my campaign, the Greyhawk Wars don't happen.
My campaign is run using 3rd edition rules, not version 3.5. I had to scale down my high opinion
of WotC’s product management policy. It is a pretty stupid move to introduce a new set of rules,
partly incompatible with the previous rules, so shortly after issuing 3rd edition 

There are two helpful large-area maps for this adventure, which refer to module S4, The Lost
Caverns of Tsojcanth, but also include the Temple of Tharizdun:
http://www.timebomb.on.ca/denist/greyhawk/yatils1.gif or
http://www.timebomb.on.ca/denist/greyhawk/yatils2.gif
The first map is the "canonic" one, placing the caverns in their "historic" position. The second
map takes into account that Iggwilv's headquarter was probably nearer to Perrenland than to
Highfolk and Ket. The disadvantage of the latter one is, that the road "to Bissel" actually points to
Ket.

If you are looking for additional information on The Lost Caverns of Tsojcanth and the Forgotten
Temple of Tharizdun, I recommend

http://www.greyhawk-codex.com/codex/greyhawk/religion/tharizdunq.htm
An interview with EGG himself. Mainly on Tharizdun, but also on Tsojcanth and Iggwilv. Don’t
heed his comments on timelines, though – they don’t fit.
NOTES FOR THE DUNGEON MASTER
TRACKING

If anyone with the Tracking feat actively looks for norker tracks, allow a DC 20 Wilderness Lore
check per day on the western part of the map, DC 25 on the eastern part, to determine whether
tracks are found. If you (the DM) decide that the area hasn’t been visited by norkers, the search
will fail automatically.

As soon as tracks are found, they can be followed using the standard tracking rules (PHB p.85f).
The difficulty will usually be DC 15 in woods and grassy valleys, DC 20+ in rocky terrain. The
tracks are old, but the group size of up to 30 norkers makes up for that.

GNOME ASSISTANCE

Use the population of Gnome Vale (see conversion of S4 - The Lost Caverns of Tsojcanth) for
reinforcements. The lieutenant (if any) will be Wesly Na’Gwaylar.

The magic items available are:


Adamantine breastplate (5,350gp), large steel shield +1 (1,170gp), Potion of Reduce (5th,
250gp), divine scroll with 6 spells: 3x raise dead (9th caster level), heal (11th), greater
restoration (13th), resurrection (13th) (14,075gp).
Remove all those which have been used during the course of S4.

STARVATION

Use the rules on starvation (PHB p.86) and fatigue (PHB p.84) instead.

MAP MOVEMENT

Use the rules given in the module for overland travel. If the party still has the mountain horses
from S4, these will move 50 hexes per day on a track (as mules).

THE WILDERNESS – RANDOM ENCOUNTERS

NOTE: You may notice that the wilderness encounters are a bit puny and not a real challenge for
the adventurers. I did not change the relative strength of the inhabitants of this part of the Yatil
Mountains, so as to stay in line with the wilderness encounters in S4 – The Lost Caverns of
Tsojcanth. Why should the danger increase, just because the party gained a level or two in the
previous adventure? Anyway, if you like, you can increase the opposition’s numbers or add some
stronger encounters.
1. AVALANCHE (EL 4)

Substitute with rules for Landslides and Avalanches, DMG p.85. Characters moving immediately
and fast avoid the avalanche completely. Those moving late or slow leave the bury zone, but are
caught in the slide zone (3d6 damage + pinned, Reflex save DC15 to avoid). Those staying are in
the bury zone (8d6 damage, Reflex save DC15 for half, pinned regardless of save).

2. CAVE BEARS (EL 9)

NOTE: I replaced these beasts with dire bears, making the encounter slightly more challenging.
You could always replace these with regular brown bears or with brown bears “advanced” by 1
or 2 hit dice.
These dire bears are still mainly after food – but it may take a few more rations to distract them
than mentioned in the module.

Dire Bears (2): CR 7; SZ Large Animal (20 ft. long, 6000lb.); HD 12d8+48; hp 2x102; Init +1
(Dex); Spd 40 ft.; AC 17 (-1 size, +1 Dex, +7 natural); Atk 2 claws +18 melee (2d4+10), bite +13
melee (2d8+5); Face 10 ft. x 20 ft.; Reach 10 ft.; SA Improved Grab; SQ Scent; AL N; SV Fort
+12, Ref +9, Will +9; Str 31, Dex 13, Con 19, Int 2, Wis 12, Cha 10.
Skills Listen +7, Spot +7, Swim +13.
Improved Grab (Ex): If a dire bear hits a creature of size medium or smaller with a claw attack, it
deals normal damage and attempts to start a grapple as a free action without provoking an attack
of opportunity. The bear has the option to conduct the grapple normally, or simply use the claw it
used in the improved grab to hold the opponent. If it chooses to do the latter, it suffers a -20
penalty to grapple checks, but is not considered grappled itself; the bear does not lose its
Dexterity bonus to AC, still threatens an area, and can use its remaining attacks against other
opponents. A successful hold does not deal additional damage. Each successful grapple check the
bear makes during successive rounds automatically deals claw-damage. When a bear gets a hold
after an improved grab attack, it pulls the opponent into its space. This act does not provoke
attacks of opportunity. The bear is not considered grappled while it holds the opponent, so it still
threatens adjacent squares and retains its Dexterity bonus. It can even move (possibly carrying
away the opponent), provided it can drag the opponent’s weight.
Possessions: None.

3. WILD BOARS (EL 6.5)

Boars (5): CR 2; SZ Medium Animal; HD 3d8+9; hp 2x33, 3x24; Init +0; Spd 40 ft.; AC 16 (+6
natural); Atk Gore +4 melee (1d8+3); SA Ferocity; SQ Scent; AL N; SV Fort +6, Ref +3, Will
+2; Str 15, Dex 10, Con 17, Int 2, Wis 13, Cha 4.
Skills Listen +7, Spot +5.
Ferocity (Ex): A boar is such a tenacious combatant that it continues to fight even while disabled
or dying.
Possessions: None.
4. HILL GIANTS (EL 9)

NOTE: The Charisma for the giants has been taken from Version 3.5. The Monster Manual 3rd
edition gives a Cha 17 for hill giants 

Olfas and Krnbok, Hill Giants (2): CR 7; SZ Large Giant (10 1/2 ft. tall); HD 12d8+48; hp
111, 107; Init -1 (Dex); Spd 30 ft. (hide armor), base 40 ft.; AC 20 (-1 size, -1 Dex, +9 natural,
+3 hide); Atk Huge greatclub +16/+11 melee (2d6+10) or rock +8/+3 ranged (2d6+7, range 120
ft.); Face 5 ft. x 5 ft.; Reach 10 ft.; SA Rock throwing; SQ Rock catching; AL CE; SV Fort +12,
Ref +3, Will +4; Str 25, Dex 8, Con 19, Int 6, Wis 10, Cha 7.
Skills Climb +9, Jump +9, Spot +4. Feats Cleave, Power Attack, Weapon Focus (greatclub).
Rock throwing (Ex): Adult giants receive a +1 racial bonus to attack rolls when throwing rocks.
Hill giants can hurl rocks weighing 40 to 50 pounds each (Small objects) up to 600 feet, with
range increments of 120 feet.
Rock catching (Ex): Hill giants can catch Small, Medium-size, or Large rocks (or projectiles of
similar shape). Once per round, a giant that would normally be hit by a rock can make a Reflex
save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium-size on, and 25
for a Large one. If the projectile has a magical bonus to attack, the DC increases by that amount.
The giant must be ready for and aware of the attack.
Possessions: None (or randomly generate their “Giant’s Bags” as per MM – no valuables
anyway).
Both speak Giant (only).

5. STONE GIANTS (EL 9.5)

Myrissa, female Stone Giant: CR 8; SZ Large Giant (Earth) (12 ft. tall); HD 14d8+56; hp 133;
Init +2 (Dex); Spd 40 ft.; AC 22 (-1 size, +2 Dex, +11 natural); Atk Huge stone greatclub
+17/+12 melee (2d6+12) or rock +12/+7 ranged (2d8+8); Face 5 ft. x 5 ft.; Reach 10 ft.; SA Rock
throwing; SQ Rock catching; AL N; SV Fort +13, Ref +6, Will +4; Str 27, Dex 15, Con 19, Int
10, Wis 10, Cha 11.
Skills Climb +10, Hide +0*, Jump +10, Spot +3. Feats Combat Reflexes, Point-Blank Shot,
Power Attack, Precise Shot.
* A stone giant gains a +8 racial bonus to Hide checks in rocky terrain.
Rock throwing (Ex): Adult giants receive a +1 racial bonus to attack rolls when throwing rocks.
Stone giants can hurl rocks weighing 40 to 50 pounds each (Small objects) up to 900 feet, with
range increments of 180 feet.
Rock catching (Ex): Stone giants can catch Small, Medium-size, or Large rocks (or projectiles of
similar shape). Once per round, a giant that would normally be hit by a rock can make a Reflex
save to catch it as a free action. The DC is 11 for a Small rock, 16 for a Medium-size on, and 21
for a Large one (the DCs already include a +4 racial bonus on catching rocks). If the projectile
has a magical bonus to attack, the DC increases by that amount. The giant must be ready for and
aware of the attack.
Possessions: None (or randomly generate their “Giant’s Bags” as per MM – no valuables
anyway).
Myrissa speaks Giant and Common.
Crolnch, young male Stone Giant: CR 7; SZ Large Giant (Earth) (10 ft. tall); HD 12d8+48; hp
96; Init +2 (Dex); Spd 40 ft.; AC 22 (-1 size, +2 Dex, +11 natural); Atk Huge stone greatclub
+15/+10 melee (2d6+11) or rock +10/+5 ranged (2d8+7); Face 5 ft. x 5 ft.; Reach 10 ft.; SA Rock
throwing; SQ Rock catching; AL N; SV Fort +12, Ref +6, Will +4; Str 24, Dex 15, Con 19, Int
10, Wis 10, Cha 11.
Skills Climb +8, Hide +0*, Jump +8, Spot +3. Feats Combat Reflexes, Point-Blank Shot, Power
Attack.
Rock throwing (Ex): Crolnch does not receive the +1 racial bonus to attack rolls when throwing
rocks yet. He can hurl rocks weighing 30 to 40 pounds each (Small objects) up to 600 feet, with
range increments of 120 feet.
Possessions: None.
Crolnch speaks Giant and a very limited Common.

6. NORKERS (EL 6.5)

Boss Kronk, male norker Ftr 3: CR 3; SZ Small Humanoid (Goblinoid); HD 3d10+6; hp 26;
Init +5 (+1 Dex, +4 Improved Initiative); Spd 20 ft.; AC 17 (+1 size, +1 Dex, +5 natural); Atk
War club +7 melee (1d8+3/crit x3) or bite +6 melee (1d3+2); SQ Darkvision 60 ft.; AL CE; SV
Fort +5, Ref +4, Will +1; Str 14, Dex 12, Con 14, Int 10, Wis 11, Cha 11.
Skills Hide +4, Listen +6, Move Silently +4*, Spot +6. Feats Alertness, Improved Initiative,
Power Attack, Weapon Focus (club).
* Norkers receive a +4 racial bonus to Move Silently checks.
Possessions: Studded war club (same statistics as warhammer), 3 sp, 8cp.
Kronk speaks Goblin and Common.

Norkers (30): CR 1/4; SZ Small Humanoid (Goblinoid); HD 1d8+2; hp 6x9, 24x6; Init +1
(Dex); Spd 20 ft.; AC 17 (+1 size, +1 Dex, +5 natural); Atk Club +1 melee (1d6) or bite +1 melee
(1d3); SQ Darkvision 60 ft.; AL CE; SV Fort +2, Ref +2, Will +0; Str 11, Dex 13, Con 14, Int 10,
Wis 11, Cha 8.
Skills Hide +3, Listen +4, Move Silently +4*, Spot +3. Feats Alertness.
Possessions: 105 cp total.
Norkers speak Goblin and Common.

Norkers are the distant cousins of hobgoblins. They resemble short 4’ tall hobgoblins with 3-inch
fangs. Norkers are almost hairless and their skin ranges in color from dark brown to reddish-
orange. Their eyes and fangs are yellow. Norkers are not fond of wearing armor since their tough
hide provides more than adequate protection.

7. OGRES (EL 6)

Ogres (4): CR 2; SZ Large Giant (9-10 ft. tall); HD 4d8+8; hp 2x32, 2x27; Init -1 (Dex); Spd 30
ft. (hide), 40 ft. base; AC 16 (-1 size, -1 Dex, +5 natural, +3 hide); Atk Huge greatclub +8 melee
(2d6+7), or Large javelin +1 ranged (1d8+5); Face 5 ft. x 5 ft.; Reach 10 ft.; AL CE; SV Fort +6,
Ref +0, Will +1; Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7.
Skills Climb +4, Listen +2, Spot +2. Feats Weapon Focus (greatclub).
Treasure: None.

8. TROLLS (EL 7)

Trolls (2): CR 5; SZ Large Giant (9 ft. tall); HD 6d8+36; hp 75, 71; Init +2 (Dex); Spd 30 ft.; AC
18 (-1 size, +2 Dex, +7 natural); Atk 2 claws +9 melee (1d6+6), bite +4 melee (1d6+3); Face 5 ft.
x 5 ft.; Reach 10 ft.; SA Rend 2d6+9; SQ Regeneration 5, scent, darkvision 90 ft.; AL CE; SV
Fort +11, Ref +4, Will +3; Str 23, Dex 14, Con 23, Int 6, Wis 9, Cha 6.
Skills Listen +5, Spot +5. Feats Alertness, Iron Will.
Rend (Ex): If a troll hits with both claw attacks, it latches onto the opponent’s body and tears the
flesh. This attack automatically deals an additional 1d6+9 points of damage.
Regeneration (Ex): Fire and acid deal normal damage to a troll. If a troll loses a limb or body
part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member
instantly by holding it to the stump.
Treasure (in lair): 4 cp, 15 sp, 8 gp, 12 pp, large uncut amethyst (400gp). [530gp total value].

9. WOLVES (EL 7)

Wolves (11): CR 1; SZ Medium-Size Animal; HD 2d8+4; hp 19, 6x16, 4x13; Init +2 (Dex); Spd
50 ft.; AC 14 (+2 Dex, +2 natural); Atk Bite +3 melee (1d6+1); SA Trip; SQ Scent; AL N; SV
Fort +5, Ref +5, Will +1; Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6.
Skills Hide +3, Listen +6, Move Silently +4, Spot +4, Wilderness Lore +1*. Feats Weapon
Finesse (bite).
*Wolves receive a +4 racial bonus when tracking by scent.
Trip (Ex): A wolf that hits with a bite attack can attempt to trip the opponent as a free action (see
PHB, p.139) without making a touch attack or provoking an attack of opportunity. If the attempt
fails, the opponent cannot react to trip the wolf.

10. FALSE ALARM

As described in module.

THE WILDERNESS – NUMBERED ENCOUNTER AREAS


(1., 2., 17., 21., and 22.) GRASSY VALLEYS

As described in module.

(3., 5., 7., 11., and 14.) ROCKY VALLEYS

To catch one man-day’s ration of food within an 8-hour period, a Wilderness Lore check DC 15
has to be passed. Any ranks in Profession (hunter or fisher) may be added to this check. For each
full increment of five above the required check, an additional man-day’s ration is gathered.

(4. and 6.) WOODED VALLEYS

Optional encounters are with boars (as per Monster Manual), mountain lions or giant lynx (use
lion statistics with not more than average hit points), or giant stags (non-aggressive if not
molested, otherwise use bison statistics or make them up yourself).

(8., 12., and 16.) TRACK CONTINUES

As described in module.

9. PLATEAU OF THE AARAKOCRA (EL 5)

Screely, female aarakocra cleric of Syranita Clr 1: CR 1; SZ Medium Monstrous Humanoid (5


ft. tall, 20 ft. wingspan, 90 lb.); HD 1d8; hp 8; Init +2 (Dex); Spd 20 ft., fly 90 ft. (average); AC
13 (+2 Dex, +1 natural); Atk 2 talons +0 (1d4-1) or javelin +3 ranged (1d6-1); SA Bite, Spells,
Summon Large Air Elemental, Turn Earth Creatures, Turn Undead; SQ Spontaneous Casting; AL
NG; SV Fort +2, Ref +4, Will +2; Str 9, Dex 15, Con 10, Int 10, Wis 11, Cha 10.
Skills Craft (nest building) +4, Heal +6, Knowledge nature +4, Listen +4, Spot +4, Wilderness
Lore +4. Feats Flyby Attack, Skill Focus (heal).
Bite (Ex): When grounded, an Aarakocra attacks with its beak (+1 melee), dealing 1d3 damage
on a successful attack.
Summon Large Air Elemental (Su): A group of five aaracocras that includes at least one cleric
can cast Summon Monster VI to summon a large air elemental. To perform the summoning, the
aaracocras must perform an intricate aerial dance for 3 rounds.
Spells Save DC12 + spell level; Domains: Air, Healing. Cast healing spells as Clr 2.
0th: Detect Poison, Mending, Resistance.
1st: Cure Light Wounds, Sanctuary
Turn Earth Creatures (Air Domain Power): Turn or destroy earth creatures as a good cleric turns
undead (3 times per day).
Possessions (belonging to the tribe): 5 rose quartz (50gp each), 3 amber (100gp each), 3 amethyst
(150gp each), 1 big tourmaline (200gp). [total value: 1,200gp]
Aarakocras speak Common and Auran.

Male aarakocras (6): CR 1/2; SZ Medium Monstrous Humanoid; HD 1d8; hp 3x8, 3x6; Init +2
(Dex); Spd 20 ft., fly 90 ft. (average); AC 13 (+2 Dex, +1 natural); Atk 2 talons +0 (1d4-1) or
javelin +3 ranged (1d6-1); SA Bite, Summon Large Air Elemental; AL NG; SV Fort +0, Ref +4,
Will +2; Str 9, Dex 15, Con 10, Int 10, Wis 11, Cha 10.
Skills Craft (select one, e.g. javelin maker, builder, …) +4, Knowledge nature +4, Listen +4, Spot
+4, Wilderness Lore +4. Feats Flyby Attack.
Possessions: 4 javelins each.
Female Aarakocras (5): CR 1/2; SZ Medium Monstrous Humanoid; HD 1d8; hp 6; Init +2
(Dex); Spd 20 ft., fly 90 ft. (average); AC 13 (+2 Dex, +1 natural); Atk 2 talons +0 (1d4-1); SA
Bite, Summon Large Air Elemental; AL NG; SV Fort +0, Ref +4, Will +2; Str 9, Dex 15, Con
10, Int 10, Wis 11, Cha 10.
Skills Craft (select one) +4, Knowledge nature +4, Listen +4, Spot +4, Wilderness Lore +4. Feats
Flyby Attack.

10. GREAT VALLEY OF THE GRIFFONS (EL 8)

Griffons (4): CR 4; Large Beast (8 ft. long, 25 ft. wingspan); HD 7d10+21; hp 2x84, 2x60; Init
+2 (Dex); Spd 30 ft., fly 80 ft. (average); AC 17 (-1 size, +2 Dex, +6 natural); Atk Bite +8 melee
(2d6+4), 2 claws +3 melee (1d4+2); Face 5 ft. x 10 ft.; Reach 5 ft.; SA Pounce, Rake 1d6+2; SQ
Scent; AL N; SV Fort +8, Ref +7, Will +3; Str 18, Dex 15, Con 16, Int 5, Wis 13, Cha 8.
Skills Jump +8, Listen +6, Spot +11*.
*Griffons receive a +4 racial bonus to Jump checks and to Spot checks in daylight.
Pounce (Ex):If a griffon dives or leaps upon a foe during the first round of combat, it can make a
full attack even if it has already taken a move action.
Rake (Ex): A Griffon that pounces on an opponent can make two rake attacks (+8 melee) with its
hind legs for 1d6+2 slashing damage each.
Treasure (in lair): Jeweled belt of gold (2000gp), scimitar +1 (2,315gp). [4,315gp total value]

13. THE SAFE VALLEY

Finding the goat track in the northeastern cliff requires a Spot check DC 25 or – if actively
searched for – a Search check DC 20. The Spot check is automatic for all group members, the
Search check only for those who declare that they are looking for paths, rock formations, lay of
the land, etc.

15. THE TEMPLE

See below, THE FORGOTTEN TEMPLE OF THARIZDUN

18. VALLEY OF LEUCROTTA (EL 9)

When in this valley (60% chance), the Lamia will always have at least one of the Leucrotta
posted as a sentry. The sentry will hide (initial Spot DC 29 = 20 base +5 hiding +1 Hide skill -4
size +2 contrast +5 stillness) and warn of any intruders (Spot skill +8, -2 for being hidden) by
mimicking a bird call. If the sentry is detected, it will retreat to the rest of the group.

The Lamia will cast mirror image and create the major image of a group of six gnomes being
attacked by four griffons (or, if the sentry has been detected, being attacked by four leucrotta).
The leucrotta will support this illusion by mimicking gnomish cries for help (they don’t speak
Gnomish, but have heard such cries often enough). While the adventurers – hopefully – run to the
aid of the gnomes, the Lamia maintains the illusion (including proper reactions to spells and
ranged attacks), until the leucrottas have flanked the party and closed to melee range. Then she
will use charm person and suggestion to call party members to her and apply wisdom drain.

Illesarn, female Lamia: CR 6; SZ Medium Magical Beast; HD 9d10+9; hp 71; Init +2 (Dex);
Spd 60 ft.; AC 17 (+2 Dex, +5 natural); Atk Touch +11 melee (1 permanent Wisdom drain); SA
Spell-like abilities, Wisdom drain; AL CE; SV Fort +7, Ref +8, Will +7; Str 10, Dex 15, Con 12,
Int 13, Wis 15, Cha 12.
Skills Bluff +13, Concentration +11, Hide +14. Feats Dodge, Iron Will, Mobility, Weapon
Finesse (touch).
Spell-Like Abilities: 1/day – charm person, major image, mirror image, and suggestion. These
abilities are as the spells cast by a 9th-level sorcerer (save DC 11 + spell level).
Illesarn speaks Common and Abyssal.

Leucrottas (4): CR 4; SZ Large Magical Beast (9 ft. long); HD 6d10+24; hp 2x65, 2x60; Init +1
(Dex); Spd 50 ft., climb 20 ft.; AC 16 (+1 Dex, -1 size, +6 natural); Atk Bite +9 melee
(1d8+6/crit x3 + Bone bite); SA Bone bite; SQ Immunities, Mimicry, Scent; AL CE; SV Fort +9,
Ref +6, Will +2; Str 19, Dex 12, Con 18, Int 12, Wis 10, Cha 2.
Skills Climb +12, Hide +1, Jump +8, Move Silently +3, Search +3, Spot +8, Wilderness Lore +8.
Feats Dodge, Improved Bull Rush, Power Attack.
Bone Bite (Ex): On a critical hit, the leucrotta’s bite inflicts x3 damage and forces the target’s
armor or shield (determine randomly if the target has both) to make a save (DC 16) to avoid
being torn into pieces. The save uses either the target’s reflex save bonus, or (for magical items)
the items saving throw bonus (2 + half caster-level of the item, rounded down) if that is better.
Immunities (Ex): Leucrotta are immune to charm effects (including animal friendship) and to
compulsion effects such as the command and suggestion spells.
Mimicry (Ex): Leucrotta have the uncanny ability to mimic voices.
The Leucrottas speak Common, Draconic, and Giant.

Finding the treasure requires a successful Search check DC 25 (due to the large area involved).
Only one check per character and hour should be allowed. Anyone with the Track feat who
actively uses this in his search may add his ranks in Wilderness Lore to his Search check.

Treasure: Mithral shirt (1,100gp), pouch with 50 gp, violet garnet (500gp), jeweled gold bracelet
(1,800gp). [3,450gp total value]

19. VALLEY OF THE LAMIA

As described in module.

20. GORGE OF THE ORCS (EL 13)

With regard to the staggered arrival of troops: Use minutes instead of turns. This makes the
arrival pretty quick, but it keeps this encounter’s challenge in line with the original module.
Orcs (131): Common statistics (all combatants are males) – SZ Medium Humanoid (Orc); SQ
Darkvision 60 ft., light sensitivity; AL CE.
Light Sensitivity (Ex): Orcs suffer a –1 penalty to attack rolls in bright sunlight or within the
radius of a daylight spell.
All speak Orc, most leader types speak Common, too.

GROUP 1 (EL 8.5)

Karnuk, orc leader War 2: CR 1; HD 2d8+2; hp 14; Init +1 (Dex); Spd 20 ft. (scale mail); AC
15 (+1 Dex, +4 scale mail); Atk Heavy flail +5 melee (1d10+4, crit 19-20); SV Fort +4, Ref +1,
Will -1; Str 16, Dex 12, Con 12, Int 9, Wis 8, Cha 7.
Skills Listen +2, Spot +3. Feats Alertness.
Possessions: Scale mail, heavy flail.

Orc sergeants War 1 (3): CR 1/2; HD 1d8; hp 8; Init +0; Spd 20 ft. (scale mail); AC 14 (+4
scale mail); Atk Greataxe +3 melee (1d12+3/crit x3); SV Fort +2, Ref +0, Will -1; Str 15, Dex
10, Con 11, Int 9, Wis 8, Cha 8.
Skills Listen +2, Spot +2. Feats Alertness.
Possessions: Scale mail, greataxe.

Orc soldiers War 1 (30): CR 1/2; HD 1d8; hp 6; Init +0; Spd 20 ft. (scale mail); AC 14 (+4 scale
mail); Atk See below; SV Fort +2, Ref +0, Will -1; Str 15, Dex 10, Con 11, Int 9, Wis 8, Cha 8.
Skills Listen +2, Spot +2. Feats Alertness.
Possessions: Scale mail, weapon(s).

Spearmen (10): Atk Shortspear +3 melee (1d8+3, crit x3), or shortspear +1 ranged
(1d8+2, crit x3, range 20 ft.).
Shortspear: If set against a charge (readied action), the shortspear deals double damage
on a hit against a charging opponent.

Polearmsmen (6): Atk Guisarme +3 melee (2d4+3, crit x3).


Guisarme: A guisarme has reach. You can strike opponents 10 feet away with it, but can't
use it against an adjacent foe. Because of the guisarme's curved blade, you can also use it
to make trip attacks. If you are tripped during your own trip attempt, you can drop the
guisarme to avoid being tripped.

Clobberer (6): Atk Morningstar +3 melee (1d8+3).

Crossbowmen (4): Atk Light crossbow +1 ranged (1d8/crit 19-20, range 80 ft.), or
battleaxe +3 melee (1d8+3/crit x3).

Archers (4): Atk Shortbow +1 ranged (1d6/crit x3, range 60 ft.), or shortsword +3 melee
(1d8+2/crit 19-20).

Turbash, male Ogre: CR 2; SZ Large Giant (9 ft. tall); HD 4d8+8; hp 30; Init -1 (Dex); Spd 30
ft. (hide), 40 ft. base; AC 16 (-1 size, -1 Dex, +5 natural, +3 hide); Atk Huge greatclub +8 melee
(2d6+7); Face 5 ft. x 5 ft.; Reach 10 ft.; AL CE; SV Fort +6, Ref +0, Will +1; Str 21, Dex 8, Con
15, Int 6, Wis 10, Cha 7.
Skills Climb +4, Listen +2, Spot +2. Feats Weapon Focus (greatclub).

GROUP 2 (EL 9.5)

Grim Grinder, orc sub-chief, Bbn 2: CR 2; HD 2d10+4; hp 20; Init +2 (Dex); Spd 30 ft.
(chainmail); AC 17 (+2 Dex, +5 chainmail); Atk Greataxe +7 melee (1d12+4, crit x3); SA
Barbarian rage 1/day, 7 rounds; SQ Fast movement, uncanny dodge (Dex bonus to AC); SV Fort
+5, Ref +2, Will +0; Str 16, Dex 14, Con 15, Int 10, Wis 10, Cha 8.
Skills Climb +8 (+3 armored), Jump +8 (+3), Listen +5, Spot +5. Feats Weapon Focus
(greataxe).
Barbarian rage: +4 Str, +4 Con, +2 Will save, -2 AC; see PHB p.25.
Possessions: Chainmail, masterwork greataxe.

Orc guards, War 2 (10): CR 1; HD 2d8+2; hp 14; Init +1 (Dex); Spd 20 ft. (chainmail); AC 16
(+1 Dex, +5 chainmail); Atk See below; SV Fort +4, Ref +1, Will -1; Str 15, Dex 12, Con 12, Int
9, Wis 8, Cha 8.
Skills Listen +2, Spot +3. Feats Alertness.
Possessions: Chainmail, glaive, or mighty (+2) composite shortbow and handaxe.

Polearmsmen (5): Atk Glaive +4 melee (1d10+3, crit x3).


Glaive: A glaive has reach. You can strike opponents 10 feet away with it, but can't use it
against an adjacent foe.

Archers (5): Atk Mighty composite shortbow +2 ranged (1d6+2/crit x3, range 70 ft.), or
handaxe +4 melee (1d6+2/crit x3).

Strachan, orc Lieutenant War 2,


Orc sergeants War 1 (3),
Orc soldiers War 1 (30): Same statistics as in Group 1.

GROUP 3 (EL 10.5)

Shaman Unkurtyhil will mainly behave as described in the module. Since his spell selection is
broader than in first edition AD&D (due to domain spells), it is unlikely that he will enter melee
combat. Instead, he will (given the time) cast magic circle against good, shield of faith, and
protection from law as preparation, bane early in combat, and keep up the chant as long as
possible.

Blurk Roteye, orc chief, Bbn 4: CR 4; HD 4d10+12; hp 37; Init +2 (Dex); Spd 30 ft.
(breastplate); AC 17 (+2 Dex, +5 breastplate); Atk Bastard sword +10 melee (1d10+6, crit 19-
20); SA Barbarian rage 2/day, 8 rounds; SQ Fast movement, uncanny dodge (Dex bonus to AC);
SV Fort +7, Ref +3, Will +1; Str 18, Dex 14, Con 16, Int 11, Wis 10, Cha 9.
Skills Climb +11 (+8 armored), Jump +11 (+8), Listen +7, Spot +7. Feats Exotic Weapon
Proficiency (bastard sword), Weapon Focus (bastard sword).
Barbarian rage: +4 Str, +4 Con, +2 Will save, -2 AC; see PHB p.25.
Possessions: Masterwork breastplate, masterwork bastard sword.

Shaman Unkurtyhil, male half-orc/hobgoblin, Clr 6 of Gruumsh: CR 6; Medium Humanoid


(Orc); HD 6d8; hp 32; Init +4 (Improved Initiative); Spd 20 ft. (armored); AC 16 (+5 bone armor,
+1 bone shield); Atk Heavy war club +5 melee (1d8+1); SA Spells, rebuke undead; SQ
Darkvision 60 ft., light sensitivity, spontaneous casting (inflict); AL CE; SV Fort +5, Ref +2,
Will +7; Str 13, Dex 10, Con 11, Int 12, Wis 14, Cha 10.
Skills Concentration +9, Knowledge (nature) +10, Listen +2, Spellcraft +10, Spot +2.
Feats Alertness, Brew Potion, Improved Initiative.
Spell Save DC 12 + spell level; Domains: Chaos, Evil. Casts divine chaos and evil spells at 7th
caster level.
0th: Cure minor wounds (x2), Detect Magic, Mending, Resistance.
1st: Bane, Cure Light Wounds (x2), Protection from Law, Shield of Faith.
2nd: Chant*, Darkness, Resist Elements (x2), Shatter.
3rd: Blindness/Deafness, Dispel Magic, Magic Circle against Good.
Possessions: Holy symbol of Gruumsh, bone armor (as breastplate), small bone shield, heavy war
club (as heavy mace).
* NOTE: The chant spell – missing from D&D 3e – is still allowed in my campaign. It is similar
to prayer, but requires concentration.

Orc guards, War 3 (16): CR 2; HD 3d8+3; hp 17; Init +2 (Dex); Spd 20 ft. (chainmail); AC 17
(+2 Dex, +5 chainmail); Atk See below; SV Fort +4, Ref +3, Will +0; Str 16, Dex 14, Con 12, Int
9, Wis 8, Cha 8.
Skills Listen +3, Spot +3. Feats Alertness, Weapon Focus (longsword or glaive).
Possessions: Chainmail, longsword or glaive.

Swordmen (10): Atk Longsword +7 melee (1d8+4, crit 19-20).

Polearmsmen (6): Atk Glaive +7 melee (1d10+4, crit x3).


Glaive: A glaive has reach. You can strike opponents 10 feet away with it, but can't use it
against an adjacent foe.

One of these guards bears the tribal standard. He cannot fight while holding it. It grants a +1
moral bonus to attacks, damage, and Will saves to all tribe members in sight of it. If it is captured
by the enemy, the bonus still applies – as a ferocity bonus. These guards will always pick up the
standard if its bearer falls (standard action), or try to recapture it if it is stolen. Should the
standard be destroyed, the bonus becomes a penalty of -1 for one day.

THE CAVE (EL 8 or less)

The females will only attack in self-defense or to protect the children (+1 on attack and damage
due to ferocity in that case).

Orc females (60): CR 1/4; HD 1d8; hp 4; Init +0; Spd 30 ft.; AC 10; Atk Club +2 melee
(1d6+1); SV Fort +2, Ref +0, Will -1; Str 13, Dex 10, Con 11, Int 10, Wis 9, Cha 9.
Skills Listen +4, Spot +4. Feats Alertness.
Possessions: Club.

Orc toddlers (120): Non-combatant.

Treasure: 4,000 cp, 1200 sp, 155 gp, 7 pp, silver coffer (650gp), silver circlet (400gp), two gold
and silver bracers (700gp each), gold chain (1,000gp), amber flask of perfume (1,300gp), and an
incomplete set of 23 dragonwar pieces* (a game similar to chess) made of onyx and quartz (20x
50gp, 3x 200gp for two liches and one dragon). [6,735gp total value]

Magical treasure: Three pottery bottles with potions of Gaseous Form (750gp), Love (150gp),
and Poison (5,000gp, but …). [900gp total value]

*The dragonwar set was originally created for divination purposes. It radiates a very faint magic,
which will only be detected by a successful Spellcraft check DC 25 in conjunction with a divine
detect magic. Identify will not reveal any magical properties as long as the set is incomplete. If
the set is completed by a gemcutter (requiring an investment of 600 gp for another dragon and 8
pieces), its value will be 1,000gp more than the sum of its pieces (3,200gp instead of 2,200gp).
When completed, the set can be used as a focus for augury and divination spells, adding 3% to
the success probability. If the newly made pieces are blessed by a cleric (even accidentally by
being in the radius of that spell), then the set adds 5% to such spells’ success probabilities.
The set will be worth 5,000gp to those who know its divinatory powers.

THE FORGOTTEN TEMPLE OF THARIZDUN

All walls described as “climbable for thieves” have a climb DC of 15.

Defense of the Upper Level

Giants cowering in the trench behind the wall of rocks (built only if the temple has already been
attacked before) receive total cover against targeted fire and effects, nine-tenths cover against
area effects aimed above the barrier (+4 Cover Reflex Save Bonus, half or no damage on
failed/successful save). Giants hurling rocks from behind the cover have one-half cover (+4 AC,
+2 Cover Reflex Save Bonus) from the time they act until their next turn.

STRUCK BY ROLLING BOULDER

The boulders move at a speed of 150 ft. per round. Determine the path of the boulder randomly
(but keeping in mind the rules of physics). The boulders are about 3 ft. diameter, so they’ll
squash the contents of one 5x5 ft. square. Anyone in a square through which the boulder passes
(i.e. everyone, except in areas E and F) has to make a Reflex save DC 17 or take 5d6 damage.

The rocks are far from perfect globes, so let the dice decide if they continue their course straight
or diagonally.
Slipping and Falling

Climb DC is 15. Use standard 3e rules.

If a character stands on the guard wall of the ravine or bridge when a boulder passes, there is a
20% chance that the wall will be hit by the boulder. In that case allow a Balance check DC 15 to
avoid falling. If this is failed, allow another Balance check DC 17 to fall (prone) behind the
boulder. If both checks are failed, the poor victim will fall for 10d6 damage (6d6 if sliding down
the slope of the ravine from area A).

UPPER LEVEL

1. LOW STONE WALL BLOCKING RAMPWAY

2. ENTRANCEWAY (EL 9.5+)

Spotting any of the defenders here without magical means is practically impossible. The party is
(probably) coming from daylight into this dark hall. With darkvision and/or a daylight spell, it
might be possible (Spot DC 30) to see, that “someone” is here.

The net trap (CR 3)

Allow a Reflex save DC 15 to escape the trap when it is sprung, DC 20 for those in the center
10x10 ft. of the net. Characters saving successfully have made it to the nearest unoccupied area
beyond the net. Those who fail are trapped.

Trapped characters cannot move, are -4 on AC against melee attacks (only), have no Dex bonus
to AC, can only fight with Small or Medium stabbing weapons they had in hand when trapped (or
easily retrieved – like daggers) at -4 to attack and -2 to damage. Ranged weapons (except for
crossbows at hand when trapped) can not be used. Casting a spell without somatic components is
possible, if a Concentration check DC 15 is made.

Trying to escape the web takes a full round action. A successful Strength check (DC 20) or
Escape Artist Check (DC 25) allows 5 ft. of movement plus 5ft. for every full 5 points above the
required check result. The web is set with hooks, so anyone trying to get out by Strength (but not
by Escape Artist skill) takes 1d4 damage per 5 feet moved.

Help from outside the net ads +5 per helper to all Strength or Escape Artist checks. It takes a full
round to aid characters under the net. Helpers are considered flat-footed while aiding their
companions. Any opponent holding down the net deducts -3 from all checks and is also flat-
footed.
Cutting the web is possible, but it takes 25 points of damage to get out. Only cutting weapons at
hand during capture (or daggers) can be used for 1d4 damage per round, regardless of weapon
type (but adding magical bonuses and strength). Anyone cutting the net frees only himself, but
also creates a possible exit for comrades crawling this way.

Positioning of Guards

3.
Gnoll archers (6): CR 1; SZ Medium-Size Humanoid (Gnoll) (7 1/2 ft. tall); HD 2d8+2; hp 12;
Init +0; Spd 20 ft. (scale mail), base 30 ft.; AC 15 (+1 natural, +4 scale); Atk Battleaxe +3 melee
(1d8+3/crit x3), or mighty (+2) composite longbow* +1 ranged (1d8+2/crit x3, range 110 ft.); SQ
Darkvision 60 ft.; AL CE; SV Fort +4, Ref +0, Will +0; Str 15, Dex 10, Con 13, Int 8, Wis 11,
Cha 8.
Skills Listen +3, Spot +3. Feats Power Attack.

NOTE: All mighty composite longbows found with temple-gnolls are of shoddy craftsmanship
and will break the third time a natural one comes up on an attack throw. If you don’t want to
determine this for each individual bow, assume that all have already rolled one “1” in the past.
The bows will sell for 50gp maximum each. [I know, this is an old, mean DM trick – if you don’t
like it, give them normal longbows.]

4.
Norker guards (6): CR 1/4; SZ Small Humanoid (Goblinoid); HD 1d8+2; hp 8; Init +1 (Dex);
Spd 20 ft.; AC 17 (+1 size, +1 Dex, +5 natural); Atk Club +1 melee (1d6) or bite +1 melee (1d3);
SQ Darkvision 60 ft.; AL CE; SV Fort +2, Ref +2, Will +0; Str 11, Dex 13, Con 14, Int 10, Wis
11, Cha 8.
Skills Hide +3, Listen +4, Move Silently +4*, Spot +3. Feats Alertness.
Norkers speak Goblin and Common.
Three-quarter cover while hiding behind the boxes (+7 AC, +3 Cover Reflex Save Bonus).

5.
Norker guards (6): Same statistics as above (4.).
Three-quarter cover while hiding behind the boxes (+7 AC, +3 Cover Reflex Save Bonus).

6.
Norker axers (4): As above, but Atk Throwing axe +2 ranged (1d6, range 10 ft.), or club+1
melee (1d6) or bite +1 melee (1d3)
One-half cover while throwing axes (+4 AC, +2 Cover Reflex Save Bonus).

7.
Norker axers (4): Same statistics as above (6.).
One-half cover while throwing axes (+4 AC, +2 Cover Reflex Save Bonus).

8.
2 Norker guards: One on west stairs, one on east stairs. Same statistics as above (4.).
Nine-tenths cover while on stair (+10 AC, +4 Cover Reflex Save Bonus, saves for half or no
damage).
9.
Sub-chief Urarlk, male norker Ftr 3: CR 3; HD 3d10+6; hp 28; Init +6 (+2 Dex, +4 Improved
Initiative); Spd 20 ft.; AC 18 (+1 size, +2 Dex, +5 natural); Atk Spiked club +7 melee (1d8+3) or
bite +6 melee (1d3+2); SV Fort +5, Ref +5, Will +1; Str 14, Dex 14, Con 14, Int 10, Wis 11, Cha
11.
Skills Hide +5, Listen +6, Move Silently +5*, Spot +6. Feats Alertness, Improved Initiative,
Power Attack, Weapon Focus (club).

Norker sergeants War 2 (3): CR 1; HD 2d8+4; hp 18; Init +1 (Dex); Spd 20 ft.; AC 17 (+1 size,
+1 Dex, +5 natural); Atk Spiked club +3 melee (1d8+1) or bite +3 melee (1d3+1); SV Fort +3,
Ref +2, Will +0; Str 12, Dex 13, Con 14, Int 10, Wis 11, Cha 8.
Skills Hide +4, Listen +4, Move Silently +4*, Spot +4. Feats Alertness.

Norker guards (4): Same statistics as above (4.).

10.
Harranf, gnoll subchief Rgr 3: CR 4; HD 2d8+3d10+10; hp 38; Init +1 (Dex); Spd 20 ft. (splint
mail), base 30 ft.; AC 17 (+1 natural, +6 splint); Atk Greataxe +7 melee (1d12+4/crit x3); SQ
Darkvision 60 ft.; AL CE; SV Fort +8, Ref +2, Will +1; Str 16, Dex 12, Con 14, Int 8, Wis 11,
Cha 8.
Skills Jump +8 (+1 armored), Listen +6, Spot +6, Wilderness Lore +5. Feats Cleave, Power
Attack, Track.
Favored Enemy: Gnomes (+1 damage, +1 on Bluff, Listen, Sense Motive, Spot, and Wilderness
Lore checks).
Harranf has a necklace of gnomes’ ears and private parts.

Gnolls (5): Same statistics as above (3.), but without bows.

3. INTERIOR OF THE LEVEL

ORDER OF APPEARANCE

[# of room on LOWER LEVEL, number and kind of reinforcement, stairs used (west/east)]
See monster details in room descriptions.
Reinforcements will have reached the top of the stairs at the end of the named round.

Initial Defenders:
• See above, except norker guards at 8. (go to call additional troops).

Round 3
• 2 Norkers (guards at 8.)

Round 4 (EL 9.5)


• (#3) 3 Trolls EAST
• (#24) 2 Trolls WEST
Round 6 (EL 8)
• (#23) 1 Giant Troll WEST

Round 8
• (#26) 4 Norkers WEST

Round 9
• (#25) 4 Norkers WEST

Round 10 (EL 4)
• (#9) 2 Ogres EAST

Round 12
• (#27 B-D) 9 Norkers WEST (oil bearers)

Round 13
• (#27 E-G) 9 Norkers WEST (oil bearers)

Round 14
• (#27 H) 3 Norkers WEST (oil bearers)

Round 15 (EL 6)
• (#31) 4 Ogres WEST (oil throwers)
• (#30) 2 Norkers EAST

Round 16 (EL 7)
• (#30) 1 Norker Witchdoctor EAST

Round 18 (EL 6)
• (#29) 4 Ogres WEST

Round 20
• (#1) 2 Norkers WEST
• (#6) 2 Norkers WEST
• (#14) 2 Norkers WEST

Round 21
• (#1) 2 Norkers EAST
• (#6) 2 Norkers EAST
• (#14) 2 Norkers EAST

Round 25 (EL 7)
• (#15) 2 Gnolls EAST
• (#32) 4 Gnolls EAST
• (#15) 2 Gnolls WEST
• (#32) 4 Gnolls WEST

AVAILABLE AS SITUATION DICTATES FROM 6th MELEE ROUND ON (EL 13)


• (#2) 2 Hill Giants
• (#8) Groorg

Last Ditch:
As described in the module.

4. BOXES, CRATES, BARRELS AND BALES

Finding the meat and the wine requires a successful Search check, DC 12.

5. MORE BARRELS, BOXES, SACKS, CRATES, AND STUFF

Finding the 200 arrows requires a successful Search check, DC 15.

6. SCREENED AREA

7. SCREENED AREA

Finding the 30 sp requires a successful Search check, DC 15.

8. STAIRS DOWN TO THE LOWER LEVEL

9. LITTERED QUARTER

Finding the treasure requires a successful Search check, DC 20.


Treasure: Large piece of jade (1,000gp)

10. LITTERED QUARTER

Finding the treasure requires a successful Search check, DC 15.


The feather token can only be found by cutting open the pillow, or by detect magic.
Treasure: Feather pillow with soiled silk covering (1gp, ½ lb.), small dagger with silver handle
and topaz set in pommel (350gp), 247 gp.
Magical Treasure: Quaal’s Feather Token: Arrow (3,500gp).
The feather token works exactly as described in the module: Four arrows +4, preferably hitting
different opponents within a cone-shaped area centered on the primary target and in line-of sight
of the archer.
The arrow can be shot as part of a full attack action, i.e. together with other arrows.

Caster Level 12th. Prerequisites: Craft Wondrous Item, Craft Magic Arms and Armor. Weight: -.

LOWER LEVEL

1. LANDING (EL ½)

Norker guards (2): CR 1/4; SZ Small Humanoid (Goblinoid); HD 1d8+2; hp 8; Init +1 (Dex);
Spd 20 ft.; AC 17 (+1 size, +1 Dex, +5 natural); Atk Club +1 melee (1d6) or bite +1 melee (1d3);
SQ Darkvision 60 ft.; AL CE; SV Fort +2, Ref +2, Will +0; Str 11, Dex 13, Con 14, Int 10, Wis
11, Cha 8.
Skills Hide +3, Listen +4, Move Silently +4*, Spot +3. Feats Alertness.
Norkers speak Goblin and Common.

2. LARGE ANTECHAMBER (EL 9)

Finding the giants’ treasure requires a successful Search check, DC 12.

Marntrak and Grarln, Hill Giants (2): CR 7; SZ Large Giant (10 1/2 ft. tall); HD 12d8+48; hp
108, 102; Init -1 (Dex); Spd 30 ft. (hide armor), base 40 ft.; AC 20 (-1 size, -1 Dex, +9 natural,
+3 hide); Atk Huge greatclub +16/+11 melee (2d6+10) or rock +8/+3 ranged (2d6+7, range 120
ft.); Face 5 ft. x 5 ft.; Reach 10 ft.; SA Rock throwing; SQ Rock catching; AL CE; SV Fort +12,
Ref +3, Will +4; Str 25, Dex 8, Con 19, Int 6, Wis 10, Cha 7.
Skills Climb +9, Jump +9, Spot +4. Feats Cleave, Power Attack, Weapon Focus (greatclub).
Rock throwing (Ex): Adult giants receive a +1 racial bonus to attack rolls when throwing rocks.
Hill giants can hurl rocks weighing 40 to 50 pounds each (Small objects) up to 600 feet, with
range increments of 120 feet.
Rock catching (Ex): Hill giants can catch Small, Medium-size, or Large rocks (or projectiles of
similar shape). Once per round, a giant that would normally be hit by a rock can make a Reflex
save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium-size on, and 25
for a Large one. If the projectile has a magical bonus to attack, the DC increases by that amount.
The giant must be ready for and aware of the attack.
Possessions: 3 rocks each (plus more when in layer), giant’s bag.
Both speak Giant, Grarln also a little Common.

Treasure: 1,203 gp, 1,722 gp.


3. MAUVE CHAMBER (EL 8)

Finding the box with the incense requires a successful Search check, DC 20.

Trolls (3): CR 5; SZ Large Giant (9 ft. tall); HD 6d8+36; hp 78, 76, 73; Init +2 (Dex); Spd 30 ft.;
AC 18 (-1 size, +2 Dex, +7 natural); Atk 2 claws +9 melee (1d6+6), bite +4 melee (1d6+3); Face
5 ft. x 5 ft.; Reach 10 ft.; SA Rend 2d6+9; SQ Regeneration 5, scent, darkvision 90 ft.; AL CE;
SV Fort +11, Ref +4, Will +3; Str 23, Dex 14, Con 23, Int 6, Wis 9, Cha 6.
Skills Listen +5, Spot +5. Feats Alertness, Iron Will.
Rend (Ex): If a troll hits with both claw attacks, it latches onto the opponent’s body and tears the
flesh. This attack automatically deals an additional 1d6+9 points of damage.
Regeneration (Ex): Fire and acid deal normal damage to a troll. If a troll loses a limb or body
part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member
instantly by holding it to the stump.
Treasure: Gold ring with diamond (3,000gp), jade bracelet (5,000gp). [8,000gp total value].

Magical Treasure: 7 pieces of incense of meditation, five of those no longer magical (9,800gp).

4. SECRET DOOR

Search DC 35 to find if room is searched, DC 30 if the correct wall is searched, Search DC 30 to


find a way to operate it.

5. SECRET ROOM

Finding the secret door to the south has the same DC as in room 4, but allow a +5 on checks if
that door has already been found (i.e., access to room 5 wasn’t by Dimension Door or similar
means).

Finding the gems requires a successful Search check DC 20.

Treasure: 8 hematite, 6 malachite, 6 moss agate, 12 obsidian (10gp each, 320 gp total).

Inset Area

2. Determining the magic auras requires 3 rounds of Detect Magic and a successful
Spellcraft check DC 21 per item. All items have a strong aura.
The aura on the box is abjuration, the aura on the incense transmutation. Incense
burns for 10 minutes per ball [NOTE: Scaled down from 30 minutes in AD&D,
since you can do more in a 3rd edition minute than in an AD&D minute].

3. Search DC 30 to find the secret door.


5. All items have a strong magical aura, abjuration for the robes and the box,
transmutation for the horn, and evocation for the iron holders and the cones.
Cones will stay alight for 30 minutes.

6. Search DC 30 to find the secret door.

9. If the rungs are inspected or a careful descend is stated, allow a Spot check DC 25
per party member. Success indicates that a weak rung has been identified,
negating chances of falling for the whole group (as long as they don’t choose to
ignore the warning).
If a character falls (10% chance if not careful), allow a Reflex save DC 20 to grab
another rung. Anyone below a falling climber has to make a Reflex save DC 15 or
fall himself.
As soon as one character has fallen (probably taking others with him) or avoided a
fall by saving, no further checks should be made.

6. BROAD HALLWAY (EL ½)

Norkers (2): CR 1/4; SZ Small Humanoid (Goblinoid); HD 1d8+2; hp 7; Init +1 (Dex); Spd 20
ft.; AC 17 (+1 size, +1 Dex, +5 natural); Atk Club +1 melee (1d6) or bite +1 melee (1d3); SQ
Darkvision 60 ft.; AL CE; SV Fort +2, Ref +2, Will +0; Str 11, Dex 13, Con 14, Int 10, Wis 11,
Cha 8.
Skills Hide +3, Listen +4, Move Silently +4*, Spot +3. Feats Alertness.
Norkers speak Goblin and Common.

7. [KITCHEN] (EL 8)

If both annis fail a Listen check (DC 14 if the party is armored and not particularly silent), then
they will be found in their natural form.

Finding the coins requires a successful Search check DC 20. Finding the oil (other than by the
means described in the module) is DC 35.

“Martha” and “Gretchen”, Annis (2): CR 6; SZ Large Monstrous Humanoid (8 ft. tall); HD
7d8+14; hp 53, 48; Init +1 (Dex); Spd 40 ft.; AC 20 (-1 size, +1 Dex, +10 natural); Atk 2 Claws
+13 melee (1d6+7), bite +8 melee (1d6+3); Face 5 ft. x 5 ft.; Reach 10 ft.; SA Improved grab,
rend 2d6+14, Spell-Like Abilities; SQ Steely skin; SR 19; AL CE; SV Fort +4, Ref +6, Will +6;
Str 25, Dex 12, Con 14, Int 13, Wis 13, Cha 10.
Skills Concentration +12, Hide +7, Listen +11, Spot +11. Feats Alertness, Blind-Fight, Combat
Casting.
Improved Grab (Ex): To use this ability, an annis must hit a Large or smaller opponent with a
claw attack. It can then attempt to start a grapple as a free action without provoking an attack of
opportunity.
Rend (Ex): An annis that hits with both claw attacks latches onto the opponent’s body and tears
the flesh. This attack automatically deals an extra 2d6+14 points of damage.
Tear (Ex): An annis automatically hits a held opponent with all its melee attacks each round it
maintains the hold.
Spell-Like Abilities: 3/day - change self, fog cloud. Caster level 8th.
Steely Skin (Ex): The steely skin of an annis gives her DR 1/- against slashing and piercing
weapons. Conversely, their brittle bones increase damage dealt by bludgeoning weapons by 1
point per hit.
Possessions: 29 gp, 47 pp, Oil of Slipperiness (900gp). [Total value: 1,399gp]

8. REFECTORY (EL 12)

NOTE: I replaced the mountain giant (CR 26 in 3rd edition MM2) by an evil stone giant fighter of
exceptional intelligence and wisdom.

Groorg, male Stone Giant Ftr 4: CR 12; SZ Large Giant (Earth) (13 1/2 ft. tall); HD
14d8+4d10+72; hp 191; Init +6 (+2 Dex, +4 Improved Initiative); Spd 30 ft. (plated hide armor),
base 40 ft.; AC 27 (-1 size, +2 Dex, +11 natural, +5 plated hide); Atk Huge greatclub
+22/+17/+12 melee (2d6+13) or rock +16/+11/+6 ranged (2d8+9, range 180 ft.); Face 5 ft. x 5 ft.;
Reach 10 ft.; SA Rock throwing; SQ Rock catching; AL NE; SV Fort +17, Ref +7, Will +9; Str
28, Dex 15, Con 19, Int 14, Wis 14, Cha 11.
Skills Climb +18 (+14 armored), Hide +5* (+1), Jump +18 (+14), Listen +12, Spot +15. Feats
Cleave, Combat Reflexes, Improved Initiative, Iron Will, Point Blank Shot, Power Attack,
Precise Shot, Quick Draw.
* A stone giant gains a +8 racial bonus to Hide checks in rocky terrain.
Rock throwing (Ex): Adult giants receive a +1 racial bonus to attack rolls when throwing rocks.
Groorg can hurl rocks weighing 40 to 50 pounds each (Small objects) up to 900 feet, with range
increments of 180 feet.
Rock catching (Ex): Groorg can catch Small, Medium-size, or Large rocks (or projectiles of
similar shape). Once per round, a giant that would normally be hit by a rock can make a Reflex
save to catch it as a free action. The DC is 11 for a Small rock, 16 for a Medium-size on, and 21
for a Large one. If the projectile has a magical bonus to attack, the DC increases by that amount.
Groorg must be ready for and aware of the attack.
Possessions: 9 rocks for throwing, keys for his chests in room 11.
Groorg speaks Giant, Common, and Gnoll.

9. LIBRARY (EL 4)

Ogres (2): CR 2; SZ Large Giant (9-10 ft. tall); HD 4d8+8; hp 32, 29; Init -1 (Dex); Spd 30 ft.
(hide), 40 ft. base; AC 16 (-1 size, -1 Dex, +5 natural, +3 hide); Atk Huge greatclub +8 melee
(2d6+7), or Large javelin +1 ranged (1d8+5); Face 5 ft. x 5 ft.; Reach 10 ft.; AL CE; SV Fort +6,
Ref +0, Will +1; Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7.
Skills Climb +4, Listen +2, Spot +2. Feats Weapon Focus (greatclub).
Treasure: None.
10. SCRIPTORIUM

Treasure: 3 barrels of oil (8 gallons each, 30 lb, 3gp), jug of acid (4 pints, 4lb, 40gp).

11. GREAT ROOM (EL 5)

These dire wolves are trained to hide in shadows and remain silent. Allow a Spot check DC 20
for everyone who enters the room to determine surprise (or make an opposed Spot/Hide check,
giving the wolves a +5 circumstantial bonus).

Dire Wolves (2): CR 3; SZ Large Animal (8 ft long); HD 6d8+18; hp 56, 50; Init +2 (Dex); Spd
50 ft.; AC 14 (-1 size, +2 Dex, +3 natural); Atk Bite +10 melee (1d8+10); SA Trip; SQ Scent;
AL N; SV Fort +8, Ref +7, Will +6; Str 25, Dex 15, Con 17, Int 2, Wis 12, Cha 10.
Skills Hide +5, Listen +6, Move Silently +5, Spot +6, Wilderness Lore +1*.
*Dire wolves receive a +4 racial bonus when tracking by scent.
Trip (Ex): A dire wolf that hits with a bite attack can attempt to trip the opponent as a free action
(see PHB, p.139) without making a touch attack or provoking an attack of opportunity. If the
attempt fails, the opponent cannot react to trip the dire wolf.

Treasure: Bastard sword -2, cursed (as per DMG, but without the compulsion to use it).

Chest #1: Carved amethyst chalice (5,000 gp, 1lb.), gold flagon with gems (3,500gp,
2lb.), ivory box with jeweled cover (2,000gp, 1lb.), non-magical crystal ball, wrapped in
silk (500gp, 7lb.), set of bracelet, anklet, and comb, tarnished silver set with small
aquamarines and sapphires (1,000gp, 1,000gp, 700 gp), 21 gems (malachite, tiger eye,
obsidian, 10 gp each). [Total value: 13,910gp]

Chest #2: Onyx gargoyle statue with permanent Nystul’s Magic Aura (100gp), 2 giant
weasel pelts (250gp, 2lb. each), tapestry of limited artistic value, depicting Kettite cavalry
running down knights of Bissel (275gp, 10lb), carved pair of small but finely crafted
carved ivory tusks (1,000gp, 5 lb each), 74 pp. [Total value: 3,615]

Chest #3: 2,800 gp.

Chest #4: 1,874 electrum pieces (937gp), 1,154 sp, 3 bars of silver (50gp, 10lb. each).
[Total value: 1,202gp]

Chest #5: 4,094 cp, 17 bars of copper (5sp, 1lb. each), 450 bronze pieces (225cp). [Total
value: 50gp]

12. SQUARE ROOM (EL 4)

Ogres (2): CR 2; SZ Large Giant (9-10 ft. tall); HD 4d8+8; hp 33, 30; Init -1 (Dex); Spd 30 ft.
(hide), 40 ft. base; AC 18 (-1 size, -1 Dex, +5 natural, +3 hide, +2 shield); Atk Greatclub +8
melee (1d10+5), or Large javelin +1 ranged (1d8+5); Face 5 ft. x 5 ft.; Reach 10 ft.; AL CE; SV
Fort +6, Ref +0, Will +1; Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7.
Skills Climb +4, Listen +2, Spot +2. Feats Weapon Focus (greatclub).

Treasure: 6 silver candleholders (100gp, 8lb. each).

13. VIOLET ROOM

14. COLUMNED HALWAY (EL ½)

Norkers (2): CR 1/4; SZ Small Humanoid (Goblinoid); HD 1d8+2; hp 6; Init +1 (Dex); Spd 20
ft.; AC 17 (+1 size, +1 Dex, +5 natural); Atk Club +1 melee (1d6) or bite +1 melee (1d3); SQ
Darkvision 60 ft.; AL CE; SV Fort +2, Ref +2, Will +0; Str 11, Dex 13, Con 14, Int 10, Wis 11,
Cha 8.
Skills Hide +3, Listen +4, Move Silently +4*, Spot +3. Feats Alertness.
Norkers speak Goblin and Common.

15. STAIRCASE DOWN (EL 4)

Gnoll archers (4): CR 1; SZ Medium-Size Humanoid (Gnoll) (7 1/2 ft. tall); HD 2d8+2; hp 13;
Init +0; Spd 20 ft. (chainmail), base 30 ft.; AC 16 (+1 natural, +4 chain); Atk Guisarme +3 melee
(2d4+3/crit x3), or mighty (+2) composite longbow +1 ranged (1d8+2/crit x3, range 110 ft.); SQ
Darkvision 60 ft.; AL CE; SV Fort +4, Ref +0, Will +0; Str 15, Dex 10, Con 13, Int 8, Wis 11,
Cha 8.
Skills Listen +3, Spot +3. Feats Power Attack.
Guisarme: A guisarme has reach. You can strike opponents 10 feet away with it, but can't use it
against an adjacent foe. Because of the guisarme's curved blade, you can also use it to make trip
attacks. If you are tripped during your own trip attempt, you can drop the guisarme to avoid being
tripped.
Possessions: 40 silvered arrows (1gp each).

16. GREAT CHAPEL

17. AISLE

Effects of touching the walls are exactly as described in the module. Anyone touching the wall
and failing a Will save DC 15 will automatically do so again.
If applied within three days, either a bless, prayer, or remove curse will negate the effects. A
prayer plus remove curse, a break enchantment (against DC 25), or any means of comparable or
higher power will remove the curse, regardless of time passed.
18. ALTAR RAIL

Anyone touching the rail takes 1d4 temporary ability damage to Strength and Dexterity. A cleric
or paladin doing this has to pass a Fortitude save DC 17 or be slain by a death effect. Evil clerics
save at +4, clerics of Tharizdun are unaffected.

19. <Missing>

20. RAISED SECTION

Touching the table is the same as touching the rail in area 18, plus 1d10 cold damage, no save.
The effect of touching the wall behind the altar twice can be removed by the stated means or by
break enchantment (against DC 25).

21. VESTRY

Search DC 30 to find the secret door.

22. SANCTUM (EL 3)

Search DC 30 to find the secret door.

Hazard: Brown Mold (5ft. diameter patch) – CR 3, 4d6 cold subdual damage within 5 ft., doubles
size if fire is within 5 ft., killed by any type of cold damage.

Treasure: 3 Beads of Force (2,000gp each).

23. LARGE ANTECHAMBER (EL 8)

NOTE: Instead of a club, this troll has a boulder which Groorg taught him how to throw.
If he uses the oil, he can throw the barrel and the torch as a full round action. To make sure the
barrel breaks, Umbog will not aim it at a character, but on the floor (but possibly next to a
character). It is a grenade-like missile with a range increment of 10 ft. (in Umbog’s hands). For
simplicity’s sake, assume that he hits the 5 foot square he is aiming for on a roll of 2 plus 2 per
range increment on d20, otherwise a random field next to it. On a natural 1 or 2 the barrel doesn’t
shatter.
The oil will spill in a 15 foot radius spread. Anyone in this area when the barrel is thrown has to
pass a Reflex save DC 14 or be covered by (soon) burning oil. Due to the large quantity of oil,
this has the same effect as being covered by Alchemist’s Fire (1d6 damage immediately and 1d6
next round if not extinguished). In addition to this, anyone in the oil at the end of his own turn
takes 1d6 fire damage. The oil on the ground burns for 10 rounds.
Characters covered in oil or remaining in the burning area without protection run the risk of
catching on fire as per DMG p. 86 (Reflex DC 15 to avoid, 1d6 additional damage, flammable
items have to save).

Finding the monetary treasure in Umbog’s room requires a successful Search check, DC 15.

Umbog, big male Troll Chief, Ftr 3: CR 8; SZ Large Giant (10½ ft. tall); HD 6d8+3d10+54;
hp 105; Init +6 (+2 Dex, +4 Improved Initiative); Spd 30 ft.; AC 21 (-1 size, +2 Dex, +7 natural,
+3 studded); Atk 2 claws +14 melee (1d6+7), bite +8 melee (1d6+4); or rock +8/+3 ranged
(2d6+7, range 90 ft.); Face 5 ft. x 5 ft.; Reach 10 ft.; SA Rend 2d6+10; SQ Regeneration 5, scent,
darkvision 90 ft.; AL CE; SV Fort +14, Ref +5, Will +4; Str 25, Dex 14, Con 23, Int 6, Wis 9,
Cha 6.
Skills Listen +7, Spot +6. Feats Alertness, Improved Initiative, Iron Will, Power Attack, Weapon
Focus (claw).
Rend (Ex): If Umbog hits with both claw attacks, he latches onto the opponent’s body and tears
the flesh. This attack automatically deals an additional 1d6+10 points of damage.
Regeneration (Ex): Fire and acid deal normal damage to a troll. If a troll loses a limb or body
part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member
instantly by holding it to the stump.
Possessions: Belt set with gold scales and gems (6,000gp).

Treasure: 10 pp, 292 gp, 220 sp.

24. AMETHYST CHAMBER (EL 7)

Finding the gold pieces requires a successful Search check, DC 12.


Finding the potions requires a successful Search check, the DC depending on the measures taken:
Searching the room – DC 35
Searching the barrels (without emptying them or diving into them) – DC 25
Emptying or carefully searching the barrels – Automatic.
If the barrel is tipped before being searched, each bottle will only survive on a roll of 6 on d6.

Trolls (2): CR 5; SZ Large Giant (9 ft. tall); HD 6d8+36; hp 69, 61; Init +2 (Dex); Spd 30 ft.; AC
18 (-1 size, +2 Dex, +7 natural); Atk 2 claws +9 melee (1d6+6), bite +4 melee (1d6+3); Face 5 ft.
x 5 ft.; Reach 10 ft.; SA Rend 2d6+9; SQ Regeneration 5, scent, darkvision 90 ft.; AL CE; SV
Fort +11, Ref +4, Will +3; Str 23, Dex 14, Con 23, Int 6, Wis 9, Cha 6.
Skills Listen +5, Spot +5. Feats Alertness, Iron Will.
Rend (Ex): If a troll hits with both claw attacks, it latches onto the opponent’s body and tears the
flesh. This attack automatically deals an additional 1d6+9 points of damage.
Regeneration (Ex): Fire and acid deal normal damage to a troll. If a troll loses a limb or body
part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member
instantly by holding it to the stump.

Treasure: 500 gp.


Magical Treasure: Potions of Cure Light Wounds, Cure Serious Wounds, and Heroism (1,700 gp
total).
25. PRIEST’S CHAMBER (EL 1)

Finding the treasure requires a successful Search check, DC 22.

Norkers (4): CR 1/4; SZ Small Humanoid (Goblinoid); HD 1d8+2; hp 8; Init +1 (Dex); Spd 20
ft.; AC 17 (+1 size, +1 Dex, +5 natural); Atk Club +1 melee (1d6) or bite +1 melee (1d3); SQ
Darkvision 60 ft.; AL CE; SV Fort +2, Ref +2, Will +0; Str 11, Dex 13, Con 14, Int 10, Wis 11,
Cha 8.
Skills Hide +3, Listen +4, Move Silently +4*, Spot +3. Feats Alertness.
Norkers speak Goblin and Common.

Treasure: 21 gp, 54 sp.

26. PRIEST’S CHAMBER (EL 1 ½)

Finding the treasure requires a successful Search check, DC 20.


If the sacks are searched without precautions, the asp will automatically attack by surprise.

Norkers (4): As above in room 25.

Asp, tiny viper: CR 1/3; SZ Tiny Animal (2½ ft. long); HD 1/4d8; hp 1; Init +3 (Dex); Spd 15
ft., climb 15 ft., swim 15 ft.; AC 17 (+2 size, +3 Dex, +2 natural); Atk Bite +5 melee (poison);
Face 2½ ft. x 2½ ft. (coiled); Reach 0 ft.; SA Poison DC11, 1d6 Con/1d6 Con; SQ Scent; AL N;
SV Fort +2, Ref +5, Will +1; Str 6, Dex 17, Con 11, Int 1, Wis 12, Cha 2.
Skills Balance +11, Climb +12, Hide +18, Listen +8, Spot +8. Feats Weapon Finesse (bite).

Treasure: 4 pp, 9 gp, 22 sp, 62 cp.

27. LONG PASSAGEWAY (EL 6)

Ogres (2): CR 2; SZ Large Giant (9-10 ft. tall); HD 4d8+8; hp 31; Init -1 (Dex); Spd 30 ft.
(hide), 40 ft. base; AC 16 (-1 size, -1 Dex, +5 natural, +3 hide); Atk Huge greatclub +8 melee
(2d6+7); Face 5 ft. x 5 ft.; Reach 10 ft.; AL CE; SV Fort +6, Ref +0, Will +1; Str 21, Dex 8, Con
15, Int 6, Wis 10, Cha 7.
Skills Climb +4, Listen +2, Spot +2. Feats Weapon Focus (greatclub).

Cells B to H (seven identical groups):

NOTE: There is a discrepancy between the norkers’ tactics described in the footnote to ORDER
OF APPEARANCE (module p.12) and in the room description (p.20). The former (as well as the
ogres’ room description, p.22) states, that the oil kegs are dropped for the ogres, the latter says
the norkers toss the kegs themselves.
I’ll handle it this way: If on their arrival at the top of the stairs, the norkers see the need to contain
the enemy by melee combat, they will drop the kegs near the stairs (a free action) and rush into
battle. The norker with the torch will wait for the ogres at the stairs to support them. Otherwise –
and only if they have a clear line of sight to their target – they will use the oil themselves.

If the norkers use oil, it will take a full round action for all members of a group of three to toss
the keg and the torch. It is a grenade-like missile with a range increment of 10 ft. (if wielded by a
pair of norkers). For simplicity’s sake, assume that they hit the 5 foot square they are aiming for
on a roll of 8 plus 2 per range increment on d20, otherwise a random field next to it. On a natural
1 to 6 the keg doesn’t shatter. Make a second throw for the torch, but the target is quite big, so
only a throw lower than twice the range increment will miss.
The oil will spill in a 5 foot radius spread. Anyone in this area when the barrel is thrown has to
pass a Reflex save DC 12 or be covered by (probably) burning oil. Due to the large quantity of
oil, this has the same effect as being covered by Alchemist’s Fire (1d6 immediately and 1d6 next
round if not extinguished). In addition to this, anyone in the oil at the end of his own turn takes
1d6 fire damage. The oil on the ground burns for 4 rounds.
Characters covered in oil or remaining in the burning area without protection run the risk of
catching on fire as per DMG p. 86 (Reflex DC 15 to avoid, 1d6 additional damage, flammable
items have to save).

Finding the norkers’ treasure requires a successful Search check, DC 20.

Norkers (3): CR 1/4; SZ Small Humanoid (Goblinoid); HD 1d8+2; hp 8; Init +1 (Dex); Spd 20
ft.; AC 17 (+1 size, +1 Dex, +5 natural); Atk Club +1 melee (1d6) or bite +1 melee (1d3); SA
Oil; SQ Darkvision 60 ft.; AL CE; SV Fort +2, Ref +2, Will +0; Str 11, Dex 13, Con 14, Int 10,
Wis 11, Cha 8.
Skills Hide +3, Listen +4, Move Silently +4*, Spot +3. Feats Alertness.
Norkers speak Goblin and Common.

Treasure: 20 gp, 94 sp, 49 cp. 63 bronze pieces (worth ½ cp each) [distribute over all cells as you
like].

Cell A:

NOTE: If you used my conversion of “Lost Caverns of Tsojcanth”, then assume Omar to be a
cousin twice removed of Captain Hasheem al Kaahn, the leader of the Kettite patrol random
encounter.

Omar al Kaahn, male Bakluni, Ftr 1: CR 1; Medium Humanoid (5 ft. 8 in. tall); HD 1d10+2;
hp 12; Init +1 (Dex); Spd 30 ft.; AC 11 (+1 Dex); Atk +3 melee (damage+2), or +2 ranged; AL
LN; SV Fort +4, Ref +1, Will +1; Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8.
Skills Handle Animal +3, Climb +6, Ride +5. Feats Mounted Combat, Ride-By Attack, Weapon
Focus (lance).
Omar speaks Baklunish, and a tiny bit of Common.

Hassan, male Bakluni, War 1: CR 1/2; Medium Humanoid (5 ft.6 in. tall); HD 1d8+1; hp 9; Init
+2 (Dex); Spd 30 ft.; AC 12 (+2 Dex); Atk +2 melee (damage+1), or +3 ranged; AL LN; SV Fort
+3, Ref +2, Will +0; Str 12, Dex 14, Con 12, Int 10, Wis 10, Cha 8.
Skills Handle Animal +3, Jump +5, Ride +6. Feats Mounted Combat, Mounted Archery.
Hassan speaks Baklunish only.
Cell I:

If treated with respect, Urnrik (being of lawful alignment and rather poor pocket-picking skill)
will not steal from party members. Anyway, he is not above acquiring treasure they overlooked
(or didn’t find before he did).

“Teldroll Storis” (Urnrik Losthammer), male mountain dwarf, Ftr 5/Rog 6: CR 11; Medium
Humanoid (4 ft. 5 in. tall); HD 5d10+6d6+22; hp 89 (currently 33); Init +7 (+3 Dex, +4
Improved Initiative); Spd 20 ft.; AC 13 (+3 Dex); Atk +12/+7 melee (damage+3), or +12/+7
ranged [with dagger: Atk Dagger +13/+8 melee (1d4+5/crit 19-20), or dagger +13/+8 ranged
(1d4+3*/crit 19-20, range 10 ft.]; SA Sneak attack +3d6; SQ Dwarven abilities, Evasion,
Uncanny dodge (Dex bonus to AC, can’t be flanked); AL LN; SV Fort +8, Ref +9, Will +4; Str
16, Dex 17, Con 14, Int 12, Wis 9, Cha 6.
Skills Appraise +10, Climb +15, Craft (locksmithing) +6, Disable Device +10, Hide +12, Jump
+8, Listen +10, Move Silently +12, Open Lock +12, Pick Pocket +5, Search +10, Spot +10. Feats
Alertness, Cleave, Improved Initiative, Iron Will, Power Attack, Weapon Focus (Dagger),
*Weapon Specialization (Dagger).
Dwarven abilities: See PHB p.14/15
“Teldroll” speaks Common, Dwarven, and Orc.

28. SMALL ROOM

Finding the treasure requires a successful Search check, DC 20.

Treasure: 13 gp, 21 sp, 8 cp, 10 bronze pieces (worth ½ cp each).

29. PURPLE-DOMED CHAMBER (EL 6)

Ogres (4): CR 2; SZ Large Giant (9-10 ft. tall); HD 4d8+8; hp 30, 28, 25, 24; Init -1 (Dex); Spd
30 ft. (hide), 40 ft. base; AC 16 (-1 size, -1 Dex, +5 natural, +3 hide); Atk Huge greatclub +8
melee (2d6+7), or Large javelin +1 ranged (1d8+5); Face 5 ft. x 5 ft.; Reach 10 ft.; AL CE; SV
Fort +6, Ref +0, Will +1; Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7.
Skills Climb +4, Listen +2, Spot +2. Feats Weapon Focus (greatclub).

Treasure: Keg of brandy (200gp, 30lb.), 200 gp.

30. CLOTH-DRAPED ROOM (EL 7)

Finding the coins in the bedding requires a successful Search check, DC 12.
Detecting that something is odd about the hollow table leg is Search DC 30 (DC 25 if the table is
examined).
The Dust of Appearance can only be identified by magical means.
NOTE: The module says: “… they [the gnolls] fear the power of this norker spell caster …” –
LOL, considering his original choice of spells 
I have not increased his size, since this would give him disadvantages in attack and AC. He is just
a very strong specimen. You may consider making him an Adept or Adept/Sorcerer, but adepts’
spell selection is very poor.

Witch Doctor Nirkut, male norker, Clr 5/Sor 2: CR 7; SZ Small Humanoid (Goblinoid); HD
5d8+2d4+14; hp 45; Init +1 (Dex); Spd 20 ft.; AC 19 (+1 size, +1 Dex, +5 natural, +1 ring); Atk
Scimitar +8 melee (1d6+4, crit 18-20) or bite +7 melee (1d3+3); SA Spells, rebuke undead; SQ
Darkvision 60 ft., spontaneous casting; AL CE; SV Fort +7, Ref +3, Will +9; Str 16, Dex 13, Con
14, Int 12, Wis 13, Cha 6.
Skills Concentration +12, Hide +3, Listen +5, Move Silently +4*, Spellcraft +11, Spot +4.
Feats Alertness, Combat Casting, Martial Weapon Proficiency (scimitar).
Spell Save DC11 + spell level.
Cleric: Domains - Chaos, Evil. Casts divine chaos and evil spells at 6th caster level.
0th: Create Water, Detect Magic, Guidance, Mending, Resistance.
1st: Bane, Endure Elements (x3), Protection from Law.
2nd: Darkness, Resist Elements, Shatter.
3rd: Dispel Magic, Magic Circle Against Good.
Sorcerer (Spells per day – 6 cantrips, 5x 1st):
0th: Daze, Ghost Sound, Mage Hand, Prestidigitation, Ray of Frost.
1st: Burning Hands, Grease.
Nirkut speaks Goblin, Common, Giant, and Gnoll.
Possessions: Masterwork Kettite scimitar (315gp), Ring of Defiance +1 (5,000gp), arcane scroll
with Dispel Magic (CL 5th, 375gp).
The Ring of Defiance grants a +1 deflection bonus to AC and a +1 resistance bonus to all saving
throws (already included in Nirkut’s statistics).
[You can make this a normal Ring of Protection – I made the change just because my players
already have about a dozen of those]

Norker Guards, War 2 (2): CR 1; HD 2d8+4; hp 17; Init +1 (Dex); Spd 20 ft.; AC 17 (+1 size,
+1 Dex, +5 natural); Atk Spiked club +4 melee (1d8+3) or bite +4 melee (1d3+2); SV Fort +3,
Ref +2, Will +0; Str 14, Dex 13, Con 14, Int 10, Wis 11, Cha 8.
Skills Hide +4, Listen +4, Move Silently +4*, Spot +4. Feats Alertness.

Treasure: 8 pp, 17 gp, 19 gems (agate, hematite, malachite, and obsidian, 10gp each). [287gp
total value]
Magical Treasure: Dust of Appearance (2,100gp), Dagger +2 (8,302gp), dwarven Studded
Leather Armor +1 (1,175gp), dwarf-sized Mithral Shirt (1,100gp). [12,677gp total value]

31. CHECKERED HALL (EL 6)

The treasure in the boxes can only be found, if the table is removed. If the characters take 20 on a
room search, assume that they also examined these boxes.
The iron chest has a lock DC 30. The lock has hardness 10, 30 hp, Break DC 28.
Finding the secret compartment in the iron chest requires a successful Search check DC 30.
If the ogres use oil, it will take them a full round action to pick up (move-equivalent) and toss
(standard action) the keg. Ideally, a norker will then throw his torch (readied action, if he was
waiting for the ogre to throw). The kegs are grenade-like missiles with a range increment of 10 ft.
(for an ogre). For simplicity’s sake, assume that they hit the 5 foot square they are aiming for on a
roll of 6 plus 2 per range increment on d20, otherwise a random field next to it. On a natural 1 to
3 the keg doesn’t shatter. For throwing the torch and for oil effects see the description of area 27.

Ogres (4): CR 2; SZ Large Giant (9-10 ft. tall); HD 4d8+8; hp 2x35, 2x32; Init -1 (Dex); Spd 30
ft. (hide), 40 ft. base; AC 18 (-1 size, +5 natural, +4 studded hide); Atk Huge greatclub +8 melee
(2d6+7), or rock +4 ranged (1d10+5); Face 5 ft. x 5 ft.; Reach 10 ft.; SA Oil, Rock throwing; AL
CE; SV Fort +6, Ref +1, Will +1; Str 21, Dex 10, Con 15, Int 6, Wis 10, Cha 7.
Skills Climb +4, Listen +2, Spot +2. Feats Weapon Focus (greatclub).
Rock throwing (Ex): These ogres can hurl rocks weighing 25 to 30 pounds each up to 300 feet,
with range increments of 60 feet. They receive a +2 training bonus to attacks with rocks, due to
expert advice by Groorg.
Possessions: 4 rocks for throwing each, key for iron chest one of them.

Allow the character searching the firewood a Spot check DC 24 (assuming the spider took 10). If
this check is failed, the spider “charges” the flat-footed victim in a surprise attack.
NOTE: Since a 2HD spider (Medium sized) wouldn’t fit in a heap of firewood, this is a small
specimen with a more potent poison.

Small Monstrous Hunting Spider: CR 1/2; SZ Small Vermin (3 ft. diameter); HD 1d8; hp 6;
Init +3 (Dex); Spd 40 ft., climb 20 ft.; AC 14 (+1 size, +3 Dex); Atk Bite +4 melee (1d4-2 and
poison); SA Poison DC14, 1d4 Str/1d4 Str; SQ Vermin; AL N; SV Fort +2, Ref +3, Will +0; Str
7, Dex 17, Con 10, Int -, Wis 10, Cha 2.
Skills Climb +10, Hide +14, Jump +4, Spot +15. Feats Weapon Finesse (bite).

Treasure: 3,622 cp, 200 sp, 500 gp, 13 pp, 5 bloodstones (50gp each), and 2 rose quartz (50gp
each), plain silver scroll tube (15gp, 1lb.). [1,036gp total value]
Magical Treasure: Dagger +1 (2,302gp), Cloak of Resistance +1 (1,000gp), Mithral Shirt
(1,100gp), arcane scroll Antimagic Field (CL 11th, 1,650gp). [6,052gp total value]

32. LILAC AND BLACK ROOM

Gnoll archers (8): CR 1; SZ Medium-Size Humanoid (Gnoll) (7 1/2 ft. tall); HD 2d8+2; hp 14;
Init +0; Spd 20 ft. (chainmail), base 30 ft.; AC 16 (+1 natural, +4 chain); Atk Guisarme +3 melee
(2d4+3/crit x3), or mighty (+2) composite longbow +1 ranged (1d8+2/crit x3, range 110 ft.); SQ
Darkvision 60 ft.; AL CE; SV Fort +4, Ref +0, Will +0; Str 15, Dex 10, Con 13, Int 8, Wis 11,
Cha 8.
Skills Listen +3, Spot +3. Feats Power Attack.
Guisarme: A guisarme has reach. You can strike opponents 10 feet away with it, but can't use it
against an adjacent foe. Because of the guisarme's curved blade, you can also use it to make trip
attacks. If you are tripped during your own trip attempt, you can drop the guisarme to avoid being
tripped.
Possessions: 80 silvered arrows (1gp each).
DUNGEON LEVEL

1. BLACK IDOL

2. GREEN IDOL

3. RED IDOL

4. BLUE IDOL

5. [Aspects of Tharizdun]

Allow a Will save DC 22 to avoid the colored tendrils’ effects (one save for all effects).
A Spellcraft check DC 28 will reveal the lightshow to be an illusion.
If the illusion is detected, allow everyone a new Will save DC 18 to get rid of the curse. If that is
failed, then further saves (also DC 18) are only possible each time the curse is triggered. If
successful, the effects are permanently removed.

The effects of the tendrils are:


Black – 1d6 temporary Str loss
Green – Will save DC 16 or affected by Confusion
Red - Will save DC 16 or affected by Fear
Blue - 1d6 temporary Int loss

All effects last as long as the circumstances triggering them. If, for example, the characters listen
to a sage relating that the followers of Tharizdun are complete loonies, the effects will end when
the sage changes the subject. If one of the adventurers “steals” the gems of Tharizdun from the
cyst, the whole party will suffer until the gems are brought back or disposed off.

The effects of the curse are subject to Dispel Magic and similar means (assume a caster level of
15th), but not the illusionary curse itself. Even Break Enchantment will not remove this powerful
curse.

Each time a new event triggers the curse, the effects become cumulatively more severe. Add 2 to
the ability losses and to the save DCs.

If a character’s Int ever falls to 1 or lower, he will be feebleminded (as per the spell).

6. STOREROOM

7. JUMBLED ROOM

8. SQUARE ROOM (EL 10)

NOTE: The room description says there are two boggarts, the text claims there are three.
Boggarts (3): CR 7; SZ Small Aberration (Air); HD 6d8+6; hp 37, 34, 33; Init +4 (Dex); Spd 20
ft.; AC 20 (+1 size, +4 Dex, +5 natural); Atk Slam +5 melee (1d3+1 and 2d6 electricity); SA
Confusion, electricity, electrical discharge, feed; SQ Alternate form, detect thoughts, invisibility,
spell immunity, darkvision 60 ft.; AL CE; SV Fort +3, Ref +6, Will +6; Str 12, Dex 19, Con 13,
Int 14, Wis 12, Cha 11.
Skills Bluff +8, Hide +16, Listen +12, Search +9, Sense Motive +8, Spot +12.
Feats Alertness, Blind-Fight, Dodge.
Confusion (Su): 1/day; screeching, 30-foot spread; Will save (DC 13) or confused for 6 rounds.
This ability replicates the spell of the same name. Each additional boggart within 30 feet that
screeches adds +1 to the DC.
Electricity (Su): Touch; 2d6 points of electrical damage. A creature touched receives a Fortitude
save (DC 14) for half damage.
Electrical Discharge (Su): 10 feet, no range increment, line of electricity from its hands, once
every 1d4 rounds, 2d6 points of electrical damage; Reflex save (DC 14) for half.
Feed (Su): When a boggart slays a humanoid opponent, it can feed on the corpse, devouring both
flesh and life force, as a full round action. For every 8 HD or levels a boggart consumes, it gains
1 Hit Die. Feeding destroys the victim’s body and prevents any form of raising or resurrection
that requires part of the corpse. A wish, miracle, or true resurrection spell can restore a devoured
victim to life, but there is a 50% chance that even such powerful magic will fail.
Alternate Form (Su): The boggart’s natural form is that of a small will-o-wisp. In will-o-wisp
form it retains its ability scores, detect thoughts, invisibility and spell immunity, but cannot use
its electrical attacks or confusion ability. The boggart’s AC increases to 24 in will-o-wisp form.
Its other form is that of a small humanoid. In humanoid form, the boggart gains all the abilities of
the form (for example, a boggart in dwarf form has dwarven racial traits). The boggart keeps its
ability scores and all of its powers in humanoid form. The boggart can assume either form as a
standard action, but cannot maintain either longer than 10 rounds. A change in form cannot be
dispelled, nor does the boggart revert to its natural form when killed. A true seeing spell,
however, reveals its natural form if it is in humanoid form.
Invisibility (Sp): Maximum of 10 minutes/day in any form. While invisible it can use its
confusion ability without becoming visible.
Detect Thoughts (Su): A boggart can continuously detect thoughts as the spell cast by an 8th-
level sorcerer. It can suppress or resume this ability as a free action.
Spell Immunity (Ex): Boggarts are immune to all spells save magic missile, maze, magic circle
against evil, magic circle against chaos, protection from chaos, and protection from evil.

Treasure: Plain looking Battleaxe +2 (8,310gp)

9. STOREROOM

10. EMPTY ROOM

11. STOREROOM

None of the items are masterwork, but one or two of the composite short bows might be mighty.
12. ROUGH-HEWN CHAMBER (EL 7)

NOTE: I made both otyughs 8HD monster, since 3rd edition ‘yughs are weaker than in AD&D.

Otyughs (2): CR 5; SZ Large Aberration (8 ft. diameter body); HD 8d8+8; hp 64, 50; Init +0;
Spd 20 ft.; AC 17 (-1 size, +8 natural); Atk 2 Tentacle rakes +5 melee (1d6), bite +0 melee (1d4);
Face 5 ft. x 5 ft.; Reach 10 ft. (15 ft. with tentacle); SA Improved grab, constrict 1d6, disease; SQ
Scent; AL N; SV Fort +3, Ref +2, Will +7; Str 11, Dex 10, Con 13, Int 5, Wis 12, Cha 6.
Skills Hide +6*, Listen +8, Spot +10. Feats Alertness.
*An otyugh receives a +8 racial bonus to Hide checks when in its lair, due to its natural
coloration.
Improved Grab (Ex): To use this ability, the otyugh must hit a Medium-size or smaller opponent
with a tentacle attack. If it gets a hold, it can constrict.
Constrict (Ex): An otyugh deals automatic tentacle damage to a Medium-size or smaller
opponent with a successful grapple check.
Disease (Ex): Filth fever-bite, Fortitude save (DC 12), incubation period 1d3 days; damage 1d3
temporary Dexterity and 1d3 temporary Constitution (see DMG, p.74).
Otyughs speak common

13. EMPTY CHAMBER

14. EMPTY CHAMBER (EL 4)

Stunjelly: CR 4; SZ Large Ooze; HD 4d10+27; hp 50; Init -5 (Dex); Spd 10 ft.; AC 4 (-1 size, -5
Dex); Atk Slam +2 melee (1d6 and 1d6 acid); Face 5 ft. x 10 ft.; Reach 10 ft.; SA Paralysis,
engulf, acid; SQ Blindsight, camouflage, electricity immunity, ooze; AL N; SV Fort +4, Ref -4,
Will -4; Str 10, Dex 1, Con 16, Int -, Wis 1, Cha 1.
Paralysis (Ex): Stunjellies secrete an anaesthetizing slime. A target hit by a stunjelly’s melee
attack must succeed at a Fortitude save (DC 15) or be paralyzed for 3d6 rounds.
Engulf (Ex): As a standard action, a stunjelly can simply mow down a Medium-size or smaller
creature. It cannot make a slam attack during a round in which it engulfs. The stunjelly merely
must move over its opponents, affecting as many as it can cover. Opponents can make attacks of
opportunity against the stunjelly, but if they do so they are not entitled to a saving throw. Those
who do not attempt attacks of opportunity must succeed at a Reflex save (DC 13) or be engulfed;
on a success, they are pushed back or aside (opponent’s choice) as the stunjelly moves forward.
Engulfed creatures are subject to the stunjelly’s paralysis and acid, and are considered to be
grappled and trapped within its body. Note, a paralyzed creature does not receive a Reflex save
and is automatically engulfed if the stunjelly moves over it.
Acid (Ex): A stunjelly’s acid doe not harm metal or stone.
Camouflage (Ex): Stunjellies blend well with stone. It takes a successful Spot check (DC 15) to
recognize a motionless stunjelly for what it really is.
Ooze: Immune to mind-influencing spells and effects, poison, sleep, paralysis, stunning, and
polymorphing. Not subject to critical hits or flanking.
15. OVAL POOL (EL 6)

NOTE: I increased the grell to large size and 11 HD.

Grell: CR 6; SZ Large Aberration; HD 11d8+44; hp 119; Init +5 (+1 Dex, +4 Improved


Initiative); Spd 5 ft., fly 30 ft. (perfect); AC 16 (-1 size, +1 Dex, +6 natural); Atk 10 tentacles +12
melee (1d4+5 and paralyzation), bite +7 melee (2d4+2); Face 5ft. x 5ft., Reach 5ft. (10 ft. with
tentacle); SA Improved grab, paralysis; SQ Blindsight 60 ft., flight, immunities, tentacle
regeneration; AL NE; SV Fort +7, Ref +4, Will +7; Str 20, Dex 13, Con 18, Int 10, Wis 11, Cha
9.
Skills Hide +11*, Listen +7, Move Silently +15*, Spot +11. Feats Flyby Attack, Improved
Initiative.
*Include a +2 racial bonus.
Improved Grab (Ex): If a grell hits an opponent that is at least one size category smaller than
itself with a tentacle attack, it deals normal damage and attempts to start a grapple as a free action
without provoking an attack of opportunity (with a racial bonus of +16 on grapple attacks). If it
gets a hold, it has the option to conduct the grapple normally, or simply use a single tentacle to
hold the opponent (-20 penalty on grapple check, but the grell is not considered grappled). In
either case, each successful grapple check it makes during successive rounds automatically deals
tentacle damage.
Paralysis (Ex): A grell’s tentacles are lined with small, spiny barbs. Any creature hit by a tentacle
must make a Fortitude save (DC 14) or be paralyzed for 4 rounds.
Immunities (Ex): A grell is immune to electricity and paralysis effects.
Tentacle Regeneration (Ex): Foes can attack a grell’s tentacles, but only when those appendages
are actually holding an opponent. A tentacle has an AC of 20 (touch 11) and can withstand 12
points of damage. The loss of a tentacle does not harm the creature, and it regrows the limb
within a day.

Treasure: Decanter of Endless Water (9,000gp).

16. TORTURE CHAMBER

NOTE: I never did like Ear Seekers and won’t use them against my players.

17. CRYPT (EL 7)

Izbyrk, Guardian Daemon: CR 7; SZ Medium Outsider [fire] (4 ft. tall); HD 8d8+24; hp 88;
Init +1 (Dex); Spd 30 ft.; AC 21 (+1 Dex, +10 natural); Atk Bite +12 melee (4d4+4), 2 Claws
+10 melee (1d6+2); SA Breath weapon; SQ DR 20/+2, telepathy, immunities; AL N; SV Fort +9,
Ref +7, Will +8; Str 18, Dex 12, Con 16, Int 12, Wis 14, Cha 14.
Skills Bluff +7, Hide +5, Listen +12, Move Silently +9, Search +10, Sense Motive +8, Spot +12.
Feats Blind-Fight, Multiattack, Power Attack.
Breath Weapon (Su): Once every 1d4 rounds, cone of fire, 30 feet; 5d6 points of damage, Reflex
save DC 16 halves the damage.
Telepathy (Sp): The guardian daemon can communicate with any creature within 100 feet that
has a language.
Immunities (Ex): Izbyrk is immune to fire, mind-influencing effects and spells, sleep, hold, and
polymorph.

Treasure: Gold ornaments (60lb., 2,500gp), platinum ornaments (6lb., 2,500gp), 2 emeralds, 2
fiery yellow corundums, 2 blue star sapphires, 2 star rubies, 2 violet garnets (1,000gp each), 2
orange jacinth (3,000gp each). [21,000gp total value]

Magical Treasure: 6 Elixirs of Longevity, 5 of those spoiled.


These elixirs – if not spoiled - offset aging effects (including death) to Str, Dex, and Con by 10%
(round up) of racial middle age (PHB p.93), i.e. a human receives penalties for old age at age 57
(not 53), a dwarf becomes venerable at age 263 (not 250), etc. These potions have artifact status
and can only be brewed with divine intervention (in this case Tharizdun’s). Even if more than one
unspoiled potion is acquired, their effects will not stack.
The market value of an unspoiled Elixir of Longevity depends on the buyer. An aging monarch or
arch-mage may be willing to pay a small fortune for it.
Drinking one of the spoiled elixirs causes 1d4 permanent ability damage to Str, Dex, and Con. It
also negates any rejuvenation received by elixir in the past.
Identify will show all potions to have a rejuvenating effect. Analyze Dweomer will correctly
identify the spoiled potions.

18. CRYPT

19. CRYPT (EL 7)

Wongas, Coffer Corpse: CR 7; SZ Medium Undead; HD 8d12; hp 58; Init +4 (Improved


Initiative); Spd 20 ft.; AC 17 (+2 natural, +5 chainmail); Atk 2 Claws +10 melee (1d4+5 and
death grip); SA Improved grab, death grip; SQ Undead, Darkvision 60 ft., DR 10/+1, weapon
immunity, turn resistance +4; AL CE; SV Fort +2, Ref +2, Will +6; Str 20, Dex 11, Con -, Int 6,
Wis 11, Cha 10.
Skills Intimidate +5, Hide +7, Listen +7, Sense Motive +5, Spot +8. Feats Improved Initiative,
Weapon Focus (claw).
Improved Grab (Ex): To use this ability, the coffer corpse must hit an opponent of up to Large
size with both claw attacks. If it gets a hold, it uses its death grip.
Death Grip (Ex): Wongas deals 4d4+20 points of damage per round with a successful grapple
check against a Large or smaller creature he has held for one round or more.
Weapon Immunity (Ex): A coffer corpse takes half damage from all piercing and slashing
weapons.
Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not
subject to critical hits, subdual damage, ability damage, energy drain, or death from massive
damage.

Treasure: black Heavy Mace +2, the head in the form of a clenched demonic fist (8,312gp).
20. CRYPT

21. SHRINE

Handle the curse exactly as described in the module (1 turn = 10 minutes, tasting=5 hours).

22. DIAMOND COLUMN (EL 9)

NOTE: I don’t like the Caryatid’s weapon-breaking ability; therefore I converted them to a
variant of stone golem.

The columns will only attack intruders coming from the north. If the party approaches from the
south, they may still be attacked on their way back.

2 Caryatid Columns: CR 7; SZ Medium Construct (7 ft. tall); HD 10d10; hp 60; Init -1 (Dex);
Spd 20 ft. (can't run); AC 26 (-1 Dex, +12 natural, +5 breastplate); Atk Longsword +12/+7 melee
(1d8+5/crit 19-20); SA Slow; SQ Construct, darkvision 60 ft., magic immunity, DR 10/+2; AL
N; SV Fort +7, Ref +5, Will +7; Str 22, Dex 9, Con -, Int -, Wis 11, Cha 1.
Slow (Su): A caryatid column can use slow as a free action once every 2 rounds. The effect has a
range of 10 feet and a duration of 7 rounds, requiring a successful Will save (DC 13) to negate.
The ability is otherwise the same as the spell.
Construct: Immune to mind-influencing effects, poison, disease, and similar effects. Not subject
to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Magic Immunity (Ex): A caryatid column is immune to all spells, spell-like abilities, and
supernatural effects, except as follows. A transmute rock to mud, stone to flesh, or stone shape
instantly slays a caryatid column if it fails its saving throw. A transmute mud to rock heals all of
its lost hit points.

23. VAST CAVERN

Treat rock attacks by the giants as stated in the module, if the party arrives within a few hours of
their initial attack on the temple or if the giants have received a warning about their approach.
The +4 is a circumstantial bonus, since the giants have trained to zero-in on the entrance area.

24. CENTER

The effect of someone touching the figure is as described in the module. Let all this happen
within one round (instead of three segments).

25. BONE PILES (EL 10)

Meazels, male and female Rog 4 (2): CR 8; SZ Medium Monstrous Humanoid; HD


4d8+4d6+8; hp 56, 52; Init +6 (+2 Dex, +4 Improved Initiative); Spd 30 ft.; AC 16 (+2 Dex, +4
chain shirt); Atk 2 claws +8 melee (1d4 plus disease); SA Sneak attack +5d6, disease; SQ
Evasion, uncanny dodge (Dex bonus to AC); AL CE; SV Fort +3, Ref +10, Will +5; Str 10, Dex
14, Con 12, Int 6, Wis 11, Cha 7.
Skills Hide +10 (+9 armored), Listen +2, Move Silently +10 (+9), Open Lock +8, Pick Pocket
+10 (+9), Spot +6, Swim +12* (+7).
*A meazel’s webbed toes give it a +4 racial bonus on Swim checks.
Feats Alertness, Improved Initiative, Weapon Focus (claw).
Disease (Su): Wounds inflicted by a meazel can transmit its skin disease. A successful claw
attack causes the victim to make a fortitude save (DC 12) or be infected with a disease that
incubates in 1d6 days; the damage is 1d2 points each of Dex and Con (see DMG p.74). If a
character takes ability damage, he must make an additional saving throw to avoid having 1 point
of each ability permanently drained instead.
Possessions: 2 masterwork chain shirts.

Treasure: 40 gems (10 gp each), 7 large sacks and 13 small sacks containing 840 brass pieces,
880 cp, 500 sp, 320 gp, 36 pp.

THE UNDERTEMPLE

1. SHAFT TERMINUS

2. SMALL CHAMBER

3. TRAPEZOIDAL CHAMBER (EL 6)

Shadow Demon: CR 6; SZ Medium Outsider (Chaotic, Evil, Incorporeal); HD 7d8+21; hp 71;


Init +6 (+2 Dex, +4 Improved Initiative); Spd 30 ft., fly 40 ft. (perfect); AC 15 (+2 Dex, +3
deflection); Atk Incorporeal touch +9 melee (1d6), incorporeal bite +4 melee (1d8); SA Spell-like
abilities, malevolence; SQ Shadow blend, incorporeal, darkvision 60 ft., demon qualities, sunlight
powerlessness; AL CE; SV Fort +8, Ref +7, Will +6; Str -, Dex 15, Con 17, Int 14, Wis 13, Cha
16.
Skills Hide +12, Intimidate +10, Intuit direction +10, Listen +9, Search +9, Sense Motive +8,
Spot +9. Feats Blind Fight, Improved Initiative.
Spell-Like Abilities: 1/day—darkness and fear. These abilities are as the spells cast by a 12th-
level sorcerer (save DC 13 + spell level).
Malevolence (Su): Once per day, a shadow demon can merge its body with a creature on the
Material Plane. This ability is similar to magic jar cast by a 10th-level sorcerer, except that it does
not require a receptacle. If the attack succeeds, the shadow demon’s body vanishes into the
opponents body. The target can resist the attack with a successful Will save (DC 18). A creature
that successfully saves is immune to that shadow demon’s malevolence for one day.
Shadow blend (Su): During any condition other than full daylight, a shadow demon can disappear
into the shadows, giving it 9/10 concealment (40% miss chance). Artificial illumination, even a
light or continual flame spell, does not negate this ability; a daylight spell, however, will.
Incorporeal: Can only be harmed by other incorporeal creatures, +1 or better magic weapons, or
magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid
objects at will, and own attacks pass through armor. Always moves silently.
Demon Qualities (Ex): Immune to poison and electricity; cold, fire, and acid resistance 20.
Sunlight powerlessness (Su): Shadow demons are utterly powerless in natural sunlight (not
merely a daylight spell) and flee from it. A shadow demon caught in sunlight cannot attack and
can only take partial actions.
Treasure: Wand of Daylight (25 charges, 2,250gp).

4. OCTAGONAL CHAMBER

The cold damage is 1d4 subdual damage per minute (no saving throw). Damage from touching
the vapors or the purple shaft is lethal damage.
Anyone touching the black central core has to pass a Fortitude save (DC 19) or be disintegrated
(as per the spell, but with no damage if save is made).

5. HEXAGONAL CHAMBER

Replace system shock rolls by Fortitude saves (DC 12, DC 24 for reversed rolls). The ashes
remaining in case of failure can be used for resurrection, but any negative effects to attributes
still apply.

THE BLACK CYST

1. [Steps]

Cold damage taken is lethal damage (magical cold effect). Replace turn by 10 minutes, round by
1 minute.

2. THE CYST

Robe damage results in 1d6 damage from magical cold per 10 minutes.

3. THE FORM ON THE BLOCK

If the horn is sounded a second time, everyone in the cyst has to pass a Reflex save (DC 12) or
fall and tear his robe (1d6 cold damage per 10 minutes).
4. SECRET ROOM

Treasure: 328 gems (181x20 gp, 110x50gp, 37x100gp), diamond, emerald, big star ruby
(5,000gp each), jacinth (10,000gp). [37,820gp total value]
Magical treasure: Cube of Force (62,000gp), Rod of Force (50,000 gp) Lament for Lost
Tharizdun (33,000gp).

APPENDIX 1: NEW MAGIC ITEMS


Rods

Rod of Force (p.41): This rod has three functions –


• An energy weapon equivalent to a +5 bastard sword (requiring martial/exotic weapon
proficiency to be wielded without penalty as a bastard sword would). As an energy
weapon, it has no miss chance against incorporeal creatures. It can be used against objects
without the usual halving of damage by energy attacks. This function can be used up to 30
rounds per day, but can not be activated more than three times per day, even if the round-
limit is not yet reached.
• Wall of Force as the spell cast by an 11th level sorcerer. 1/day, can only be used by
characters with that spell on their spell list.
• Bigby’s Forceful Hand as the spell cast by an 11th level sorcerer. 1/day, can only be used
by a sorcerer or wizard who knows at least one of Bigby’s hand spells.
Caster Level: 15th; Prerequisites: Craft Rod, bigby’s forceful hand, mordenkainens sword, wall
of force; Market Price: 50,000gp.

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