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Delvenbrass

The Adventure: The PCs are invited to Flameflower by the now liberated prisoner Ambara (room #59
in the City of Skulls module) to meet Kashafen, the elven leader. They are asked to give a recounting of their activities and what they saw in Dorakaa. They are also given thanks for liberating Ambara from a certain death at the hands of the Old Ones priests. In the meeting, Kashafen introduces the PCs to a halfelf named Rafendyl Gildentongue, a renowned bard and follower of the elven deity Labelas Enoreth (deity of time and longevity). Kashafen informs the PCs that over the past few months, his network of spies have spotted followers of the Reaper in the central Vesve. The reports have indicated that the group is looking for an ancient relic of Nerull rumored to be hidden somewhere within the Vesve. The rumor is true and the followers of Nerull have found their quarries location, the lost Bakluni castle known as Delvenbrass holds this treasure in its depths. Rafendyl is on a mission to find the lost castle before the followers of Nerull do and attempt to stop them and retrieve the item(s) that they are looking for. Kashafen asks the PCs if they are interested in accompanying Rafendyl in his quest to stop the Reapers followers.

{(DM NOTE): The followers of Nerull have already found the lost castle. They will have almost a days
head start on the PCs when they finally arrive. The followers of Nerulls mission is to fight as few things as possible on the upper levels and reach the lower depths so they can retrieve the items. {Notes will be made in the room descriptions as to which rooms they have been in.} The PCs will have trouble from behind as well. The followers of Iuz have also heard the rumors and have dispatched a group to retrieve the items before the Reapers followers do. The Iuzites, lead by the lesser Bonehart priest Panshazek and a member of the Boneshadow, will be 1 day behind the PCs. Iuzs great fear of the Reaper has inspired such a powerful group to be sent. Not only will the PCs have to battle the numerous monsters of the castle but they have the two evil groups to contend with as well. {Panshazek should survive the castle and make his retreat back to Greenreach where the PCs can confront him. The PCs should meet up at some time with the followers of Nerull by the time they reach the 4th level. Once here, you the DM, should choose the course for these NPCs as well as deciding what the Iuzites are doing as well. You may choose to do this randomly or decide to have a meeting at a particular juncture in the story.} Philidor the Archmage has coordinated this mission for the PCs with the information he was able to acquire from his network. This mission is very important to Philidor and he wants the best chance of its success. Rafendyl is a loyal servant of Philidor and Kashafen is an ally. Philidor has heard of the PCs courage & cunning (from many sources) and desires to see what is truly in their hearts. He has sent Rafendyl to observe and help the PCs when necessary as well as act as an intermediary. The PCs will also be joined by a powerful paladin of Pelor on their way to the castle, a man named Klysandral. He has also heard the tales of Nerulls fowl followers searching for some vile weapons of evil and wishes to stop them from reaching their goal. {This is a setup for the module A Paladin in Hell if the DM wishes to run that adventure at some time in the future, Use Loviath with the Iuzites as their source of information about the Reaper if you plan to run the module. She will disguise her true powers until the right time, posing as a middle powered mage.} Philidor believes that this group of PCs may be the key to defeating the Old One. He has gone to great lengths to bring all the pieces together and hopes that some day soon, he can help the PCs find a weapon that will help in their struggle to defeat the Old One and accompany them in that endeavor.}

(DM Only) Location: The ruined castle is located in the central Vesve forest in the area known as the
Goblinoid Lands. Finding the specific location of the castle is very difficult indeed. It cannot be seen from above the tree line if flying and the use of divination spells to find its exact location always come back with vague answers, regardless of the casters level or standing with their deity. Also asking for help from the local faire creatures garners no definitive answer either, they will not help the PCs. They have a secret pact with the powers of goods representatives to help hide the castle from discovery (see history section for more details). The only option is extensive exploration of the southeastern Goblinoid Lands. This physical search must be undertaken in order to uncover Delvenbrasss true location. A druid or ranger, familiar with the terrain have the best chance of finding the ruins, but only after a number of intelligence checks have been made. (3 successful and consecutive intelligence checks made each day for 3 days in a row. This is due to the subtle magic employed by the faire creatures to hide the castles ruins. The magic employed in the deception is undetectable.) After accomplishing this feat, the PCs are able to find the ruins of Delvenbrass.

(DM Only) History: Bakluni settlers originally built these ruins when they migrated west making this
their strongest settlement away from their homelands. By chance, during their westward expansion, a large cave system was discovered on the site that Delvenbrass now sits on. During the exploration of the caves, it was learned that the cave system lead down over a mile into the Oerth. But the most interesting discovery to the Bakluni was that the rock deep in the ground had many magical properties. This rock enhanced and augmented the casting of certain magical spells, especially those relating to the school of conjuration/summoning. So it was decided that a castle was to be built above the site and excavation of the cavern system below would commence to hollow it out. The Bakluni then set out to discover the mystery behind this magical stone and harness its power to use against the Suel. But, something went terribly wrong with their research and it cost the lives of all those in the castle. The visible sections of the castle on the surface of the Vesve are actually the remains of the third floor. The castle sank into the ground when a mishap occurred with an experiment on the stone, almost completely destroying the third level and only leaving portions of the roof visible, now at ground level. The dungeons below were left intact for some unknown reason and are now infested with many evil and destructive monsters. They were brought forth by the magical research the Bakluni mages were conducting on the magic sensitive rock of the area. Any survivors of the magical mishap did not live long to celebrate that fact. They were either quickly killed by the many new residents of the castle or became some of the monsters that inhabit its depths. The most out of place residents in the castle are a pair of mated venerable gold dragons and a few of their servants. They live on the lowest level of the castle (Level 11). They came here at the behest of the greater powers of good to guard some of the most reviled evil artifacts and items that had been collected on Oerth. Here they have held their posts for many centuries. They wait for a servant of good to come and retrieve the items so that they may ultimately be destroyed or moved until such a time that their destruction can be brought about. The guardians use the castles obscurity as their first line of defense and have made pacts with many of the local faire creatures to help keep it secure. They use the evil creatures of the castle as their second line of defense against intrusion. This natural barrier of evil monsters used to help guard the evil artifacts has not gone unnoticed nor without a bit of irony by the dragons and their fellow guardians. Any servants of good sent to retrieve the items will be the sign from the greater powers that it is time to leave this place because the security of the items have been compromised. The servant of good has already been tested by the challenges set by the monsters and those reaching the bottom are deemed worthy for careful consideration by the dragons to be given their charge (none have ever come). And the third line of defense is the fact that no one, except a few very powerful servants of good, knows that this place even exists. None of the guardians have had any contact with the greater powers of good since they arrived. This has completely eliminated any chance of being discovered by any dark powers or their servants. The bottom level is cut off from the rest of the castle and is nearly inaccessible to all but the most cunning and powerful PCs. A small fissure that opens into a tunnel is the only access to the 11th level. This and the fact that the level is shielded from magical Scrying, extra-dimensional transportation of any kind, has only one physical entrance and is set with many magical and normal traps, help make this a very secure location to hide something you dont want found.

(DM Only) The Magical Stone: The monsters in the castle can easily replenish their numbers with
the strange magics at work here. The stone that makes up the lower dungeons walls, floors and ceilings is imbued with special magical properties. This stone enhances conjuration/summoning magic. When the Bakluni were conducting their experiments with the stone, they caused a magical backfire to occur. This backfire has created a permanent monster summoning spell. This effect is random in the number of monsters brought into the castle as well as hit dice, size, kind of creature and destination location of summoning. But there are a few things that are constant. The effect occurs once per day, it only brings the strongest and most evil kinds of monsters with a low to high intelligence to the dungeons, as well as only those that inhabit an area within 200 miles of the castle. In game terms, this means that all monsters encountered in the castle will be from the UnderOerth, The Yatil Mountains or the Vesve forest, they will have maximum hit points and will always deal out a minimum of the mean damage possible from their natural attacks. (I.E.: A troll hits for 2-8 points of damage with its claw, the least amount of damage the troll can do will always be 5 points of damage, regardless of what the damage rolled is. Anything more than a roll of 5 counts for that number. Anything less than a 5 will always equals 5 points of damage. Weapons do not count in this consideration.)

When deciding on what new monsters arrive daily in the castle while the PCs are adventuring here, roll an 8-sided dice to determine which level the monsters will appear on. (starting with level 4 of the castle as a 1 on the die and working down, level 5 being a 2 on the die, etc.) Then roll two 10-sided dice to determine the number of creatures that will be summoned. You can choose any kind of creature that matches the above criteria (or reuse the monsters outlined in the adventure) and place them in any random room on the level you rolled for. If the creatures arrive on the 11 th level, the dragons will kill them and they wont be an issue for the PCs to deal with. All other creatures will be added to the castles compliment of monsters. If PCs attempt to cast any spell from the school of conjuration/summoning, they will have some unexpected results. Because of the magical backfire, any spell cast from this school of magic on the 4 th level down will have augmented results. Roll a d20 on the following table to determine what effects will occur to the spell. Roll once per spell casting unless otherwise instructed by the chart. The rolled results are the only augmentation of the spell. All other aspects of the spell will occur as per the spells description. Summoned or conjured creatures by the caster (PC or NPC) will also be under the same enhancements that the backfire creatures are under. (Maximum Hit Points and Mean damage from natural attacks). 1. Area of effect doubled 2. Area of effect halved 3. Area of effect tripled 4. Area of effect at one quarter normal 5. Duration doubled 6. Duration halved 7. Duration tripled 8. Duration at one quarter normal 9. Range doubled 10. Range halved 11. Range tripled 12. Range at one quarter normal 13. Summoned or conjured creatures attack caster only 14. Summoned or conjured creatures attack all PCs in casters party 15. Saving throw of target increased by +2 (cumulative) 16. Saving throw penalty to target of 2 (cumulative) 17. Saving throw automatic success for target 18. Saving throw automatic failure for target 19. Roll again for 2 effects 20. Roll again for 3 effects If the result from the roll does not apply to the particular spell being cast, re-roll until an appropriate effect is determined. This table is used every time a spell is cast from the school of conjuration/summoning. All other schools of magic (including clerical magic) have a 5% chance of failure per level of the dungeon below the 4th level. (i.e., on the 10th level of the castle, there is a 35% chance of spell failure) This effect is also due to the backfire caused in the experiments and the stones effect on planar pathways. The castle has also been protected from travel spells such as teleport, plane shift, etherealness, etc. or any magic items that mimic these effects. Teleport, Dimension Door and Teleport without Error can be used once inside the castle but not to enter or exit. These spells can only be used on each level and not to travel between levels. The Bakluni builders incorporated these magical restrictions into their design. Spells that alter stone like: transmute rock to mud, stone shape, stone tell, disintegrate, etc. also have little to no effect on the rock in the caverns. The stone used in the construction as well as the magical backfire has caused these odd effects. The stone itself can be physically mined, removed from the dungeon and then used in spell casting, but the stone must be refined first before doing this. The stone is used in conjunction with other material components and is destroyed in the casting of the spell. The amount of stone required in the spell casting depends on the level of the cast spell. Each level, beginning at first level, requires 1 pound of the stone. So a 7th level spell would require 7 pounds of stone, as well as any other normal material components required for the casting. The stone is very bulky and makes it very impractical for a PC to take with them on an adventure, but the players have the option to experiment with the stone if they so choose. (NOTE: This is why the dungeon collapsed. The experiments, unbeknownst to the Bakluni mages, used up the

foundation rock of the dungeons and the final experiment that caused the backfire used up so much rock that the castles weight brought it down on itself.)

Exterior: The castle has fallen into great disrepair over the years and the section above ground is
almost completely destroyed. Only a few short walls and minor sections of its namesake brass roof remain intact. These pieces of the castle are almost completely covered over by the dense and nearly impassable forest thanks to the faire creatures working with the gold dragons. It is easy to see why no one has found these ruins in hundreds of years. Upon further inspection of the area, it is easier to see where the different rooms were and even discern what function they may have previously had. If there were higher levels to this building, they no longer exist and all trace of them has been erased. A hasty piece of camouflage has been erected over the only visible entrance, which is a spiral staircase partially buried in the ruins leading down. The staircase has been recently uncovered with enough room for a single file descent.

Level 1 (the former 2nd level above ground)


(NOTE: This levels rooms and hallways have 25-foot high ceilings, they are devoid of light, have a damp smell and feel to them and all doors are broken open iron bound wooden doors unless stated otherwise in the room descriptions. All exterior walls on this level have major cracks and sections missing from them due to the extreme pressures from the castles collapse into the ground. All internal walls have cracks in them as well.) S1: This spiral staircase made of dark black stone is wide enough to accommodate 1 normal sized human at a time. It travels(ed) from the 3rd floor above ground (now the surface) to the second sub level of the castle (now the 3rd level in the module). Each section of the staircase is 30-feet from one level to the next. At these 30-foot intervals there is a small landing that exits onto that particular level. The staircase is partially blocked by a large piece of rubble that requires a combined strength of 40 to move. Once the obstruction is removed, the rest of the staircase is strewn with a lot of debris that has fallen down over the ages and a number of cracks have formed along its path from the strain of the magical mishap that brought the castle down. Any PC weighing over 200 lbs. (with equipment) must make a dexterity check every 3 rounds. Those that fail the check break away part of the stairs and fall, taking 1d6 points of damage as they slide down the stairs. They also have a chance to break any fragile objects on their person as well as knocking other party members down around them. {DM NOTE: The followers of Nerull used the staircase to get down to this level. They placed the large stone in the stairway to block anyone else from following them easily. A skeleton (a former priest of Istus in the castle) has been placed at the 1 st landing and will immediately go to its master if the rock begins to move. This is a signal to the followers of Nerull that they are being followed.} Room #1: 120 ft x 100 ft. This room used to be the throne room. A partially raised dais 10-feet in diameter can be seen on the eastern wall with 2 crushed chairs seated upon it. The walls are decorated with fantastic murals of once vibrant images of Baklunish society. Now the walls that used to have such powerful colors are faded and gray looking with the murals barely perceptible. There are unlit sconces spread throughout the room as well as disintegrating fabrics, pillows, silks and the bones of many creatures great and small. There are also 6 bodies of decaying orcs that appear to have been crushed but there is no blood around them. The most interesting items in the room are the 5 pristine metal statues spread around the room. (2 on the north wall, 2 on the south wall and one on the west wall) Each is a different representation of deities in the Bakluni pantheon: Istus, Geshtai, Xan Yae, AlAkbar and Zuoken. These statues are really Iron Golems that were placed here to guard the ruling family from Suel spies. When the castle fell, they remained and have kept the many monsters below at bay all this time from reaching the surface. They will attack anyone that enters the throne room. {DM NOTE: The Urzon orcs were undead servants of Nerulls clerics that used them as a decoy so they could continue downstairs unscathed} AC 3 (Iron Golem) THAC0 3 Damage: 4-40 (Fist) +3 or better weapon to hit, Slow spell Breath Weapon every 3 rounds, Electric damage slows golem by 50% for 3 rounds, Fire damage repairs 1 point of damage per each point done. HP (18HD) 80 80 80 80 80

XP: 13,000 each = 65,000 total

Room #2: 80 ft x 80 ft. This room used to be the formal dining room for the castle. Now the great chandeliers lie broken on the floor, the chairs are in pieces around the room and plates with half consumed petrified food still sit on the table. A few bones from what appears to have been humans lie scattered around the room. The walls are covered with great tapestries that are ripped and faded from the disaster and time. What can be made out of the tapestries is that they depict scenes of Bakluni life in the dessert. There is nothing of value in this room. Room #2a: 30 ft x 80 ft. This room used to be the pantry for the kitchen. All foodstuffs that are found in this room are petrified. The shelves lie broken off their wall mounts and open barrels, sacks and broken bottles lie all around this room. The elevator, (E1 10 ft x 10 ft) which leads down to the original ground level, is broken in the closed position on this level with only a small gap revealing what lies below. A cold breeze can be felt emanating from the gap and burly voices can be heard in the distance if listened for but nothing can be made out without the use of magic. A wavering light can be seen through the gap as well. The ropes that held the elevator in place no longer function. There is nothing of value in this room. Room #3: 60 ft x 25 ft. This room used to be the kitchen. It lies in shambles like the rest of the rooms on this level. Pots and pans on the floor, broken dishes, and partially cooked meals now petrified. There are also a number of human skeletons lying about the room. There is nothing of value here. Room #4: 50 ft x 70 ft. This room used to be the lord of the castles personal residence. The Baklunish leader made his home in this room. The once fine silks, overstuffed pillows and ornamental pottery have all been soiled with age. The walls are covered in partially destroyed murals designed with small ceramic tiles of once vibrant colors. These murals depicted the life of an important Baklunish male of great wealth and power. Each wall has a partial mural remaining. The collapse of the castle jarred many of the tiles from the wall, evidenced by their presence on the floor of the room. A major section of the ceiling has also collapsed in this room, filling the western section with a lot of rock and dirt. The only items of value left in these chambers are the many gems that were used in the construction of the murals. There are a total of 100 gems valued at 2d100 gp each. It takes 30 minutes of searching to uncover 1d10 gems. Room #5: 50 ft x 50 ft. This room used to be chambers of the leaders wife. Here she lived in opulence, now the room is a disaster. The ladies remains are found in the collection of now faded and torn pillows in the center of the room. A large section of the ceiling is partially covering her body. The walls in this chamber are also covered in partially destroyed murals designed with small ceramic tiles. These murals depicted scenes of royal females in Baklunish society. There is a 4 legged tub made of gold that is partially buried in the southwestern corner of the room. It is 7-feet x 3-feet and weighs nearly 1,000 lbs. It is valued at 10,000 gp. Room #6: 50ft x 50 ft. This room used to be the harem for the leader. It now houses the skeletons of the 10 former residents. Each is partially buried in the rubble of the fallen ceiling. The walls of this room are also covered with partial murals that depict explicit sexual acts. There are scattered pieces of jewelry lying in the debris. There are a total of 15 pieces of jewelry valued at 3d100 gp each. It takes 30 minutes of searching to uncover 1d6 pieces of jewelry. Room #7a-f: 30 ft x 50 ft. These rooms were occupied by the leaders children along with their nannies and tutors. Each is decorated with now torn and ruined tapestries of famous scenes from childrens fables in ancient Baklunish society. Anyone with a proficiency in Ancient History, Bakluni has a chance to recognize the imagery. Each room has the following skeletons: A 2 adults and 2 infants, B 1 adult and 1 toddler, C 1 adult and 1 infant, D 1 adult and 1 toddler, E 1 adult and 2 preteens, F 1 adult and 3 teenagers. Room #8a-f: 30 ft x 15 ft. Each of these rooms was the residence of the leaders personal guard. Each has the personal effects of their former occupants. Between the 6 rooms, there are 1,369 gp, 2,437 sp and 16 gems (each valued at 5d20 gp). All other items of value were either destroyed or kept with the owner. Room #9a-f: 30 ft x 15 ft. These rooms were the personal residence of the castle sages. These advisors were all in the throne room when the backfire occurred. Each of these rooms is in total shambles, but there are clues as to who resided in them. Each sage had a particular specialty with tools of their trade found in their rooms. These specialties were: Astrology, Local History, Engineering, Languages, Astronomy & Genie Lore.

Room #10a-f: 30 ft x 15 ft. These were guest rooms for the castle. Each is adorned with faded tapestries depicting Baklunish society and great city scenes. All the rooms are completely destroyed with only 2 skeletons found in 10e. Anything of value was destroyed in the accident.

Level 2 (the former ground level)


(NOTE: This levels rooms and hallways have 25-foot high ceilings, they are devoid of light, have a damp smell and feel to them and all doors are broken open iron bound wooden doors unless stated otherwise in the room descriptions. All exterior walls on this level have huge cracks and sections missing from them due to the extreme pressures from the castles collapse into the ground. All internal walls have major cracks in them as well.) S1: This staircase landing has a permanent illusionary wall spell that covers the stairway leading to the above level. The wall itself has a large mural of a Baklunish desert city scene at sunset. Only a few creatures in the dungeons have discovered this fact, but the few that have were killed by the golems on the 1st level. Room #11: 120 ft x 100 ft. This huge room is filled with destroyed wagons, carts, broken shelves, sections of the ceiling and numerous skeletons. The room is freezing cold from a colony of brown mold brought into the chamber that covers most of the walls. The room is also occupied by a group of 4 Frost Giants and 2 winter wolves. They are not happy at being disturbed and attack anyone that enters their lair. The giants have set a few traps in the room for any unwanted intruders. The have overturned a number of the wagons and created a barrier which they stand behind and throw rocks. Above the doors they have attached some of the carts with ropes to the ceiling and filled them with brown mold, which they throw their first rocks at to shower the intruders with the mold. Then they release their winter wolves, blow their horn in warning and attack in earnest. {Also see room #15} (DM: The room served as the castles delivery room where supplies were brought into the complex and assigned to their appointed rooms. The northern wall sports an enormous set of double iron bound doors. These doors were magnificently decorated with numerous runes and etchings that have been marred by the accident and time. The doors are also partially broken open and the huge metal bar that secured them is bent in its holders. A mound of dirt and stone has fallen into the room, coming between the partially open doors.) AC 0 (Frost Giants) THAC0 7 (rocks) Immune to all cold-based attacks. HP (14+1HD) 113 113 Damage: 1-8 + 9 x 2 (fists) / 2-24 + 9 (Axe) / 2-20

113 113

AC 5 (Winter Wolves) THAC0 15 Damage: 2-8 (bite) / 6-24 (breath weapon) Breath weapon: cone of frost within 10-feet of mouth, save vs. breath weapon for half damage, immune to cold-based attacks, additional point of damage per dice from fire-based attacks. HP (6HD) 48 48

AC 9 (Brown Mold) THAC0 n/a Damage: n/a Warm-blooded creature within 5-feet takes 4-32 points of damage each round from having heat absorbed from their body, disintegrate plant-affecting and cold-based magic affect it, (ice storm or wall of ice cause it to go dormant for 5-30 rounds, cold wand, cone of cold, and white dragon breath kill it instantly) firebased spells cause it to grow, does not affect cold using creatures XP: 7,000 each (giant) + 975 each (wolves) = 29,950 total Room #11a-d: 30 ft x 25 ft. These rooms used to be the kennel, aviary room and personal chambers of the animal keepers for the castle. Now they serve as a kennel for the giants 6 winter wolves and 11a is a make shift prison cell for future dinners to be stored. 11a is occupied by 40 frozen bodies: 3 ogres, a stone

giant and a frost giant, all recently killed, as well as 17 blindheims, 8 meenloks & 10 boggles laying on a patch of brown mold. AC 5 (Winter Wolves) THAC0 15 Damage: 2-8 (bite) / 6-24 (breath weapon) Breath weapon: cone of frost within 10-feet of mouth, save vs. breath weapon for half damage, immune to cold-based attacks, additional point of damage per dice from fire-based attacks. HP (6HD) 48 48 48 48 XP: 975 each = 3,900 total Room #12: 100 ft x 50 ft. This room was once the storage room for the perishable foodstuffs. Now it is the residence of 3 frost giants. The remains of the foodstuffs and storage crates have been piled up in the western section of the room. The elevator from the level above has been propped closed with a few long poles scavenged from the wagons in room #11. The walls and floor have been covered with a colony of brown mold to keep the room cold. If there is any sign of trouble, these giants will join the fight. Or if someone tries to enter through the elevator shaft, they blow their horn and attack. AC 0 (Frost Giants) THAC0 7 (rocks) Immune to all cold-based attacks. HP (14+1HD) 113 113 Damage: 1-8 + 9 x 2 (fists) / 2-24 + 9 (Axe) / 2-20

113

AC 9 (Brown Mold) THAC0 n/a Damage: n/a Warm-blooded creature within 5-feet takes 4-32 points of damage each round from having heat absorbed from their body, disintegrate plant-affecting and cold-based magic affect it, (ice storm or wall of ice cause it to go dormant for 5-30 rounds, cold wand, cone of cold, and white dragon breath kill it instantly) firebased spells cause it to grow, does not affect cold using creatures XP: 7,000 each = 21,000 total Room #13: 100 ft x 50 ft. This room used to be the stables for the castle, now it has been gutted and is occupied by the jarl and 2 female frost giants. The walls and floor have been covered with a colony of brown mold to keep the room cold. When they hear the horn or other commotion outside they will join the fight. The room has 5 gems worth 150 gp each, 376 gp, 1,257 sp and 4 pieces of jewelry worth 469 gp total. AC 0 (Frost Giants) THAC0 7 (rocks) Immune to all cold-based attacks. HP (14+1HD) 113 113 AC -1 (Frost Giant Jarl) THAC0 5 Damage: 1-8 + 9 x 2 (fists) / 3-36 + 10 (Axe +1) / 2-20 (rocks) Immune to all cold-based attacks. Plate +1 (both magic items are giant sized and do not shrink) HP (14+4HD) 116 AC 9 (Brown Mold) THAC0 n/a Damage: n/a Warm-blooded creature within 5-feet takes 4-32 points of damage each round from having heat absorbed from their body, disintegrate plant-affecting and cold-based magic affect it, (ice storm or wall of ice cause it to go dormant for 5-30 rounds, cold wand, cone of cold, and white dragon breath kill it instantly) firebased spells cause it to grow, does not affect cold using creatures XP: 7,000 each + 10,000 (jarl) = 24,000 total Damage: 1-8 + 9 x 2 (fists) / 2-24 + 9 (Axe) / 2-20

H1: 15 ft x 150 ft. This hallway is decorated with a large mural along the eastern wall depicting the many temples to Istus found in the Bakluni homeland. They are city scenes that focus on the temples and their immediate surroundings. The murals, like everything else in the castle, are in shambles and are hard to make out what it is. The western wall is etched with runes that tell the story of Istuss clericy and her special place in Bakluni society. There are also 4 large, unlit brass sconces hung from the ceiling that follow along this corridor. H2: 20 ft x 100 ft. Unlit brass sconces line the walls of this hallway surrounding two great tapestries, one on the eastern wall and the other on the western wall in the center of the hallway. These tapestries are too faded to make out what used to be depicted on them. The floor of the hallway shows the wear of 2 shallow ruts that lead into rooms 21, 22, 23 & 23a. Room #14: 120 ft x 120 ft. This room is a temple to Istus. The grand double doors that lead into this room are made of brass and are closed and wizard locked. The doors are etched with a huge symbol of Istus that covers both doors. A number of destroyed pughs (some by rubble others by giants), large pieces of rubble and a few human skeletons litter the floor of this grand room. Near the western wall, a large altar made of a dark stone sits on a raised dais. The altar has been broken (recently) right down the middle by a sharp instrument. To either side of the altar there are large sconces attached to each other in the form of a scale that normally illuminates the room. Behind the altar, there is a huge statue of Istus lying on its side, broken into many pieces. In front of the altar there is a dead frost giant with a gaping hole in its chest and 2 mutilated winter wolves. The giant and wolves have not been dead for a long time. (DM NOTE: The giant and wolves were killed by the group of Nerulls followers as they checked this room for any clues to the relics location within the castle. The giants were unable to get into this room previously because of magical wards placed on the door and sent a party of giants to see who opened them. The giant in this room is missing its heart. 2 other giants, a frost and stone giant, were animated and sent out to distract the other giants long enough for the Nerull followers to continue down the stairs.) Room# 14a-d: 30 ft x 30 ft. (30 ft x 15 ft). Each of these rooms used to be the personal chambers of the clerics of Istus. Now they are in shambles. Large pieces of the ceiling collapsed in these rooms, crushing most of their contents. But the rooms look to have been further destroyed by some other force for some unknown reason. (DM NOTE: The rooms were searched by the followers of Nerull in an attempt to find any record of the relics hidden location. Nothing was found and the bodies of the 2 clerics were animated before they left.) Room #15: 100 ft x 40 ft. This room used to be the front entrance to the castle. Now it is home to 4 stone giants that are in league with the frost giants. When they hear the horn blow, they enter the hallway and throw their rocks at the back of the party. The walls are sparsely decorated with lit brass sconces along the walls. A number of carts have been brought into this room and arranged along the southern wall to make a defensive barrier against intruders. The large set of iron bound, double doors on the southern wall have been forced open and a large pile of dirt and stone has fallen into the room. It appears that the giants were attempting to dig out and hit stone and were unable to continue. (DM NOTE: see room# 16, 17 & 18) AC 0 (Stone Giants) (rocks) HP (14+1HD) 113 113 XP: 7,000 each = 28,000 total Room #16: 50 ft x 40 ft. This room used to be a barracks, now it is the home of 2 female stone giants. They are the consorts of the elder giant in room #17. They are as strong and as devious as their male counter parts. AC 0 (Stone Giants) (rocks) HP (14+1HD) 113 XP: 7,000 each = 14,000 total THAC0 7 Damage: 1-8 + 8 x 2 (fists) / 2-12 + 8 (club) / 3-30 113 THAC0 7 Damage: 1-8 + 8 x 2 (fists) / 2-12 + 8 (club) / 3-30 113 113

Room #17: 30 ft x 40 ft. This is the personal chamber of the elder stone giant. He will join the battle when the horn is blown or when he is alerted by his guards. There are 263 gp and a long sword in this room (not magical.) AC 0 (Stone Giant) THAC0 7 Damage: 1-8 + 8 x 2 (fists) / 2-12 + 8 (club) / 3-30 (rocks) Innate Abilities (1x/day as 5th level mage): transmute rock to mud, stone shape, stone tell HP (14+3HD) 115

Spells
1st level: Charm Person, Grease, Magic Missile, Shield 2nd Level: Detect Invisibility, ESP, Invisibility, Mirror Image, Ray of Enfeeblement XP: 9,000 total Room #18: 70 ft x 40 ft. 4 stone giants now occupy this former barracks. The giants will aid in the defense of their lair. If the giants see that their foes are wearing metal armor or using metal weapons, they will get 2 rust monsters from room# 19 and throw them into the middle of the enemies group. AC 0 (Stone Giants) (rocks) HP (14+1HD) 113 113 XP: 7,000 each = 28,000 total Room #19: 60 ft x 40 ft. This room used to be the armory and still holds many of its original weapons. The shelves and wall hangers have all been destroyed by the accident and weapons lie scattered all around the floor. Many are of a strange design that the PCs may not recognize unless familiar with Bakluni weapons. If there were any magical weapons in this room, they are long gone. There are 4 residents in this chamber that are quite content with their new environment, a very sated group of rust monsters. They are fenced in on the eastern wall and used as a weapon against some of the castles denizens with metal armor or weapons. They will not bother with the PCs unless they are set free or bothered. AC 5 (Rust Monster) THAC0 15 Damage: Rust all metal Magic items have a 10% chance per plus to be unaffected HP (5HD) 40 40 40 40 THAC0 7 Damage: 1-8 + 8 x 2 (fists) / 2-12 + 8 (club) / 3-30 113 113

XP: 270 each = 1,080 total Room #20: 70 ft x 40 ft. This room used to be a common room for the soldiers that guarded the front entrance. Now it is occupied by 10 ogres that the giants use to hunt for creatures in the lower levels. AC 5 (Ogre) HP (4+1HD) 33 33 33 33 THAC0 17 Damage: 1-10 + 6 (Club) 33 33 33 33 33 33

XP: 270 each = 2,700 total Room #21: 55 ft x 50 ft. This room was the castles small forge where nails, horseshoes, pots and other small items like that were crafted. Like all other rooms on this floor, the room is in complete disarray. The anvils have fallen off their pedestals, tools & human skeletons lie scattered around the floor and workbenches are smashed. Large sections of the soot covered ceiling and walls have fallen into the room and destroyed nearly everything. The room has nothing of value in it.

Room #22: 50 ft x 50 ft. This room used to be the storage room for raw material used in the forge. Now it is the personal chambers of the frost giant clans witch doctor. The walls and floor are covered with a colony of brown mold to keep the room cold. He will come to the aid of the jarl if the horn is blown. There is nothing of value in this room. AC 9 (Brown Mold) THAC0 n/a Damage: n/a Warm-blooded creature within 5-feet takes 4-32 points of damage each round from having heat absorbed from their body, disintegrate plant-affecting and cold-based magic affect it, (ice storm or wall of ice cause it to go dormant for 5-30 rounds, cold wand, cone of cold, and white dragon breath kill it instantly) firebased spells cause it to grow, does not affect cold using creatures

AC 0 (Witch Doctor) THAC0 7 (rocks) Immune to all cold-based attacks. HP (14HD) 112

Damage: 1-8 + 9 x 2 (fists) / 2-24 + 9 (Axe) / 2-20

Spells

1st level: Bless, Command, Cure Light Wounds (rev), Detect Good/Evil, Detect Magic, Detect Poison, Endure Heat/Cold, Faire Fire, Obscurement, Protection from Good/Evil, Purify food and drink (rev), Remove Fear (rev), Sanctuary Mage: Affect Normal Fires, Charm Person, Grease, Magic Missile, Shield, Unseen Servant 2nd Level: Augury, Cure Moderate Wounds (rev), Detect Charm (rev), Enthrall, Find Traps, Hold Person, Resist Fire/Cold, Sanctify (rev), Slow Poison, Snake Charm, Withdraw Mage: Detect Invisibility, ESP, Invisibility, Mirror Image, Ray of Enfeeblement, Spectral Hand 3rd Level: Call Lightning, Cure Blindness & Deafness (rev), Cure Disease (rev), Detect Spirits, Dispel Magic, Emotion Control, Hold Poison, Line of Protection (rev), Locate Object (rev), Magical Vestment, Negative Plane Protection, Protection from Good/Evil 10-foot radius, Remove Curse (rev), Remove Paralysis, Repair Injury, Speak with Dead, Weather Prediction 4th Level: Cloak of Bravery (rev), Control Temperature 10-foot radius, Cure Serious Wounds (rev), Detect Lie (rev), Divination, Free Action, Imbue with Spell Ability, Neutralize Poison (rev), Omniscient Eye, Protection from Lightning, Spell Immunity, Tongues, Weather Stasis XP: 10,000 total Room #23: 50 ft x 70 ft. This room used to be the living quarters for the forge workers. Now it has been turned into a temple to the frost giants deity, Loki. The walls are covered in painted Norse runes that give high praise to Loki. The floor is covered in a colony of brown mold to keep the room cold. A giant sized altar made from wagons and covered in bloody ice is found against the western wall as well as a giant sized pair of boots {one red and one black} (the unholy symbol of Loki) hanging behind the altar. There is nothing of value here unless you are a follower of Loki. Room #23a: 55 ft x 70 ft. This room used to be the large forge for the castle where weapons and armor were crafted. Most of the eastern wall has collapsed in the room, covering nearly everything to within 25feet of the door. The giants use the remaining section of the chamber as the kitchen for their food preparation.

Level 3 (former 2nd sub level)


(NOTE: This levels ceilings are 20-foot high and the hallways are 10-foot wide. The level is devoid of light and all doors are closed iron bound wooden doors unless stated otherwise in the room descriptions. Every wall is made of a strange black rock. All exterior walls on this level have large cracks and sections missing from them due to the extreme pressures from the castles collapse. All internal walls have moderate cracks in them as well.)

10

S1: This section of stairway is deeper than the previous sections, going 100-feet between levels. The original 1st sub level of the castle was completely destroyed when the castle collapsed into the ground. The stairway has a small landing at 30-feet from the 2nd level, which reveals a 5-foot layer of stone where the next level should be and then continues down. This spiral staircase is still made of the dark black stone and is wide enough to accommodate 2 normal sized humans at one time. The staircase is strewn with a lot of debris that has fallen down the stairs from the ruined level. Any PC weighing over 200 lbs. (with equipment) must make a dexterity check every round (it takes 5 rounds to walk down the stairs from the middle landing). Those that fail a check break away part of the stairs and fall, taking 1d6 points of damage as they slide down the stairs. They also have a chance to break any fragile objects on their person as well as knocking other party members down around them. S1 Chamber: At the bottom of the stairs, there is a 60 ft x 60 ft chamber with 4 exits. The chamber has a large unlit sconce in each corner of the room. The four corner sections are each a different color (red, blue, green & black) and etched with runes depicting the 4 elemental planes and pictures of the different genie folk that live on those planes (each rune going with the appropriate color and plane). These descriptions of the genie folk give the formal Bakluni name, major city of influence on the plane and what aspect of morality they embrace (alignment). Most of the writing is lost because there are large holes in the walls from sections falling out. Hidden in the chamber are 8 boggles (Monstrous Compendium Annual Vol. II, pg. 22) that wait to see who is coming down the stairs. They are using their spider climb ability to hang onto the ceiling and will attack the party when they enter the chamber. If more than half of the creatures are killed, the rest flee to room #24 via a portal in the hallway. (DM NOTE: The boggles are terrified because the giants usually hunt them and the followers of Nerull have just come through here and killed a few as well. Now they are taking the offensive.) AC 5 (Boggle) THAC0 17 Damage: 1-4 x 2 (claws) / 1-4 (bite) Spider Climb at will, detect invisibility with scent, contract to half or expand to twice normal size of limbs, -1 point of damage for each die, +3 vs. fire saves only half maximum, oily substance on skin requires dexterity check from those around them, dimensional portal within 30 yards HP (4+3HD) 35 35 35 35 35 35 35 35

XP: 270 each = 2,160 total Room #24: 80 ft (60 ft) x 60 ft (40 ft). This room used to be a barracks. Now it is the home of 15 boggles. They use this room as one of their lairs on this level. The doors are broken open at both exits and the boggles can easily scamper in and out of the opening. Plus, a section of the southern wall has collapsed allowing the creatures to use their dimensional portal ability to escape to one of the hallways, if they need to, and regroup in another room. There are 3 dead boggles in this room, killed by the followers of Nerull. AC 5 (Boggle) THAC0 17 Damage: 1-4 x 2 (claws) / 1-4 (bite) Spider Climb at will, detect invisibility with scent, contract to half or expand to twice normal size of limbs, -1 point of damage for each die, +3 vs. fire saves only half maximum, oily substance on skin requires dexterity check from those around them, dimensional portal within 30 yards HP (4+3HD) 35 35 35 35 35 35 35 35 35 35 35 35 35 35 35

XP: 270 each = 4,050 total Room #25: 50 ft x 60 ft. This room used to be a guardroom for the prison block. Now, all of the rooms contents have been eaten by the new residents, 2 black puddings that are on the ceiling, waiting to drop on any creatures that enter.

11

AC 6 (Black Pudding) THAC0 11 Damage: 3-24 (acid) Immune to acid, cold and poison, split into 2 equal halves with full hit points when hit with lightning bolt or weapons, fire and magic missile does normal damage, destroys chain mail in 1 round, plate mail in 2 rounds, magical plusses add to the number of rounds to destroy. HP (10HD) 80 80

XP: 2,000 each = 4,000 total Room #26a-I: The hallway is 90 ft x 10 ft. Each cell is 10 ft x 20 ft. This area was the prison of the castle. All the doors are broken open with nothing visible inside. When the backfire occurred, the 9 prisoners that were held at the time were changed into shadows. When anyone approaches the midway section of the hallway, the shadows exit their cells and attack.

AC 7 (Shadows) THAC0 17 Damage 2-5 + 1 point of strength +1 or better weapon to hit, Immune to Sleep, Hold, Charm and cold-based spells. HP (3+3HD) 27 27 27 27 27 27 27 27 27

XP: 420 each = 3,780 total Room #27: 40 ft x 60 ft. This rooms previous function is no longer discernable. The 40 meenlocks (Monstrous Compendium Annual Vol. II, pg. 86) that now reside here have turned this into part of their lair. These small creatures use this room as the forward defense. There are always 8 meenlocks present in this room that watch over the rest of the clan. If any creature enters here, which the giants usually do, they will attack while the rest flee via their magical abilities. AC 7 (Meenlock) THAC0 17 Damage: 1-4 x 2 (Claws) {save vs. paralyzation or be paralyzed for 1d6 turns}, dimension door for 60-feet every other round, fear ability that wears down one PC in the party over a day via mental torture that shows the PCs being pursued by monsters that want to turn the PC into one of the monsters (no save) HP (4HD) 32 32 32 32 32 32 32 32

XP: 650 each = 5,200 total Room #28: 30 ft x 40 ft. This room is the torture chamber that the meenlocks use to transform their victims into meenlocks as well as one of the clans living areas. Presently there are 5 meenlocks working on an orc that was captured from a deeper level and 5 other meenlocks waiting around. If there is any sign of trouble, they will defend their lair before fleeing. There are 237 gp littered around the floor of this room. AC 7 (Meenlock) THAC0 17 Damage: 1-4 x 2 (Claws) {save vs. paralyzation or be paralyzed for 1d6 turns}, dimension door for 60-feet every other round, fear ability that wears down one PC in the party over a day via mental torture that shows the PCs being pursued by monsters that want to turn the PC into one of the monsters (no save) HP (4HD) 32 32 32 32 32 32 32 32 32 32

XP: 650 each = 6,500 total

12

Room #29: 60 ft x 30 ft. This open chamber used to be a common area. Now it is a watch post for the meenlocks. There are 8 meenlocks here that will stall any invaders while the rest of the clan in room #30 escape. AC 7 (Meenlock) THAC0 17 Damage: 1-4 x 2 (Claws) {save vs. paralyzation or be paralyzed for 1d6 turns}, dimension door for 60-feet every other round, fear ability that wears down one PC in the party over a day via mental torture that shows the PCs being pursued by monsters that want to turn the PC into one of the monsters (no save) HP (4HD) 32 32 32 32 32 32 32 32

XP: 650 each = 5,200 total Room #30: 60 ft x 60 ft. This chamber serves as the meenlocks primary living area. The floor is covered in old tapestries that were torn from the walls and folded to make large sleeping areas. The southeastern section of the room has the food area and old bones from previous kills. The remaining 14 meenlocks are here since all hunting parties are back. AC 7 (Meenlock) THAC0 17 Damage: 1-4 x 2 (Claws) {save vs. paralyzation or be paralyzed for 1d6 turns}, dimension door for 60-feet every other round, fear ability that wears down one PC in the party over a day via mental torture that shows the PCs being pursued by monsters that want to turn the PC into one of the monsters (no save) HP (4HD) 32 32 32 32 32 32 32 32 32 32 32 32 32 32

XP: 650 each = 9,100 total Room #31: 50 ft x 60 ft. This open area serves as one of the boggles escape routes as well as being an observation post. There are many holes in the walls that can be used for their dimensional portal ability to escape. There are only 6 boggles here watching over the area and giving warning to the others in room #24 in case of intruders or meenlocks. AC 5 (Boggle) THAC0 17 Damage: 1-4 x 2 (claws) / 1-4 (bite) Spider Climb at will, detect invisibility with scent, contract to half or expand to twice normal size of limbs, -1 point of damage for each die, +3 vs. fire saves only half maximum, oily substance on skin requires dexterity check from those around them, dimensional portal within 30 yards HP (4+3HD) 35 35 35 35 35 35

XP: 270 each = 1,620 total Room #32: 60 ft x 70 ft. A colony of molds and slimes have formed in this room. These creatures used to be alive but the giants on the upper level have destroyed them. Now the molds just grow. Room #33: 60 ft x 70 ft. A group of 12 hook horrors have wandered up from the lower levels and discovered the abundant food supply in room #32. The giants havent discovered them yet but they will soon if the horrors stay. If any creature enters their lair, they will attack. AC 3 (Hook Horror) HP (5HD) 40 40 40 THAC0 15 Damage: 1-8 / 1-8 / 2-12 40 40 40 40 40 40

13

40 XP: 175 each = 2,100 total

40

40

Room #34: 20 ft x 20 ft. This small chamber holds the stairway to the next level down. The walls of the chamber are covered in the remnants of a mural that is no longer decipherable. 3 large unlit, brass sconces sitting on metal pedestals adorn the corners of the chamber. The stairs are 10-foot wide and are made of the same black stone that the spiral staircase was made of and go for 120-feet until they reach the next level. This stairway is as equally dangerous to traverse as the previous one. Hallway: The hallways for this section of this level have been trapped with shattered sections of wood, broken glass and crude pit traps to stop the larger creatures from entering this area. Just outside of room #35 there is an overturned table and 20-feet of debris in front of it that hides 6 goblin archers waiting to defend the area. The goblins are light enough to walk over the debris without harming themselves, but all others take 1d4 points of damage from the debris. Room #35: 80 ft x 25 ft. The small chamber is the forward lookout for the goblin lair that lies beyond. There are 16 goblins and 6 worgs that live in this chamber. (6 guard outside while 10 rest here) They will attack any creature that tries to pass. Since they do not have the magical abilities of the other residents on this level, they usually wind up being a meal for the giants or turned into meenloks when captured. AC 6 (goblins) HP (1-1HD) 7 7 7 7 THAC0 20 7 7 7 7 THAC0 17 27 27 Damage: 1-8 (short sword) / 1-6 (bow) 7 7 7 7 Damage: 2-8 (bite) 27 27 27 27 7 7 7 7

AC 6 (worg) HP (3+3HD)

XP: 15 each (goblin) + 120 each (worg) = 960 total Room #36: 60 ft x 100 ft. This chamber used to be one of the temples to Zuoken (Bakluni deity of physical and mental mastery). A large statue dominates the northern section of the room. It is of a muscular man in an unarmed battle stance with his arms outstretched. The walls are adorned with faded murals depicting unarmed fighting styles. There are also a few weapons hangers, now empty, that line the walls as well. The goblins have turned this room into a large area for their tribe to live. There are 50 goblins and 9 worgs in this room. AC 6 (goblins) HP (1-1HD) AC 6 (worg) HP (3+3HD) 27 27 27 7 each THAC0 17 Damage: 2-8 (bite) 27 27 27 27 27 27 THAC0 20 Damage: 1-8 (short sword) / 1-6 (bow) / 1-8 (spear)

XP: 15 each (goblin) + 120 each (worg) = 1,830 total Room #37: 70 ft x 40 ft. This was the second temple to Zuoken. Another statue (of the same man in room #36) dominates the western wall. The statue is in a cross-legged seated position with his eyes closed facing east. The faded murals on the walls are written in ancient Baklunish and describe the many facets of mental powers and how to control them. These are the precepts of Zuokens religion. The room is now occupied by 30 goblins and 3 worgs. There is also a stash of food and ruined supplies in this room as well.

14

AC 6 (goblins) HP (1-1HD) AC 6 (worg) HP (3+3HD) 27 7 each

THAC0 20

Damage: 1-8 (short sword) / 1-6 (bow) / 1-8 (spear)

THAC0 17

Damage: 2-8 (bite) 27 27

XP: 15 each (goblin) + 120 each (worg) = 810 total Room #38: 70 ft x 30 ft. This room used to be the residence of the clerics of Zuoken but now the goblin tribes leader and his bodyguards live here. This once beautiful room is now spoiled and ruined. The leader, his 10 bodyguards, 20 consorts and 3 worgs reside in this room. They will attack without mercy. AC 6 (goblin leader) HP (2HD) 14 THAC0 19 9 9 9 THAC0 17 27 Damage: 1-8 (short sword) / 1-6 (bow) / 1-8 (spear) 9 9 9 9 THAC0 18 Damage: 1-8 (short sword) / 1-6 (bow) / 1-8 (spear)

AC 6 (bodyguards) HP (1+1HD) 9 9 9

AC 6 (worg) HP (3+3HD)

Damage: 2-8 (bite) 27 27

XP: 50 each (goblin) + 120 each (worg) = 910 total

Level 4
(NOTE: This levels ceilings are 15-foot high and the hallways are 10-foot wide. The level is very damp and devoid of light. Every wall is made of a strange black rock. All exterior walls on this level have large cracks and sections missing from them due to the extreme pressures from the castles collapse. All internal walls have minor cracks in them as well. The bones of many different kinds of creatures litter the hallways and floors of this level. There is a 20 chance for a rouge to move silently.)

DM NOTE: This level has been completely overrun by 4 different groups of blindheims, (4-foot tall frog
like creatures) (Monstrous Compendium Annual Vol. IV, pg. 11 or The Fiend Folio) each representing the major eye colors. They have each taken over a different section of the level as their territory and remain isolated (as much as possible) until they band together to wreak havoc on other levels or remove a threat to their territories. They fight without mercy and abandon for their own safety. Rooms 40-43 (Amber), Rooms 45-47 (White), Rooms 48-51 & 55 (Blue) and Rooms 52-56 (Gold). The eyes of the blindheims glow like headlights when open and effect all those within 30-feet. The eye colors represent the leaders special abilities and their minions. The normal blindheims eyes shine yellow/white and are a dull gold color when dead. The smell on this level is almost unbearable from the waste material, rotting flesh and body odor of so many blindheims in one area. For every turn spent on this level, each character must make a constitution check or become nauseous from the stench. Room #39: 15 ft x 15 ft. This room is the bottom of the stairs from level 3. There are 2 hallways that lead out of this barren room. Room #40: 25 ft x 15 ft. This room is the forward position of the amber blindheims. A permanent illusionary wall conceals this chamber. There are 15 blindheims waiting to attack any creatures that come down the hallway. If there is any noise of battle from the north hallway, these guardians will attack the back of the group. If any creatures make it to room #41, they will attack the back of that group. (See room #44)

15

AC 3 (Blindheim) THAC0 17 Damage: 1-8 {bite} / 1-6 (javelins) All creatures within 30-foot of eye beams must make save vs. wands or be blinded for 1d10+10 rounds, -2 penalty to attack if save was made (unless immune to dazzling effects of bright light) {-3 to save if using infravision at the time}, Immune to all dazzling effects of bright light including own reflected gaze), Tiny opponents hit with a 4 or greater than the number needed to hit them are swallowed and take 2d4 points of damage per round from digestive acid HP (4+2HD) 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34

XP: 420 each = 6,300 total Room #41: 70 ft x 25 ft. This room used to be a storage area, now it is occupied by 25 amber blindheim warriors. They will attack any non-blindheim creature that comes down the hallway. AC 3 (Blindheim) THAC0 17 Damage: 1-8 {bite} / 1-6 (javelins) All creatures within 30-foot of eye beams must make save vs. wands or be blinded for 1d10+10 rounds, -2 penalty to attack if save was made (unless immune to dazzling effects of bright light) {-3 to save if using infravision at the time}, Immune to all dazzling effects of bright light including own reflected gaze), Tiny opponents hit with a 4 or greater than the number needed to hit them are swallowed and take 2d4 points of damage per round from digestive acid HP (4+2HD) 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34

XP: 420 each = 10,500 total Room #42: 50 ft x 80 ft. This chamber is the main living area for the amber blindheims. There are 50 blindheims, both male and female, that live in this room. They will defend the area to their death. AC 3 (Blindheim) THAC0 17 Damage: 1-8 {bite} / 1-6 (javelins) All creatures within 30-foot of eye beams must make save vs. wands or be blinded for 1d10+10 rounds, -2 penalty to attack if save was made (unless immune to dazzling effects of bright light) {-3 to save if using infravision at the time}, Immune to all dazzling effects of bright light including own reflected gaze), Tiny opponents hit with a 4 or greater than the number needed to hit them are swallowed and take 2d4 points of damage per round from digestive acid HP (4+2HD) 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34

16

34 34 34 34 34 XP: 420 each = 21,000 total

34 34 34 34 34

34 34 34 34 34

Room #43: 50 ft x 60 ft. This is the amber leaders chamber as well as his 15 personal bodyguards. The tribe shaman and his apprentice also reside here. The head shaman is not in this chamber right now, but in the temple with his counterparts from the other tribes. AC 3 (Blindheim, Bodyguards) THAC0 17 Damage: 1-8 {bite} / 1-6 (javelins) All creatures within 30-foot of eye beams must make save vs. wands or be blinded for 1d10+10 rounds, -2 penalty to attack if save was made (unless immune to dazzling effects of bright light) {-3 to save if using infravision at the time}, Immune to all dazzling effects of bright light including own reflected gaze), Tiny opponents hit with a 4 or greater than the number needed to hit them are swallowed and take 2d4 points of damage per round from digestive acid HP (5HD) 40 40 40 40 40 40 40 40 40 40 40 40 40 40 40

AC 3 (Blindheim, Amber Leader) THAC0 17 Damage: 1-8 {bite} / 1-6 (javelins) / hypnotic pattern effect from eyes {All within 30-foot of eye beams must make save vs. spells or be slowed for 2d4 rounds}, -3 to save if using infravision at the time, Immune to all dazzling effects of bright light including own reflected gaze), Tiny opponents hit with a 4 or greater than the number needed to hit them are swallowed and take 2d4 points of damage per round from digestive acid, rainbow pattern to all within 60-feet HP (7+4HD) 60

Shaman (3rd level) HP (5HD) 40

Spells
1st level: Battlefate (PO:S&M), Bless, Command, Cure Light Wounds (rev), Detect Good/Evil, Detect Magic, Detect Poison, Endure Heat/Cold, Mistaken Missive (TM), Obscurement, Protection from Good/Evil, Purify food and drink (rev), Remove Fear (rev), Sanctuary 2nd Level: Augury, Chaos Ward (PO:S&M), Cure Moderate Wounds (rev), Detect Charm (rev), Dissensions Feast (TM), Enthrall, Find Traps, Hold Person, Resist Fire/Cold, Sanctify (rev), Slow Poison, Withdraw XP: 420 each (warrior) + 500 (shaman) + 700 (leader) = 7,500 total Room #44: 30 ft x 15 ft. This is the forward lookout for the white blindheims. There are 20 warriors in this room that will attack anything that comes down the hallway that is not a blindheim. AC 3 (Blindheim) THAC0 17 Damage: 1-8 {bite} / 1-6 (javelins) All creatures within 30-foot of eye beams must make save vs. wands or be blinded for 1d10+10 rounds, -2 penalty to attack if save was made (unless immune to dazzling effects of bright light) {-3 to save if using infravision at the time}, Immune to all dazzling effects of bright light including own reflected gaze), Tiny opponents hit with a 4 or greater than the number needed to hit them are swallowed and take 2d4 points of damage per round from digestive acid HP (4+2HD) 34 34 34 34 34 34

17

34 34 34 34

34

34 34 34 34

34

34 34 34 34

XP: 420 each = 8,400 total Room #45: 120 ft x 80 ft. This is the main living chamber for the 100 white blindheims in these dungeons. Their leader, shamans and his 15 personal bodyguards also live in this chamber. Anyone entering will be attacked. AC 3 (Blindheim) THAC0 17 Damage: 1-8 {bite} / 1-6 (javelins) All creatures within 30-foot of eye beams must make save vs. wands or be blinded for 1d10+10 rounds, -2 penalty to attack if save was made (unless immune to dazzling effects of bright light) {-3 to save if using infravision at the time}, Immune to all dazzling effects of bright light including own reflected gaze), Tiny opponents hit with a 4 or greater than the number needed to hit them are swallowed and take 2d4 points of damage per round from digestive acid HP (4+2HD) 34 each

AC 3 (Blindheim, Bodyguards) THAC0 17 Damage: 1-8 {bite} / 1-6 (javelins) All creatures within 30-foot of eye beams must make save vs. wands or be blinded for 1d10+10 rounds, -2 penalty to attack if save was made (unless immune to dazzling effects of bright light) {-3 to save if using infravision at the time}, Immune to all dazzling effects of bright light including own reflected gaze), Tiny opponents hit with a 4 or greater than the number needed to hit them are swallowed and take 2d4 points of damage per round from digestive acid HP (5HD) 40 40 40 40 40 40 40 40 40 40 40 40 40 40 40

AC 3 (Blindheim, White Leader) THAC0 17 Damage: 1-8 {bite} / 1-6 (javelins) / sunburst {discharge every 3 rounds as if from a wand of illumination} All within 30-foot of eye beams must make save vs. wands or be blinded for 1d10+10 rounds, -3 to save if using infravision at the time, -2 penalty to attack if save was made, Immune to all dazzling effects of bright light including own reflected gaze), Tiny opponents hit with a 4 or greater than the number needed to hit them are swallowed and take 2d4 points of damage per round from digestive acid, rainbow pattern to all within 60-feet HP (7+4HD) 60

Shaman (3rd level) HP (5HD) 40

Spells

1st level: Battlefate (PO:S&M), Bless, Command, Cure Light Wounds (rev), Detect Good/Evil, Detect Magic, Detect Poison, Endure Heat/Cold, Mistaken Missive (TM), Obscurement, Protection from Good/Evil, Purify food and drink (rev), Remove Fear (rev), Sanctuary 2nd Level: Augury, Chaos Ward (PO:S&M), Cure Moderate Wounds (rev), Detect Charm (rev), Dissensions Feast (TM), Enthrall, Find Traps, Hold Person, Resist Fire/Cold, Sanctify (rev), Slow Poison, Withdraw XP: 420 each (warrior) + 500 (shaman) + 700 (leader) = 49,500 total Room #46: 40 ft x 80 ft. This chamber is the living area for the 20 superior warriors of the white blindheims. They stand guard over the temple in room #47.

18

AC 3 (Blindheim) THAC0 17 Damage: 1-8 {bite} / 1-6 (javelins) All creatures within 30-foot of eye beams must make save vs. wands or be blinded for 1d10+10 rounds, -2 penalty to attack if save was made (unless immune to dazzling effects of bright light) {-3 to save if using infravision at the time}, Immune to all dazzling effects of bright light including own reflected gaze), Tiny opponents hit with a 4 or greater than the number needed to hit them are swallowed and take 2d4 points of damage per round from digestive acid HP (4+5HD) 37 37 37 37 37 37 37 37 37 37 37 37 37 37 37 37 37 37 37 37

XP: 450 each = 9,000 total Room #47: Oval 120 ft x 100 ft. This used to be the temple to the Baklunish deity Geshtai (goddess of lakes, rivers, wells, streams). A 12-foot tall statue of a Baklunish woman holding a bucket in one hand and a fish in the other dominates the western section of the room. The statue has been defaced and pushed from its dais where it is lying on its side. An altar of in the form of a giant bowl sits in front of where the statue used to be. The walls are decorated with paintings of landscapes featuring different lakes, rivers and streams in lush environments and wells in dessert settings. In the center of the room, there is a 10foot diameter well with a winch above it. The well goes about 100-feet into the ground where it meets with an underground stream. The blindheims have desecrated this temple and made it into a shrine for one of their foul deities. The floor is wet and filled with about 1-inch of water. The bowl altar is filled with the blood of past sacrifices and a crude drawing of a froglike creature has been drawn in blood on the western wall. The four major shamans and their apprentices are in this temple performing a ceremony on a captured orc sent by the frost giants. Each shaman has 5 bodyguards that surround them during the ceremony. There are 58 pp, 194 gp and 33 sp found scattered around the room. AC 3 (Blindheim, Bodyguards) THAC0 17 Damage: 1-8 {bite} / 1-6 (javelins) All creatures within 30-foot of eye beams must make save vs. wands or be blinded for 1d10+10 rounds, -2 penalty to attack if save was made (unless immune to dazzling effects of bright light) {-3 to save if using infravision at the time}, Immune to all dazzling effects of bright light including own reflected gaze), Tiny opponents hit with a 4 or greater than the number needed to hit them are swallowed and take 2d4 points of damage per round from digestive acid HP (5HD) 40 40 40 40 40 40 40 40 40 40 40 40 40 40 40 40 40 40 40 40

Shaman (3rd level) HP (5HD) (A) 40 (W) 40 High Shaman (5th level) HP (7HD) (A) 56

(G) 40 (B) 40

(G) 56

19

(W) 56

(B) 56

Spells

1st level: Battlefate (PO:S&M), Bless, Command, Cure Light Wounds (rev), Detect Good/Evil, Detect Magic, Detect Poison, Endure Heat/Cold, Mistaken Missive (TM), Obscurement, Protection from Good/Evil, Purify food and drink (rev), Remove Fear (rev), Sanctuary 2nd Level: Augury, Chaos Ward (PO:S&M), Cure Moderate Wounds (rev), Detect Charm (rev), Dissensions Feast (TM), Enthrall, Find Traps, Hold Person, Resist Fire/Cold, Sanctify (rev), Slow Poison, Withdraw 3rd Level: Cure Disease (rev), Detect Spirits, Dispel Magic, Emotion Control, Hold Poison, Locate Object (rev), Magical Vestment, Miscast Magic (TM), Negative Plane Protection, Protection from Good/Evil 10-foot radius, Random Causality (TM), Remove Curse (rev), Remove Paralysis, Repair Injury, Speak with Dead XP: 500 each (guards) + 500 each (shamans) + 600 each (high shaman) = 14,400 total Room #48: 80 ft x 80 ft. This room serves as the main guard area for the blue blindheims. The 50 warriors that protect this room will attack any creature that enters their territory. (NOTE: the blindheims in rooms # 49 & 56 will join in the combat if they hear sounds of battle) AC 3 (Blindheim) THAC0 17 Damage: 1-8 {bite} / 1-6 (javelins) All creatures within 30-foot of eye beams must make save vs. wands or be blinded for 1d10+10 rounds, -2 penalty to attack if save was made (unless immune to dazzling effects of bright light) {-3 to save if using infravision at the time}, Immune to all dazzling effects of bright light including own reflected gaze), Tiny opponents hit with a 4 or greater than the number needed to hit them are swallowed and take 2d4 points of damage per round from digestive acid HP (4+2HD) 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34

XP: 420 each = 21,000 total Room #49: 70 ft x 30 ft. This chamber is home to 25 blue blindheims that guard their territory. AC 3 (Blindheim) THAC0 17 Damage: 1-8 {bite} / 1-6 (javelins) All creatures within 30-foot of eye beams must make save vs. wands or be blinded for 1d10+10 rounds, -2 penalty to attack if save was made (unless immune to dazzling effects of bright light) {-3 to save if using infravision at the time}, Immune to all dazzling effects of bright light including own reflected gaze), Tiny opponents hit with a 4 or greater than the number needed to hit them are swallowed and take 2d4 points of damage per round from digestive acid HP (4+2HD) 34 34 34 34 34 34 34 34 34

20

34 34 34 34 XP: 420 each = 8,400 total

34 34 34 34

34 34 34

Room #50 70 ft x 60 ft. This is the blue leaders personal chamber. The leader, his 15 bodyguards and a junior shaman are all in this room. AC 3 (Blindheim, Bodyguards) THAC0 17 Damage: 1-8 {bite} / 1-6 (javelins) All creatures within 30-foot of eye beams must make save vs. wands or be blinded for 1d10+10 rounds, -2 penalty to attack if save was made (unless immune to dazzling effects of bright light) {-3 to save if using infravision at the time}, Immune to all dazzling effects of bright light including own reflected gaze), Tiny opponents hit with a 4 or greater than the number needed to hit them are swallowed and take 2d4 points of damage per round from digestive acid HP (5HD) 40 40 40 40 40 40 40 40 40 40 40 40 40 40 40

AC 3 (Blindheim, Blue Leader) THAC0 14 Damage: 1-8 {bite} / 1-6 (javelins) / faire fire effect from eyes {All within 30-foot and that are swept by the eye beams must make a save vs. spells. Failure means effect lasts 1d6+1 turns. Success means effect lasts 1d4 rounds}, -3 to save if using infravision at the time, Immune to all dazzling effects of bright light including own reflected gaze), Tiny opponents hit with a 4 or greater than the number needed to hit them are swallowed and take 2d4 points of damage per round from digestive acid, rainbow pattern to all within 60-feet HP (7+4HD) 60

Shaman (3rd level) HP (5HD) 40

Spells
1st level: Battlefate (PO:S&M), Bless, Command, Cure Light Wounds (rev), Detect Good/Evil, Detect Magic, Detect Poison, Endure Heat/Cold, Mistaken Missive (TM), Obscurement, Protection from Good/Evil, Purify food and drink (rev), Remove Fear (rev), Sanctuary 2nd Level: Augury, Chaos Ward (PO:S&M), Cure Moderate Wounds (rev), Detect Charm (rev), Dissensions Feast (TM), Enthrall, Find Traps, Hold Person, Resist Fire/Cold, Sanctify (rev), Slow Poison, Withdraw XP: 420 each (warrior) + 500 (shaman) + 700 (leader) = 7,500 total Room #51: 50 ft x 50 ft. This room houses 50 females, which are the breeding stock for the colony. They will defend themselves if necessary but restrain from fighting. Room #52: 70 ft x 70 ft. This room is the gold blindheims forward guard position. There are 30 warriors in this room. AC 3 (Blindheim) THAC0 17 Damage: 1-8 {bite} / 1-6 (javelins) All creatures within 30-foot of eye beams must make save vs. wands or be blinded for 1d10+10 rounds, -2 penalty to attack if save was made (unless immune to dazzling effects of bright light) {-3 to save if using infravision at the time}, Immune to all dazzling effects of bright light including own reflected gaze), Tiny opponents hit with a 4 or greater than the number needed to hit them are swallowed and take 2d4 points of damage per round from digestive acid

21

HP (4+2HD)

34 34 34 34 34 34 34 34 34 34

34 34 34 34 34 34 34 34 34 34

34 34 34 34 34 34 34 34 34 34

XP: 420 each = 12,600 total Room #53: 90 ft x 50 ft. This is the main chamber of the gold blindheims. There are 50 warriors in this chamber. AC 3 (Blindheim) THAC0 17 Damage: 1-8 {bite} / 1-6 (javelins) All creatures within 30-foot of eye beams must make save vs. wands or be blinded for 1d10+10 rounds, -2 penalty to attack if save was made (unless immune to dazzling effects of bright light) {-3 to save if using infravision at the time}, Immune to all dazzling effects of bright light including own reflected gaze), Tiny opponents hit with a 4 or greater than the number needed to hit them are swallowed and take 2d4 points of damage per round from digestive acid HP (4+2HD) 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34

XP: 420 each = 21,000 total Room #54: 70 ft x 60 ft. This is the gold leaders personal chamber. The leader, his 15 bodyguards and a junior shaman are all in this room. AC 3 (Blindheim, Bodyguards) THAC0 17 Damage: 1-8 {bite} / 1-6 (javelins) All creatures within 30-foot of eye beams must make save vs. wands or be blinded for 1d10+10 rounds, -2 penalty to attack if save was made (unless immune to dazzling effects of bright light) {-3 to save if using infravision at the time}, Immune to all dazzling effects of bright light including own reflected gaze), Tiny opponents hit with a 4 or greater than the number needed to hit them are swallowed and take 2d4 points of damage per round from digestive acid HP (5HD) 40 40 40 40 40 40 40 40 40 40 40 40

22

40

40

40

AC 3 (Blindheim, Gold Leader) THAC0 17 Damage: 1-8 {bite} / 1-6 (javelins) / 3-18 (fireball) {spit out every 3 rounds. 30 yards range and 10-foot radius area of effect} All within 30-foot of eye beams must make save vs. wands or be blinded for 1d10+10 rounds, -3 to save if using infravision at the time, -2 penalty to attack if save was made, Immune to all dazzling effects of bright light including own reflected gaze), Tiny opponents hit with a 4 or greater than the number needed to hit them are swallowed and take 2d4 points of damage per round from digestive acid, rainbow pattern to all within 60-feet HP (7+4HD) 60

Shaman (3rd level) HP (5HD) 40

Spells

1st level: Battlefate (PO:S&M), Bless, Command, Cure Light Wounds (rev), Detect Good/Evil, Detect Magic, Detect Poison, Endure Heat/Cold, Mistaken Missive (TM), Obscurement, Protection from Good/Evil, Purify food and drink (rev), Remove Fear (rev), Sanctuary 2nd Level: Augury, Chaos Ward (PO:S&M), Cure Moderate Wounds (rev), Detect Charm (rev), Dissensions Feast (TM), Enthrall, Find Traps, Hold Person, Resist Fire/Cold, Sanctify (rev), Slow Poison, Withdraw XP: 420 each (warrior) + 500 (shaman) + 700 (leader) = 7,500 total Room #55: 40 ft x 50 ft. This room is the hatchery. There are hundreds of eggs from each group of blindheims. Once the eggs hatch, the young are sent to each leader and they decide which ones live or die. Room #56: 80 ft x 50 ft. This room is the gold blindheims second forward guard position. There are 30 warriors in this room. AC 3 (Blindheim) THAC0 17 Damage: 1-8 {bite} / 1-6 (javelins) All creatures within 30-foot of eye beams must make save vs. wands or be blinded for 1d10+10 rounds, -2 penalty to attack if save was made (unless immune to dazzling effects of bright light) {-3 to save if using infravision at the time}, Immune to all dazzling effects of bright light including own reflected gaze), Tiny opponents hit with a 4 or greater than the number needed to hit them are swallowed and take 2d4 points of damage per round from digestive acid HP (4+2HD) 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34

XP: 420 each = 12,600 total Room #57: 20 ft x 20 ft. This room contains a set of black stairs that lead down. The stairway is 5-foot wide, 8-feet tall and is broken into 6 sections, each 100-foot in length. At the end of each section there is a small 10-foot x 10-foot landing before the next section begins. The walls of the stairway are decorated in runes that tell the story of many Baklunish heroes and their adventures. Unlit torches are found every 20feet in each section and an unlit sconce hanging from the ceiling on the landings.

23

Level 5
(NOTE: This levels ceilings are 15-foot high and the hallways are 10-foot wide. The level is mildly damp and devoid of light. Every wall is made of a strange black rock. All exterior walls on this level have varying sized cracks and some sections have collapsed due to the extreme pressures from the castles collapse. All internal walls have minor cracks in them as well.) Room #58: 20 ft x 20 ft. This room is decorated with scenes of a dessert oasis. 3 torches on the walls are unlit. Room #59: 60 ft x 60 ft. The eastern wall of this room has collapsed, creating a small shelf about 10 feet off the ground. The 4 manticores that reside in this room use it as their lair and will attack anything that enters it. (DM NOTE: If anything attacks the creatures in room # 60 or 61, these manticores will go to their aid.) AC 4 (manticore) HP (6+3HD) 34 34 THAC0 13 Damage: 1-6 spikes / 1-3 / 1-3 / 1-8 34 34

XP: 975 each = 3,900 total Room #60: 70 ft x 70 ft. 4 manticores make this room their lair and will attack anything that enters it. (DM NOTE: If anything attacks the creatures in room # 59 or 61, these manticores will go to their aid.) AC 4 (manticore) HP (6+3HD) 34 34 THAC0 13 Damage: 1-6 spikes / 1-3 / 1-3 / 1-8 34 34

XP: 975 each = 3,900 total Room #61: 70 ft x 50 ft. 4 manticores make this room their lair and will attack anything that enters it. (DM NOTE: If anything attacks the creatures in room # 59 or 60, these manticores will go to their aid. After the fighting is over, the harpies in room #63 will begin to sign, hoping to lure weakened prey to them) AC 4 (manticore) HP (6+3HD) 34 34 THAC0 13 Damage: 1-6 spikes / 1-3 / 1-3 / 1-8 34 34

XP: 975 each = 3,900 total Room #62: 50 ft x 50 ft. This room used to be one of the 3 room-sized birdcages the Baklunish builders used to store the animals they used in magical experiments. The room is filled with forest plant life that seems to have survived for some unknown reason in this dark room, except for one tree that looks dead. The cage doors are easily seen as being broken open at all 3 entrances to this room. The floor is littered with the bones of many different creatures. If anyone enters this room, the harpies in room# 63 will begin to sing and try to lure creatures to their doom. (DM NOTE: the dead looking tree is actually a noran {Monstrous Compendium Annual Vol.1}. It will attack anything that enters this room.) AC 2 (noran) THAC0 11 Damage: 1-8 x 2 (claws) / 2-16 (rocks shot out of body, 60-foot range), Magic Resistance: 30%, normal damage from fire-based attacks, double damage from bludgeoning weapons HP (9+5HD) 77

XP: 2,000 total

24

Room #63: 80 ft diameter. This room used to be one of the 3 room-sized birdcages the Baklunish builders used to store the animals they used in magical experiments. The room is filled with forest plant life that seems to have survived for some unknown reason in this dark room. The cage doors are easily seen as being broken open at all 5 entrances to this room. The new residents, 12 harpies, enjoy the perches near the ceiling as a way to attack any intruders into their realm, which consists of rooms 62, 63 & 64. AC 4 (Harpy) THAC0 11 Damage 1-12 (Spear) / 1-6 (Spikes) / 1-8 x 2 (Claws), Charm with a song while in combat, non-effective against Elves. HP (7HD) 56 56 56 56 56 56 56 56 56 56 56 56

XP: 2,000 each = 24,000 total Room #64: 20 ft x 100 ft. This room used to be one of the 3 room-sized birdcages the Baklunish builders used to store the animals they used in magical experiments. The room is filled with forest plant life that seems to have survived for some unknown reason in this dark room. The cage doors are easily seen as being broken open at all 3 entrances to this room. The floor is littered with the bones of many different creatures. If anyone enters this room, the harpies in room# 63 will begin to sing and try to lure creatures to their doom. Room #65: 30 ft x 60 ft. The floor of this room is completely bare of any physical debris but there are many bloodstains on the walls and floor. This room is one of the first lines of defense that the grell use on this level. They protect their lair (rooms 65-78) from the manticores and hunt for any prey that makes it past them. This room is guarded by 6 grell, which will attack any creature on site. AC 4 (Grell) THAC0 15 Damage: 2-12 x 10 + lightning lance (1 tentacle) {3d6, save for half} (tentacles) / 1-6 (beak) Save vs. Paralysis at +4 for each tentacle that hit (fail paralyzed for 5d4 rounds), Immune to lightning, hits on tentacles cause no damage to creature, natural levitation ability, attack more than one creature per round HP (5HD) 40 40 XP: 2,000 (worker) = 12,000 total 40 40 40 40

Room #66: 50 ft x 40 ft. The floor of this room is completely bare of any physical debris but there are many bloodstains on the walls and floor. This room is one of the first lines of defense that the grell use on this level. They protect their lair (rooms 65-78) from the manticores and hunt for any prey that makes it past them. This room is guarded by 10 grell, which will attack any creature on site. (DM NOTE: If any creatures enter room# 67, the philosopher in there will request 5 grell from this room to come to it) AC 4 (Grell) THAC0 15 Damage: 2-12 x 10 + lightning lance (1 tentacle) {3d6, save for half} (tentacles) / 1-6 (beak) Save vs. Paralysis at +4 for each tentacle that hit (fail paralyzed for 5d4 rounds), Immune to lightning, hits on tentacles cause no damage to creature, natural levitation ability, attack more than one creature per round HP (5HD) 40 40 40 40 40 40 40 40 40 40 XP: 2,000 (worker) = 20,000 total Room #67: 25 ft diameter. The floor of this room is completely bare of any physical debris but there are many bloodstains on the walls and floor. This room is one of the first lines of defense that the grell use on this level. They protect their lair (rooms 65-78) from the manticores and hunt for any prey that makes it past them. This room is guarded by 5 grell and 1 philosopher, which will attack any creature on site. (DM NOTE: If any creatures enter this room, the philosopher will telepathically request 5 grell from room# 66, 69 & 70 to come and aid in the fight. The philosopher will exit the room if the battle looks like its going bad and warn the rest of the hive.)

25

AC 4 (Grell) THAC0 15 Damage: 2-12 x 10 + lightning lance (1 tentacle) {3d6, save for half} (tentacles) / 1-6 (beak) Save vs. Paralysis at +4 for each tentacle that hit (fail paralyzed for 5d4 rounds), Immune to lightning, hits on tentacles cause no damage to creature, natural levitation ability, attack more than one creature per round, {Philosophers have access to 1st and 2nd level mage spells} HP (5HD) 40 40 40 40 40

HP (7HD) 56 Spells 1st Level - Burning Hands, Chill Touch, Color Spray, Detect Magic, Grease, Light, Magic Missile, Read Magic, Shield, Shocking Grasp 2nd Level - Continual Light, Detect Invisibility, Invisibility, Mirror Image, Misdirection, Pyrotechnics, Stinking Cloud, Web XP: 2,000 each (worker) + 5,000 (philosopher) = 15,000 total Room #68: 50 ft x 90 ft. This room is part of the main lair. The floor is littered with bones of varying sizes and shapes that come hip deep to an average human. Traveling through this room will be difficult and noisy. Plus there are 24 grell and 2 philosophers residing in this room, eating the remnants off these bones. AC 4 (Grell) THAC0 15 Damage: 2-12 x 10 + lightning lance (1 tentacle) {3d6, save for half} (tentacles) / 1-6 (beak) Save vs. Paralysis at +4 for each tentacle that hit (fail paralyzed for 5d4 rounds), Immune to lightning, hits on tentacles cause no damage to creature, natural levitation ability, attack more than one creature per round, {Philosophers have access to 1st and 2nd level mage spells} HP (5HD) 40 40 40 40 40 40 40 40 40 40 40 40 40 40 40 40 40 40 40 40 40 40 40 40

HP (7HD) 56 56 Spells 1st Level - Burning Hands, Chill Touch, Color Spray, Detect Magic, Grease, Light, Magic Missile, Read Magic, Shield, Shocking Grasp 2nd Level - Continual Light, Detect Invisibility, Invisibility, Mirror Image, Misdirection, Pyrotechnics, Stinking Cloud, Web XP: 2,000 each (worker) + 5,000 (philosopher) = 58,000 total Room #69: 60 ft x 60 ft. This room is part of the main lair. The floor is littered with bones of varying sizes and shapes that come hip deep to an average human. Traveling through this room will be difficult and noisy. Plus there are 20 grell and 2 philosophers residing in this room, eating the remnants off these bones. AC 4 (Grell) THAC0 15 Damage: 2-12 x 10 + lightning lance (1 tentacle) {3d6, save for half} (tentacles) / 1-6 (beak) Save vs. Paralysis at +4 for each tentacle that hit (fail paralyzed for 5d4 rounds), Immune to lightning, hits on tentacles cause no damage to creature, natural levitation ability, attack more than one creature per round, {Philosophers have access to 1st and 2nd level mage spells} HP (5HD) 40 40 40

26

40 40 40 40 40 40

40 40 40 40 40 40

40 40 40 40 40

HP (7HD) 56 56 Spells 1st Level - Burning Hands, Chill Touch, Color Spray, Detect Magic, Grease, Light, Magic Missile, Read Magic, Shield, Shocking Grasp 2nd Level - Continual Light, Detect Invisibility, Invisibility, Mirror Image, Misdirection, Pyrotechnics, Stinking Cloud, Web XP: 2,000 each (worker) + 5,000 (philosopher) = 50,000 total Room #70: 50 ft x 50 ft. The floor of this room is completely bare of any physical debris but there are many bloodstains on the walls and floor. This room is one of the first lines of defense that the grell use on this level. They protect their lair (rooms 65-78) from the harpies and hunt for any prey that makes it past them. This room is guarded by 15 grell, which will attack any creature on site. (DM NOTE: If any creatures enter room# 67, the philosopher in there will request 5 grell from this room to come to it) AC 4 (Grell) THAC0 15 Damage: 2-12 x 10 + lightning lance (1 tentacle) {3d6, save for half} (tentacles) / 1-6 (beak) Save vs. Paralysis at +4 for each tentacle that hit (fail paralyzed for 5d4 rounds), Immune to lightning, hits on tentacles cause no damage to creature, natural levitation ability, attack more than one creature per round HP (5HD) 40 40 40 40 40 XP: 2,000 (worker) = 30,000 total 40 40 40 40 40 40 40 40 40 40

Room #71: 50 ft x 50 ft. The floor of this room is completely bare of any physical debris but there are many bloodstains on the walls and floor. This room is one of the first lines of defense that the grell use on this level. They protect their lair (rooms 65-78) from the harpies and hunt for any prey that makes it past them. This room is guarded by 15 grell, which will attack any creature on site. (DM NOTE: If any creatures enter room# 67, the philosopher in there will request 5 grell from this room to come to it) AC 4 (Grell) THAC0 15 Damage: 2-12 x 10 + lightning lance (1 tentacle) {3d6, save for half} (tentacles) / 1-6 (beak) Save vs. Paralysis at +4 for each tentacle that hit (fail paralyzed for 5d4 rounds), Immune to lightning, hits on tentacles cause no damage to creature, natural levitation ability, attack more than one creature per round HP (5HD) 40 40 40 40 40 40 40 40 40 40 40 40 40 40 40 XP: 2,000 (worker) = 30,000 total Room #72: 100 ft x 80 ft. This room used to be the temple to AlAkbar in this temple. On the southern wall, there is a huge stone statue of a Bakluni man in armor carrying a curved sword and shield. The statues head and shoulders are barely sticking out of the filth now in this chamber. The chamber has become the center of the main lair for the grell. The floor is littered with bones of varying sizes and shapes that come shoulder deep to an average human. Traveling through this room will be nearly impossible on foot. The most distinctive feature in the room is a huge grell (the patriarch) that takes up the entire southwestern section of the room. It is being attended to by 20 worker grell and 8 philosophers. They will

27

attack anything that enters this chamber. There are 1,969 pp, 2,471 gp, 25 gems (100 gp value), 3,260 ep and 4,746 sp as well as a magical scimitar +1, potion of healing, ioun stone of wisdom +1 hidden in the piles of refuse in the room. It will take many hours to sort through the mess to find these items. AC 4 (Grell) THAC0 15 Damage: 2-12 x 10 + lightning lance (1 tentacle) {3d6, save for half} (tentacles) / 1-6 (beak) Save vs. Paralysis at +4 for each tentacle that hit (fail paralyzed for 5d4 rounds), Immune to lightning, hits on tentacles cause no damage to creature, natural levitation ability, attack more than one creature per round, {Philosophers have access to 1st and 2nd level mage spells} HP (5HD) 40 40 40 40 40 40 40 40 40 40 40 40 40 40 40 40 40 40 40 40

HP (7HD)

Spells 1st Level - Burning Hands, Chill Touch, Color Spray, Detect Magic, Grease, Light, Magic Missile, Read Magic, Shield, Shocking Grasp 2nd Level - Continual Light, Detect Invisibility, Invisibility, Mirror Image, Misdirection, Pyrotechnics, Stinking Cloud, Web HP (9HD) 78

56 56 56

56 56 56

56 56

XP: 2,000 each (worker) + 5,000 (philosopher) + 9,000 (patriarch) = 63,000 total Room #73: 30 ft x 30 ft. This room is part of the main lair. The floor is littered with bones of varying sizes and shapes that come hip deep to an average human. Traveling through this room will be difficult. Plus there are 6 grell and 2 philosophers residing in this room, eating the remnants off these bones. AC 4 (Grell) THAC0 15 Damage: 2-12 x 10 + lightning lance (1 tentacle) {3d6, save for half} (tentacles) / 1-6 (beak) Save vs. Paralysis at +4 for each tentacle that hit (fail paralyzed for 5d4 rounds), Immune to lightning, hits on tentacles cause no damage to creature, natural levitation ability, attack more than one creature per round, {Philosophers have access to 1st and 2nd level mage spells} HP (5HD) 40 40 40 40 40 40

HP (7HD) 56 56 Spells 1st Level - Burning Hands, Chill Touch, Color Spray, Detect Magic, Grease, Light, Magic Missile, Read Magic, Shield, Shocking Grasp 2nd Level - Continual Light, Detect Invisibility, Invisibility, Mirror Image, Misdirection, Pyrotechnics, Stinking Cloud, Web XP: 2,000 each (worker) + 5,000 (philosopher) = 26,000 total Room #74: 50 ft x 80 ft. This room is part of the main lair. The floor is littered with bones of varying sizes and shapes that come hip deep to an average human. Traveling through this room will be difficult. Plus there are 15 grell and 2 philosophers residing in this room, eating the remnants off these bones. AC 4 (Grell) THAC0 15 Damage: 2-12 x 10 + lightning lance (1 tentacle) {3d6, save for half} (tentacles) / 1-6 (beak) Save vs. Paralysis at +4 for each tentacle that hit (fail paralyzed for 5d4 rounds),

28

Immune to lightning, hits on tentacles cause no damage to creature, natural levitation ability, attack more than one creature per round, {Philosophers have access to 1st and 2nd level mage spells} HP (5HD) 40 40 40 40 40 40 40 40 40 40 40 40 40 40 40

HP (7HD) 56 56 Spells 1st Level - Burning Hands, Chill Touch, Color Spray, Detect Magic, Grease, Light, Magic Missile, Read Magic, Shield, Shocking Grasp 2nd Level - Continual Light, Detect Invisibility, Invisibility, Mirror Image, Misdirection, Pyrotechnics, Stinking Cloud, Web XP: 2,000 each (worker) + 5,000 (philosopher) = 40,000 total Room #75: 15 ft diameter. This room is guarded by 3 grell and 1 philosopher, which will attack any creature on site. (DM NOTE: If any creatures enter this room, the philosopher will telepathically request 5 grell from room# 73 & 76 to come and aid in the fight. The philosopher will exit the room if the battle looks like its going bad and warn the rest of the hive.) AC 4 (Grell) THAC0 15 Damage: 2-12 x 10 + lightning lance (1 tentacle) {3d6, save for half} (tentacles) / 1-6 (beak) Save vs. Paralysis at +4 for each tentacle that hit (fail paralyzed for 5d4 rounds), Immune to lightning, hits on tentacles cause no damage to creature, natural levitation ability, attack more than one creature per round, {Philosophers have access to 1st and 2nd level mage spells} HP (5HD) 40 40 40

HP (7HD) 56 Spells 1st Level - Burning Hands, Chill Touch, Color Spray, Detect Magic, Grease, Light, Magic Missile, Read Magic, Shield, Shocking Grasp 2nd Level - Continual Light, Detect Invisibility, Invisibility, Mirror Image, Misdirection, Pyrotechnics, Stinking Cloud, Web XP: 2,000 each (worker) + 5,000 (philosopher) = 11,000 total Room #76: 50 ft x 50 ft. This room is part of the main lair. The floor is littered with bones of varying sizes and shapes that come hip deep to an average human. Traveling through this room will be difficult. Plus there are 9 grell and 2 philosophers residing in this room, eating the remnants off these bones. AC 4 (Grell) THAC0 15 Damage: 2-12 x 10 + lightning lance (1 tentacle) {3d6, save for half} (tentacles) / 1-6 (beak) Save vs. Paralysis at +4 for each tentacle that hit (fail paralyzed for 5d4 rounds), Immune to lightning, hits on tentacles cause no damage to creature, natural levitation ability, attack more than one creature per round, {Philosophers have access to 1st and 2nd level mage spells} HP (5HD) 40 40 40 56 40 40 40 56 40 40 40

HP (7HD)

29

Spells 1st Level - Burning Hands, Chill Touch, Color Spray, Detect Magic, Grease, Light, Magic Missile, Read Magic, Shield, Shocking Grasp 2nd Level - Continual Light, Detect Invisibility, Invisibility, Mirror Image, Misdirection, Pyrotechnics, Stinking Cloud, Web XP: 2,000 each (worker) + 5,000 (philosopher) = 35,000 total Room #77: 40 ft x 30 ft. This room is part of the main lair. The floor is littered with bones of varying sizes and shapes that come hip deep to an average human. Traveling through this room will be difficult. Plus there are 9 grell and 2 philosophers residing in this room, eating the remnants off these bones. AC 4 (Grell) THAC0 15 Damage: 2-12 x 10 + lightning lance (1 tentacle) {3d6, save for half} (tentacles) / 1-6 (beak) Save vs. Paralysis at +4 for each tentacle that hit (fail paralyzed for 5d4 rounds), Immune to lightning, hits on tentacles cause no damage to creature, natural levitation ability, attack more than one creature per round, {Philosophers have access to 1st and 2nd level mage spells} HP (5HD) 40 40 40 40 40 40 40 40 40

HP (7HD) 56 56 Spells 1st Level - Burning Hands, Chill Touch, Color Spray, Detect Magic, Grease, Light, Magic Missile, Read Magic, Shield, Shocking Grasp 2nd Level - Continual Light, Detect Invisibility, Invisibility, Mirror Image, Misdirection, Pyrotechnics, Stinking Cloud, Web XP: 2,000 each (worker) + 5,000 (philosopher) = 35,000 total Room #78: 25 ft x 20 ft. This room contains a set of black stairs that lead down. The stairway is 5-foot wide, 8-feet tall and is broken into 10 sections, each 100-foot in length. At the end of each section there is a small 10-foot x 10-foot landing before the next section begins. The walls of the stairway are decorated with scenes of desert life near an oasis. Unlit torches are found every 20-feet in each section and an unlit sconce hanging from the ceiling on the landings. The room is guarded by 3 grell and 1 philosopher, which will attack any creature on site. (DM NOTE: If any creatures enter this room, the philosopher will telepathically request 5 grell from room# 77 to come and aid in the fight. The philosopher will exit the room immediately and warn the rest of the hive.) AC 4 (Grell) THAC0 15 Damage: 2-12 x 10 + lightning lance (1 tentacle) {3d6, save for half} (tentacles) / 1-6 (beak) Save vs. Paralysis at +4 for each tentacle that hit (fail paralyzed for 5d4 rounds), Immune to lightning, hits on tentacles cause no damage to creature, natural levitation ability, attack more than one creature per round, {Philosophers have access to 1st and 2nd level mage spells} HP (5HD) 40 40 40

HP (7HD) 56 Spells 1st Level - Burning Hands, Chill Touch, Color Spray, Detect Magic, Grease, Light, Magic Missile, Read Magic, Shield, Shocking Grasp 2nd Level - Continual Light, Detect Invisibility, Invisibility, Mirror Image, Misdirection, Pyrotechnics, Stinking Cloud, Web XP: 2,000 each (worker) + 5,000 (philosopher) = 11,000 total

30

Level 6
(NOTE: This levels ceilings are 12-foot high and the hallways are 8-foot wide. The level is damp and devoid of light. Every wall is made of a strange black rock. All exterior walls on this level have small cracks and some sections have collapsed due to the extreme pressures from the castles collapse. All internal walls have minor cracks in them as well.) Room #79: 35 ft x 30ft. The ceiling in this room is 20-foot high. The walls are decorated with the scenes of a Baklunish kings harem. There are numerous unlit torches attached to the walls in this room. A large creature known as a cildabrin {Monstrous Compendium Annual Vol. 3} has made its nest in this room. When it was summoned to this castle, it was brought to this room and was unable to leave due to its size. It now lays in wait, upside down on the ceiling, for its next prey to enter the chamber. It wraps itself in darkness and uses its silence ability right before it attacks. AC 5 (Cildabrin) THAC0 9 Damage: 1-12 x 2 (claws) / 1-6 (stinger) {save vs. poison or be paralyzed in 2d12 rounds for 2d6 hours} Grabbed creatures can make BB/LG to escape, failure causes 16+6 points of damage each round from crushing damage, Innate abilities: web, darkness 15-foot radius, silence 15-foot radius (3x/day each), spider climb at will, immune to web HP (11HD) 88

XP: 7,000 each Room #80: 40 ft x 50 ft. This room is home to a pack of 20 displacer beasts. They find the hunting here to be rather good since any creature that is fleeing room# 79 is usually hurt and easy prey. 10 lay in wait in this room and 10 wait in room # 81. AC 4 (2) (Displacer beast) THAC0 15 Damage: 2-8 x 2 (tentacles) / 1-3 x 2 (claws) / 1-8 (bite) Save as 12th level fighters, +2 to all saves, only true seeing can see their exact location HP (6HD) 48 48 48 48 48 48 48 48 48 48

XP: 975 each = 9,750 total Room #81: 30 ft x 50 ft. This room is home to a pack of 20 displacer beasts. They find the hunting here to be rather good since any creature that is fleeing room# 79 is usually hurt and easy prey. 10 lay in wait in this room and 10 wait in room # 80. AC 4 (2) (Displacer beast) THAC0 15 Damage: 2-8 x 2 (tentacles) / 1-3 x 2 (claws) / 1-8 (bite) Save as 12th level fighters, +2 to all saves, only true seeing can see their exact location HP (6HD) 48 48 48 48 48 48 48 48 48 48

XP: 975 each = 9,750 total Room #82: 50 ft x 30 ft. This dark room is part of a lair of cloakers (rooms 82-89). There are 6 cloakers that cling upside down on the ceiling and wait for creatures to enter. Once they do, they either attack or drive them into room# 82a, where they know a roper lives. Either way, they get a meal. AC 3 (1) (Cloaker) THAC0 15 Damage: 1-6 x 2 (Claws) / 1-4 + AC adjustment (Bite) Moan attack by intensity: 1 numb minds within 80-feet (-2 to attack/damage rolls), 2 fear spell (within 30-feet save vs. spell or flee for 2 rounds), 3- 30-foot long x 20-foot wide cone of nausea (save vs. poison or sick for 1d4+1 rounds), 4 hold person (one person at a time within 30-foot range, lasts 5 rounds), special mirror image power with shadows (1d4+2 images)

31

HP (6HD)

48 48

48 48

48 48

XP: 1,400 each = 8,400 total Room #82a: 35 ft diameter. In the center of the room, there appears to be a large section of ceiling that has fallen. It is actually a large roper that was summoned to this room and it has found the hunting to be very good. The neogi with the umber hulk slaves that claim part of this level try to take over this section every so often and the roper gets a good meal out of it. It will attack anything that enters this room. AC 0 (Roper) THAC0 9 Damage: 5-20 (bite) Magic Resistance: 80%, save vs. poison with each hit or lose half strength (loss occurs 1d3 rounds after hit, cumulative for multiple hits and lasts 2d4 rounds), immune to lightning, half damage from cold-based attacks, -4 penalty to saves vs. fire, successful open doors to remove arm or 6 points of damage HP (12HD) 96

XP: 12,000 total Room #83: 45 ft x 40 ft. The floor is covered in the bones of a few different creatures, a few being displacer beasts. The walls of this room seem to still have some of their original decorations here. Several black drapes are hung from the walls around the room. If approached, they animate and attack the nearest creature. The drapes are actually 9 cloakers that lay in wait for prey. They allow the displacer beasts to move freely between rooms# 80 & 81 because they make great guardians for that section of their domain. AC 3 (1) (Cloaker) THAC0 15 Damage: 1-6 x 2 (Claws) / 1-4 + AC adjustment (Bite) Moan attack by intensity: 1 numb minds within 80-feet (-2 to attack/damage rolls), 2 fear spell (within 30-feet save vs. spell or flee for 2 rounds), 3- 30-foot long x 20-foot wide cone of nausea (save vs. poison or sick for 1d4+1 rounds), 4 hold person (one person at a time within 30-foot range, lasts 5 rounds), special mirror image power with shadows (1d4+2 images) HP (6HD) 48 48 48 48 48 48 48 48 48

XP: 1,400 each = 12,600 total Room #84: 60 ft x 40 ft. A section of floor in the northeastern section of the room (blocking the exit to room #83) seems to be slightly elevated. This section of floor is gray ooze. There is also a group of 15 cloakers that are hiding in this room waiting to attack after the ooze attacks. AC 8 (Gray Ooze) THAC0 17 Immune to all spells except for lightning HP (3+3HD) 27 Damage: 2-16 {acid damage} (corrodes metal)

AC 3 (1) (Cloaker) THAC0 15 Damage: 1-6 x 2 (Claws) / 1-4 + AC adjustment (Bite) Moan attack by intensity: 1 numb minds within 80-feet (-2 to attack/damage rolls), 2 fear spell (within 30-feet save vs. spell or flee for 2 rounds), 3- 30-foot long x 20-foot wide cone of nausea (save vs. poison or sick for 1d4+1 rounds), 4 hold person (one person at a time within 30-foot range, lasts 5 rounds), special mirror image power with shadows (1d4+2 images) HP (6HD) 48 48 48 48 48 48 48 48 48 48 48 48

32

XP: 270 (ooze) + 1,400 each = 21,270 total Room #85: 50 ft x 25 ft. This room is occupied by 9 cloakers that will attack any creature that flees from the displacer beasts in room# 80. AC 3 (1) (Cloaker) THAC0 15 Damage: 1-6 x 2 (Claws) / 1-4 + AC adjustment (Bite) Moan attack by intensity: 1 numb minds within 80-feet (-2 to attack/damage rolls), 2 fear spell (within 30-feet save vs. spell or flee for 2 rounds), 3- 30-foot long x 20-foot wide cone of nausea (save vs. poison or sick for 1d4+1 rounds), 4 hold person (one person at a time within 30-foot range, lasts 5 rounds), special mirror image power with shadows (1d4+2 images) HP (6HD) 48 48 48 48 48 48 48 48 48

XP: 1,400 each (cloaker) = 12,600 total Room #86: 20 ft x 20 ft. The floor is covered in bones and a few crude weapons. A careful look will show that these bones are only arms or legs. 3 large beetles can be seen moving through the bones. There are also 3 cloakers in this room that act as sentries at the end of their lair where the grimlock lair begins. They have lured these 3 slicer beetles {Monstrous Compendium Annual Vol. 3} into this room to help them protect the area. The beetles are well fed with new prey trying to enter the area. AC 3 (1) (Cloaker) THAC0 15 Damage: 1-6 x 2 (Claws) / 1-4 + AC adjustment (Bite) Moan attack by intensity: 1 numb minds within 80-feet (-2 to attack/damage rolls), 2 fear spell (within 30-feet save vs. spell or flee for 2 rounds), 3- 30-foot long x 20-foot wide cone of nausea (save vs. poison or sick for 1d4+1 rounds), 4 hold person (one person at a time within 30-foot range, lasts 5 rounds), special mirror image power with shadows (1d4+2 images) HP (6HD) 48 THAC0 15 48 48

AC 3 (Slicer Beetle) HP (6HD) 48

Damage: 2-16 (bite) (roll of 19 or 20 means a limb is severed off) 48 48

XP: 420 each (beetle) + 1,400 each (cloaker) = 5,460 total Room #87: 40 ft x 45 ft. This room is the border between the neogi and the cloaker realm. A lot of fighting occurs here so there are many casualties. The floor of this room is cluttered with a lot of broken furniture, stone from the walls and ceiling and other common items including bones. The 12 cloakers in this room have lured a deathwatch beetle {Monstrous Compendium Annual Vol. 3} they discovered on this level and helped it hide by bringing a lot of items here. The beetle has camouflaged itself with the trash in the room. When it senses a creature approaching, it uses it death rattle to kill its prey. The cloakers make sure that creatures from this level wander into this area so the beetle doesnt decide to flee for better hunting grounds. (DM NOTE: See room# 90) AC 3 (Deathwatch Beetle) THAC0 11 Damage: 3-12 (bite) / 5-20 (death rattle save vs. death magic or be instantly slain, save means damage) HP (9HD) 72

AC 3 (1) (Cloaker) THAC0 15 Damage: 1-6 x 2 (Claws) / 1-4 + AC adjustment (Bite) Moan attack by intensity: 1 numb minds within 80-feet (-2 to attack/damage rolls), 2 fear spell (within 30-feet save vs. spell or flee for 2 rounds), 3- 30-foot long x 20-foot wide cone of nausea (save vs. poison or sick for 1d4+1 rounds), 4 hold person (one person at a time within 30-foot range, lasts 5 rounds), special mirror image power with shadows (1d4+2 images)

33

HP (6HD)

48 48 48 48

48 48 48 48

48 48 48 48

XP: 2,000 each (beetle) + 1,400 each (cloaker) = 18,800 total Room #88: 45 ft x 40 ft. A group of 12 cloakers reside here and will assist their brethren in room# 86 if they come under attack. The cloakers have also allied themselves with a group of 12 derro savants, 6 of which are in this room. They help keep the neogi and the umber hulks from taking over this part of the level. AC 4 (derro) THAC0 13 Damage: 1-6 (hook-fauchard) / 1-3 + poison (crossbow bolts) {save vs. poison or suffer 2-12 points of additional damage} / 1-4 (spiked buckler) Magic Resistance: 30%, Spells: anti-magic shell, blink, cloudkill, ESP, hypnotic pattern, ice storm, invisibility, levitate, light, lightning bolt, paralyzation, repulsion, shadow magic, spider climb, ventriloquism, wall of force HP (7HD) 56 56 56 56 56 56

AC 3 (1) (Cloaker) THAC0 15 Damage: 1-6 x 2 (Claws) / 1-4 + AC adjustment (Bite) Moan attack by intensity: 1 numb minds within 80-feet (-2 to attack/damage rolls), 2 fear spell (within 30-feet save vs. spell or flee for 2 rounds), 3- 30-foot long x 20-foot wide cone of nausea (save vs. poison or sick for 1d4+1 rounds), 4 hold person (one person at a time within 30-foot range, lasts 5 rounds), special mirror image power with shadows (1d4+2 images) HP (6HD) 48 48 48 48 48 48 48 48 48 48 48 48

XP: 1,400 each (cloaker) + 2,000 each (derro) = 28,800 total Room #89: 25 ft x 50 ft. This room is home to 15 cloakers and 6 derro savants. AC 4 (derro) THAC0 13 Damage: 1-6 (hook-fauchard) / 1-3 + poison (crossbow bolts) {save vs. poison or suffer 2-12 points of additional damage} / 1-4 (spiked buckler) Magic Resistance: 30%, Spells: anti-magic shell, blink, cloudkill, ESP, hypnotic pattern, ice storm, invisibility, levitate, light, lightning bolt, paralyzation, repulsion, shadow magic, spider climb, ventriloquism, wall of force HP (7HD) 56 56 56 56 56 56

AC 3 (1) (Cloaker) THAC0 15 Damage: 1-6 x 2 (Claws) / 1-4 + AC adjustment (Bite) Moan attack by intensity: 1 numb minds within 80-feet (-2 to attack/damage rolls), 2 fear spell (within 30-feet save vs. spell or flee for 2 rounds), 3- 30-foot long x 20-foot wide cone of nausea (save vs. poison or sick for 1d4+1 rounds), 4 hold person (one person at a time within 30-foot range, lasts 5 rounds), special mirror image power with shadows (1d4+2 images) HP (6HD) 48 48 48 48 48 48 48 48 48 48 48 48 48 48 48

34

XP: 1,400 each (cloakers) + 2,000 each (derro) = 33,000 total Room #90: 40 ft x 40 ft. This room marks the border of cloaker and neogi territory on this level. There are always 6 of the most powerful neogi spell casters (1 is able to cast 6 th level spells, the rest can cast up to 5th level spells) with their umber hulk slaves waiting at the far northern section of the room. They wait for a time when the cloakers are occupied with another battle to make their move to take over this room. When battle starts, they will arrive shortly after to help take this room. AC 3 (Neogi) THAC0 15 Damage: 1-3 x 2 (claws) / 1-6 (bite, save vs. poison or slow for 1d8 rounds, multiple bites mean slow lasts longer), umber hulk slave for each neogi, spell use to 8th level spells HP (6HD) 48 48 48 48 48 48

1st Level - Alarm, Burning Hands, Charm Person, Chromatic Orb, Comprehend Languages, Detect Magic, Enlarge, Feather Fall, Identify, Light, Magic Missile, Read Magic, Shield, Tenser's Floating Disc, Wall of Fog 2nd Level - Continual Light, Detect Invisibility, Flaming Sphere, Knock, Levitate, Locate Object, Pyrotechnics, Shatter, Stinking Cloud, Vocalize, Web, Wizard Lock 3rd Level - Alacrity, Dispel Magic, Fireball, Fly, Gust of Wind, Haste, Lightning Bolt, Non-Detection, Protection from Normal Missiles, Slow, Tongues, Vampiric Touch, Wraithform 4th Level - Dig, Dimension Door, Fire Shield, Ice Storm, Remove Curse, Shout, Stoneskin, Ultravision, Wall of Fire, Wall of Ice 5th Level - Bigby's Interposing Hand, Cloudkill, Cone of Cold, False Vision, Passwall, Sending, Teleport, Wall of Force, Wall of Stone 6th Level - Bigby's Forceful Hand, Chain Lightning, Contingency, Death Fog, Disintegrate, Legend Lore, Otiluke's Freezing Sphere, True Seeing AC 2 (Umber Hulks) HP (8+8HD) 72 72 THAC0 11 72 72 Damage: 3-18 / 3-18 / 2-24 / Gaze attack 72 72

XP: 4,000 each (umber hulk) + 675 each (neogi) = 28,050 total Room #91: 25 ft diameter. This chamber is hidden by illusionary walls. This room contains a set of black stairs that lead down located at the far southwestern section of the room. The stairway is 5-foot wide, 8feet tall and is broken into 4 sections, each 100-foot in length. At the end of each section there is a small 10-foot x 10-foot landing before the next section begins. The walls of the stairway are decorated with scenes of desert life near an oasis. Unlit torches are found every 20-feet in each section and an unlit sconce hanging from the ceiling on the landings. But before the PCs can use the stairs, they must pass the guardian. A thessalemera was summoned to this room after the followers of the Reaper made it past and has been trapped here. This has helped keep most of the creatures from the lower level from coming up. The creature nearly takes up all the room so any combat will be restricted to two medium sized creatures at a time. Then the PCs need to move the body out of the way if they wish to use the stairs to the next level. Thessalemera AC Lion 5 / Dragon 2 / Snake 0 THAC0 11 Damage: 1-6 + 1-6 {poison, save vs. poison for half} (x8) / 3-12 (lion bite) / 1-12 (tail) / 2-8 (dragon bite) / 3-24 (red dragon breath) Regenerates 2 HP/24hrs, +3 vs. fire, immune to Petrification and acid HP (10HD) 80

35

XP: 10,000 each Room #92: 45 ft x 60 ft. This secondary position holds 10 neogi (3 can cast 5 th level spells) and their umber hulk slaves. They will assist their brethren and make sure they dont lose any territory to the cloakers. AC 3 (Neogi) THAC0 15 Damage: 1-3 x 2 (claws) / 1-6 (bite, save vs. poison or slow for 1d8 rounds, multiple bites mean slow lasts longer), umber hulk slave for each neogi, spell use to 8th level spells HP (6HD) 48 48 48 48 48 48 48 48 48 48

1st Level - Alarm, Burning Hands, Charm Person, Chromatic Orb, Comprehend Languages, Detect Magic, Enlarge, Feather Fall, Identify, Light, Magic Missile, Read Magic, Shield, Tenser's Floating Disc, Wall of Fog 2nd Level - Continual Light, Detect Invisibility, Flaming Sphere, Knock, Levitate, Locate Object, Pyrotechnics, Shatter, Stinking Cloud, Vocalize, Web, Wizard Lock 3rd Level - Alacrity, Dispel Magic, Fireball, Fly, Gust of Wind, Haste, Lightning Bolt, Non-Detection, Protection from Normal Missiles, Slow, Tongues, Vampiric Touch, Wraithform 4th Level - Dig, Dimension Door, Fire Shield, Ice Storm, Remove Curse, Shout, Stoneskin, Ultravision, Wall of Fire, Wall of Ice 5th Level - Bigby's Interposing Hand, Cloudkill, Cone of Cold, False Vision, Passwall, Sending, Teleport, Wall of Force, Wall of Stone AC 2 (Umber Hulks) HP (8+8HD) 72 72 72 72 THAC0 11 72 72 72 Damage: 3-18 / 3-18 / 2-24 / Gaze attack 72 72 72

XP: 4,000 each (umber hulk) + 675 each (neogi) = 46,750 total Room #93: 30 ft x 60 ft. This room marks the beginning of the grimlock border. When the cloakers feel like allowing prey to slip by they divert it to the grimlock area. This keeps the pesky creatures happy and away from the main battle area with the neogi. This room contains 30 grimlocks. AC 5 (grimlock) THAC0 17 Damage: 1-8 (axe) / 1-10 (sword) / 1-10 (spear) Immune to all effects from spells that affect vision, noise based spells blind them (-2 to attack roll) HP (3HD) 24 24 24

XP: 175 each = 5,250 total Room #94: 80 ft x 50 ft. The floors are filled with excrement, rotting bodies and many bones. The stench is almost overwhelming. The 50 grimlocks that live here call it home. AC 5 (grimlock) THAC0 17 Damage: 1-8 (axe) / 1-10 (sword) / 1-10 (spear) Immune to all effects from spells that affect vision, noise based spells blind them (-2 to attack roll) HP (3HD) 24 24 24

XP: 175 each = 8,750 total

36

Room #95: 50 ft x 60 ft. Most of the 30 grimlock warriors live in this disgusting room. They will help their brethren in room# 93 if fighting breaks out. AC 5 (grimlock) THAC0 17 Damage: 1-8 (axe) / 1-10 (sword) / 1-10 (spear) Immune to all effects from spells that affect vision, noise based spells blind them (-2 to attack roll) HP (3HD) 24 24 24

XP: 175 each = 5,250 total Room #96: 70 ft x 40 ft. 3 statues of orcs (one wearing the symbol of the Old One) dominates this disgusting room. The chamber is the home and throne room of the grimlock king and queen. They happen to be a greater medusa and maedar that were summoned here by chance. There are 20 grimlocks that help guard the royal couple. AC 5 (grimlock) THAC0 17 Damage: 1-8 (axe) / 1-10 (sword) / 1-10 (spear) Immune to all effects from spells that affect vision, noise based spells blind them (-2 to attack roll) HP (3HD) 24 24 24

AC 5 (maedar) THAC0 15 Damage: 2-8 x 2 (fists) Stone to flesh by touch (1x/3 turns) {extends into astral and ethereal}, passwall {one round of concentration before doing this NOTE: Unable to do this in this castle due to strange magical stone}, immune to petrifaction, paralyzation and poison from medusas hair HP (6HD) 48

AC 0 (Greater Medusa) THAC0 9 Damage: 1-10 per head plus poison {save vs. poison at 1 or die} / 1-12 + 6 (Axe) / 1-10 + poison (bow) / Gaze turns to stone, poisonous blood (save vs. poison or die), Magic Resistance: 20% HP (8HD) 64

XP: 4,000 (medusa) + 975 (maedar) + 175 each (grimlock) = 10,225 total Room #97: 50 ft x 100 ft. This huge cavern is the home of the largest group of grimlocks. There are 75 of the in this chamber. AC 5 (grimlock) THAC0 17 Damage: 1-8 (axe) / 1-10 (sword) / 1-10 (spear) Immune to all effects from spells that affect vision, noise based spells blind them (-2 to attack roll) HP (3HD) 24 24 24

XP: 175 each = 12,950 total Room #98: 100 ft x 70 ft. This chamber is the main living area for the younger neogi and their slaves. Whatever materials they were able to be scavenge, have been designed to make barriers between each neogi living area. There are a total of 20 living areas. Only 4 neogi can cast 4 th level spells in this area. AC 3 (Neogi) THAC0 15 Damage: 1-3 x 2 (claws) / 1-6 (bite, save vs. poison or slow for 1d8 rounds, multiple bites mean slow lasts longer), umber hulk slave for each neogi, spell use to 8th level spells HP (6HD) 48 48 48 48 48 48 48 48 48 48 48 48 48 48 48

37

48 48

48 48

48

1st Level - Alarm, Burning Hands, Charm Person, Chromatic Orb, Comprehend Languages, Detect Magic, Enlarge, Feather Fall, Identify, Light, Magic Missile, Read Magic, Shield, Tenser's Floating Disc, Wall of Fog 2nd Level - Continual Light, Detect Invisibility, Flaming Sphere, Knock, Levitate, Locate Object, Pyrotechnics, Shatter, Stinking Cloud, Vocalize, Web, Wizard Lock 3rd Level - Alacrity, Dispel Magic, Fireball, Fly, Gust of Wind, Haste, Lightning Bolt, Non-Detection, Protection from Normal Missiles, Slow, Tongues, Vampiric Touch, Wraithform 4th Level - Dig, Dimension Door, Fire Shield, Ice Storm, Remove Curse, Shout, Stoneskin, Ultravision, Wall of Fire, Wall of Ice AC 2 (Umber Hulks) HP (8+8HD) 72 72 72 72 72 72 72 THAC0 11 72 72 72 72 72 72 72 Damage: 3-18 / 3-18 / 2-24 / Gaze attack 72 72 72 72 72 72

XP: 4,000 each (umber hulk) + 675 each (neogi) = 93,500 total Room #99: 70 ft x 80 ft. This room is similar to room# 98. This is set aside for the middle-aged neogi and the room is divided into 15 sections. There are 3 neogi that can cast 5th level spells. AC 3 (Neogi) THAC0 15 Damage: 1-3 x 2 (claws) / 1-6 (bite, save vs. poison or slow for 1d8 rounds, multiple bites mean slow lasts longer), umber hulk slave for each neogi, spell use to 8th level spells HP (6HD) 48 48 48 48 48 48 48 48 48 48 48 48 48 48 48

1st Level - Alarm, Burning Hands, Charm Person, Chromatic Orb, Comprehend Languages, Detect Magic, Enlarge, Feather Fall, Identify, Light, Magic Missile, Read Magic, Shield, Tenser's Floating Disc, Wall of Fog 2nd Level - Continual Light, Detect Invisibility, Flaming Sphere, Knock, Levitate, Locate Object, Pyrotechnics, Shatter, Stinking Cloud, Vocalize, Web, Wizard Lock 3rd Level - Alacrity, Dispel Magic, Fireball, Fly, Gust of Wind, Haste, Lightning Bolt, Non-Detection, Protection from Normal Missiles, Slow, Tongues, Vampiric Touch, Wraithform 4th Level - Dig, Dimension Door, Fire Shield, Ice Storm, Remove Curse, Shout, Stoneskin, Ultravision, Wall of Fire, Wall of Ice 5th Level - Bigby's Interposing Hand, Cloudkill, Cone of Cold, False Vision, Passwall, Sending, Teleport, Wall of Force, Wall of Stone AC 2 (Umber Hulks) HP (8+8HD) 72 72 72 THAC0 11 72 72 72 Damage: 3-18 / 3-18 / 2-24 / Gaze attack 72 72 72

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72 72

72 72

72 72

XP: 4,000 each (umber hulk) + 675 each (neogi) = 70,125 total Room #100: 70 ft diameter. This chamber was once the temple to Xan Yae (goddess of twilight, shadows, stealth, mental power). A special version of continual light was cast in this chamber that has the light level of twilight and creates long shadows in the chamber. Any regular light source or magical one will not illuminate the room any brighter than its current level. An altar still rests on the eastern wall as well as a statue of a slender cloaked figure with only their eyes showing that has been knocked to the floor over by the north wall. All murals, tile work and tapestries have been damaged beyond repair. The room now holds the elders of the neogi and is similar in design to rooms# 98 & 99. There are only 6 elders, but they can each cast 8th level spells. AC 3 (Neogi) THAC0 15 Damage: 1-3 x 2 (claws) / 1-6 (bite, save vs. poison or slow for 1d8 rounds, multiple bites mean slow lasts longer), umber hulk slave for each neogi, spell use to 8th level spells HP (6HD) 48 48 48 48 48 48

1st Level - Alarm, Burning Hands, Charm Person, Chromatic Orb, Comprehend Languages, Detect Magic, Enlarge, Feather Fall, Identify, Light, Magic Missile, Read Magic, Shield, Tenser's Floating Disc, Wall of Fog 2nd Level - Continual Light, Detect Invisibility, Flaming Sphere, Knock, Levitate, Locate Object, Pyrotechnics, Shatter, Stinking Cloud, Vocalize, Web, Wizard Lock 3rd Level - Alacrity, Dispel Magic, Fireball, Fly, Gust of Wind, Haste, Lightning Bolt, Non-Detection, Protection from Normal Missiles, Slow, Tongues, Vampiric Touch, Wraithform 4th Level - Dig, Dimension Door, Fire Shield, Ice Storm, Remove Curse, Shout, Stoneskin, Ultravision, Wall of Fire, Wall of Ice 5th Level - Bigby's Interposing Hand, Cloudkill, Cone of Cold, False Vision, Passwall, Sending, Teleport, Wall of Force, Wall of Stone 6th Level - Bigby's Forceful Hand, Chain Lightning, Contingency, Death Fog, Disintegrate, Legend Lore, Otiluke's Freezing Sphere, True Seeing 7th Level - Finger of Death, Prismatic Spray, Reverse Gravity, Spell Turning, Teleport w/o Error 8th Level - Abi-Dalzim's Horrid Wilting (TM 43), Incendiary Cloud, Symbol

AC 2 (Umber Hulks) HP (8+8HD) 72 72

THAC0 11 72 72

Damage: 3-18 / 3-18 / 2-24 / Gaze attack 72 72

XP: 4,000 each (umber hulk) + 675 each (neogi) = 28,050 total Room #101: 80 ft x 40 ft. This chamber holds the youngest neogi, which do not have any magical ability. There are 10 of them. AC 3 (Neogi) THAC0 15 Damage: 1-3 x 2 (claws) / 1-6 (bite, save vs. poison or slow for 1d8 rounds, multiple bites mean slow lasts longer), umber hulk slave for each neogi, spell use to 8th level spells

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HP (6HD)

48 48 48 48 THAC0 11

48 48 48

48 48 48 Damage: 3-18 / 3-18 / 2-24 / Gaze attack

AC 2 (Umber Hulks) HP (8+8HD) 72 72 72 72

72 72 72

72 72 72

XP: 4,000 each (umber hulk) + 675 each (neogi) = 46,750 total

Level 7
(NOTE: This levels ceilings are 12-foot high and the hallways are 10-foot wide. The level is dry and devoid of light. Every wall is made of a strange black rock. All exterior walls on this level have small cracks due to the extreme pressures from the castles collapse. All internal walls have minor cracks in them as well.) Room #102: 30 ft diameter. This room has several unlit sconces attached to the walls. Once, great works of ceramic tile decorated these walls, now they have all but fallen or been ripped off the walls. Piles of broken tiles litter the floor. (DM NOTE: see room #103) Room #103: 40 ft x 40 ft. A slight flicker of light can be seen in this room emanating from a pile of metal in the far northeastern section. This is actually a trap setup by the hag that leads the trolls on this level. She uses her dancing light ability to slightly illuminate a pile of old broken weapons the trolls brought here. Once creatures are lured into this room, the trolls from rooms# 104, 107 & 120 will attack from all sides. (DM NOTE: see the above-mentioned rooms for troll details) Room #104: 40 ft x 40 ft. This room is occupied by 6 trolls who are waiting to attack any creatures that enter room# 103. When creatures reach the middle of the room, one troll will screech loudly to signal the attack. AC 0 (Trolls) THAC0 11 Damage: 1-4 + 11 / 1-4 + 11 / 2-12 Regenerate 3HP/round after first 3 rounds of combat HP (6+6HD) 54 54 54 54 54 54

XP: 1,400 each = 8,400 total Room #105: 50 ft x 40 ft. This room is left unguarded by the trolls because of their fear of the inhabitants in room# 106. The only sign that trolls have been here are 8 large piles of ash in different sections of the room. The secret door on the northeastern wall is actually a permanent illusionary wall spell. Room #106: 30 ft x 20 ft. The hallway leading to this room is actually an unworked corridor. This natural cavern is decorated with faded wall paintings depicting scenes of Baklunish mages casting many powerful spells against Suel infidels. There is also a set of black spiral stairs that lead down located at the far northern section of the room. A group of 4 pyrolisks have made their nests in this chamber and have helped keep the trolls stranded on this level. They will attack anything that enters the hallway leading to this chamber. (DM NOTE: The followers of Nerull easily walked by these creatures by casting darkness and moving on.) The stairway is a natural descent that the Baklunish builders incorporated into their design and turned into a crude spiral stairway. The stairway ranges from 4-foot wide and 8-feet tall to 10-foot wide and 5-foot tall as well as descending over 500-foot into the ground before reaching the next level. Navigating this stairway is very difficult and takes much longer to traverse than the previous stairways. Unlit torches are found every 20-feet along the spiral stairway.

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AC 6 (Pyrolisk) THAC0 13 Damage: 1-4 (bite) / save vs. death magic or die in flames {made save deals 2-13 points of fire damage} (gaze) HP (6+2HD) 50 50 50 50

XP: 1,400 each = 5,600 total Room #107: 30 ft x 70 ft. This room is occupied by 6 trolls who are waiting for the signal to attack room# 103. If any creatures enter this room, a troll will screech to alter its brethren in room# 120 & 108 to aid them. The southeastern tunnel appears to be filled in by a cave in. It is actually an illusion created by the hags veil spell. AC 0 (Trolls) THAC0 11 Damage: 1-4 + 11 / 1-4 + 11 / 2-12 Regenerate 3HP/round after first 3 rounds of combat HP (6+6HD) 54 55 54 54 54 54

XP: 1,400 each = 8,400 total Room #108: 50 ft diameter. This circular chamber is occupied by 6 trolls. They act as sentries for this section of the troll lair. If they hear fighting or any unusual commotion in room# 107, they will send one troll to alert room# 111 and another to warn room# 109 so they can prepare a trap for the intruders. The remaining 4 will hide against the western wall and leap out at anyone that enters the chamber. After a few rounds of combat the trolls will retreat into room # 110 where the trap is set. AC 0 (Trolls) THAC0 11 Damage: 1-4 + 11 / 1-4 + 11 / 2-12 Regenerate 3HP/round after first 3 rounds of combat HP (6+6HD) 54 54 54 54

XP: 1,400 each = 5,600 total Room #109: 120 ft x 40 ft. This large chamber used to be a temple to the now fallen Baklunish power Dorgha Torgu {former greater power of material dimensions & material elements, now a quasi-deity. Dorgha Torgu caused the Rain of Colorless Fire at the behest of his followers, the Baklunish survivors of the Invoked Devastation and the urging of the Elder Elemental God. Dorgha Torgu was set low by the powers of good for this transgression and the EEG was imprisoned in a demi-plane for all eternity. All record of Dorgha Torgus existence has been purged from Oerth. Servants of the powers of good have seen to this and his name has become forgotten except by a few Baklunish purists over the ages and followers of the Elder Elemental God.} The eastern wall is marked with large cracks, pockmarks and scorches that have made the symbol unrecognizable. The northeastern section of the room has a 10-foot tall statue of a man in robes with no face. These lavish robes are decorated with numerous runes representing the various elements and planes of existence, the same runes that are etched into the walls of this chamber. Pictures of this man are also woven into a few tapestries that have been ripped from the wall and his face is also obscured on them as well by some unknown power. The statue is not damaged in any way, the face appears to have just disappeared. No matter what is done to the statue, no physical or mortal magical damage can harm it. The statute does not glow as magical and is not made of the special black stone. The only marking left in the whole temple mentioning this deity on the base of the statue. It reads (in ancient Baklunish) Outcast of the Gods followed by a name that is unreadable except for the first letter of each name, a D and a T. Only the unseen power of Istus has kept this statue intact. The rooms new inhabitants have destroyed the remaining parts of the altar in the eastern section of the room and all the pews and sacred items of the temple.

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The chamber now houses the main section of trolls in this part of the level. There are 20 trolls living here with a green hag leader. If they hear any fighting in room# 108 or the sentry returns, the hag will take 10 trolls to the northern exit for the ambush. She will also send the other 10 trolls down to room# 107 through the western tunnel so they can enter room# 108 and cut off any retreat. When the creatures are in the room, the hag will use her Audible Glamour ability to sound the ambush. There is always a troll stationed in the western corridor leading to room# 107. If anything should make it past the illusion, the trolls will be alerted. AC 0 (Trolls) THAC0 11 Damage: 1-4 + 11 / 1-4 + 11 / 2-12 Regenerate 3HP/round after first 3 rounds of combat HP (6+6HD) 54 54 54 54 54 54 54 54 54 54 54 54 54 54 54 54 54 54 54 54

AC -2 (Green Hag) THAC0 11 Damage 1-6 + 6 x 2 (Claws) Magic Resistance: 35%, Change Self at will, 9th level ability on following powers: Audible Glamour, Curse, Dancing Lights, Invisibility, Pass without trace, speak with monsters, water breathing, weakness, Polymorph Other, Animate Dead, Dream, Control Weather, Veil, Forcecage, Vision, Mind Blank HP (9HD) 72

XP: 4,000 (hag) + 1,400 each (troll) = 32,000 total Room #110: 70 ft x 40 ft. This oval room is used as a trap area by the trolls. When the trolls are ready to spring the trap, 10 trolls will enter from each of the following rooms: room# 111, 112, 109 & 108 (a total of 40 trolls and a hag). They will converge on any creatures they find in this room. (DM NOTE: see other rooms for troll stats. If the fighting goes bad, the trolls will try to force the creatures into room# 114 as a last resort.) Room #111: 40 ft x 70 ft. This room holds 20 trolls. When the sentry returns or they hear fighting in room# 108, they will prepare for the ambush. 10 trolls will move to room# 112 and wait to enter room# 110. The remaining 10 trolls will prepare for the signal to enter room# 110. AC 0 (Trolls) THAC0 11 Damage: 1-4 + 11 / 1-4 + 11 / 2-12 Regenerate 3HP/round after first 3 rounds of combat HP (6+6HD) 54 54 54 54 54 55 54 54 54 54 54 54 54 54 54 54 54 54 54 54

XP: 1,400 each (troll) = 28,000 total Room #112: 60 ft x 70 ft. This room is usually left empty by the trolls unless they are waiting in ambush. The room is filled with some broken stone statues of 3 trolls, 2 orcs and a hook horror.

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Room #113: 60 ft x 40 ft. The room has broken stone statues of 2 trolls, 4 blindheims and 2 meenlocks. The room is occupied by 6 trolls that keep watch on the stone snakes in room# 114 and will not leave the area to help in room# 108 unless the hag orders them to. AC 0 (Trolls) THAC0 11 Damage: 1-4 + 11 / 1-4 + 11 / 2-12 Regenerate 3HP/round after first 3 rounds of combat HP (6+6HD) 54 56 54 54 54 54

XP: 1,400 each = 8,400 total Room #114: 120 ft x 70 ft. This room has two stone statues of a troll near the middle of the chamber and one of a grimlock near the southern exit of the room. There are also two piles of stone about 3-feet deep, 3-feet wide and around 10-foot long. One pile is in the north section of the room and the other is in the south. These piles of stone are actually a mated pair of stone snakes that will attack anything that enters their lair. AC -2 (stone snake) {MMV1} THAC0 13 Damage: 2-20 (tail) / 1-8 + poison {save vs. petrification at 6 or be turned to stone in 5 rounds} (bite) Edged and piercing weapons do quarter damage, immune to fire and poison HP (8HD) 64 64

XP: 2,000 each = 4,000 total Room #115: 50 ft x 40 ft. This room marks the beginning of the spirit nagas territory on this level. Since she only has a few charmed creatures in her service, there are only 2 charmed guards, squealers, at the edge of her lair. They keep themselves perched as close to the ceiling near the doorway as possible in order to jump down on creatures when they enter. AC 4 (Squealer) THAC0 11 Damage: 1-6 + 6 (bite) / 1-4 + 1 (x5) Dropping on victim causes 5-20 points of damage, both arms hit causes a hug for 2d4 until released HP (10HD) 80 80

XP: 8,000 each = 16,000 total Room #116: 40 ft x 30 ft. A group of 12 hook horrors were originally in this area, the final remnants of their group now serve the naga after she appeared and charmed them. 6 are stationed in this room and another 6 are located in room# 118. AC 3 (Hook Horror) HP (5HD) 40 40 THAC0 15 Damage: 1-8 / 1-8 / 2-12 40 40 40 40

XP: 175 each = 1,050 total Room #117: 40 ft diameter. The spirit naga has made this empty chamber her lair. If any of the trolls try to enter into this area, she uses her fire spells to repel them. Anyone else gets dealt with using her other spells. If she is attacked, she will call any available charmed servants to her defense. AC 4 (Spirit Naga) THAC0 11 Damage: 1-3 (bite, save vs. poison or die) 5th level-ability mage and 4th level-ability priest spells, gaze that can charm (save vs. paralyzation) HP (10HD) 80

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1st Level - Alarm, Burning Hands, Charm Person, Color Spray, Detect Magic, Enlarge, Magic Missile, Read Magic, Shield Clerical Spells: Cure Light Wounds, Faerie Fire 2nd Level Deafness, Detect Invisibility, Flaming Sphere, Levitate, Locate Object, Misdirection, Pyrotechnics, Ray of Enfeeblement, Stinking Cloud, Web Clerical Spells: Barkskin, Enthrall, Heat Metal, Hold person, Produce Flame, Silence 15-foot radius 3rd Level - Dispel Magic, Fireball, Gust of Wind, Haste, Lightning Bolt, Non-Detection, Protection from Normal Missiles, Slow, Vampiric Touch XP: 5,000 each Room #118: 30 ft x 60 ft. A group of 12 hook horrors were originally in this area, the final remnants of their group now serve the naga after she appeared and charmed them. 6 are stationed in this room and another 6 are located in room# 116. AC 3 (Hook Horror) HP (5HD) 40 40 THAC0 15 Damage: 1-8 / 1-8 / 2-12 40 40 40 40

XP: 175 each = 1,050 total Room #119: 90 ft x 40 ft. This large room is home to a hydra. It is too big to leave this room and serves as a good protector for the nagas inner lair. The hydra will attack anything that enters its chamber. The secret door on the western wall is a permanent illusionary wall spell. AC 5 (Lernaean Hydra) THAC0 9 Damage: 1-10 x 12 Immune to all attacks on body, regenerate 2 heads for each one severed in 1d4 rounds HP (12HD) 96

XP: 3,000 each Room #120: 70 ft x 80 ft. The floor of this room is covered in the gnawed bones of many different creatures. There are 10 two-headed trolls that make this chamber their lair. They are the front line of protection for the inner lair of the two-headed trolls. When they hear the signal from room# 103, half of their force goes to help in the fighting. (DM NOTE: see room# 121) AC 4 (Two-Headed Troll) Regenerate 1 HP/round HP (10HD) 80 80 80 80 80 THAC0 11 Damage: 1-4 + 14 x 2 (Claws) / 1-12 + 7 x 2 (Bites) 80 80 80 80 80

XP: 3,000 each = 30,000 total Room #121: 50 ft x 40 ft. This room is a backup line of defense. When the attack signal is given, one of the trolls will return to room# 125 to inform the hag that battle is underway. There are only 4 two-headed trolls in this room, which will help reinforce room# 120 if necessary. AC 4 (Two-Headed Troll) Regenerate 1 HP/round HP (10HD) 80 80 THAC0 11 Damage: 1-4 + 14 x 2 (Claws) / 1-12 + 7 x 2 (Bites) 80 80

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XP: 3,000 each = 12,000 total Room #122: 70 ft x 40 ft. This empty room is occupied with 2 two-headed trolls. If any creatures enter the chamber, they will fight until they get hurt enough to make it look real and then flee to room# 124 where the ambush is set. AC 4 (Two-Headed Troll) Regenerate 1 HP/round HP (10HD) 80 THAC0 11 Damage: 1-4 + 14 x 2 (Claws) / 1-12 + 7 x 2 (Bites) 80

XP: 3,000 each = 6,000 total Room #123: 60 ft x 50 ft. This empty room is occupied with 6 two-headed trolls. AC 4 (Two-Headed Troll) Regenerate 1 HP/round HP (10HD) 80 80 80 THAC0 11 Damage: 1-4 + 14 x 2 (Claws) / 1-12 + 7 x 2 (Bites) 80 80 80

XP: 3,000 each = 18,000 total Room #124: 40 ft x 40 ft. This empty room is occupied with 4 two-headed trolls. The hag uses this room for a trap, which brings the trolls from room# 128 and some from 125 to crush their enemies. (DM NOTE: see room# 125 & 128) AC 4 (Two-Headed Troll) Regenerate 1 HP/round HP (10HD) 80 80 THAC0 11 Damage: 1-4 + 14 x 2 (Claws) / 1-12 + 7 x 2 (Bites) 80 80

XP: 3,000 each = 12,000 total Room #125: 80 ft x 70 ft. This room is the heart of the two-headed troll lair. 10 two-headed trolls and their queen, a green hag, reside in this disgusting room. Anyone entering this lair will be attacked on sight. If there is any commotion in room# 124 then the hag will send 5 of the trolls to attack there. There are 250 pp, 347 gp & 6 gold candlesticks from one of the temples worth 200 gp each. AC -2 (Green Hag) THAC0 11 Damage 1-6 + 6 x 2 (Claws) Magic Resistance: 35%, Change Self at will, 9th level ability on following powers: Audible Glamour, Curse, Dancing Lights, Invisibility, Pass without trace, speak with monsters, water breathing, weakness, Polymorph Other, Animate Dead, Dream, Control Weather, Veil, Forcecage, Vision, Mind Blank HP (9HD) 72 THAC0 11 Damage: 1-4 + 14 x 2 (Claws) / 1-12 + 7 x 2 (Bites) 80 80 80 80 80

AC 4 (Two-Headed Troll) Regenerate 1 HP/round HP (10HD) 80 80 80 80 80

XP: 3,000 each (troll) + 4,000 (hag) = 34,000 total

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Room #126: 20 ft x 20 ft. This room is filled with 2 stone statues of two-headed trolls. The trolls stay away from this area at all costs. Room #127: 80 ft diameter. This large chamber is the lair of a basilisk. Other than the creature, there are 4 stone statues of two-headed trolls and a statue of an owlbear. The basilisk will attack anything on sight that enters its lair. AC 2 (Basilisk) THAC0 11 Damage: 1-6 x 2 (Claws) / 2-16 (Bite) Gaze attack within 50-feet save vs. Petrification or turn to stone, poison claws (save at +4), poison breath (save vs. poison with 5-feet or die), gaze in astral kills, and gaze in ethereal turns to ethereal stone HP (10HD) 80

XP: 7,000 total Room #128: 50 ft x 80 ft. These 6 trolls wait for any sounds of battle in room# 124 and attack. AC 4 (Two-Headed Troll) Regenerate 1 HP/round HP (10HD) 80 80 80 THAC0 11 Damage: 1-4 + 14 x 2 (Claws) / 1-12 + 7 x 2 (Bites) 80 80 80

XP: 3,000 each = 18,000 total Room #129: 40 ft x 40 ft. These 6 two-headed trolls keep a watch to make sure no creatures enter their lair. AC 4 (Two-Headed Troll) Regenerate 1 HP/round HP (10HD) 80 80 80 THAC0 11 Damage: 1-4 + 14 x 2 (Claws) / 1-12 + 7 x 2 (Bites) 80 80 80

XP: 3,000 each = 18,000 total Room #130: 30 ft diameter. The 2 two-headed trolls in this room make sure the basilisk does not try to leave its lair through this tunnel. The secret door on the eastern wall is a permanent illusionary wall spell. AC 4 (Two-Headed Troll) Regenerate 1 HP/round HP (10HD) 80 THAC0 11 Damage: 1-4 + 14 x 2 (Claws) / 1-12 + 7 x 2 (Bites) 80

XP: 3,000 each = 6,000 total

Level 8
(NOTE: This levels ceilings are 20-foot high and the hallways are 10-foot wide. The level is dry and devoid of light. Every wall is made of a strange black rock. All exterior walls on this level have small cracks due to the extreme pressures from the castles collapse. All internal walls have minor cracks in them as well. Large sections of the floors are covered in a fine layer of dust.) DM NOTE: This level has been overrun by a hive of 11 beholders and 1 beholder-kin that were summoned to this castle. They are very territorial and seek to destroy anything they do not find useful to them. The monsters that are left alive serve a purpose of either entertaining or left as watchdogs to annoy intruders. The beholders have also started to burrow new tunnels in this complex but have discovered that their disintegrate ability has a greatly reduced effect on the stone in this dungeon. Therefore they have made

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little progress but evidence of their attempts can be seen. It will be noted in individual room descriptions where the changes are evident. Room# 131: 20 ft diameter. The tunnel, which starts in room# 106, comes to an end in this room about 20-feet above the center of the chamber. The tunnel appears to have been collapsed and an almost circular opening drops into the room. In the chamber, there are 2 piles of dust and a dead troll. Room# 132: 50 ft x 50 ft. The chamber contains a stone statue of a troll in the southeastern section. These once flat walls have been modified by the beholders. You can see where a painting starts on the south wall and is destroyed at either end. Room# 133: 40 ft x 30 ft. This chamber appears to be empty. A small cloud of mist hovers near the ceiling by the northern corridor. If a sole creature enters this room, the crimson death will attack by descending on its victim. But if a group enters it will remain hidden and wait to attack the rear of the party once they enter room# 135. If a battle goes bad for the mist, it will try to flee. AC 0 (4 after feeding for 1 hour) {Mist, Crimson Death} THAC0 7 Damage: 3-30 (Drain Fluids) +2 or better weapon to hit {+1 or better after feeding}, Magic Resistance: 95% HP (13HD) 104

XP: 9,000 total Room# 134: 20 ft x 20 ft. This empty room has a very strong odor of death and decay that emanates from the southern tunnel. Room# 135: 70 ft x 40 ft. This room contains the remains of several creatures that have had their blood completely drained by the crimson death. The stench is very strong, which suits the neo-otyugh in the eastern section of the room just fine. It will attack any live creatures that enter the room. AC 2 (Neo-otyugh) THAC0 9 Damage: 2-12 x 2 (claws) / 1-3 (bite) +2 bonus when biting grappled opponents, immune to diseases, 90% chance to get disease with each bite HP (12HD) 96

XP: 5,000 total Room# 136: 40 ft diameter. This room is empty. The walls have 2 cubbyholes a few feet deep on the east and west walls. Room# 137: 30 ft x 40 ft. This room is empty except for a stone statue of a hook horror. Room# 138: 40 ft x 40 ft. This room is designed as a trap. The beholders have charmed the chimera in this chamber and use it as bait. Once the chimera has engaged in a fight, the beholders in room# 139 and 140 will attack. The beholder in room# 140 will cut off the rear and the other beholder will let the chimera shield it while it uses its stalks on the intruders. Chimera AC Goat 6 / Lion 5 / Dragon 2 THAC0 11 Damage: 1-3 / 1-3 / 1-4 / 1-4 / 2-8 / 3-12 Breath weapon is fire 3-24 dam save for half, creature gets six attacks per round. HP (9HD) 72

XP: 5,000 total Room# 139: 40 ft x 30 ft. This room is empty except for the beholder. AC 0 / 2 / 7 (Beholder) THAC0 5 Damage 2-8

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Make saves as a 16th level warrior, Eye Stalks: {charm person (as per spell), charm monster (as per spell), sleep (as per spell, one target only), telekinesis (250 lbs.), flesh to stone (as per spell, 30-yard range), disintegrate (20-yard range), fear (as wand), slow (as per spell, one target only), cause serious wounds (50-yard range), death ray (as death spell, one target, 40-yard range) HP (16HD) 128

XP: 14,000 total Room# 140: 70 ft x 40 ft. This room is empty except for the beholder. If any creatures enter this chamber first, the beholder in room# 139 will force the chimera in room# 138 to come into this room and attack the rear guard of the intruders. The beholder from room# 139 will also help in the fight. AC 0 / 2 / 7 (Beholder) THAC0 5 Damage 2-8 Make saves as a 16th level warrior, Eye Stalks: {charm person (as per spell), charm monster (as per spell), sleep (as per spell, one target only), telekinesis (250 lbs.), flesh to stone (as per spell, 30-yard range), disintegrate (20-yard range), fear (as wand), slow (as per spell, one target only), cause serious wounds (50-yard range), death ray (as death spell, one target, 40-yard range) HP (16HD) 128

XP: 14,000 total Room# 141: 40 ft x 60 ft. This room is empty except for a goblin that has many burn wounds on its body. They do not appear to have been made with a weapon of any kind. The smell of ozone is strong in this chamber. Room# 142: 40 ft x 60 ft. This room contains a large pile of dust partially covering a non-magical giant sized sword and shield. Room# 143: 50 ft x 60 ft. The beholders have charmed a sword spider, which is on the eastern side of the room, to be used in this trap. Behind the spider, there is a web filled with numerous goblin bodies encased in cocoons. If any creatures enter this chamber that do not float in the air, the sword spider will attack them. Once the battle has begun, the beholders in room# 144 & 145 will enter the battle using their eyestalks to cause as much havoc as possible. AC 3 (sword spider) THAC0 15 Damage: 2-8 (bite) / 2-12 x 8 (legs) {S=3 legs, M=4 legs, L=5 legs, H=6 legs, G=8 legs} +1 to damage if dropping over 20-feet, -4 to attackers if attacking from below, HP (5+5HD) 45

XP: 2,000 each Room# 144: 40 ft x 60 ft. This room is empty except for the beholder-kin. The secret door is a permanent illusionary wall spell. AC 0 / 2 / 7 (Gauth Beholder) THAC0 11 Damage: 3-12 (bite) Faerie fire spell to get attention, gaze attack from central eye -- save vs. spell at 2 or be feebleminded, regenerate 1HP/2 turns, Eyestalks: cause serious wounds (30-foot range), repulsion (10-foot wide x 40foot range), cone of cold (3-12 points of damage in 5-ft, 50-ft, 20-ft {3x/day}), lightning bolt (4-16 points of damage within 80-ft range {4x/day}), paralyzation (as wand, 40-ft {only beholders death or dispel magic can remove}), dweomer drain (40-ft range) HP (9+9HD) 81

XP: 9,000 total Room# 144a: 20 ft x 20 ft. This chamber is decorated with faded ceramic tiles depicting scenes of Baklunish clerics of their numerous faiths preaching to the masses. There is a black stone ramp that descends into the depths located at the far northern section of the room. The room is also occupied by a

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greelox (Monstrous Compendium Annual Vol. 1) that made its way up from the lower levels and has made its lair here. Anyone trying to enter the tunnel will be attacked. The ramp is another natural descent that the Baklunish builders incorporated into their design. This often times steep sloping tunnel is the only access to the next level. The tunnel ranges from 4-foot wide and 8feet tall to 8-foot wide and 4-foot tall and descends for over 700-foot into the ground before reaching the next level. Navigating this spiraling tunnel is challenging and will take more time to traverse than the previous stairways. Unlit torches are found every 20-feet along the tunnel. AC 1 (Greelox) THAC0 13 Damage: 1-3 (x2) [Claws] / 2-12 (x2) [Human Hands] / 28 [Bite save vs. Poison or die 1d4 rounds, save = nausea for 3d4 rounds, -2 to hit, +1 AC] +2 or better weapons, Web (6th level ability 90 ft distance 1 point of Damage: per round from acid), Shadow Magic (9th level ability Dimension Door through shadows) HP (6HD) 48

XP: 4,000 each Room# 145: 30 ft diameter. This room is empty except for the beholder. AC 0 / 2 / 7 (Beholder) THAC0 5 Damage 2-8 Make saves as a 16th level warrior, Eye Stalks: {charm person (as per spell), charm monster (as per spell), sleep (as per spell, one target only), telekinesis (250 lbs.), flesh to stone (as per spell, 30-yard range), disintegrate (20-yard range), fear (as wand), slow (as per spell, one target only), cause serious wounds (50-yard range), death ray (as death spell, one target, 40-yard range) HP (16HD) 128 XP: 14,000 total Room# 146: 20 ft x 50 ft. This room is empty. Room# 147: 60 ft diameter. This room is empty except for the partially frozen bodies of 4 bugbears lying in a pool of cool water. Room# 148: 40 ft x 50 ft. This room is empty. Room# 149: 50 ft x 30 ft. This room is empty except for the beholder. If any intruders attack the beholder in this room before moving deeper in this section of the level, the beholders in room# 151 & 152 as well as the gorgon in room# 150 will attack the rear of the party. AC 0 / 2 / 7 (Beholder) THAC0 5 Damage 2-8 Make saves as a 16th level warrior, Eye Stalks: {charm person (as per spell), charm monster (as per spell), sleep (as per spell, one target only), telekinesis (250 lbs.), flesh to stone (as per spell, 30-yard range), disintegrate (20-yard range), fear (as wand), slow (as per spell, one target only), cause serious wounds (50-yard range), death ray (as death spell, one target, 40-yard range) HP (16HD) 128 XP: 14,000 total Room# 150: 50 ft x 30 ft. 3 statues of goblins can be found throughout this room. The beholders have charmed a gorgon, which is on the northern side of the room, to be used in this trap. If any creatures enter this chamber that do not float in the air, the gorgon will attack them. Once the battle has begun, the beholders in rooms# 149, 151 & 152 will enter the battle using their eyestalks. AC 2 (Gorgon) THAC0 13 Damage: 2-12 (horn) Breath weapon turns to stone unless save vs. Petrification is made, in astral and ethereal as well HP (8HD) 64

XP: 1,400 total

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Room# 151: 40 ft x 50 ft. This room is empty except for the beholder. AC 0 / 2 / 7 (Beholder) THAC0 5 Damage 2-8 Make saves as a 16th level warrior, Eye Stalks: {charm person (as per spell), charm monster (as per spell), sleep (as per spell, one target only), telekinesis (250 lbs.), flesh to stone (as per spell, 30-yard range), disintegrate (20-yard range), fear (as wand), slow (as per spell, one target only), cause serious wounds (50-yard range), death ray (as death spell, one target, 40-yard range) HP (16HD) 128

XP: 14,000 total Room# 152: 60 ft x 70 ft. This room is empty except for the beholder. AC 0 / 2 / 7 (Beholder) THAC0 5 Damage 2-8 Make saves as a 16th level warrior, Eye Stalks: {charm person (as per spell), charm monster (as per spell), sleep (as per spell, one target only), telekinesis (250 lbs.), flesh to stone (as per spell, 30-yard range), disintegrate (20-yard range), fear (as wand), slow (as per spell, one target only), cause serious wounds (50-yard range), death ray (as death spell, one target, 40-yard range) HP (16HD) 128

XP: 14,000 total Room# 153: 60 ft diameter. This room is empty. Room# 154: 50 ft diameter. This room is empty except for the remains of 5 goblins and numerous piles of dust. Room# 155: 50 ft x 40 ft. This room is empty except for the beholder. If any intruders attack the beholder in this room before moving deeper in this section of the level, the beholders in room# 157 & 158 as well as the gorgimera in room# 156 will attack the rear of the party. AC 0 / 2 / 7 (Beholder) THAC0 5 Damage 2-8 Make saves as a 16th level warrior, Eye Stalks: {charm person (as per spell), charm monster (as per spell), sleep (as per spell, one target only), telekinesis (250 lbs.), flesh to stone (as per spell, 30-yard range), disintegrate (20-yard range), fear (as wand), slow (as per spell, one target only), cause serious wounds (50-yard range), death ray (as death spell, one target, 40-yard range) HP (16HD) 128

XP: 14,000 total Room# 156: 20 ft diameter. The beholders have charmed a gorgimera, which is on the eastern side of the room, to be used in this trap. If any creatures enter this chamber that do not float in the air, the gorgimera will attack them. Once the battle has begun, the beholders in rooms# 155, 157 & 158 will enter the battle using their eyestalks. AC 5 / 2 (Gorgimera) THAC0 11 Damage: 1-3 / 1-3 / 2-8 / 2-12 / 3-12 / 3-24 (Dragon Breath) Gorgon Breath weapon, save vs. petrification or be turned to stone HP (10HD) 80

XP: 4,000 total Room# 157: 40 ft diameter. This room is empty except for the beholder. AC 0 / 2 / 7 (Beholder) THAC0 5 Damage 2-8 Make saves as a 16th level warrior, Eye Stalks: {charm person (as per spell), charm monster (as per spell), sleep (as per spell, one target only), telekinesis (250 lbs.), flesh to stone (as per spell, 30-yard

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range), disintegrate (20-yard range), fear (as wand), slow (as per spell, one target only), cause serious wounds (50-yard range), death ray (as death spell, one target, 40-yard range) HP (16HD) 128

XP: 14,000 total Room# 158: 50 ft diameter. This room is empty except for the beholder. AC 0 / 2 / 7 (Beholder) THAC0 5 Damage 2-8 Make saves as a 16th level warrior, Eye Stalks: {charm person (as per spell), charm monster (as per spell), sleep (as per spell, one target only), telekinesis (250 lbs.), flesh to stone (as per spell, 30-yard range), disintegrate (20-yard range), fear (as wand), slow (as per spell, one target only), cause serious wounds (50-yard range), death ray (as death spell, one target, 40-yard range) HP (16HD) 128

XP: 14,000 total Room# 159: 40 ft x 50 ft. This room is empty except for the 2 stone statues of goblins. Room# 160: 50 ft x 40 ft. This room is empty. Room# 161: 40 ft x 50 ft. The beholders have charmed an aurumvorax, which is on the eastern side of the room, to be used in this trap. If any creatures enter this chamber, the aurumvorax will attack them. Once the battle has begun, the beholders in room# 162 will enter the battle using their eyestalks. AC 0 (Aurumvorax) THAC0 9 Damage: 2-8 (bite) / 2-8 x 8 (Claws) Immune to normal fire, poison and gases, half damage from magical fire and blunt weapons HP (12HD) 96

XP: 9,000 each Room# 162: 25 ft x 60 ft. This room is empty except for the 2 beholders. AC 0 / 2 / 7 (Beholder) THAC0 5 Damage 2-8 Make saves as a 16th level warrior, Eye Stalks: {charm person (as per spell), charm monster (as per spell), sleep (as per spell, one target only), telekinesis (250 lbs.), flesh to stone (as per spell, 30-yard range), disintegrate (20-yard range), fear (as wand), slow (as per spell, one target only), cause serious wounds (50-yard range), death ray (as death spell, one target, 40-yard range) HP (16HD) 128 128

XP: 14,000 each = 28,000 total

Level 9
(NOTE: This levels ceilings are 10-foot high and the hallways are 5-foot wide unless otherwise stated in the room descriptions. The level is dry and devoid of light. Every wall is made of a strange black rock.) DM NOTE: Whatever this level used to be like, it has been modified by its new inhabitants, minotaurs. The 10 minotaurs and the other creatures brought to this maze all roam randomly throughout the hallways and can attack at any time for the unwary party. Choose randomly when these creatures attack the parties involved in this castle. Room# 163: 40 ft x 40 ft. The spiral stairway from room# 144a ends in this chamber. A group of 6 slow shadows were summoned to this castle and reside in this room. They attack anything that enters the room.

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AC 8 (Slow Shadows) THAC0 17 Damage: 1-4 + Slow (Cold damage) Continuous damage after 1st hit +3 or better weapons to hit, Immune to Cold, Lightning, Hold and Charm spells, Invisible in darkness, 90% Invisible in torchlight and 50% invisible in continual light HP (4HD) 32 32 32 32 32 32

XP: 975 each = 5,850 total Room# 164: 90 ft x 30 ft. The minotaurs have allowed the gulguthhydra (Monstrous Compendium Annual Vol. 2) to live in this chamber and try to drive any creatures in their maze to this room. AC 0 (Gulguthhydra) THAC0 5 Damage: 2-12 x 2 (claws) / 1-8 + 4 (x6) (heads) / 1-6 + 1 (constriction from grab) a 4 or greater than base number to hit equals a grab, BB/LG to break free HP (15HD) 120

XP: 10,000 each Room# 165: 30 ft x 80 ft. At the far northern section of the room, there is a broken open chest with platinum pieces in it sitting in front of a wooden door. The door and chest are part of the greater mimics (Monstrous Compendium Annual Vol. 2) disguise to lure creatures to enter the chamber, which it completely inhabits. Once all creatures have entered the room, the mimic closes off the southern exit, secrets its floor adhesive and begins to attack any creatures caught in its stomach. AC 5 (2) (Greater Mimic) THAC0 5 Damage: 6-24 (wall smack) Magic Resistance: 10%, -6 to surprise roll, adhesive on floor (3 rounds of alcohol to remove) HP (16HD) 128

XP: 8,000 each Room# 166: 200 ft x 60 ft. This room has a spiral stairway made of black stone leading down in the eastern section of the room. Blocking anyone from leaving this chamber via the stairs are 2 larakens (Monstrous Compendium Annual Vol. 1), which are very hungry for magic. They will attack any creatures, especially mages or priests, or those with magic items first to try and get some food. The stairway is 10-foot wide, 10-feet tall and is broken into 5 sections, each 100-foot in length. At the end of each section there is a small 10-foot x 10-foot landing before the next section begins. The walls of the stairway are decorated with scenes of gladiatorial combat in a desert setting. Unlit torches are found every 20-feet in each section and an unlit sconce hanging from the ceiling on the landings.

AC 6 (Laraken) THAC0 5 Damage: 1-4 + 10 + magic drain (tentacle) Drains pluses from magic items on touch and spells from casters. Highest level spells first and adds pluses to hit and damage rolls. Caster must make save vs. wisdom or fall unconscious for 1d10 turns. Can also recast those spells in defense. 12 points to severe tentacle and 12 magic levels to regenerate HP (15HD) 120 120

XP: 2,000 each = 4,000 total Random Monsters AC 6 (Minotaur) THAC0 13 (axe), double damage for horns with a 30-foot charge Damage: 2-8 x 2 (horns) / 1-4 (bite) / 1-12 + 6

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HP (8+3HD)

67 67 67 67

67 67 67

67 67 67

XP: 3,000 each = 30,000 total AC -2 (Magedoom) {MMV3} THAC0 11 Damage: 3-24 (x2) (appendages) 3-foot Anti-magic shell always active, attacks mages then priests first, each hit on a spellcaster causes them to lose 1 level of spell casting ability and the appropriate power point loss {recovery of spell loss is 1 level/hour but not power points}, death of creature causes 5 round wild surge to all within 15-foot radius HP (10HD) 80 XP: 11,000 each AC 5 (1) (magebane) {MMV1} THAC0 17 Damage: 1-4 +2 [tail] Magic Resistance: 100% (chosen caster), 75% (all other casters), 60% chance to absorb all or part of a spell the chosen caster tries to cast. Part of the spell has one of the following effects: 1- minimum duration, 2- minimum damage, 3- +2 to save for target, 4- minimum area of effect, invisible to all but the caster (can only be seen with true seeing) HP (2+4HD) 20 XP: 1,000 total AC 0 (Flareater) THAC0 9 Damage: 3-12 (dissolving) (Monstrous Compendium Annual Vol. 2) Immune to light, fire and heat-related spells, cold-based spells paralyze for 2d4 rounds, dissolves flesh in 2d8 rounds, eats light sources and grows by 2 HD from magical light sources HP (11HD) 88 XP: 2,400 each AC 9 (Gray Pudding) THAC0 11 Damage: 4-32 (acid) (Monstrous Compendium Annual Vol. 2) Magic Resistance: 20%, immune to edged weapons, acid, cold and poison, quarter damage from blunt weapons, split into 2 equal halves with full hit points when one of the following spells cast at it: fireball, lightning bolt, flamestrike, flaming sphere, wall of fire, chain lightning & incendiary cloud. Flesh to stone slows pudding and airy water drowns pudding in 2d4 rounds HP (10HD) 80 XP: 3,000 each

Level 10
(NOTE: This levels ceilings are 30-foot high and the hallways are 10-foot wide unless otherwise stated in the room descriptions. The level is dry and devoid of light. Every wall is made of a strange black rock. This is the level where the magical backfire occurred, room# 171. The other rooms on this level show no sign of the destruction that is evident in that chamber. When the backfire occurred, only room# 171 was destroyed and the top levels of the castle took the brunt of it. The strange black rock acted like a conductor for the magical surge and sent the charge up through the dungeon to the surface where the magical energy was released, destroying the top levels of the castle and causing them to collapse. This is one of the many mysteries of this magical rock, that if given time, sages may figure out why this effect occurred like that.) Room# 167: 20 ft diameter. This chamber is the bottom of the stairway from room# 166. The walls of this room are decorated with ceramic tiles depicting scenes of mounted Baklunish warriors in combat with Suel infantry. Light can been seen coming from the tunnel to the northwest as well as a lot of noise.

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Room# 168: 200 ft diameter {120 ft. diameter.} This chamber is a gladiatorial arena lit by a magical sconce hanging from the ceiling directly over the center of the pit. The outer section is a raised viewing balcony where human sized spectators can sit on 15 rows of shelves cut from the rock. The inner section is a pit arena, 20-feet lower than the viewing stands. There are hooks on the walls 6-foot up from the floor of the pit where weapons once hung, now they are empty. The floor of the pit is made of the same black stone as the rest of the castle and is littered with many bones. The pit is occupied by a group of 6 giant scorpions that the stone giants captured in this castle and then brought here. The many doors on the viewing level lead to chambers whose original purposes have long since been forgotten. The many giants that were summoned to this level live in those rooms. The single closed gate on the pit level leads to the prison cells in room# 170. The giants prefer to bring captured creatures up to the viewing level through room# 169b, throw them into the pit with a rusty old blade and see who wins. They find this very entertaining. Currently, there are 2 stone giants, 4 cyclops and 4 fomorian giants watching 2 goblins, 3 bugbears and 1 hobgoblin fight in the arena. If any creatures enter the arena area, the giants will try to capture them so they can be placed into the pit as well. If the battle is going bad, one of the stone giants will throw a rock at a large metal shield on the northeast wall {between the door to room# 169b and the door to room# 170} to alert the other giants that their lair is being invaded. (DM NOTE: each giant has 6 rocks they can throw. Also see rooms# 169, 169a, 169b & 170 before running this encounter.) AC 0 (Stone Giants) HP (14+3HD) 115 THAC0 7 Damage: 3-30 + 4 (rocks) / 2-20 + 8 (club) 115

AC 3 (Fomorian Giant) THAC0 9 Damage 6-36 + 8 (Club) / 2-8 + 8 (Fists) Surprised only on a 1 in 10 chance, -2 penalty to opponents surprise roll HP (13+3HD) 107 107 AC 2 (Cyclops) 4-40 + 6 (thrown rocks) HP (13HD) 104 104 THAC0 15 45 45 THAC0 4 107 107 Damage: 1-8 + 12 x 2 (Fists) / 6-36 + 12 (club) / 104 104 Damage: 1-10 x 2 (claws) / 1-4 + poison (tail) {save vs. 45 45

AC 3 (Scorpions) poison or die} HP (5+5HD) 45 45

XP: 650 each (scorpions) + 7,000 each (stone giants) + 4,000 each (Cyclops) + 6,000 each (fomorian giants) = 53,900 total Room# 169: 70 ft (5 ft) x 70 ft. (5 ft). This filthy room is the lair of the Cyclops. A total of 8 cyclopses live in this bone filled chamber, 4 cyclopses are sleeping in the room right now and will aid their companions in room# 168 if they hear the gong. AC 2 (Cyclops) 4-40 + 6 (thrown rocks) HP (13HD) 104 105 THAC0 4 Damage: 1-8 + 12 x 2 (Fists) / 6-36 + 12 (club) / 104 104

XP: 4,000 each = 16,000 total

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Room# 169a: 120 ft (30 ft) x 60 ft (10 ft). This foul smelling room is the lair of the fomorian giants. A total of 8 fomorians live in this trash heap of a chamber, 4 are sleeping in the room right now and will aid their companions in room# 168 if they hear the gong. AC 3 (Fomorian Giant) THAC0 9 Damage 6-36 + 8 (Club) / 2-8 + 8 (Fists) Surprised only on a 1 in 10 chance, -2 penalty to opponents surprise roll HP (13+3HD) 107 107 XP: 6,000 each = 24,000 total Room# 169b: 80 ft (5 ft) x 60 ft (20 ft). This messy room is the lair of the stone giants, who lead the other giants on this level. A total of 8 stone giants live in this chamber, 4 are resting in the room right now and will aid their companions in room# 168 if they hear the gong. AC 0 (Stone Giants) HP (14+3HD) 115 115 XP: 7,000 each = 28,000 total Room# 170: 220 ft x 30 ft. This long corridor is the prison section of the dungeon. The Baklunish mages used to keep their magical experiments caged in these chambers and the ones that survived were set into the arena to fight. This would see which were the best and strongest of the creations to be used in the defense of this complex and also eventually against the Suel. The rooms are now filled with the prisoners of the giants. Whichever ones are not used for food will be thrown into the pit for the giants amusement. The cells are occupied by 30 goblins, 19 hobgoblins, 12 bugbears, 6 orcs, 5 grimlocks, 8 blindheims & 4 derro. AC 0 (Stone Giants) HP (14+3HD) 115 XP: 7,000 each = 14,000 total Room# 171: 220 ft x 150 ft. This huge chamber used to be the labs where the Bakluni mages and priests performed their experiments on the black stone as well as the creatures they summoned to this dungeon. This is also the room where the magical backfire occurred. The chamber still has some of its original contents but they are mainly destroyed. The walls are covered with a strange purple soot, every wooden object has been burnt and blown apart, glass objects were shattered and stone objects are cracked beyond repair. The chamber looks like a bomb exploded in it, which it did. The eastern wall has completely collapsed and the other walls show huge amounts of damage. The only new objects in the room are the decomposing bodies of 3 cyclops and 4 goblins near the western door and 2 bodies of large lizard creatures near the south exits. The only original items that are still in one piece and functional are the 6 iron golems. The Bakluni mages created these golems to help protect them from spies and move their experiments back and forth to the cells in room# 170. The golems are in the shape of Bakluni men wearing armor of Bakluni design carrying great curved swords. The golems were damaged when the magical backfire occurred but they still follow their original orders to protect the chamber from anyone not using the proper password, which is a long forgotten Baklunish curse about the Suel. The golems are covered in purple soot as well as being pitted and chipped in several areas. These golems have kept the giants and other residents of the castle locked out of traveling deeper on this level, and kept the creatures deeper in from getting out. When the magical backfire occurred, the Bakluni mages and priests in this room suffered a very violent death. Because of this, the spirits of these long dead men & women have formed a casura ghost (Monstrous Compendium Annual Vol. 2) that haunts this chamber. The ghost hates life and will attack any THAC0 7 Damage: 3-30 + 4 (rocks) / 2-20 + 8 (club) 115 THAC0 7 Damage: 3-30 + 4 (rocks) / 2-20 + 8 (club) 115 115 107 107

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creatures that enter the chamber by throwing remnants of the lab equipment at the offending party. It remains invisible in the eastern section of the room and will move to intercept anything that enters the chamber. (DM NOTE: The only entrance to level 11 is located underneath the tons of rubble on the eastern wall. There is a small fissure in the floor that is 1-foot wide by 6-inches long that leads straight down for 100feet. At the bottom of the fissure, there is a tunnel that is, 5-foot wide by 8-foot high, and descends in a circular pattern into the Oerth. A permanent antipathy-sympathy spell has been placed in the tunnel to attract any creatures with a pure heart and mind. {a.k.a. Lawful Good PCs or NPCs in excellent standing with their deity or obligation} Creatures that are under the influence of any kind of charm related spell will not be considered pure of mind and thus not attracted to the area. See level 11 for details on the tunnel.) AC 3 (Iron Golem) THAC0 3 Damage: 4-40 (Fist) +3 or better weapon to hit, Slow spell Breath Weapon every 3 rounds, Electric damage slows golem by 50% for 3 rounds, Fire damage repairs 1 point of damage per each point done. HP (18HD) 80 80 80 80 80 80

AC 0 (Ghost, Casura) THAC0 5 Damage 3-18 x 4 (Metal Tools) Magic Resistance 75%, Innate Abilities: Invisibility, Save vs. paralyzation or flee in Fear for 1 turn, Full damage from Magical weapons (can only be hit by) and half damage from silver weapons, Turned on a roll of 20 by priests of 9-13th level and a roll of 19 or 20 for priests above 14th level, When reduced to 0 HP will become inactive. (page 60, Vol. 2) HP (22HD) 140

XP: 15,000 (ghost) + 13,000 each (golem) = 93,000 total Room# 172: 70 ft x 60 ft. The walls of this room are covered with a strange purple soot. Two bulettes have made their lair in this chamber. They have tried a few times to leave the area into room# 171, but have been beaten back numerous times by the golems. They wait for any prey to wander into their territory. AC -2 / 4 / 6 (Bulette) THAC0 11 Damage 4-48 (Bite) / 3-18 x 4 (Front & Rear Claws) Special Jump ability within 8 feet causes Rear Claw damage HP (9HD) 70 70

XP: 4,000 each = 8,000 total Room# 173: 40 ft diameter. The walls of this room are covered with a strange purple soot. The room is haunted by a phantom that shows the last moments of its life. It depicts a scene of a Bakluni male in the process of silently chanting some unknown words and making great gestures with his hands. In the middle of this performance, the man stops, has a look of horror on his face and then begins to glow an eerie shade of purple. The glow seems to begin from the inside of the man, leaking out his many orifices until he is completely engulfed by the glow. He finally lets out a silent scream and explodes in a purple flash. After 5 rounds the scene begins again, as it has done for centuries. Room# 174: 40 ft x 60 ft. The walls of this room are covered with a strange purple soot. When the magical backfire occurred, some of the Bakluni mages were not in room# 171. They, along with some warriors, were searching the deeper chambers for monsters that they were summoning. When the backfire occurred, these men and women deeper on this level were changed into shades. These 6 warriors and 1 mage will attack anything that enters their territory. AC -4 (Shade Mage) THAC0 18 Damage: 1-8 (staff) {Pg. 68 on Monstrous Compendium Vol. IV for different abilities based on lighting} HP (12HD) 48

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Spells 1st Level - Burning Hands, Charm Person, Comprehend Languages, Detect Magic, Enlarge, Feather Fall, Grease, Identify, Light, Read Magic, Unseen Servant 2nd Level Choke, Continual Light, Glitterdust, Knock, Levitate, Pyrotechnics, Shatter, Summon Swarm, Vocalize, Wall of Gloom, Wizard Lock 3rd Level - Alacrity, Bands of Sirellyn (PO:S&M), Dispel Magic, Flame Arrow, Fly, Gust of Wind, Haste, Monster Summoning I, Protection from Normal Missiles, Slow, Sepia Snake Sigil, Snapping Teeth (WHB), Solvent of Corrosion (PO:S&M), Tongues, Vampiric Touch, Watery Double (TM) 4th Level Conjure Elemental-kin, Dimension Door, Duplicate, Evards Black Tentacles, Halo of Eyes, Monster Summoning II, Remove Curse, Stoneskin, Ultravision, Vitriolic Sphere (PO:S&M) 5th Level Conjure Elemental, False Vision, Khazids Procurement (TM), Monster Summoning III, Passwall, Summon Shadow, Teleport, Vile Venom (PO:S&M), Wall of Bones (WHB) 6th Level Conjure Animals, Disintegrate, Ensnarement, Invisible Stalker, Monster Summoning IV, Stone to Flesh, Tentacles (WHB) AC -2 (Shade Warriors) THAC0 6 Damage: 1-10 + 6 (scimitar) {Pg. 68 on Monstrous Compendium Vol. IV for different abilities based on lighting} HP (10HD) 80 80 80 80 80 80

XP: 6,000 each (or class & level + 7HD) = 72,000 total Room# 175: 50 ft x 80 ft. The walls of this room are covered with a strange purple soot. When the magical backfire occurred, some of the Bakluni mages were not in room# 171. They, along with some warriors, were searching the deeper chambers for monsters that they were summoning. When the backfire occurred, these men and women were changed into slow shadows. These 6 slow shadows will attack anything that enters the room. AC 8 (Slow Shadows) THAC0 17 Damage: 1-4 + Slow (Cold damage) Continuous damage after 1st hit, +3 or better weapons to hit, Immune to Cold, Lightning, Hold and Charm spells, Invisible in darkness, 90% Invisible in torchlight and 50% invisible in continual light HP (4HD) 32 32 32 32 32 32 XP: 975 each = 5,850 total Room# 176: 120 ft diameter. This room is occupied by four behirs. The Bakluni mages used to summon these creatures here for experimentation and now they appear here with regularity. These mated pairs have another companion in room# 178, which will join in the fight if it hears any sound of battle. AC 4 (Behir) THAC0 9 Damage 2-8 (Bite) / 1-6 x 6 (Claws) / 2-20 (squeeze) / 2-5 (stomach juices) / 24 points of lightning damage (Breath Weapon) Immune to electricity and poison HP (12HD) 96 96 96 96

XP: 7,000 each = 28,000 total Room# 177: 100 ft x 60 ft. This chamber was once the hidden temple to Xan Yae (goddess of twilight, shadows, stealth, mental power). A special version of continual light was cast in this chamber that has the

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light level of twilight and creates long shadows in the chamber. Any regular light source or magical one will not illuminate the room any brighter than its current level. An altar still rests in the middle of the chamber as well as a statue of a slender cloaked figure holding two small knives by the north wall. This oval chambers walls, floor and ceiling are now covered with a strange purple soot. When the magical backfire occurred in room# 171, a group of 8 warriors and 2 clerics were worshiping in the temple. The backfire changed them into shadelings (Monstrous Compendium Annual Vol. 1). They will try to take over the shadow of any creature that enters the room and duplicate them. Shadeling AC 0 / Duplicated forms THAC0 Duplicated Forms Damage Duplicated Forms Light and Darkness spells have a 5% chance per level of the caster to destroy creature, Cannot be turned, Dispel Evil and Protection from Evil work normally, Shadow Walk and Sunray destroy immediately. HP (Variable) XP: 1,400 each Room# 178: 50 ft x 60 ft. This room is occupied by a behir. It is the largest of the five that reside in this dungeon and will attack anything, including the other behir, that enter its lair. If it hears a battle in room# 176, it will go to investigate and join in the combat. AC 4 (Behir) THAC0 9 Damage 2-8 (Bite) / 1-6 x 6 (Claws) / 2-20 (squeeze) / 2-5 (stomach juices) / 24 points of lightning damage (Breath Weapon) Immune to electricity and poison HP (12HD) 96

XP: 7,000 total Room# 179: 30 ft x 40 ft. A colony of gray mold (Monstrous Compendium Annual Vol. 2) has infested this chamber. The entire floor is covered in a layer of peach fuzz that is a light brown in color. Anything stepping on it or attacking it will cause it to release its spores. AC 9 (Gray Mold) THAC0 n/a Damage: 1-6 (spores) Magic Resistance: 35%, cloud of spores 30-ft x 15 ft x 15 ft, save vs. poison or suffer 1d6 each round until dead or cure disease, immune to weapons and fire-based spells, cold-based make mold dormant and wall of ice, ice storm kill creature outright HP (n/a HD) XP: 65 each Room# 180: 40 ft x 30 ft. This chamber is haunted by a phantom. It replays its horrific death over and over again. The scene is of an older Bakluni male warrior in full armor wielding a great curved sword. He seems to be battling something very large because there are 2 huge slashes across his back and the angle at which he aims his sword. After a few moments of battle, a large slash of blood appears on his stomach. Then his sword arm is ripped from his body, flying across the room. Then the man falls to the ground and his legs are each torn from his body in different directions, while the man is still alive. Then his head is squished like a melon and the scene ends, only to begin again in 10 minutes. Room# 181: 30 ft x 50 ft. A giant slug called a metalmaster or sword slug (Monstrous Compendium Annual Vol. 1) lairs in this chamber. A swarm of metal swords, axes, arrowheads and nails orbit around this creature. Anything or anyone wearing metal that enters this room will be attacked by the creature. It is trying to collect as much metal items that it can find. AC 6 (metalmaster) THAC0 13 Damage: 4-24 or 2-12 (blade barrier save vs. dexterity) Magnetic field within 60-feet, repulsion and magnetic fields, victims must make strength check to remain in place (holding a metal weapon causes 4 penalty), magnetism works in ethereal plane, sense metal within 40-feet, 90-foot infravision

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HP (6+6HD)

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XP: 1,400 each Room# 182: 60 ft x 50 ft. This chamber is empty. Room# 183: 20 ft x 40 ft. This room is haunted by a phantom. It continually replays the last moments of its gruesome death. The scene starts with a middle aged Bakluni female wearing multicolored robes. She is engaged in magical combat with a creature of some kind. As she finishes a spell, a large gaping wound opens up in her stomach as something punctures her body from behind. She is lifted into the air some 20feet and flies toward one of the walls, hitting it very hard, then falling to the ground. Then she is picked up by her legs and is flung back and forth in the air (like a dog with a chew toy) and then flies towards another wall. You can tell she is still alive and then her body is ripped into five different pieces and the scene ends, only to start again in 10 minutes. Room# 184: 60 ft x 50 ft. Because of the great amount of fear and hatred that occurred in these dungeons a great feyr was formed and still resides on this level. It reeks havoc wherever it can and takes great joy in bringing despair and sadness to everyone. AC -2 (Great Feyr) THAC0 5 Damage: 2-12 x 4 (bites) Magic Resistance: 40%, save vs. spells to engage in combat or fear (2d6 rounds), emotion spell within 100yards, 20-ft x 20-ft area, save vs. spells at 2 or suffer effects (fear, hate, hopelessness & sadness), invisibility HP (16HD) 128

XP: 13,000 total

Level 11
(DM NOTE: This level is a huge chamber that is partially submerged under water. At its highest point, the ceiling is 70-feet above the ground and water. The area is illuminated by numerous and multiple continual light spells located around the chamber so that there is no section that is dark and if any darkness spells are used, they require 3 to remove the light from any particular area.) Tunnel: The tunnel slops down for over 500-feet into the Oerth at a rather steep angle. The floors are very slick and slime covered. A dexterity check is required to make any action beyond moving at half speed. There are many traps, both of magical and normal construction, that hamper the way of would be travelers as well. These traps can be placed anywhere along the path of the PCs in the tunnel as well as in any order that the DM deems appropriate. The traps include: 1. An anti-magic shell placed over a 5-foot x 10-foot x 15-foot deep pit trap. The trap opens and creatures fall into a pit of acid. Automatic 20 points of damage each round. Magic plusses do not help with saves vs. acid. 2. A reverse gravity area that causes creatures to fall upwards into a 5-foot x 10-foot x 15-foot deep pit trap full of acid. Automatic 20 points of damage each round. A round after the pit door is open, a dispel magic spell will remove the reverse gravity spell, causing the acid to rain down on any creatures standing in the tunnel below the pit door. 3. A symbol of stunning is hidden on the floor of the tunnel. Any creature passing over the symbol triggers it. A round after the stunning, a 20-foot section of the walls move in to crush any creatures caught in the way, killing them. The walls take 3 rounds to close completely and stay closed for 30 minutes before reopening. 4. Stone plates on the floor activate poison covered spears that shoot out from the wall. All spears are treated as 10HD fighters for purposes of to hit. The spears themselves do 1-12 points of damage and the creature must save vs. poison or die instantly.

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5. A permanent illusion of an assimon solar guarding the hallway. The illusion will warn anyone away and then attack any creature that tries to pass its position. 6. A trip wire is placed at ankle level to activate a set of blocks in the ceiling to drop down on the creatures that tripped it. Any creature within 5-feet of the trip wire gets hit by a large block of stone, which does 624 points of damage, make a dexterity check to receive half damage. Room# 185: 30 ft diameter. There is a prismatic wall spell at the end of the tunnel blocking the entrance to this room. Once past the prismatic wall, this empty room is brightly illuminated. The smell and sound of dripping water is noticed coming from the hallway. Room# 186: 1,000 ft x 1,000 ft. This huge chamber is brightly illuminated. A permanent screen spell has been activated in this chamber. It is impossible to teleport or use any other kind of extra-dimensional transportation to enter or exit once in the chamber due to the strange black stone. The room is partially filled with an underground lake of fresh water (approx. 60-foot deep in the middle working out to less than 1-foot near the edges of the chamber). A small beach (20 ft x 20 ft) is located right outside the tunnel from room# 185. In the chamber, there are seven small islands (each being about 40 ft x 40 ft). On five of these islands, there are 2 human men and 3 human women. Each is dressed in very plain clothing from a nondescript culture. Only one man seems to carry a weapon of any kind, a large sword at his side. When anyone enters the chamber, the five humans on the islands are completely prepared for combat but choose to question the intruders. If they like the answers they get, they will help the PCs. If they dont, beware. Each island is far enough apart from one other that if someone decided to attack, most area effect spells would only be able to affect one island at a time. This limits the chance of the chambers guardians being taken out in one volley of spells. If anyone attacks, the creatures shed their disguises and reveal their true nature before they attack. (DM NOTE: Those that use true seeing or a gem of seeing see what these creatures really are. They are a mated pair of venerable gold dragons, a guardian naga, a couatl and an assimon planater. They have all been here for a very long time. Sent by the powers of good of Oerth to guard these numerous evil items from being discovered. They have waited for a champion of good to arrive and bring information about what the powers of good want. The powers cannot contact their guardians directly for fear of revealing their location and the items location as well. So they send a champion with a pure heart and mind to take the items, along with the guardians, to a more secure location where evil cannot find them for a little while at least. Philidor the Archmage was the servant that the powers of good chose this time, and in turn he chose the PCs as his emissaries. The paladin was an added bonus for Philidor since all five guardians are followers of Pelor and chose this quest as their sacred duty. The items are to be taken to Philidors residence in the Vesve where he will help deliver them to their new location at the behest of the greater powers of good. Philidor has been helping to hide the PCs from being discovered and run interference with the forces of evil around the Flanaess, to better allow the items to be moved safely before every evil tyrant on Oerth got wind of what was going on and decided to make a play for them. Once the items are gone from Oerth, the guardians are released from their charge. They will each reward the PCs for their deeds if they feel the PCs are deserving of such a reward.)

AC 10 (Gold Dragon) THAC0 5 Damage: 1-10 + 10 x 2 (claws) / 6-36 + 10 (bite) Breath Weapons: {20d12 + 10} cone of fire (90-foot long, 5-foot wide at mouth and 30-foot wide at end) or cloud of chlorine (50-foot long, 40-foot wide, 30-foot high), Magic Resistance: 60%, Abilities: immune to normal missiles, saving throws as 22nd level fighter, fear (40 yards at 2 penalty), bless {3x/day}, detect lie {3x/day}, animal summoning {1x/day}, luck bonus {1x/day}, quest {1x/day}, detect gems {3x/day}, water breathing {at will}, speak with animals {at will}, polymorph self {3x/day}, Spells (21st level ability) 1st Level Comprehend Languages, Detect Magic, Enlarge, Feather Fall, Grease, Identify, Light, Magic Missile, Read Magic, Sleep 2nd Level - Continual Light, Detect Invisibility, ESP, Flaming Sphere, Forget, Knock, Locate Object, Mirror Image, Pyrotechnics, Ray of Enfeeblement, Stinking Cloud, Vocalize, Wizard Lock

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3rd Level - Alacrity, Clairaudience, Clairvoyance, Dispel Magic, Fireball, Hold Person, Lightning Bolt, NonDetection, Slow, Tongues 4th Level - Dimension Door, Fire Shield, Hallucinatory Terrain, Ice Storm, Improved Invisibility, Remove Curse, Shout, Stoneskin, Ultravision, Wall of Fire, Wall of Ice 5th Level Avoidance, Cloudkill, Cone of Cold, False Vision, Lower Resistance, Passwall, Sending, Teleport, Wall of Force, Wall of Stone 6th Level - Chain Lightning, Contingency, Death Fog, Globe of Invulnerability, Legend Lore, Lower Water, Mislead, Permanent Illusion, Seven Eyes, True Seeing, Veil 7th Level Banishment, Delayed Blast Fireball, Power Word: Stun, Prismatic Spray, Reverse Gravity, Sequester, Spell Turning, Teleport w/o Error 8th Level Mind Blank, Maze, Prismatic Wall, Screen, Symbol HP (22HD) 176 176

XP: 23,000 each = 46,000 total AC 5 (Couatl) THAC0 11 Damage: 1-3 + poison {save vs. poison or die instantly} (bite) / 2-8 (constriction) Abilities: detect good/evil, detect magic, invisibility, ESP (at will), plane shift (themselves and 8 others) Spells (3rd mage/4th priest) 1st Level Mage: Enlarge, Feather Fall, Gaze Reflection, Identify, Magic Missile, Read Magic, Sleep, Unseen Servant Clerical: Analyze Balance, Bless, Blessed Watchfulness, Command, Cure Light Wounds, Detect Evil, Detect Magic, Dispel Fatigue, Endure Heat/Cold, Invisibility to Undead, Light, Orison, Protection from Evil, Purify food & drink, Remove Fear, sacred Guardian, Sanctuary, Sunscorch 2nd Level Mage: Detect Invisibility, Flaming Sphere, Forget, Knock, Know Alignment, Melfs Acid Arrow, Mirror Image, Misdirection, Pyrotechnics, Shatter, Stinking Cloud, Vocalize, Wizard Lock Clerical: Aid, Augury, Chant, Cure Moderate Wounds, Detect Charm, Enthrall, Find Traps, Hold Person, Iron Vigil, Resist Fire/Cold, Restore Strength, Sanctify, Silence 15-foot radius, Snake Charm, Spiritual Hammer, Withdraw, Wyvern Watch 3rd Level - Mage: Alacrity, Fireball, Lightning Bolt, Non-Detection, Protection from Normal Missiles, Slow, Wizard Sight Clerical: Continual Light, Create Food & Water, Cure Blindness & Deafness, Cure Disease, Detect Spirits, Dictate, Dispel Magic, Emotion Control, Extra dimensional Detection, Glyph of Warding, Hold Poison, Line of Protection, Locate Object, Magical Vestment, Negative Plane Protection, Prayer, Protection from Evil 10-foot radius, Remove Curse, Remove Paralysis, Repair Injury, Rigid Thinking, Speak with Dead, Starshine, Strength of One 4th Level Clerical: Abjure, Blessed Warmth, Cloak of Bravery, Compulsive Order, Cure Serious Wounds, Defensive Harmony, Detect Lie, Dimensional Anchor, Divination, Focus, Fortify, Free Action, Imbue with Spell Ability, Neutralize Poison Omniscient Eye, Recitation, Spell Immunity, Suspended Animation, Tongues, Unfailing Endurance HP (9HD) 72

XP: 6,000 total

AC 3 (Guardian Naga) THAC0 9 Damage: 1-6 + poison (bite) {can spit poison up to 30-feet, save vs. poison or die} / 2-8 (constriction)

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Spells (priest) 1st Level Analyze Balance, Bless, Blessed Watchfulness, Command, Cure Light Wounds, Detect Evil, Detect Magic, Dispel Fatigue, Endure Heat/Cold, Invisibility to Undead, Light, Orison, Protection from Evil, Purify food & drink, Remove Fear, sacred Guardian, Sanctuary, Sunscorch 2nd Level Aid, Augury, Chant, Cure Moderate Wounds, Detect Charm, Enthrall, Find Traps, Hold Person, Iron Vigil, Resist Fire/Cold, Restore Strength, Sanctify, Silence 15-foot radius, Snake Charm, Spiritual Hammer, Withdraw, Wyvern Watch 3rd Level - Continual Light, Create Food & Water, Cure Blindness & Deafness, Cure Disease, Detect Spirits, Dictate, Dispel Magic, Emotion Control, Extra-dimensional Detection, Glyph of Warding, Hold Poison, Line of Protection, Locate Object, Magical Vestment, Negative Plane Protection, Prayer, Protection from Evil 10foot radius, Remove Curse, Remove Paralysis, Repair Injury, Rigid Thinking, Speak with Dead, Starshine, Strength of One 4th Level Abjure, Blessed Warmth, Cloak of Bravery, Compulsive Order, Cure Serious Wounds, Defensive Harmony, Detect Lie, Dimensional Anchor, Divination, Focus, Fortify, Free Action, Imbue with Spell Ability, Neutralize Poison, Omniscient Eye, Recitation, Spell Immunity, Suspended Animation, Tongues, Unfailing Endurance HP (12HD) 96

XP: 7,000 total AC 7 (Planetar) THAC0 7 Damage: 2-20 + 15 (+3 vorpal two-handed sword) {3 attacks/round with this weapon} Magic Resistance: 75%, +4 or better weapon to hit, regenerate 4 HP/round, can cast up to 4th level priest spells (all spheres), never surprised Innate spell abilities: (always active) detect invisibility, detect lie, detect snares & pits, protection from evil (up to 10-foot radius) Animate object, blade barrier (3x/day), commune, control weather (1x/day), cure blindness or deafness, cure disease, dispel magic, earthquake (1x/day), feeblemind (1x/day), firestorm (1x/day), flame strike (3x/day), heal, holy word (1x/day), improved invisibility (up to 10-foot radius), insect plague (1x/day), limited wish (1x/day), polymorph any object, raise dead (3x/day), remove curse, remove fear, resist cold, restoration (1x/day), shape change (1x/day), speak with dead, symbol (any, 1x/day), true seeing (always active), weather summoning (1x/day), wind walk (7x/day) Immune to: cold, electricity, magic missile, petrification, poison, normal fire-based or gas attack spells, life level loss, charm, confusion, death spell, domination, Feeblemind, soul cannot be trapped or imprisoned Half Damage: magical fire Full damage: acid attacks HP (14HD) 112

XP: 20,000 total Room # 187: 20 ft. x 10 ft. This is where the magic items that the clerics of Nerull and Iuz are looking for are hidden. The stone island that is used for hiding these evil artifacts is hollowed out at its base. The walls of the inner chamber are lined with 2-feet of lead to help mask the magical signature of the items. When the chamber was completely encircled with lead, the stone was replaced to conceal the entrance, the chamber was filled with 60-foot of water and then stocked with some underwater predators. It is nearly impossible to detect where the items are hidden unless told, which the guardians will not reveal, even if faced with death.

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Not to doubt the abilities of the guardians in room# 186, but extra precautions were taken to insure the safety of these items due to their significance. Another guardian was placed inside the chamber, a brass minotaur golem, which lies dormant until the chamber is open once again. If the chamber is reopened two things occur, a deadly poison gas that was sealed in the chamber when it was finished will be released (assuming that the water in the chamber is somehow lowered, allowing the gas to escape) . The gas has no smell and is barely visible, appearing as a light wispy vapor, almost like a dust cloud. It will kill all creatures within 60-feet of the island that fail a save vs. poison at 4 penalty or unless a zone of sweet air is cast on the opening before breaking the seal. The second is a double strength burst of illumination (as per the wand 12d6 points of damage to undead) will erupt every round for 5 rounds. Once the hidden chamber is open, the brass minotaur golem will attack the nearest creature unless the password is given to it. When the golem moves forward to attack, it will cross the symbol of stunning etched into the floor, setting it off. Any creature not stunned is targeted with the trap the soul ability. AC 6 (lemon fish) THAC0 11 Damage: 2-16 (bite {2x/round}) / 9 + poison (tail) {save vs. poison or suffer 1d6 points of damage for the next 9 rounds} (Monstrous Compendium Annual Vol. 2) Magic Resistance: 40%, injured fish releases filmy liquid in 12-foot sphere around itself, creatures caught in film must save vs. poison at 4 or be stunned for 1-4 rounds, immune to their own poison HP (9HD) 72 72 72 72 72 72 72 THAC0 9 96 96 THAC0 11 80 Damage: 3-12 (bite) 80 72 72 72 72 72 72 72 Damage: 2-20 (bite) 96 96 72 72 72 72 72 72

AC 6 (giant carp) HP (12HD) 96 96

AC 7 (giant catfish) HP (10HD) 80

AC 4 (golem) THAC0 5 Damage: 3-30 + 10 (vorpal battle axe +3) (Monstrous Compendium Annual Vol. 4) +3 or better weapon to hit, special vorpal blade, gem at base of axe handle has special trap the soul effect to place one victim (1x/day) into a maze effect (no save), the golem can enter the maze and kill the quarry and when it returns to the prime it regains 10-60% of lost hit points, immune to all spells except find the path, cast directly on the golem it must save vs. spell or shatter, if cast in the area when the golem uses its trap the soul ability, returned to prime immediately from the maze spell, 10% chance to shatter any non-magical weapon that hits the golem HP (18HD) 80

XP: 17,000 (golem) + 1,400 each (lemon fish) + 7,000 each (carp) + 5,000 each (catfish) = 81,000 total Here are the items that the guardians were protecting. They are locked in three lead chests, whose bases are melted right into the floor of the hidden chamber. The chests require a combined strength of 40 to remove them from the floor. Each chest is protected by a conventional poison needle trap that if tripped requires a save vs. poison or die immediately. The poison will even work underwater. The chests are also protected by very powerful magic placed on the inside of the chests so they cannot be detected until the chests are open. Chest#1 has a contingency trigger spell that, when the chest is open, will cast holy word. Chest# 2 has a contingency trigger spell that, when the chest is open, will cast sunray. Chest# 3 has a symbol of death etched on the inside of the lid, which will activate when the chest is open.

Chest# 1
Orb of Evil (part of the Regalia of Might) Talisman of ultimate evil (all 6 charges)

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Book of vile darkness

Chest# 2
Armor of the undead Bone of slaying Staff of harming Oil of timelessness Sword of life stealing (LE intelligent sword, EGO: 14, Speech & Telepathy, Abilities: detect good/evil 10-foot radius, detect magic 10-foot radius, detect invisible objects 10-foot radius, heal {Vampiric touch ability 6d6 1x/day}, Special Purpose: Slay Paladins) {NOTE: In an Anti-Paladins hands, this weapon also functions as an unholy avenger with all its abilities plus the ones listed above}

Chest# 3
10 arrows of slaying (LG creatures) Talisman of the sphere Scythe +5 (artifact of Nerull called Life Cutter after Nerulls own weapon.) Victims struck must make a save vs. death magic or die, save means the victim suffers 4d6 points of damage. Only a resurrection or wish spell can bring a person back to life after being killed by this weapon. Creatures with a connection to the Positive Material Plane suffer double damage when struck by this weapon. Undead are turned into dust, no save. The scythe acts like an unholy avenger if a priest of Nerull wields it having the following effects: the wielder receives 50% magic resistance, they can dispel magic within a 5-foot radius and the weapon deals out an additional 10 points of damage to any good creature struck by the scythe. The wielder is also immune to all the scythes effects while holding it. Innate abilities: Increases wielders {only if a priest}) chance to command undead by 4 levels, Abi-Dalzims horrid wilting {1x/day}, animate dead {1x/day at maximum ability}, all necromantic spells cast while in possession of the scythe will be at maximum effect, Curse: turned into a lich after a very painful death and then they become a total and willing slave to Nerull within 1 month of wielding the weapon.)

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