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DROW OUTPOST:
This is the southernmost fortress of the Drow Empire, and it is designed to ward the main passageway coming from the south and east. The drow are immensely aware of the fact that there are many other passageways that proceed to bypass the outpost, but they are more concerned with the passage of large armies and trading missions, which are most likely to use the main passageways. This does not mean to say that the drow do not patrol the other ways.
The outpost is designed to be impressive and to keep out even the most magically adept intruders. However, things are not at all settled at the outpost, for this far flung way station happens to be one of the main cells of a splinter group of drow who worship Ghaunadaur (aka Juiblex) the Maug Lord of Slime. Juiblex, with his natural inclination towards slimes and oozes and jellies, is as adept and attuned to the underdark as Lolth, and he has worked long and hard to undermine Lolth's power, for he foresaw that the Deceiver might one day wish to use the tunnels of the underdark, and he was determined not to allow Lolth to get all of the credit. Slowly has he turned some drow, especially the inferiorly treated males, to his worship.
While the outpost itself is not directly tied to Ghaunadaur, a nearby temple to the Maug of slimes uses the outpost as a cover.
It is highly recommended that DMs read carefully the section on drow and their politics and organization in Part Three - The Drow Realms before running any encounters with this outpost or the drow in general.
Reaction to the Party:
The drow will seek to kill or capture any party members not in exceptional disguise. They are at war with the free folk of the surface world and are therefore at full alert. In addition, the very nature of drow society makes every drow suspicious and cautious (or dead), and so they will test any comers with detection spells and ask for passwords and insignia. There will be almost no way for the party to bluff or fake their way through, even if under ESP and illusion.
All drow are trained to thwart ESP, even when being asked a direct question or asking one himself. This is from painful conditioning and all drow undergo it. Thus, even a drow sentry asking the party for the password will not have the answer in his surface thoughts, though the ESPer may determine that the drow is consciously burying the answer.
There is no real chance to parlay with the drow, except that the party might be able to squeeze themselves between the brewing conflict between the drow loyal to Lolth and those loyal to Ghaunadaur. It is possible a party that is captured may be set free if they are willing to engage in activities such as assassination of rivals etc. More likely than not, however, once the task is completed the one who gave the party the task is sure to betray the party, both to cover their tracks and to take credit for the victory.
Always remember that the drow are exceptionally intelligent, aware of most magical spells and effects and trained to combat against them, very mistrustful and ungullible, and extremely evil. This outpost should be run impressively enough that the party will actually seek to bypass it if at all possible. That allows such scenarios as retrieving the beholder's mouthpick from the kuo-toans to become more likely and valuable to the party.
Refer to the Drow Outpost maps.
Unless otherwise stated, all walls, floors, and ceiling of the outpost are made of drow metal. Drow metal is exceptionally strong and magical, and is treated like a +2 metal weapon for purposes of saving throws. The enchantment in the metal is not able to be dispelled and even if anti-magicked, is still a very strong adamantium alloy.
All ceilings are 10' high unless otherwise noted.
From the outside, the outpost looks like a flask of iron, with a wide circular base topped by a fluted narrow stem-like neck and topped by a stopper slightly wider than the neck. Emanating out from the sides of the base are round structures that serve as gatehouses and chambers. A flat, veritcal pane of metal emerges from both sides of the structure and proceeds outward until it meets the walls and ceiling of the passageway, completely blocking every inch of the passage. Wisps of smoke can be seen coming from the structure near its base (from Room 16 or Room 19 depending upon which side of the iron panes the observer is standing). The entire structure is some 150' tall and its tip reaches just feet below the ceiling of the chamber (with the flat vertical iron pane gulfing the gap between the top and the cave ceiling),
The cave in which the outpost rests is awash with a pale mauve glow, emanating from lichen and fungi that grow all over the cavern walls here. This glow provides the emanations necessary to keep drow metal magic intact.
Like most drow architecture, the outpost is based on circles. The structure is meant to represent a spider, and as such is slightly longer north to south than east to west, and the circular structures emanating from the main building represent 8 legs and 2 mandibles.
The flat pane of metal that stretches from the structure to the cavern walls and ceiling is decorated on its face with web-like designs.
The outpost has some potent magicks guarding it. These are the result of Permanency Spells and Priestly Foci, as the outpost boasts a chapel to Lolth and a clergy, and all drow visitors are required to make obeisance at the altar to help power the magicks of the place.
Spells deemed to have been cast on the outpost (as detailed below) also include the metal panes that extend from outpost tower to cave walls and ceiling.
All drow in the outpost carry a house token on them if they are members of a house. This token is usually made from drow metal and often studded with precious metals and gems (assume a value of 100gp per level of the owner). The tokens are often worn on a chain around the neck or as a cloak brooch or pin. They serve to designate allegiance and as a pass for some house-based magical wards. They are not given freely to other drow, and to be caught with another house's token is a grave deed amongst the houses, for it shows a desire to attack or infiltrate an enemy. Priestesses of Lolth do not bear house tokens, replacing them with their unholy symbols instead. The tokens radiate no magic unless they are specifically described as being magical or enspelled in the text.
All drow in the outpost are assumed to have the Blind-fighting and Ambidexterity non-weapon proficiencies. All drow over 6th level are presumed to be able to use two innate abilities in 1 round or to use an innate ability and cast a spell in the same round.
Magical Outpost Defenses:
The following are some of the overall magical defenses of the outpost. Specific other defenses are mentioned within the map key text.
First, the entire outpost is the object of a Focus spell invoked by the Lolth priesthood. The spell Ethereal Barrier has been cast into this focus, and the spell extends to cover the entire outpost including the metal panes and the underground portions. The barrier covers only the outside of the outpost, but does ward the entire outside, on both sides of the passageway. Thus, etherealness is possible within the outpost, but ethereal creatures may not pass from without to within. In addition, this magic blocks Dimension Door and Dimensional Folding.
Second, the altar in the chapel of the outpost is the subject of a Focus Spell and imbued with Sanctify, which gives its effects in a 240' radius around the altar. The effects are as follows:
For drow except for slime-worshippers: +2 save vs fear and charm-based powers
For drow slime-worshippers and all drow allies: +1 save vs fear and charm-based powers
For drow enemies: -1 save vs fear and charm based powers.
Also, a Forbiddance spell has been cast upon the entire structure (including again the underground portions). This was cast at 15th level and may only be dispelled by a priest of that level or higher. The spell is word-locked by a password which is changed every week (at the cost of 20,000gp worth of material components!). The password is known to all of the drow of the outpost, but their conditioning is such that they will not give this word out to non-drow even if charmed and even if their mind is read unless such reading can probe deeply submerged thoughts. Even if directly queried about the word and then ESP'd, the word will be buried. This is part of the intense and painful conditioning drow go through even in childhood.
The forbiddance will do 4D6 damage to non-evil creatures, 2D6 to non-chaotic creatures, and will do no damage to chaotic evil creatures. However, without the password, none may pass the forbiddance. It also stops teleportation, plane shifting, or ethereal passage through its boundaries.
So How Do We Get In?
Very likely the party cannot. It is possible however for a party to have access to a powerful Dispel Magic of over 14th level, or a party Summoner could summon up a being capable of casting such a powerful Dispel Magic. Otherwise, the party must get access to the password. There are several creative ways to do this (with caveats in parentheses):
1. Slay a drow outside the outpost who has just been inside and cast Speak with Dead on him (requires the drow have entered the outpost within the same week before the passwords changed, and the drow will be very hostile and elusive [and allowed a saving throw] and will take the party very literally [for example, asking "what is the password?" might get the party any password for any worthless drow enclave in one of the drow cities, while asking "what is the password for the outpost?" might get the party an out-of-date password, and asking "what is the current password for passage into and out of the drow outpost nearest this location?" will probably be well worded enough to get the proper answer]).
2. Divination spells of various sorts (might theoretically work, though it is doubtful simply because no party deity is likely to have knowledge of the drow).
3. Trying to sneak close enough to listen to drow traders or patrols giving the password (remotely possible if very good magicks are used, but as every group seeking to enter the outpost is detected upon, it is likely an invisible or polymorphed party member close enough to hear the whispered password will be detected by the drow).
4. Getting the password from a drow ally (this is easier than from a drow, as the allies are not conditioned against ESP and charm spells [though the latter will gain them another save as the drow have promised horrendous tortures should they divulge the password stanzas even to their most trusted non-drow mentors], but the drow allies [actually slaves] are taught to utter several stanzas of Lolth poetry which contain the password, but the slaves/allies do not know the exact word and the poetry takes a good 5 rounds to recite).
LEVEL ONE
This is the main guard level, occupied mostly by male warriors. The troop is comprised of soldiery from the most powerful 6 houses of the city of Yyered Nulthil, including House Vrielsevri, House Barith-mir, House Y'red-luthui, House Quinilver, House Ziril-hast, and House Tarron-iril. They are stationed in groups roughly matching current alliances, with House Vrielsevri and its allies stationed on the eastern side of the outpost and House Quinilver and its allies stationed on the right (though House Tarron-iril is only currently allied to Quinilver as a matter of convenience and bears no love for it).
Great pains are taken to make certain that no one house dominates the outpost. The drow of Yyered Nulthil are merchant oriented and understand that the presence of this outpost serves their needs more than having it lost to internecine fighting. Because of this, troops of the houses are barracked separately, and are rotated in shifts so that no single leader is always in charge of a single group of drow soldiery. The commander of the outpost is chosen from the most powerful house in Yyered Nulthil, and in this case is a member of House Vrielsevri.
The DM should keep in mind that the outpost is generally always a hubbub of activity. Fully 1/3rd of the soldiery present at any given time are off duty and likely to be roaming the hallways of the level, going to mess, training in the training room, readying for patrol, simply taking a walk, or what have you. In addition, there is much traffic between Level One and the Lower Level, as watches are shifted or females come to take paramours, etc. Slaves also go about on business, and even though the slave pens are on the Lower Level, they can be found roaming Level One as well on business. No wandering encounter tables have been provided. The DM should simply assume constant activity.
Travellers approaching the outpost will be challenged by the Eye Commanders in Rooms 2 and 11.

1. Front Doorway
These are the grand valves that allow entry into the outpost. They are of drow metal and are a full 10' tall. Each door is decorated with bas-reliefs inlaid with amethysts and sard and dark blue and green garnets and depict dual spiders casting webs over the surface world, including forests, mountains, and oceans.
These doors are locked from the inside by means of 6 drow metal bars, each of which is manned by a zombie goblin which stands on a series of steps flanking the doors on the inside, 3 to each side. Each zombie goblin is charged with removing or engaging his particular bar, and the zombies are programmed to respond to the orders of any drow who speaks in drow elvish. Of course, any being with digits and hands can open the bars if they wish, but it takes 1 round for one person to open 1 bar. Any non-drow attempting to open the bars will be attacked by the zombies in charge of those bars.
Goblin Zombies (6) (AC 8, MV 6, HD 2, hp 14 ea, THAC0 19, #ATT 1, D 1-8, SD undead immunities, strike last in a round, AL N, XP 65 ea, Source: Monstrous Manual)
2. Left Mandible Guard
This rounded chamber is one of four such chambers that serve as gatehouses for the complex. There are crosslet arrow slits piercing the room at every 5' interval, exception the portion that strides Room 4.
Within are stationed 12 drow male guards. These are culled on rotations from the six guard stations (Rooms 3-5 and 8-10) such that there are 2 guards from each House stationed here. These are led by a drow male sergeant and a drow female warrior/wizard who commands the guard station.
The room itself is rather plain by drow standards, as befits a mostly male station. There are 12 metal chairs surrounding a round metal table upon which are victuals and drink for the guards. Along the north wall is a large metal chair set upon a raised step and flanked by a private table upon which are set a bejeweled silver goblet shaped like a hand whose fingers end in spidery legs (worth 6,500gp) and a ledger of ivory and fungal paper which contains a roster of the guards and their various shifts. Addended to some of the names in the roster are annotations such as:
"Wonderful lover
due
for promotion"
"Worthless tripe"
"Weak-willed"
"Gullible"
"To be trusted"
Since many different Eye Commanders use the roster, some of the notes have rebuttals or cross-outs on them.
The guards (including the sergeant) are rotated in 8 hours shifts, with the sergeants being rotated amongst each of the three allied houses on the eastern side of the outpost, while the female guard commander (also known as an "Eye Commander") is drawn from the warrior/wizards on the Lower Level from Room 4 and also rotates (though in 6 hour shifts so that the females are not always overseeing the same males a drow precaution against conspiracies and uprisings).
The DM should choose the inhabitants of this chamber as follows:
12 House Soldiers from the House
barracks (2 from each)
1 House Sergeant (from a random House Barracks)
1 Eye Commander (from the Eye Barracks, Lower Level, Room 4)
The following magic items are always present in the room, being wielded usually by the Eye Commander on duty:
Wand of Detection with 64 charges (1 charge each for the following powers: Detect Invisible, Detect Magic, Detect Illusion, Detect Life, Detect Good/Evil) powered by the command word "iringin" which means "sentinel" in Drow Elvish.
A wizard scroll scribed at 10th level which contains: Dispel Magic, Dispel Magic, ESP, Know Alignment, Clairvoyance, and Wizard Eye
4 Potions of Healing
2 Potions of ESP
2 Potions of Clairaudience
2 Potions of Clairvoyance
3. Vrielsevri Barracks
The door to this chamber bears the insignia of House Vrielsevri, a black lidless eye. This insignia not only serves as identification, but also provides a magical ward to ensure privacy. Should any being touch or pass through the doorway, even ethereally, and not be in possession of a house token of Vrielsevri or touching one who bears such a token, the ward will activate, casting a Cause Blindness spell at 10th level (as per the Priest Spell of the same name) upon the victim. In addition, a keening wail will alert those within the room.
Next to the door is a small chain in the wall which can be pulled to ring a bell to request an audience with the drow inside.
The door itself is locked by way of a stout drow metal bar.
Within is the House barracks for the male soldiery of House Vrielsevri. The room is 30' tall at its centre, and is full of plush rothe-fur beds set into metal shelves molded from the very walls of the chamber. Small steps climb the walls where needed to provide access to the upper beds, of which there are 4 ranks above those at floor level. In all there are 60 such beds here.
The ceiling of the chamber sports a large chain that dangles 10' down from the room's apex. Depending from the chain is a crystalline globe that glows a pale mauve which illuminates the entire chamber. This glow is provided by fungi trapped within the crystal and generates the same magical emanations that empower the drow in their home caverns.
In the centre of the chamber are several round metal tables flanked by chairs, braziers burning sweet, mildly opiate distillations, and metal cabinets containing various living items used by the barracked drow here.
To one side are several baths cut into the floor and filled with water warmed by hot coals kept beneath and around the sides of the baths. Linens, soaps, and unguents are nearby for use. Privies are also set off by a purple drapery near the baths.
Each soldier has a drow metal chest filled with private treasures and nick-knacks. In addition, many personal items are present in the room, including pipes, musical instruments, game boards, dice, books, etc.
There are no weapon racks here, as each drow is expected to keep and maintain his own weapons and armour.
The total population of this barracks is 54 soldiers and 6 sergeants. However, at any time 1/6th of the troops are not present in the outpost (they are on patrol) and 1/3rd of the remainder will not be present in the barracks but will be somewhere in the complex (i.e. manning the mandible or spinneret gates or at mess or in the training room). Of the remainder that are actually in the barracks, half of them will be in elvish reverie (the elven version of waking sleep) while the remainder are at personal off duty business in the barracks.
Total House Soldiery - 54 soldiers,
6 sergeants
Total on Patrol - 9 soldiers, 1 sergeant
Total in Outpost but out of Barracks - 15 soldiers, 2 sergeants
(8 soldiers and usually 1 sergeant in gate houses, 7 soldiers
and 1 sergeant at large)
Total in barracks - 30 soldiers, 3 sergeants
Drow Male House Soldiery (AC 0 (16 DEX), MV 13, CL Wa, LV 2, hp 16 ea, THAC0 19, #ATT 3/2+1, D by weapon, Weapons shortsword (Fa 1D6/1D8 kdD6), dagger (Fa 2/r 2/4/6 1D4/1D3 kdD6), hand crossbow (Av 1/r 4/8/12 1D3/1D2 kdD4), Armour chainmail +1, buckler +1, 16 DEX, SA specialized in short sword (+1 to hit, +2 damage 3/2 attacks per round), ambidextrous, drow powers, +1 to hit with missiles (due to DEX), SD surprised on a 1 in 10, vulnerable to bright lights (90% likely to be seen, -2 DEX and -2 to hit, +2 to opponent saves if drow in the light, half that if opponent in the light, cumulative if both in the light), save vs. magic at +2, sense underground phenomenon as dwarves, sense secret doors as elves, MR 54%, AL CE, XP 650 ea, Source: Drow of the Underdark)
Drow Powers (1/day at 4th level):
Dancing Lights
Faerie Fire
Darkness
Magic Items:
Drow Cloak (75% undetected in shadows) [+6 save vs. fire for cloak only]
Drow Boots (as boots of elvenkind)
Drow Metal Chainmail +1
Drow Metal Buckler +1
Drow Metal Dagger +1
Drow Metal Shortsword +1
20 doses of sleep poison for hand crossbow (save at -4 vs. poison or fall asleep for 2D4 hours, -4 to hit, move at half speed, and +4 to AC during the round hit, sleep occurs at the start of the next round, 1 extra phase to coat a bolt for the practiced and nimble drow [1 round for others])
Treasure:
D20pp, house token (200gp)
Drow Male Sergeant (AC -2 (16 DEX), MV 13, CL Wa, LV 4, hp 23, THAC0 17, #ATT 3/2+1, D by weapon, Weapons shortsword (Fa 1D6/1D8 kdD6), dagger (Fa 2/r 2/4/6 1D4/1D3 kdD6), hand crossbow (Av 1/r 4/8/12 1D3/1D2 kdD4), Armour chainmail +2, buckler +2, 16 DEX, SA specialized in short sword (+1 to hit, +2 damage 3/2 attacks per round), ambidextrous, drow powers, +1 to hit with missiles (due to DEX), SD surprised on a 1 in 10, vulnerable to bright lights (90% likely to be seen, -2 DEX and -2 to hit, +2 to opponent saves if drow in the light, half that if opponent in the light, cumulative if both in the light), save vs. magic at +2, sense underground phenomenon as dwarves, sense secret doors as elves, MR 58%, AL CE, XP 1400, Source: Drow of the Underdark)
Drow Powers (1/day at 4th level):
Dancing Lights
Faerie Fire
Darkness
Magic Items:
Drow Cloak (75% undetected in shadows) [+6 save vs. fire for cloak only]
Drow Boots (as boots of elvenkind)
Drow Metal Chainmail +2
Drow Metal Buckler +2
Drow Metal Dagger +2
Drow Metal Shortsword +2
20 doses of sleep poison for hand crossbow (save at -4 vs. poison or fall asleep for 2D4 hours, -4 to hit, move at half speed, and +4 to AC during the round hit, sleep occurs at the start of the next round, 1 extra phase to coat a bolt for the practiced and nimble drow [1 round for others])
Treasure:
4D20pp, house token (400gp)
4. Y'red-luthui Barracks
Same in all respects to Room 3, save that the soldiers belong to House Y'red-luthui and the insignia on the door is of 2 rune-engraved drow style shortswords crossed over a pile of coins. Anyone touching the door or setting off the magical ward (see Room 3) will be subject to a severe electrical shock, causing 10D4 damage (half if a save vs. magic is made but at -2 if metal armour is worn).
5. Barith-mir Barracks
Same in all respects to Room 3, save that the soldiers belong to House Barith-mir and the insignia on the door is a simple black circle. Anyone touching the door or setting off the magical ward (see Room 3) will be subject to a bolt of negative energy. This bolt requires a save vs. spells or the victim will be subject to energy drain. In addition, the victim must save vs. death magic should the initial save fail to determine if a second energy drain occurs, and this process will continue until the victim is fully drained, in which case he turns into a shadow, or until a save vs. death magic is made.
6. Right Spinneret Guard
In all respects this chamber is similar to Room 2, though the arrow slits face outward according to this room's orientation.
7. Left Spinneret Guard
In all respects this chamber is similar to Room 2, though the arrow slits face outward according to this room's orientation.
8. Ziril-hast Barracks
Same in all respects to Room 3, save that the soldiers belong to House Ziril-hast and the insignia on the door is a set of descending stairs. Anyone touching the door or setting off the magical ward (see Room 3) will be subject to a Sepia Snake Sigil (striking as a 10th level warrior).
9. Quinilver Barracks
Same in all respects to Room 3, save that the soldiers belong to House Quinilver and the insignia on the door is a black stalactite. Anyone touching the door or setting off the magical ward (see Room 3) will be subject to a spike of magical force (similar to a lance of disruption) doing 10D4 damage or half if a save vs. spells is made.
10. Tarron-iril Barracks
Same in all respects to Room 3, save that the soldiers belong to House Tarron-iril and the insignia on the door is a spread-eagled humanoid. Anyone touching the door or setting off the magical ward (see Room 3) will be subject to a Hold Person as if cast by a 10th level priest.
11. Right Mandible Guard
In all respects this chamber is similar to Room 2, though the arrow slits face outward according to this room's orientation.
12. Front Hallway
This is the entryway into the heart of the outpost. The hallway is decorated with large pieces of lapis lazuli and onyx limned with traceries of amethyst which form vague, indefinable but disturbing patterns in the metal of the walls. Exquisitely rendered bas-reliefs of spiders emerging from the metal walls lend the entire hallway a sort of dynamic sense of being about ready to belch forth arachnids throughout its length. Actual giant spider webs hang like draperies from the ceiling.
As indicated on the map, a large pit trap is here. The pit trap is activated by any drow elf uttering the words "drop to the depths" in Drow Elvish. The floor covering the pit will swing downward on hinges set into the side closest to Room 13 and at the same time a glyph of warding will activate a Dispel Magic as cast by a 10th level priest. The Dispel Magic will encompass a 30' cube which spans the entire hallway, begins at the edge of the pit closest to Room13, and proceeds 30' towards the entry doors. The cube effect will reach from ceiling to pit bottom as well.
The pit is 20' deep and lined with poisoned spikes. Anyone falling will suffer 2D6 of falling damage, plus spike damage equal to 2D6 plus surprised AC. The poison on the spikes is milked from the venom of giant spiders and requires a save versus poison if any damage at all is taken from the spikes. Fail to save means death in D3 rounds, otherwise, damage is 2D6 in D3 rounds.
The pit lids can be closed by the utterance of "rise from the depths" in Drow Elvish by a drow elf. Without uttering the command words, the pit lid is treated as being locked and must be opened by magic, picking locks, or by smashing through a 6" thickness of drow metal.
13. Grand Portico
This large room has a ceiling 35' above the floor at its apex. The room's ceiling swirls upward to the centre and is only a modest 15' high at its edges. There are six doors flanking the chamber, each of drow metal and each bearing the insignia of the drow house which resides in the barracks beyond. From the northeast, going clockwise, they include:
House Barith-mir - a black circle
House Vrielsevri - a black lidless eye
House Y'red-luthui - two crossed shortswords over a pile of coins
House Tarron-iril - a spread-eagled humanoid
House Quinilver - a black stalactite
House Ziril-hast - descending stairs
A wide ramp descends from the centre of the floor of this room to the Lower Level. The entire ramp can be raised from Room 1 on the Lower Level, and the craftsmanship is such that, once raised, the floor of Room 13 looks flush, requiring a dwarf or other means to detect shifting stonework to determine that a ramp exists here at all.
A large gong and hammer rests near each corner of the room where it intersects with the two hallways (Rooms 12 and 14). These, if sounded even slightly, reverberate with a resounding high-pitched crash loud enough to alert the entire outpost to trouble.
At the four points of the room labeled 'U' is a spiral staircase winding up into the ceiling. These staircases have no railings and are precarious for those who do not possess the nimbleness of the drow. They lead to Level Two.
14. Rear Hallway
This hallway is similar in all respects to Room12.
15. Rear Doorway
This doorway is similar in all respects to Room1.
16. Kitchen
This room is generally full of hustle and bustle, as the slaves inside are responsible for feeding the entire first level of the outpost. Within the chamber are counters and ovens and cutting boards and bins and larders, including many accessed by trapdoors in the floors exposing niches filled with foodstuffs. Meat hooks line the walls, and these are often displaying meat and cuts of unsavory origin.
The kitchen is run by slaves, as there is no need for culinary expertise when serving food to male soldiery, and so a hobgoblin matron supervises the kitchen, lording it over her retinue of 6 goblin helpers and 6 goblin zombie assistants.
The matron is loyal to the drow, having risen to a favoured slave status within the outpost, and she has even bedded a few of the male drow. The goblins fear the matron tremendously, as various scars and welts and bruises on their bodies testify to her strict brutality. The zombie goblins also look as if they have been the brunt of the matron's rage, but, of course, they do not seem to mind.
Hobgoblin Matron (AC 8, MV 9, HD 1+1, hp 9, THAC0 19, #ATT 1, D by weapon, Weapons knife (Fa 2/r 2/4/6 1D3/1D2 kdD4), club (Fa 1/r 2/4/6 1D6/1D3 kdD8, Armour leather armour, AL LE, XP 35, Source; Monstrous Manual)
Goblin Slaves (6) (AC 10, MV 6, HD 1-1, hp 4 ea, THAC0 20, #ATT 1, D by weapon, Weapons knife (Fa 2/r 2/4/6 1D3/1D2 kdD4), AL LE, XP 15 ea, Source; Monstrous Manual)
Goblin Zombies (6) (AC 8, MV 6, HD 2, hp 14 ea, THAC0 19, #ATT 1, D 1-8, SD undead immunities, strike last in a round, AL N, XP 65 ea, Source: Monstrous Manual)
The zombies follow the orders of the goblins, the hobgoblin, and drow elves in reverse order of preference. A thorough search of the kitchen will turn up all sorts of exotic underground fungi, spices, and foodstuffs. Meat is rothe as well as humanoid cuts and other more exotic items such as giant insect parts. There is also a goodly supply of drow drink here including bloodwine and fungus draughts, all quite potent, and barrels of fresh water brought up by slaves from the Lower Level.
Smoke from the ovens rises out
of a small hole in the ceiling and into the cave.
17. Mess
This room is the mess hall of this level of the outpost, and as such the DM should allow a 35% chance that a group of soldiers is here. There are six round tables in the place, one for each house, and the house insignia is carved into the top of each of the tables. If diners are present, assume there to be 12 soldiers (2 from each house more or less though the exact number could vary) and 2 sergeants. Slaves will also be here serving the food and drink.
18. Training Room
This chamber is the training room for the soldiers. The room has weapon racks holding drow metal weapons, including shortswords, hand crossbows, maces, and daggers. In addition, there are weapons taken from other races here, including war hammers, flails, longswords, battle axes, throwing axes, mauls, and even a mancatcher (taken from the kuo-toans). All of the weapons, including the drow metal ones, are non-magical.
Along one wall are targets, tough stacks of rothe fur stuck to the walls and painted with targets. To the centre of the room is a cleared area for sparring and a pile of rothe furs which can be thrown into the cleared area to allow wrestling matches.
At other points along the walls are mockups of various Underdark foes, made of stuffing and fur, including bugbears, humans, duergar, and even a carrion crawler. All of these show signs of much weapon practice upon them.
19. Smithy
This smithy and armourey is run by a gruff hobgoblin slave captured in the same raid that netted the drow their matronly cook in Room 16. Like the matron, the hobgoblin smith has high status for a drow slave and will not turn on his masters. He lords it over 4 goblin workers and 3 bugbear zombies who work the bellows.
Hobgoblin Smith (AC 8, MV 9, HD 1+1, hp 9, THAC0 19, #ATT 1, D by weapon, Weapons warhammer (Fa 1/r 2/4/6 1D4+1/1d4 kdD8 +1 to hit vs. plate), Armour leather armour, AL LE, XP 35, Source; Monstrous Manual)
Goblin Slaves (4) (AC 8, MV 6, HD 1-1, hp 4 ea, THAC0 20, #ATT 1, D by weapon, Weapons warhammer (Fa 1/r 2/4/6 1D4+1/1d4 kdD8 +1 to hit vs. plate), Armour leather armour, AL LE, XP 15 ea, Source; Monstrous Manual)
Bugbear Zombies (3) (AC 8, MV 6, HD 2, hp 16 ea, THAC0 19, #ATT 1, D 1-8, SD undead immunities, strike last in a round, AL N, XP 65 ea, Source: Monstrous Manual)
The zombies follow the orders of the goblins, the hobgoblin, and drow elves in reverse order of preference.
A large bellows is here, along with an anvil and barrels of water, shelves of ingots, various molds, tongs, and other tools of the trade. Half-finished blades hang on the walls, though these are slave blades for use by the slave forces of the outpost. The smithy here is incapable of the lore and expertise necessary to manufacture drow metal items, though minor repairs can be performed here, and the smith does have some ingots of the metal available for crafting.
The smoke from the forge fires wafts up a small chimney and out into the cavern through a hole in the ceiling.
20. Ziril-hast Commander Quarters
These are the quarters of the company commander for the Ziril-hast soldiery. Like all such commander's quarters, the secret doors leading to this place open only upon the speaking of a command word known only by the dweller within. In all other cases, the doors are treated as if locked by both a regular bar lock and a Wizard Lock cast by a wizard of 12th level.
Within is a chamber sumptuously appointed in grand drow elven style. A large bed of drow metal occupies the room, along with a wardrobe full of drow garb, nightstand, mirror, washbasin, a small bath, and a private privy.
In one corner is a fur pallet which serves as sleeping arrangements for the commander's personal body slave.
A small table and divan set finishes the chamber, and the personal effects of the commander, including books, charts, maps, etc. are scattered around the room or stored on shelves.
Tapestries on the walls depict scenes from the history of the commander's house and everything features the spidery motifs that the drow favour.
The room is lighted by several braziers which burn with a mauve glow and exude a pungent, sickly sweet odor.
Ziril-hast Male Commander (AC -3 (17 DEX), MV 13, CL Wa, LV 7, hp 71 (15 CON), THAC0 14, #ATT 2+1, D by weapon, Weapons shortsword (Fa 1D6/1D8 kdD6), dagger (Fa 2/r 2/4/6 1D4/1D3 kdD6), hand crossbow (Av 1/r 4/8/12 1D3/1D2 kdD4), Armour chainmail +2, buckler +2, 17 DEX, SA specialized in short sword (+1 to hit, +2 damage 2 attacks per round), ambidextrous, drow powers, +2 to hit with missiles (due to DEX), SD surprised on a 1 in 10, vulnerable to bright lights (90% likely to be seen, -2 DEX and -2 to hit, +2 to opponent saves if drow in the light, half that if opponent in the light, cumulative if both in the light), save vs. magic at +2, sense underground phenomenon as dwarves, sense secret doors as elves, MR 64%, AL CE, XP 4000, Source: Drow of the Underdark)
Drow Powers (1/day at 7th level, may use 2 powers or a power and spell):
Dancing Lights (+1 light)
Faerie Fire (+30' square)
Darkness (+6' radius)
Levitate
Know Alignment
Detect Magic
Magic Items:
Drow Cloak (75% undetected in shadows) [+6 save vs. fire for cloak only]
Drow Boots (as boots of elvenkind)
Drow Metal Chainmail +2
Drow Metal Buckler +2
Drow Metal Dagger +2
Drow Metal Shortsword +2
20 doses of sleep poison for hand crossbow (save at -4 vs. poison or fall asleep for 2D4 hours, -4 to hit, move at half speed, and +4 to AC during the round hit, sleep occurs at the start of the next round, 1 extra phase to coat a bolt for the practiced and nimble drow [1 round for others])
Potion of Extra Healing
Potion of Flying
Brooch of Absorption made of platinum and shaped like a roper with an open maw (absorbs 5 more levels worth of spell effects, including area of effect spells which do not affect the wearer but still affect others, before magic resistance, when more than 5 levels have been absorbed, the brooch pulses for up to 3 rounds before exploding in a 20' radius causing 5D6 of magical energy damage [save vs. magic for half damage], a pulsing brooch will also explode if thrown and may be thrown with ranges of 4/8/12)
Treasure:
7D20pp, house token (700gp), necklace of gold and opals worth 4500gp)
Ziril-hast commander's Body Slave Goblin (AC 6, MV 6, HD 1-1, hp 6, THAC0 20, #ATT 1, D by weapon, Weapons short sword (Fa 1D6/1D8 kdD6), Armour leather armour and small shield, AL LE, XP 15, Source: Monstrous Manual)
Treasure:
Slave collar of silver with Ziril-hast insignia on it worth 150gp.
21. Barith-mir Commander Quarters
These are the quarters of the company commander for the Barith-mir soldiery. Like all such commander's quarters, the secret doors leading to this place open only upon the speaking of a command word known only by the dweller within. In all other cases, the doors are treated as if locked by both a regular bar lock and a Wizard Lock cast by a wizard of 12th level.
Within is a chamber sumptuously appointed in grand drow elven style. A large bed of drow metal occupies the room, along with a wardrobe full of drow garb, nightstand, mirror, washbasin, a small bath, and a private privy.
In one corner is a fur pallet which serves as sleeping arrangements for the commander's personal body slave.
A small table and divan set finishes the chamber, and the personal effects of the commander, including books, charts, maps, etc. are scattered around the room or stored on shelves.
Tapestries on the walls depict scenes from the history of the commander's house and everything features the spidery motifs that the drow favour.
The room is lighted by several braziers which burn with a mauve glow and exude a pungent, sickly sweet odor.
Barith-mir Male Commander (AC -3 (17 DEX), MV 13, CL Wa, LV 7, hp 57, THAC0 14, #ATT 2+1, D by weapon, Weapons shortsword (Fa 1D6/1D8 kdD6), dagger (Fa 2/r 2/4/6 1D4/1D3 kdD6), hand crossbow (Av 1/r 4/8/12 1D3/1D2 kdD4), Armour chainmail +2, buckler +2, 17 DEX, SA specialized in short sword (+1 to hit, +2 damage 2 attacks per round), ambidextrous, drow powers, +2 to hit with missiles (due to DEX), SD surprised on a 1 in 10, vulnerable to bright lights (90% likely to be seen, -2 DEX and -2 to hit, +2 to opponent saves if drow in the light, half that if opponent in the light, cumulative if both in the light), save vs. magic at +2, sense underground phenomenon as dwarves, sense secret doors as elves, MR 64%, AL CE, XP 4000, Source: Drow of the Underdark)
Drow Powers (1/day at 7th level, may use 2 powers or a power and spell):
Dancing Lights (+1 light)
Faerie Fire (+30' square)
Darkness (+6' radius)
Levitate
Know Alignment
Detect Magic
Magic Items:
Drow Cloak (75% undetected in shadows) [+6 save vs. fire for cloak only]
Drow Boots (as boots of elvenkind)
Drow Metal Chainmail +2
Drow Metal Buckler +2
Drow Metal Dagger +2
Drow Metal Shortsword +2
20 doses of sleep poison for hand crossbow (save at -4 vs. poison or fall asleep for 2D4 hours, -4 to hit, move at half speed, and +4 to AC during the round hit, sleep occurs at the start of the next round, 1 extra phase to coat a bolt for the practiced and nimble drow [1 round for others])
Potion of Extra Healing
Potion of Speed
4 Flash Globes (non magical globes that burst in 10' diameter cloud causing a save vs. poison or be blinded and out of action scratching furiously for 6+1d4 rounds, also causes an AC penalty of -1 to -4 for 2-5 turns or until washed off, washing off takes a full round and stops both effects)
Treasure:
7D20pp, house token (700gp), necklace of gold and opals worth 4500gp
Barith-mir Commander's Body Slave Goblin (AC 7, MV 6, HD 1-1, hp 5, THAC0 20, #ATT 1, D by weapon, Weapons short sword (Fa 1D6/1D8 kdD6), sling (Av 1/r 8/16/24 1D4/1D4 kdD4), Armour leather armour, AL LE, XP 15, Source; Monstrous Manual)
22. Tarron-iril Commander Quarters
These are the quarters of the company commander for the Barith-mir soldiery. Like all such commander's quarters, the secret doors leading to this place open only upon the speaking of a command word known only by the dweller within. In all other cases, the doors are treated as if locked by both a regular bar lock and a Wizard Lock cast by a wizard of 12th level.
Within is a chamber sumptuously appointed in grand drow elven style. A large bed of drow metal occupies the room, along with a wardrobe full of drow garb, nightstand, mirror, washbasin, a small bath, and a private privy.
In one corner are two fur pallets (one quite large) which serve as sleeping arrangements for the commander's personal body slaves.
A small table and divan set finishes the chamber, and the personal effects of the commander, including books, charts, maps, etc. are scattered around the room or stored on shelves.
Tapestries on the walls depict scenes from the history of the commander's house and everything features the spidery motifs that the drow favour.
The room is lighted by several braziers which burn with a mauve glow and exude a pungent, sickly sweet odor.
A set of manacles hangs from one of the walls, and bound within is a naked human female and a naked duergar male. Both are badly abused and quite insane from their torture and abuse. Both are from drow slave stock and speak only Drow Elvish and know nothing of the surface world or their respective societies.
Unless a spell is available to counteract insanity, these two are useless to the party, though they will not resist aide and will eat and drink when directed to do so. They will also tend to flinch at the slightest movements and gestures and scream horribly at random times.
Female Human Slave (AC 10, MV 12, LV 0, hp 4 (2), THAC0 20, #ATT 1, D by weapon, AL N, XP 15, Source: Monstrous Manual)
Male Duergar Slave (AC 9 (15 DEX), MV 6, HD 2+4, hp 16 (5), THAC0 17, #ATT 1, D by weapon, SA enlarge 1/day (4th level), invisibility 1/day (4th level), surprise (-2 to opponent's rolls), SD senses (surprised 1 in 10), magic (save vs. magic at +4), immune to paralysis, illusion/phantasm spells, poisons, if attacking brightly illuminated foes [i.e. Continual Light] -1 to hit and opponents gain +1 to saves, AL LE, XP 650, Source: Monstrous Manual)
In a drow metal cage is trapped a pech. The cage is locked and openable only by a keyword uttered by the commander. The word is "s'yeryl" which means "still slave" in Drow Elvish. There is otherwise no lock to be picked and a Knock spell or other magic would be required to open the cage.
The pech within is eager to escape, and will be grateful for rescue and will be happy to try and aid the party if so desired. It will, however, desire to return to the Elemental Plane of Earth as soon as it is able.
Pech (AC 3, MV 9, HD 4, hp 20, THAC0 17, #ATT 1, D by weapon (+3 due to strength), SA full damage and no magic weapon needed to strike lithic creatures, SD Stone Shape 4/day, Stone Tell 4/day, immune to petrifaction, MR 25%, AL NG, XP 1400, Source: Monstrous Manual)
Tarron-iril Male Commander (AC 0 (-2 in melee, 18 DEX), MV 13, CL Wa/Ro, LV 6/7, hp 43, THAC0 15, #ATT 2+1, D by weapon, Weapons shortsword (Fa 1D6/1D8 kdD6), dagger (Fa 2/r 2/4/6 1D4/1D3 kdD6), hand crossbow (Av 1/r 4/8/12 1D3/1D2 kdD4), Armour leather armour, ring of protection +2, cloak of protection +2, 18 DEX, double specialized in 1H weapon style, SA backstab (x3), expertise in short sword (3/2 attacks per round), ambidextrous, drow powers, +2 to hit with missiles (due to DEX), SD surprised on a 1 in 10, vulnerable to bright lights (90% likely to be seen, -2 DEX and -2 to hit, +2 to opponent saves if drow in the light, half that if opponent in the light, cumulative if both in the light), save vs. magic at +2, sense underground phenomenon as dwarves, sense secret doors as elves, MR 64%, AL CE, XP 5000, Source: Drow of the Underdark)
Thief Abilities:
PP 40 OL 30 FRT 80 MS 60 HS 60 DN 70 CW 20 RL 10
Drow Powers (1/day at 7th level, may use 2 powers or a power and spell):
Dancing Lights (+1 light)
Faerie Fire (+30' square)
Darkness (+6' radius)
Levitate
Know Alignment
Detect Magic
Magic Items:
Drow Cloak of Protection +2 (75% undetected in shadows) [+6 save vs. fire for cloak only]
Drow Boots (as boots of elvenkind)
Ring of Protection +2
Drow Metal Dagger +2
Drow Metal Shortsword +2
20 doses of sleep poison for hand crossbow (save at -4 vs. poison or fall asleep for 2D4 hours, -4 to hit, move at half speed, and +4 to AC during the round hit, sleep occurs at the start of the next round, 1 extra phase to coat a bolt for the practiced and nimble drow [1 round for others])
2 Potions of Extra Healing
Potion of Spider Climbing (as Wizard spell at 6th level of casting)
Gem of Enfeeblement (held aloft it emits a Ray of Enfeeblement at the target sighted as per the Wizard spell at 8th level of ability, 12 charges left)
Treasure:
7D20pp, house token (700gp)
Tarron-iril Commander's Body Slave Bugbear (AC 5, MV 9, HD 3+1, hp 19, THAC0 17, #ATT 1, D by weapon (+2 due to strength), Weapons footman's mace (Av 1D6+1/1D6 kdD10 +2 to hit vs. mail) Armour furs and hides, AL CE, XP 120, Source: Monstrous Manual)
This bugbear has the insignia of Tarron-iril branded into his chest fur and tattooed on his right cheek.
Tarron-iril Commander's Body Slave Goblin (AC 6, MV 6, HD 1-1, hp 5, THAC0 20, #ATT 1, D by weapon, Weapons short sword (Fa 1D6/1D8 kdD6), sling (Av 1/r 8/16/24 1D4/1D4 kdD4), Armour leather armour, target shield, AL LE, XP 15, Source; Monstrous Manual)
This goblin has the insignia of Tarron-iril branded into his chest fur and tattooed on his right cheek.
23. Y'red-luthui Commander Quarters
These are the quarters of the company commander for the Y'red-luthui soldiery. Like all such commander's quarters, the secret doors leading to this place open only upon the speaking of a command word known only by the dweller within. In all other cases, the doors are treated as if locked by both a regular bar lock and a Wizard Lock cast by a wizard of 12th level.
Within is a chamber sumptuously appointed in grand drow elven style. A large bed of drow metal occupies the room, along with a wardrobe full of drow garb, nightstand, mirror, washbasin, a small bath, and a private privy.
In one corner is a fur pallet which serves as sleeping arrangements for the commander's personal body slave.
A small table and divan set finishes the chamber, and the personal effects of the commander, including books, charts, maps, etc. are scattered around the room or stored on shelves.
Tapestries on the walls depict scenes from the history of the commander's house and everything features the spidery motifs that the drow favour.
The room is lighted by several braziers which burn with a mauve glow and exude a pungent, sickly sweet odor.
Barith-mir Male Commander (AC -2 (16 DEX), MV 13, CL Wa, LV 6, hp 35, THAC0 15, #ATT 3/2+1, D by weapon, Weapons shortsword (Fa 1D6/1D8 kdD6), dagger (Fa 2/r 2/4/6 1D4/1D3 kdD6), hand crossbow (Av 1/r 4/8/12 1D3/1D2 kdD4), Armour chainmail +2, buckler +2, 16 DEX, SA specialized in short sword (+1 to hit, +2 damage 3/2 attacks per round), ambidextrous, drow powers, +1 to hit with missiles (due to DEX), SD surprised on a 1 in 10, vulnerable to bright lights (90% likely to be seen, -2 DEX and -2 to hit, +2 to opponent saves if drow in the light, half that if opponent in the light, cumulative if both in the light), save vs. magic at +2, sense underground phenomenon as dwarves, sense secret doors as elves, MR 62%, AL CE, XP 3000, Source: Drow of the Underdark)
Drow Powers (1/day at 6th level):
Dancing Lights (+1 light)
Faerie Fire (+20' square)
Darkness (+4' radius)
Levitate
Know Alignment
Detect Magic
Magic Items:
Drow Cloak (75% undetected in shadows) [+6 save vs. fire for cloak only]
Drow Boots (as boots of elvenkind)
Drow Metal Chainmail +2
Drow Metal Buckler +2
Drow Metal Dagger +2
Drow Metal Shortsword +2
20 doses of sleep poison for hand crossbow (save at -4 vs. poison or fall asleep for 2D4 hours, -4 to hit, move at half speed, and +4 to AC during the round hit, sleep occurs at the start of the next round, 1 extra phase to coat a bolt for the practiced and nimble drow [1 round for others])
Potion of Treasure Finding
Potion of Healing
Potion of Extra Healing
Potion of Invisibility
Treasure:
6D20pp, house token (600gp), house signet ring of silver and tourmaline worth 750gp, a platinum ring cuff bearing the private sigil of the commander's lover worth 50gp
Y'red-luthui Commander's Body Slave Goblin (AC 7, MV 6, HD 1-1, hp 7, THAC0 20, #ATT 1, D by weapon, Weapons short sword (Fa 1D6/1D8 kdD6), sling (Av 1/r 8/16/24 1D4/1D4 kdD4), Armour leather armour, AL LE, XP 15, Source; Monstrous Manual)
24. Quinilver Sub Commander Quarters
As one of the two lead houses of Yyered Nulthil, House Quinilver has the advantage of having two commanders on this level and they are stationed in larger rooms than the other two houses.
The room is well furnished, much in the same style as Rooms 20-23, except that there are more furnishings and they are more elaborate and expensive looking.
Like all such commander's quarters, the secret doors leading to this place open only upon the speaking of a command word known only by the dweller within. In all other cases, the doors are treated as if locked by both a regular bar lock and a Wizard Lock cast by a wizard of 12th level.
Within is a chamber sumptuously appointed in grand drow elven style. A large bed of drow metal occupies the room, along with a wardrobe full of drow garb, nightstand, mirror, washbasin, a small bath, and a private privy.
In one corner is a fur pallet which serves as sleeping arrangements for the commander's personal body slave.
A small table and divan set finishes the chamber, and the personal effects of the commander, including books, charts, maps, etc. are scattered around the room or stored on shelves.
Tapestries on the walls depict scenes from the history of the commander's house and everything features the spidery motifs that the drow favour.
The room is lighted by several braziers which burn with a mauve glow and exude a pungent, sickly sweet odor.
This sub commander is not aligned to Ghaunadaur and knows nothing of the activities of that secret faction.
Quinilver Male Sub Commander (AC -1 (15 DEX), MV 13, CL Wa, LV 6, hp 35, THAC0 15, #ATT 3/2+1, D by weapon, Weapons shortsword (Fa 1D6/1D8 kdD6), dagger (Fa 2/r 2/4/6 1D4/1D3 kdD6), hand crossbow (Av 1/r 4/8/12 1D3/1D2 kdD4), Armour chainmail +2, buckler +2, 17 DEX, SA specialized in short sword (+1 to hit, +2 damage 3/2 attacks per round), ambidextrous, drow powers, +1 to hit with missiles (due to DEX), SD surprised on a 1 in 10, vulnerable to bright lights (90% likely to be seen, -2 DEX and -2 to hit, +2 to opponent saves if drow in the light, half that if opponent in the light, cumulative if both in the light), save vs. magic at +2, sense underground phenomenon as dwarves, sense secret doors as elves, MR 62%, AL CE, XP 3000, Source: Drow of the Underdark)
Drow Powers (1/day at 6th level):
Dancing Lights (+1 light)
Faerie Fire (+20' square)
Darkness (+4' radius)
Levitate
Know Alignment
Detect Magic
Magic Items:
Drow Cloak (75% undetected in shadows) [+6 save vs. fire for cloak only]
Drow Boots (as boots of elvenkind)
Drow Metal Chainmail +2
Drow Metal Buckler +2
Drow Metal Dagger +2
Drow Metal Shortsword +2
20 doses of sleep poison for hand crossbow (save at -4 vs. poison or fall asleep for 2D4 hours, -4 to hit, move at half speed, and +4 to AC during the round hit, sleep occurs at the start of the next round, 1 extra phase to coat a bolt for the practiced and nimble drow [1 round for others])
Potion of Extra Healing
Potion of Invulnerability
Treasure:
6D20pp, house token (600gp), platinum necklace set with rubies and sapphires worth 7500gp
Quinilver Sub Commander's Body Slave Goblin (AC 7, MV 6, HD 1-1, hp 7, THAC0 20, #ATT 1, D by weapon, Weapons short sword (Fa 1D6/1D8 kdD6), sling (Av 1/r 8/16/24 1D4/1D4 kdD4), Armour leather armour, AL LE, XP 15, Source; Monstrous Manual)
25. Vrielsevri Sub Commander Quarters
As one of the two lead houses of Yyered Nulthil, House Vrielsevri has the advantage of having two commanders on this level and they are stationed in larger rooms than the other two houses.
The room is well furnished, much in the same style as Rooms 20-23, except that there are more furnishings and they are more elaborate and expensive looking.
Like all such commander's quarters, the secret doors leading to this place open only upon the speaking of a command word known only by the dweller within. In all other cases, the doors are treated as if locked by both a regular bar lock and a Wizard Lock cast by a wizard of 12th level.
Within is a chamber sumptuously appointed in grand drow elven style. A large bed of drow metal occupies the room, along with a wardrobe full of drow garb, nightstand, mirror, washbasin, a small bath, and a private privy.
In one corner is a fur pallet which serves as sleeping arrangements for the commander's personal body slave.
A small table and divan set finishes the chamber, and the personal effects of the commander, including books, charts, maps, etc. are scattered around the room or stored on shelves.
Tapestries on the walls depict scenes from the history of the commander's house and everything features the spidery motifs that the drow favour.
The room is lighted by several braziers which burn with a mauve glow and exude a pungent, sickly sweet odor.
Vrielsevri Male Sub Commander (AC -2 (16 DEX), MV 13, CL Wa, LV 6, hp 53 (16 CON), THAC0 15, #ATT 3/2+1, D by weapon, Weapons shortsword (Fa 1D6/1D8 kdD6), dagger (Fa 2/r 2/4/6 1D4/1D3 kdD6), hand crossbow (Av 1/r 4/8/12 1D3/1D2 kdD4), Armour chainmail +2, buckler +2, 16 DEX, SA specialized in short sword (+1 to hit, +2 damage 3/2 attacks per round), ambidextrous, drow powers, +1 to hit with missiles (due to DEX), SD surprised on a 1 in 10, vulnerable to bright lights (90% likely to be seen, -2 DEX and -2 to hit, +2 to opponent saves if drow in the light, half that if opponent in the light, cumulative if both in the light), save vs. magic at +2, sense underground phenomenon as dwarves, sense secret doors as elves, MR 62%, AL CE, XP 3000, Source: Drow of the Underdark)
Drow Powers (1/day at 6th level):
Dancing Lights (+1 light)
Faerie Fire (+20' square)
Darkness (+4' radius)
Levitate
Know Alignment
Detect Magic
Magic Items:
Drow Cloak (75% undetected in shadows) [+6 save vs. fire for cloak only]
Drow Boots (as boots of elvenkind)
Drow Metal Chainmail +2
Drow Metal Buckler +2
Drow Metal Dagger +2
Drow Metal Shortsword +2
20 doses of sleep poison for hand crossbow (save at -4 vs. poison or fall asleep for 2D4 hours, -4 to hit, move at half speed, and +4 to AC during the round hit, sleep occurs at the start of the next round, 1 extra phase to coat a bolt for the practiced and nimble drow [1 round for others])
Potion of Extra Healing
Potion of Super Heroism
Spider Amulet (works once, when thrown morphs into a giant spider of stone with poisoned fangs under the control of the thrower for 1 turn before crumbing to dust)
Stone Spider (AC -2, MV 15, HD 8, hp 64, THAC0 13, #ATT 1, D 3-12, SA poison (save vs. petrifaction or become petrified), SD immune to mind affecting spells, +2 or better weapon to hit, MR 50%, AL N, XP none, Source: n/a)
Treasure:
6D20pp, house token (600gp), electrum diadem mounted with a jet black onyx worth 1500gp
Vrielsevri Sub Commander's Body Slave Goblin (AC 7, MV 6, HD 1-1, hp 7, THAC0 20, #ATT 1, D by weapon, Weapons short sword (Fa 1D6/1D8 kdD6), sling (Av 1/r 8/16/24 1D4/1D4 kdD4), Armour leather armour, AL LE, XP 15, Source; Monstrous Manual)
26. Quinilver Commander Quarters
As one of the two lead houses of Yyered Nulthil, House Quinilver has the advantage of having two commanders on this level and they are stationed in larger rooms than the other two houses.
The room is well furnished, much in the same style as Rooms 20-23, except that there are more furnishings and they are more elaborate and expensive looking.
Like all such commander's quarters, the secret doors leading to this place open only upon the speaking of a command word known only by the dweller within. In all other cases, the doors are treated as if locked by both a regular bar lock and a Wizard Lock cast by a wizard of 12th level.
Within is a chamber sumptuously appointed in grand drow elven style. A large bed of drow metal occupies the room, along with a wardrobe full of drow garb, nightstand, mirror, washbasin, a small bath, and a private privy.
In one corner is a fur pallet which serves as sleeping arrangements for the commander's personal body slave.
A small table and divan set finishes the chamber, and the personal effects of the commander, including books, charts, maps, etc. are scattered around the room or stored on shelves.
Tapestries on the walls depict scenes from the history of the commander's house and everything features the spidery motifs that the drow favour.
The room is lighted by several braziers which burn with a mauve glow and exude a pungent, sickly sweet odor.
The commander here is a devotee of Ghaunadaur, being the lover of the high priestess of the hidden Ghaunadaur temple. There is nothing, however, on his person or in his chamber to reveal his allegiance. He does know the way into the temple, though he has only been there once.
Quinilver Male Commander (AC -4 (16 DEX), MV 13, CL Wa, LV 9, hp 77, THAC0 12, #ATT 2+1, D by weapon, Weapons shortsword (Fa 1D6/1D8 kdD6), dagger (Fa 2/r 2/4/6 1D4/1D3 kdD6), hand crossbow (Av 1/r 4/8/12 1D3/1D2 kdD4), Armour chainmail +3, buckler +3, 17 DEX, SA specialized in short sword (+1 to hit, +2 damage 2 attacks per round), ambidextrous, drow powers, +1 to hit with missiles (due to DEX), SD specialized in weapon and shield style (may use shield maneuvers without losing shield AC benefit), surprised on a 1 in 10, vulnerable to bright lights (90% likely to be seen, -2 DEX and -2 to hit, +2 to opponent saves if drow in the light, half that if opponent in the light, cumulative if both in the light), save vs. magic at +2, sense underground phenomenon as dwarves, sense secret doors as elves, MR 68%, AL CE, XP 6000, Source: Drow of the Underdark)
Non-Weapon Proficiencies:
Quickness (16), Blind-fighting, Ambidexterity
Drow Powers (1/day at 9th level, may use 2 powers or a power and spell):
Dancing Lights (+2 lights)
Faerie Fire (+50' square)
Darkness (+10' radius)
Levitate
Know Alignment
Detect Magic
Magic Items:
Drow Cloak (75% undetected in shadows) [+6 save vs. fire for cloak only]
Drow Boots (as boots of elvenkind)
Drow Metal Chainmail +3
Drow Metal Buckler +3
Drow Metal Dagger +3
Drow Metal Shortsword +3
20 doses of sleep poison for hand crossbow (save at -4 vs. poison or fall asleep for 2D4 hours, -4 to hit, move at half speed, and +4 to AC during the round hit, sleep occurs at the start of the next round, 1 extra phase to coat a bolt for the practiced and nimble drow [1 round for others])
3 Potions of Extra Healing
Potion of Speed
Bracers of Cruelty (these appear as drow metal bracers engraved with pictures of victims being tortured, any slashing or piercing melee weapon wielded by the wearer of the bracers causes extreme pain to those hit by the weapon, victims suffer a temporary loss of 1 STR [or 1 exceptional STR category] and 1 DEX for every 3 full points of base weapon damage [including magical plusses] done, lost points are regained at a rate of 1 STR and 1 DEX per 3 rounds, a victim reaching zero STR or DEX falls wracked with pain and unable to take any actions)
Brooch of Shielding shaped like a mushroom (6 charges remaining)
House Insignia on a chain around the neck (effective at 12th level of ability) (Minor Powers [usable at will]: Water Walking, Comprehend Languages, Intermediate Powers [usable 2/turn]: Web, Protection from Normal Missiles, Major Powers [usable 1/turn]: Tongues, Dispel Magic)
Treasure:
9D20pp, signet ring with house insignia etched into a topaz worth 600gp, a silver torc shaped like tentacles and studded with diamonds worth 5000gp
Quinilver Commander's Body Slave Goblin (AC 7, MV 6, HD 1-1, hp 7, THAC0 20, #ATT 1, D by weapon, Weapons short sword (Fa 1D6/1D8 kdD6), sling (Av 1/r 8/16/24 1D4/1D4 kdD4), Armour leather armour, AL LE, XP 15, Source; Monstrous Manual)
27. Vrielsevri Commander Quarters
As one of the two lead houses of Yyered Nulthil, House Quinilver has the advantage of having two commanders on this level and they are stationed in larger rooms than the other two houses.
The room is well furnished, much in the same style as Rooms 20-23, except that there are more furnishings and they are more elaborate and expensive looking.
Like all such commander's quarters, the secret doors leading to this place open only upon the speaking of a command word known only by the dweller within. In all other cases, the doors are treated as if locked by both a regular bar lock and a Wizard Lock cast by a wizard of 12th level.
Within is a chamber sumptuously appointed in grand drow elven style. A large bed of drow metal occupies the room, along with a wardrobe full of drow garb, nightstand, mirror, washbasin, a small bath, and a private privy.
In one corner is a fur pallet which serves as sleeping arrangements for the commander's personal body slave.
A small table and divan set finishes the chamber, and the personal effects of the commander, including books, charts, maps, etc. are scattered around the room or stored on shelves.
Tapestries on the walls depict scenes from the history of the commander's house and everything features the spidery motifs that the drow favour.
The room is lighted by several braziers which burn with a mauve glow and exude a pungent, sickly sweet odor.
Vrielsevri Male Commander (AC -4 (16 DEX), MV 13, CL Wa, LV 8, hp 82 (16 CON), THAC0 13, #ATT 2+1, D by weapon, Weapons shortsword (Fa 1D6/1D8 kdD6), dagger (Fa 2/r 2/4/6 1D4/1D3 kdD6), hand crossbow (Av 1/r 4/8/12 1D3/1D2 kdD4), Armour chainmail +3, buckler +3, 16 DEX, SA specialized in short sword (+1 to hit, +2 damage 2 attacks per round), ambidextrous, drow powers, +1 to hit with missiles (due to DEX), SD specialized in weapon and shield style (may use shield maneuvers without losing shield AC benefit), surprised on a 1 in 10, vulnerable to bright lights (90% likely to be seen, -2 DEX and -2 to hit, +2 to opponent saves if drow in the light, half that if opponent in the light, cumulative if both in the light), save vs. magic at +2, sense underground phenomenon as dwarves, sense secret doors as elves, MR 68%, AL CE, XP 5000, Source: Drow of the Underdark)
Non-Weapon Proficiencies:
Quickness (16), Blind-fighting, Ambidexterity
Drow Powers (1/day at 8th level, may use 2 powers or a power and spell):
Dancing Lights (+2 lights)
Faerie Fire (+40' square)
Darkness (+8' radius)
Levitate
Know Alignment
Detect Magic
Magic Items:
Drow Cloak (75% undetected in shadows) [+6 save vs. fire for cloak only]
Drow Boots (as boots of elvenkind)
Drow Metal Chainmail +3
Drow Metal Buckler +3
Drow Metal Dagger +3
Drow Metal Shortsword +3
20 doses of sleep poison for hand crossbow (save at -4 vs. poison or fall asleep for 2D4 hours, -4 to hit, move at half speed, and +4 to AC during the round hit, sleep occurs at the start of the next round, 1 extra phase to coat a bolt for the practiced and nimble drow [1 round for others])
3 Potions of Extra Healing
Potion of Invulnerability
Ring of Spell Storing holding the following Wizard spells (cast at 12th level): Dispel Magic, Melf's Minute Meteors, Wraithform, Ice Storm, Otiluke's Freezing Sphere
House Insignia on a chain around the neck (effective at 12th level of ability) (Minor Powers [usable at will]: shield, Comprehend Languages, Intermediate Powers [usable 2/turn]: Monster Summoning I, Protection from Normal Missiles, Major Powers [usable 1/turn]: Tongues, Dispel Magic)
Treasure:
8D20pp, platinum bracers fashioned to resemble skulls trapped in spider webs worth 2000gp, silver and opal signet ring with house insignia etched within the gem worth 2500gp
Quinilver Commander's Body Slave Goblin (AC 7, MV 6, HD 1-1, hp 7, THAC0 20, #ATT 1, D by weapon, Weapons short sword (Fa 1D6/1D8 kdD6), sling (Av 1/r 8/16/24 1D4/1D4 kdD4), Armour leather armour, AL LE, XP 15, Source; Monstrous Manual)
LOWER LEVEL
Unlike the Level One of the outpost, the lower level is fashioned from stone, cut and worked by the drow directly from the natural stone of the cavern floor. Room and hall dimensions are still as indicated as default for this outpost.
The lower level is home to the females of the outpost, as well as the slaves, storerooms, and water supply.
Dashed lines on the map indicate the location of the ramp to the Level One when it is lowered as well as the shafts from the pits described in Rooms 12 and 14 of Level One.

1. Antechamber
The floor of this large chamber resides some 10' below the floor of Level One, the ramp from which descends at a steep 22.5 degree angle.
This chamber is decorated with a marble floor shot through with veins of onyx and jade in a vague web-like tracery. Various small spiders are embedded into the marble, and it is impossible to tell whether they are uncanny carvings painted realistically or the actual bodies of spiders.
Nine doors of drow metal pierce the chamber, the southernmost six doors bear the insignia of their respective houses, as follows counterclockwise from the door to Room 16:
House Barith-mir - a black circle
House Y'red-luthui - two crossed shortswords over a pile of coins
House Vrielsevri - a black lidless eye
House Quinilver - a black stalactite
House Ziril-hast - descending stairs
House Tarron-iril - a spread-eagled humanoid
None of these doors is locked, but each bears a house rune of minor power which activates a magic mouth in the room of the House Mistress announcing that the door has opened.
The three northernmost doors are unadorned.
Along the south wall is a mosaic of semi-precious stones of all kinds cut and polished flat showing the drow in a forest cutting down surface elves and in several instances in the background male and female drow are raping or copulating with surface elves of both sexes.
One of the over-emphasized phalluses of a male drow is actually a lever made of drow metal which protrudes from the wall. If the lever is pulled down, the ramp to Level One lowers. In addition, as a wag, the male drow's painted face frowns in distress. When the lever is pushed up, the ramp rises and the painted face beams with elation.
It takes a full round for the ramp to raise or lower.
2. Guest Chamber
This chamber is fairly unadorned, but furnished with 3 metal beds bedecked with rothe furs and spider silk sheets. A web-like canopy hangs over each bed.
The door to this room bars from the inside, but a secret slot in the door openable from the outside can be used to disengage the bar. In addition, a bar on the OUTSIDE of the door is hidden in the lintel and can be moved to lock the door from the outside.
Finally, flanking the door are small spy holes which can also be used to dump gas pellets or cast spells into the room.
The interior walls of the room are subtly curved in order to carry even whispers to the spy holes. Only someone specifically examining the room or someone with the Engineering NWP might notice this little trick of architecture.
These guest rooms are currently empty.
3. Arachnitorium
This large room is home to the spiders of the outpost. The spiders are domesticated in the drow sense of the word, meaning they will tend to not harm drow and will follow directions as their intelligence allows. Individual spiders belong to or are allied to individual drow mistresses, but this is not delineated in the text, as the party will likely be facing them en masse as outpost defenders.
The room is accessed by way of a passage from Room 1 that slopes downward. By the time the passageway reaches the archway to this room, it has descended another 30' below the level of Room 1.
The archway entering this room is of stone, carved into bas-reliefs of grotesque spiders ensnaring and consuming dragons, great serpents, giants, and other fearsome beasts.
Within, webs hang everywhere, reducing visibility greatly, though many near the floor are tattered. The ceiling is wholly un-viewable, as a canopy of webs covers the ceiling, which is 40' above the floor.
The room is very strangely shaped, designed with myriad niches and nooks and crannies that the spiders favour as hiding places.
All told, the following spiders dwell here. They will attack intruders ferociously and will obey the commands of drow females. However, as they are not all to be found right at the entrance of the room, attacks will tend to come in waves.
Hairy Spiders (400) (AC 8, MV 12 wb9, HD 1-1, hp 5 ea, THAC0 20, #ATT 1, D 1, SA poison (+2 save vs. poison or AC and to hit rolls are penalized by 1 and DEX is at -3, beginning 1 round after the bite and lasting for 1d4+1 rounds, effects are not cumulative), +5 to hit once attached to victim, 40 may attack a M sized victim, SD resistant to attempts to crush them, AL NE, XP 65 ea, Source: Monstrous Manual)
Large Spiders (100) (AC 8, MV 6 wb15, HD 1+1, hp 7 ea, THAC0 19, #ATT 1, D 1, SA poison (type A, onset 15 minutes, take 15 damage or no damage if a save at +2 is made), webs (break free in number of rounds equal to 19-STR, held victims are +4 to hit and lose all DEX bonuses), AL N, XP 175 ea, Source: Monstrous Manual)
Huge Spiders (25) (AC 6, MV 18, HD 2+2, hp 14 ea, THAC0 19, #ATT 1, D 1-6, SA poison (type A, onset 15 minutes, take 15 damage or no damage if save is made at +1), surprise (-6 to opponent surprise rolls if ambush), leap (30'), AL N, XP 270 ea, Source: Monstrous Manual)
Giant Spiders (10) (AC 4, MV 6 wb12, HD 4+4, hp 28 ea, THAC0 15, #ATT 1, D 1-8, SA poison (type F, save immediately or die), webs (break free in number of rounds equal to 19-STR, held victims are +4 to hit and lose all DEX bonuses), AL CE, XP 650 ea, Source: Monstrous Manual)
Phase Spiders (3) (AC 7, MV 6 wb15, HD 5+5, hp 36 ea, THAC0 15, #ATT 1, D 1-6, SA poison (type F, save at -2 or die immediately), phase (-3 to initiative rolls, if spider wins by more than 4, attacks and phases out before opponent can strike back, always attack from behind [+4 to hit], -1 to initiative and always attackable on the ethereal plane), webs (break free in rounds equal to 19-STR, entangled victims are +4 to be hit and lose all DEX benefits), AL N, XP 1400 ea, Source: Monstrous Manual)
Sword Spiders (2) (AC 3, MV 6 wb 8 cl 8, HD 5+5, hp 35 ea, THAC0 15, #ATT 2, D 2-8/2-12. SA leap (up to 30' horizontally, one to hit roll, number of legs hitting is 3 vs. size S, 4 vs. size M, 5 vs. size L, 6 vs. size H, 8 vs. size G, +1 to hit if leap is more than 20'), SD attacks upward against leap are at -4 to hit, AL CE, XP 2000 ea, Source: Monstrous Manual)
Hunting Spiders (2) (AC 4, MV 8 fl10, HD 3+3, hp 23 ea, THAC0 17, #ATT 1, D 1-3, SA poison (save at +2 or suffer 15 damage at 1 per minute starting 10-30 minutes after the bite), leap (up to 70' horizontally using wings, any distance vertically downward), never surprised, True Seeing, AL LN, XP 650 ea, Source: Drow of the Underdark)
The room is littered with the husked out remains of victims, including bugbears, quaggoth, goblins, kobolds, and duergar.
4. Eye Commander Barracks
This room, set on a sloping passage heading down from Room 1 to Room 3, is 20' below the level of the floor of Room 1. The outer door is of drow metal and unlocked and contains no adornment,
Within is a small chamber, 10' square, which serves as a guard chamber for the Commanders in Room 4 proper. Within the chamber, at attention, are 2 bugbear guards. They are warded over by a watch spider that clings to the ceiling of the room, which is covered in webs. The spider and the bugbears are used to each other and will fight in cooperation.
Bugbear Guards (2) (AC 1, MV 9, HD 3+1, hp 24 ea, THAC0 17, #ATT 1, D by weapon (+2 due to STR), Weapons footman's mace +1 (Av 1D6+1/1D6 kdD10, +2 vs mail), Armour chainmail +1, medium shield +1, SA -3 to opponent surprise rolls, AL CE, XP 120 ea, Source: Monstrous Manual)
Magic Items:
Drow Metal Footman's Mace +1
Drow Metal Chainmail +1 (bugbear sized)
Drow Metal Medium Shield +1
Watch Spider (AC 6, MV 18, HD 2+2. hp 16, THAC0 19, #ATT 1, D 1-6, SA poison (save at +1 or paralyzed for 2-8 turns in an onset of 1-2 rounds), AL LN, XP 420, Source: Drow of the Underdark)
Within is a large oval room, with a flat floor set below the widest part of the oval. The walls expand out from the floor to the centre bulge of the oval and then curve to meet at the ceiling. The walls are shot through with a substance that appears to surface dwellers as mother-of-pearl, but is actually a drow mix of bones, teeth, and finely ground gems. The veins of this substance give the room the impression of being decorated with sparkling spider webs.
This chamber contains the quarters for the 16 Eye Commanders of the outpost. These are warranted with supervising and commanding the male soldiery above, and are an intermediate post in the ranks of female warrior hierarchy. At all times four of the commanders will be on Level One, manning the four mandible and spinneret chambers (Rooms 2, 6, 7, and 11 on Level One), The other 12 are usually here resting, and it is possible for a few of them to have a male or two as a dalliance.
The chamber contains 16 curtained sections along the walls, these being partitioned by mauve curtains decorated with black webbing and each partition encloses a small boudoir large enough for a fine bed of spidersilk sheeting, a wardrobe, a weapon rack, and a table and mirror, and a chamber pot. Within the wardrobes are various drow female clothing, some of which bear house insignia sewn into the insides of sleeves or collars. These insignia are hidden because the Eye Commanders are supposed to be temporarily loyal only to the Outpost and are not supposed to don any of their house accoutrements.
The centre of the room contains a large common table and a dozen chairs, upon which are the remains of meals, bottles of potent fungal draughts, scrolls and books of mundane drow interest, and personal effects, including a drow deck of cards made of ivory.
Drow Female Eye Commanders (16 though 4 are on Level One) (AC -3 (16 DEX), MV 13, CL Wa/Wi, LV 5/4, hp 25 ea, THAC0 16, #ATT 3/2+1, D by weapon, Weapons shortsword (Fa 1D6/1D8 kdD6), dagger (Fa 2/r 2/4/6 1D4/1D3 kdD6), hand crossbow (Av 1/r 4/8/12 1D3/1D2 kdD4), Armour chainmail +2, buckler +2, 16 DEX, proficiency with bucklers, SA expertise in short sword (3/2 attacks per round), ambidextrous, drow powers, +1 to hit with missiles (due to DEX), SD specialized in weapon and shield style (may use shield maneuvers without losing shield AC benefit), surprised on a 1 in 10, vulnerable to bright lights (90% likely to be seen, -2 DEX and -2 to hit, +2 to opponent saves if drow in the light, half that if opponent in the light, cumulative if both in the light), save vs. magic at +2, sense underground phenomenon as dwarves, sense secret doors as elves, Spell Points: 29 (16 INT), MR 60%, AL CE, XP 5000 ea, Source: Drow of the Underdark)
Non-Weapon Proficiencies:
Concentration (11), Ambidexterity, Blind-fighting
Drow Powers (1/day at 5th level)
Dancing Lights
Faerie Fire (+20' square)
Darkness (+4' radius)
Levitate
Know Alignment
Detect Magic
Magic Items:
Drow Cloak (75% undetected in shadows) [+6 save vs. fire for cloak only]
Drow Boots (as boots of elvenkind)
Drow Metal Chainmail +2
Drow Metal Buckler +2
Drow Metal Dagger +2
Drow Metal Shortsword +2
20 doses of sleep poison for hand crossbow (save at -4 vs. poison or fall asleep for 2D4 hours, -4 to hit, move at half speed, and +4 to AC during the round hit, sleep occurs at the start of the next round, 1 extra phase to coat a bolt for the practiced and nimble drow [1 round for others])
1 Potion of Extra Healing
1 Potion of Invulnerability
Spells Memorized:
1 - Magic Missile (4), Magic Missile (4), Hold Portal (4), Reduce (4), Web (6), Detect Invisibility (6), 1 Free Cantrip (1)
2 - Magic Missile (4), Charm Person (4), Chromatic Orb (4), Grease (4), Web (6), Invisibility (6), 1 Free Cantrip (1)
3 - Magic Missile (4), Sleep (4), Colour Spray (4), Phantasmal Force (4), Web (6), Invisibility (6), 1 Free Cantrip (1)
4 - Magic Missile (4), Protection from Good (4), Enlarge (4), Shocking Grasp (4), Mirror Image (6), Glitterdust (6), 1 Free Cantrip (1)
5 - Magic Missile (4), Spook (4), Ray of Fatigue (4), Wall of Fog (4), Web (6), Stinking Cloud (6), 1 Free Cantrip (1)
6 - Magic Missile (4), Magic Missile (4), Ray of Fatigue (4), Charm Person (4), Shatter (6), Blindness (6), 1 Free Cantrip (1)
7 - Magic Missile (4), Shocking Grasp (4), Burning Hands (4), Chromatic Orb (4), Summon Swarm (6), Irritation (6), 1 Free Cantrip (1)
8 - Magic Missile (4), Hold Portal (4), Taunt (4), Chill Touch (4), Scare (6), Ray of Enfeeblement (6), 1 Free Cantrip (1)
9 - Magic Missile (4), Magic Missile (4), Charm Person (4), Chromatic Orb (4), Invisibility (6), Mirror Image (6), 1 Free Cantrip (1)
10 - Magic Missile (4), Colour Spray (4), Ray of Fatigue (4), Sleep (4), Invisibility (6), Ghoul Touch (6), 1 Free Cantrip (1)
11 - Magic Missile (4), Magic Missile (4), Protection from Good, Grease (4), Charm Person (4), Flaming Sphere (6), Knock (6), 1 Free Cantrip (1)
12 - Magic Missile (4), Alarm (4), Reduce (4), Jump (4), Displace self (6), Wall of Gloom (6), 1 Free Cantrip (1)
13 - Magic Missile (4), Colour Spray (4), Enlarge (4), Chromatic Orb (4), Invisibility (6), ESP (6), 1 Free Cantrip (1)
14 - Magic Missile (4), Magic Missile (4), Burning Hands (4), Protection from Good (4), Melf's Acid Arrow (6), Hypnotic Pattern (6), 1 Free Cantrip (1)
15 - Magic Missile (4), Phantasmal Force (4), Charm Person (4), Ray of Fatigue (4), Invisibility (6), Stinking Cloud (6), 1 Free Cantrip (1)
16 - Magic Missile (4), Feather Fall (4), Reduce (4), Chromatic Orb (4), Invisibility (6), Web (6), 1 Free Cantrip (1)
All of the Eye Commanders carry a travelling spellbook with their memorized spells, Read Magic, Detect Magic, and from 1-4 other spells of 1st or 2nd level (left to the DM's determination or random roll).
Treasure:
5D20pp, platinum badge in the shape of an eye with a peridot pupil worth 350gp.
These Eye Commanders are trained to work together in combat, and despite their relatively low level of arcane knowledge, they will coordinate their attacks and combine some of their spells en masse. Imagine a troublesome party wizard being targeted by 12 magic missiles!
There is a secret door in the southern wall that leads to a small passageway that ends up in Room 17. This tunnel is used as an alternate flanking route for the Eye Commanders, should their doorway be blocked by enemies. The secret door at this end is lockable from Room 5 by use of a hidden switch and is, in fact, kept locked at all times except during emergencies. The door on the other end is locked from the Room 17 side and is also kept secure except during times of emergency.
5. Slaver Wardens
This room serves as the guard post for the slave warrens, which comprise Rooms 7-11. The wardens are favoured slaves, put here as a sign of preferred position, and as such these wardens are extremely loyal and diligent, as they use their position to bully the other slaves, and they know that should they ever be remiss in their duties and be sent back into the slave population, life for them would be hard, short, or both.
The chamber is filthy, as appropriate for the inhabitants, and it reeks of sweat and offal. In the centre is an oversized battered metal table and chairs, and scattered around this are 6 huge fur pallets (a troll shares with the two headed troll). Various bones, broken crockery, and crude personal items are tossed casually about the chamber. Hanging from a rack on the wall are 3 large scourges and 3 large whips, used to punish slaves.
The master of the wardens is a giant two-headed troll, who lords it over every other slave in the outpost.
Giant Two-Headed Troll (AC -1, MV 12, HD 10, hp 67, THAC0 11, #ATT 4, D by weapon type (+6 due to STR), 5-8/1-12/1-12, weapons giant mace/maul (Sl 2D4/1D10 kdD12, +1 to hit vs plate or mail), Armour chainmail pieces and furs, medium shield wielded like a buckler (may wear the shield and claw attack), SA specialized in weapon and shield style (may gain AC from shield and still attack with claw), SD regenerate 1hp per round (cannot reattach limbs), surprised only on a 1, AL CE, XP 3000, Source: Monstrous Manual)
Treasure:
Copper nose ring worth 15gp, silver hoop earring worth 20gp
He commands two female trolls who are his consorts and are also warriors, trained by the drow females.
Trolls (2) (AC 2, MV 12, HD 6+6, hp 32, 41, THAC0 13, #ATT 3, D by weapon (+8 due to STR)/5-8/5-12, Weapons Morningstar (Av 2D4/1D6+1 kdD10, +1 vs plate), Armour chain scraps, SD 80% climbing, regenerate 3hp per round, AL CE, XP 1400 ea, Source: Monstrous Manual)
And they are supported by 4 Ogrish warriors who worked their way out of the gladiator pits back in the drow city.
Ogres (4) (AC 3, MV 9, CL Wa [Pit Fighter kit], LV 6, hp 80, 68, 60, 68 (18 CON), THAC0 15, #ATT 3/2, D by weapon (+6 due to STR), Weapons footman's mace (Av 1d6+1/1D6 kdD10, +2 vs mail), Armour chainmail, medium shield, proficiency in shield, SA +2 to hit due to STR, -2 damage due to kit, specialized in mace (+1 to hit, +2 damage, 3/2 attacks per round), AL CE, XP 2000 ea, Source: Monstrous Manual)
NWP:
Close Quarter Fighting (12)
Treasure:
Silver and amethyst ear studs in the shape of a morningstar worth 100gp each.
6. Slave Antechamber and Well Room
This unadorned chamber serves as the antechamber for the 3 doors that lead to the slave pens proper. Four bugbears lair here, serving as guards of the keys and enjoying the benefits of being outside of the actual slave warrens. These are diligent in their duties as they know the giant troll in Room 5 will flay any of them caught unawares or sleeping more than one at a time. Indeed, this is a 24 hours watch, and as such 1 bugbear is always asleep in a ratty fur pallet while the others watch the doors, the hallway to Room 5, and grumble and grunt and play at knucklebones.
Bugbears (4) (AC 5, MV 9, HD 3+1, hp 24 ea, THAC0 17, #ATT 1, D by weapon (+2 due to STR), Weapons footman's mace (Av 1D6+1/1D6 kdD10, +2 vs mail), Armour furs and hides, medium shield, SA -3 to opponent surprise rolls, AL CE, XP 120 ea, Source: Monstrous Manual)
There is a set of three large iron keys on a key ring on a hook in the southwest corner of the room and under it is an iron barrel filled with drinking water and another barrel filled with bugbear waste.
The centre of the room also serves as a well for the complex. A stout stone cover keeps the well secure and clean and several iron crowbars allow the bugbears to open the cover to draw water or allow others to draw water for the Outpost. Several clean buckets tied to ropes lie nearby.
Within the cover is a circular shaft some 300' deep and filled with water some 25' below its surface. The sides of the well, to about 20' from the top, are lined with a purplish lichen. This lichen causes the walls of the well to be slick and makes climbing up or down the shaft almost impossible. In addition, the lichen feeds on the water and is extremely sensitive to any impurities, a sign for the drow that their water supply is pure as long as the lichen remains healthy.
Each of the three doors leading from the room is stout iron and locked. They have no windows and are openable by the keys hung on the peg in this chamber.
7. Interrogation Chamber
Although there is no official torturer here, the wicked drow females are certainly adept enough at the practice and make up in enthusiasm what they lack in instruction. This chamber is designed to punish recalcitrant slaves and to squeeze information out of captured spies.
The room is a torturer's paradise, complete with racks of wicked metal implements of a bewildering array of barbs and strange twists and curves, as if each were designed to influence a single body part.
A metal rack stands against one wall, while another sits on the floor and various shackles hang down from the ceiling or are attached tot he floor.
An iron pot bears heated coals and sits atop a fire spit and various metal bars, pokers, and brands lie cooled within.
Against the west wall is a strange device, looking like a folding table with half of its top folded up vertically against the wall and the other half remaining flat and horizontal. Both surfaces are covered in barbed spikes. Close examination reveals that the table actually is comprised of over a hundred hinged sections that can be folded and turned and that twenty dials set along the rim of the horizontal section of the table top serve to tighten and manipulate these various sections. The exact use of this fiendish device is difficult to puzzle out, but it is clear the thing is a contraption of surpassing cunning and dedicated to extreme pain.
The only current occupant of this chamber is the skeleton of a bugbear, flesh flayed from its bones but tendons still keeping the joints together, hanging from shackles in the ceiling.
8. Prison
This chamber is unadorned and serves as the prison of the Outpost. Within and shackled to the walls by iron shackles are two prisoners, though at least a dozen more shackles lie empty awaiting further guests.
The first prisoner is a captured duergar, soon to be introduced to the table in Room 7 and eager to secure any chance to escape. Like his kin, his word, if given, is honoured, but he will seek to leave the party and return to his people as soon as he can if rescued. As a caravan guard, he is a doughty warrior and will gladly fight to help free himself if given weapons to take up against the drow.
Duergar Warrior (AC 8 (16 DEX), MV 6, HD 2+4, hp 16, THAC0 17, #ATT 1, D by weapon, Weapons none, Armour 16 DEX, SA enlarge 1/day (4th level), invisibility 1/day (4th level), surprise (-2 to opponent's rolls), SD senses (surprised 1 in 10), magic (save vs. magic at +4), immune to paralysis, illusion/phantasm spells, poisons, if attacking brightly illuminated foes [i.e. Continual Light] -1 to hit and opponents gain +1 to saves, AL LE, XP 650, Source: Monstrous Manual)
The other prisoner is a male drow soldier who was placed here as punishment for spurning a female's advances. His fate is not yet determined, and may vary from release, another chance to please his mistress, or death.
As such, since he still has a hope of return to favour, the drow male will not be helpful or will feign helpfulness to the party and seek to lead them astray and betray them to his race so that he might re-enter the good graces of his commanders.
Drow Male Soldier (AC 8 (16 DEX), MV 13, CL Wa, LV 2, hp 16, THAC0 19, #ATT 3/2+1, D by weapon, Weapons none, Armour 16 DEX, SA specialized in short sword (+1 to hit, +2 damage 3/2 attacks per round), ambidextrous, drow powers, +1 to hit with missiles (due to DEX), SD surprised on a 1 in 10, vulnerable to bright lights (90% likely to be seen, -2 DEX and -2 to hit, +2 to opponent saves if drow in the light, half that if opponent in the light, cumulative if both in the light), save vs. magic at +2, sense underground phenomenon as dwarves, sense secret doors as elves, MR 54%, AL CE, XP 650 ea, Source: Drow of the Underdark)
Drow Powers (1/day at 4th level):
Dancing Lights
Faerie Fire
Darkness
Within the room, aside from the two prisoners and the shackles, which are openable by the same key that allows entry into this room, are several empty plates with food scraps on them and some bone cups of water and two metal chamber pots.
9. Low Slave Quarters
This filthy, large chamber is where the lowest of slaves dwell. Here are ratty rothe fur pallets jumping with fleas and the stench of unwashed bodies, barely used chamber pots, and discarded bones.
Some 25 goblins dwell here, along with 12 kobolds and 6 humans. The latter are of ancient drow slave stock and know nothing of the surface world and speak only Drow Elvish and Goblin.
Goblin Slaves (25) (AC 10, MV 6, HD 1-1, hp 4 ea, THAC0 20, #ATT 1, D 1-4, AL LE, XP 15 ea, Source: Monstrous Manual)
Kobold Slaves (12) (AC 10, MV 6, HD 1/2, hp 3 ea, THAC0 20, #ATT 1, D 1-3, AL LE, XP 7 ea, Source: Monstrous Manual)
Human Slaves (6) (AC 10, MV 12, HD 1, hp 4 ea, THAC0 19, #ATT 1, D 1-4, AL LN, XP 15 ea, Source: Monstrous Manual)
None of these will aid the party, all being deathly afraid of betraying the drow and knowing full well what happens to escaped slaves that are recaptured by the drow. They will also not likely hinder the party unless a drow is watching them, but they will simply cringe and cower. The humans can be dragged away or even lured away by another human of high Charisma, but it would take years of work to uncondition them and return them to a normal surface existence.
10. Middle Slave Quarters
This small chamber is home to the middle level slaves of the Outpost. These are hobgoblins, and there are six of them. They are used for manual labour requiring more strength and intelligence than the goblins or kobolds or humans in Room 9. The hobgoblins are not allowed weaponry, but have fur pallets and a crude metal table and chairs to sit at where they have set up various games scratched into the tabletop, including a board game using the pried-out fingernails of kobolds as tokens.
The hobgoblins, eager to move up the slave chain and become house soldiers one day, will fight for the drow unless the cause appears absolutely hopeless. When needed, the hobgoblins can grab chairs or mugs and use them as clubs.
Hobgoblins (6) (AC 10, MV 9, HD 1+1, hp 9, THAC0 19, #ATT 1, D by weapon, Weapons club (Fa 1/r 2/4/6 1D6/1D3 kdD8, Armour none, AL LE, XP 35, Source; Monstrous Manual)
The hobgoblins continually fawn over the matron in Room 16 on Level One, trying to vie for her favour and so rise out of the slave pens. As such, they often give her sexual favours, but unwittingly, they merely encourage the matron to play one against the other and thereby secure the attentions of six submissive males.
11. High Slave Quarters
This chamber holds the slave soldiery of the Outpost. On metal bunks lined with fur set around several metal tables and chairs dwell some 24 bugbears, while 6 large brutish ogres sleep on large mounds of fur off to the east.
Bugbears (24) (AC 5, MV 9, HD 3+1, hp 20 ea, THAC0 17, #ATT 1, D by weapon (+2 due to STR), Weapons footman's mace (Av 1D6+1/1D6 kdD10, +2 vs mail), Armour furs and hides, medium shield, SA -3 to opponent surprise rolls, AL CE, XP 120 ea, Source: Monstrous Manual)
Ogres (6) (AC 5, MV 9, HD 4+1, hp 25 ea, THAC0 17, #ATT 1, D 1-10 or by weapon (+6 due to STR), Weapons maul (Sl 2D4/1D10 kdD12 +1 vs plate or mail), SA +2 to hit with weapons, AL CE, XP 270 ea, Source: Monstrous Manual)
These are the elite cannon fodder of the Outpost, sent a few at a time with patrols to walk point and flush out enemies. They take every chance to humiliate or brutalize the lower and smaller slaves while at the same time resenting the very same treatment from those slaves ranked above them.
These slaves are relatively loyal to the drow and will fight intruders, though not necessarily to the death.
12. Tarron-iril Guard Chamber
This chamber houses the personal guard of the House Mistress of Tarron-iril. Being a slaving house, the mistress employs some of the better armed, trained and disciplined bodyguard slaves in the Outpost.
The chamber is accoutered with a large metal table and chairs, including one oversized to fit an ogre. Several iron practice dummies, scoured and dented from use, stand to one side and a fur target hangs on the wall. A weapon rack holds the weapons of the bodyguards while 6 fur pallets are pushed against the walls. Several braziers provide flickering light and warmth with a minimum of smoke.
All of the bodyguards here are intensely loyal to their mistress and represent some of the cream of the slave soldiery and gladiators. As such, they are extremely competent fighters liable to give a big surprise to anyone underestimating them. Even the drow male soldiery gives these fellows a wide berth!
Goblin Warrior (AC 2 (16 DEX), MV 7, CL Wa, LV 8, hp 73 (15 CON), THAC0 13, #ATT 2+1, D by weapon, Weapon battle axe (Av 1D8/1D8 kdD10), dagger (Fa 2/r 2/4/6 1D4/1D3 kdD6), darts (Fa 3/r 2/4/8 1D3/1D2 kdD4), Armour chainmail +1, 16 DEX, SA specialized in battle axe (+1 to hit, +2 damage), specialized in 2 handed fighting style, ambidexterity, AL LE, XP 2000, Source: Monstrous Manual)
NWP:
Alertness (12), Close-Quarter Fighting (16), Hiding (13)
Magic Items:
Drow Chainmail +1
Treasure:
Golden slave earring decorated with the runes of House Tarron-iril worth 50gp.
Ogre Warrior (AC 0, MV 9, CL Wa, LV 7, hp 83 (18 CON), THAC0 14, #ATT 2, D by weapon (+6 due to strength), Weapons two handed sword (Sl 1D10/3d6 kdD12 +2 vs mail and plate), Armour studded leather and furs, large shield +1, SA +3 to hit due to STR, specialized in two handed sword (+1 to hit, +2 damage), specialized in two handed weapon style (speed increases by one phase), -4 to hit gnomes and dwarves, AL CE, XP 975, Source: Monstrous Manual)
Magic Items:
Drow Metal Large Shield +1
Treasure:
Golden slave earring decorated with the runes of House Tarron-iril worth 50gp.
Bugbear Warriors (3) (AC 0, MV 9, CL Wa, LV 6, hp 49 ea (15 CON), THAC0 15, #ATT 3/2, D by weapon (+1 due to 17 STR), Weapons footman's mace (Av 1D6+1/1D6 kdD10 +2 vs male), short bow (Av 2/r 10/20/30 1D6/1D6 kdD6), Armour chainmail +1, medium shield +1, specialized in medium shield, SA specialized in footman's mace (+1 to hit, +2 damage), -3 to opponent surprise rolls, AL CE, XP 650 ea, Source: Monstrous Manual)
NWP:
Alertness (10)
Magic Items:
Drow Metal Chainmail +1
Drow Metal Medium Shield +1
Treasure:
Golden slave earrings decorated with the runes of House Tarron-iril worth 50gp each.
13. Tarron-iril Mistress Chamber
This chamber is shaped like a hemisphere and is decorated in non-sticky spidersilk that drapes like gauze from the ceiling and accentuates the obsidian spider inset into the centre of the ceiling.
The chamber contains a central table of metal, highly ornate and decorated with spread-eagled humanoids up and down its length. Several chairs surround the table. Several braziers burn lightly and a weapon rack hangs from a nearby wall. Next to it are several bookshelves holding tomes that include records of slaving operations, gladiator contests in Yyered Nulthil, and books on the habits and culture of goblins and bugbears.
Across the southern third of the chamber is a red curtain of spidersilk decorated with scenes of various humanoids in chains suffering the lash by drow females. Behind this is the boudoir of the mistress, including an ornate round metal bed with spidersilk sheets decorated with the motifs of House Tarron-iril. Nearby is a wardrobe holding various garments befitting a drow mistress and a chest holding mundane personal possessions and spell components for the spells knowable by the mistress. Set to one side is a silver bathtub with unguents nearby and a small privy.
Within the chest is a false bottom, warded by a cunning poison gas trap (if the bottom is not opened in a precise way, a bladder is punctured and gas spurts out in a 3' radius around the chest, requiring a save vs poison or the victim will die in D12 rounds) which holds a spellbook made of rothe fur boiled in wax with spidersilk pages. The following spell formulae are contained within:
Read Magic
Detect Magic
Magic Missile
Shield
Sleep
Spidereyes
Charm Person
Friends
Mirror Image
Detect Invisibility
Web
Ray of Enfeeblement
Invisibility
Bind
Forget
Hold Person
Suggestion
Flame Arrow
Hand of Darkness
Acid Bolt
Polymorph Self
Fire Charm
Tarron-iril Mistress Drow Female (AC -2 (16 DEX), MV 13, CL Wi/Ro, LV 7/8, hp 32, THAC0 17, #ATT 1, D by weapon, Weapons dagger (Fa 2/r 2/4/6 1D4/1D3 kdD6), hand crossbow (Av 1/r 4/8/12 1D3/1D2 kdD4), Armour chainmail +3, 16 DEX, double proficient in 1H melee style, SA backstab (x3 damage), ambidextrous, drow powers, +1 to hit with missiles (due to DEX), SD specialized in 1H melee weapon style, surprised on a 1 in 10, vulnerable to bright lights (90% likely to be seen, -2 DEX and -2 to hit, +2 to opponent saves if drow in the light, half that if opponent in the light, cumulative if both in the light), save vs. magic at +2, sense underground phenomenon as dwarves, sense secret doors as elves, Spell Points: 75 (16 INT), MR 66%, AL CE, XP 12000, Source: Drow of the Underdark)
Non-Weapon Proficiencies:
Concentration (10), Blind-fighting, Ambidexterity
Spell Memorized:
Shield (4), Magic Missile (4), Magic Missile (4), Sleep (4), Mirror Image (6), Web (6), Ray of Enfeeblement (6), Invisibility (6), Flame Arrow (10), Hand of Darkness (10), Acid Bolt (15)
Rogue Skills:
PP 20 OL 30 FRT 40 MS 65 HS 65 DN 85 CW 90 RL 20
Drow Powers (15/day at 8th level, may use 2 powers or a power and spell):
Dancing Lights (+2 lights)
Faerie Fire (+40' square)
Darkness (+8' radius)
Levitate
Know Alignment
Detect Magic
Magic Items:
Drow Cloak (75% undetected in shadows) [+6 save vs. fire for cloak only]
Drow Boots (as boots of elvenkind)
Drow Metal Chainmail +3
Drow Metal Dagger +3
20 doses of sleep poison for hand crossbow (save at -4 vs. poison or fall asleep for 2D4 hours, -4 to hit, move at half speed, and +4 to AC during the round hit, sleep occurs at the start of the next round, 1 extra phase to coat a bolt for the practiced and nimble drow [1 round for others])
1 Potion of Extra Healing
1 Potion of Non-Detection (as spell at 12th level for 1D4+1 turns)
Scroll of Wizard Spells: Fireball, Ice Storm, cone of Cold at 10th level
House Insignia on a chain around the neck (effective at 11th level of ability) (Minor Powers [usable at will]: Water Breathing, Jump, Spider Climb, Intermediate Powers [usable 2/turn]: Charm Person, Hold Person)
Treasure:
8D20pp, a silver headband inset with tourmaline and red garnets worth 1200gp, a cloak clasp of gold in the shape of a fire beetle with ruby glands worth 900gp.
14. Ziril-hast Guard Chamber
This chamber houses the personal guard of the House Mistress of Ziril-hast.
As befits the nature of a house engaged in mining activities, the bodyguard here consists of 4 stone guardians, which are keyed to attack anyone not wearing the special House Ring or within 10' of same.
Stone Guardians (4) (AC 2, MV 9, HD 4+4, hp 36 ea, THAC0 15, #ATT 2, D 2-9/2-9, SD 1/4 damage from edged weapons, immune to normal missiles, 1/2 damage from cold, fire, or electricity, destroyed by Stone to Flesh, Transmute Rock to Mud, Stone Shape or Dig, Detect Invisibility (at will), AL N, XP 420 ea, Source: Monstrous Manual)
In addition, six zombie duergar man the walls, in platemail and bearing warhammers, with instructions to attack intruders and to obey the House Mistress.
Zombie Duergar (6) (AC 3, MV 6, HD 2, hp 14 ea, THAC0 19, #ATT 1, D 1-8, Armour duergar platemail, SA always attacks last in a round, SD undead immunities, AL N, XP 65, source: Monstrous Manual)
The room itself is empty, except for a mosaic inset into the floor. The mosaic is made of a huge variety of polished stones and semi-precious stones and depicts drow warriors descending a stairway and slaying duergar in a gem-filled tunnel at the bottom of the steps.
15. Ziril-hast Mistress Chamber
This chamber is shaped like a hemisphere and is decorated in lapis lazuli walls from which black tapestries hang loose, forming smaller chambers within. These tapestries are embroidered with silver staircases and mining picks.
Within the various small sub chambers formed by the hanging draperies are a small dining chamber for four persons, a sitting area with several divans, a bed chamber with a large round bed covered in luxurious spidersilk linens, a water closet with privy and copper bathtub, and a salon holding a wardrobe holding drow clothing, mirror, and plush cushions upon the floor. Everything (excepting the privy) is adorned with gems and precious metals displaying the source of this House's power.
Throughout, braziers provide warmth and an earthy smell bespeaking long, lost tunnels and undiscovered wealth.
Ziril-hast Mistress Drow Female (AC -4 (15 DEX), MV 12, CL Wa, LV 7, hp 46, THAC0 14, #ATT 2, D by weapon, Weapons shortsword (Fa 1d8/1d6 kdD8), dagger (Fa 2/r 2/4/6 1D4/1D3 kdD6), hand crossbow (Av 1/r 4/8/12 1D3/1D2 kdD4), Armour chainmail +3, buckler +3, specialized in buckler proficiency, 15 DEX, SA ambidextrous, mastery of shortsword (+3 to hit, +3 damage), drow powers, SD specialized in weapon and shield style (may use shield maneuvers without losing shield AC benefit), surprised on a 1 in 10, vulnerable to bright lights (90% likely to be seen, -2 DEX and -2 to hit, +2 to opponent saves if drow in the light, half that if opponent in the light, cumulative if both in the light), save vs. magic at +2, sense underground phenomenon as dwarves, sense secret doors as elves, MR 64%, AL CE, XP 6000 , Source: Drow of the Underdark)
Non-Weapon Proficiencies:
Blind-fighting, Mining, Leadership, Trouble Sense (12), Alertness (13), Ambidexterity
Drow Powers (11/day at 7th level):
Dancing Lights (+1 light)
Faerie Fire (+30' square)
Darkness (+6' radius)
Levitate
Know Alignment
Detect Magic
Magic Items:
Drow Cloak (75% undetected in shadows) [+6 save vs. fire for cloak only]
Drow Boots (as boots of elvenkind)
Drow Metal Chainmail +3
Drow Metal Buckler +3
Drow Metal Shortsword +3 (with a pommel of red tears worth 1200gp)
Drow Metal Dagger +3 inset with a red garnet (worth 150gp)
20 doses of sleep poison for hand crossbow (save at -4 vs. poison or fall asleep for 2D4 hours, -4 to hit, move at half speed, and +4 to AC during the round hit, sleep occurs at the start of the next round, 1 extra phase to coat a bolt for the practiced and nimble drow [1 round for others])
1 Potion of Extra Healing
1 Potion of Speed
House Insignia on a chain around the neck (effective at 11th level of ability) (Minor Powers [usable at will]: Detect Gems, Spider Climb, Jump, Intermediate Powers [usable 2/turn]: Protection from Cantrips, Knock)
Treasure:
14D20pp, a platinum ring inset with black opal worth 2800gp, a large black sapphire inset into a headband of silver plates shaped like gemstones worth 7500gp, a bracelet of rubies and emeralds worth 10000gp, a copper and jade earring whose form changes from a drow miner swinging a pickaxe to a large pile of gems every few seconds
16. Barith-mir Guard Chamber
This chamber houses the personal guard of the House Mistress of Barith-mir.
Although a mining house, rival to Ziril-hast, the Barith-mir have developed a rapport with a quaggoth tribe that lairs in its deep mines and uses them to do most of the manual mining labour. As such, the strongest and most promising quaggoth are taken as slaves and bodyguards, and the best of those are employed as bodyguards.
Quaggoth Warriors (6) (AC 6, MV 12. HD 2+2, hp 18 ea, THAC0 19, #ATT 2 or 1, D 1-4/1-4 or by weapon, Weapons 2H sword (Sl 1D10/3D6 kdD12 +2 vs mail or plate), SA berserk rage (25% or less hp gives it +2 to hit and damage until all enemies are out of sight), SD immune to poison, AL N, XP 175 ea, Source: Monstrous Manual)
Quaggoth Jald (AC 5, MV 12, HD 3+3, hp 27, THAC0 17, #ATT 2, D 2-5/2-5 or by weapon (+1 due to STR), Weapons 2H sword (Sl 1D10/3D6 kdD12 +2 vs mail or plate), SA berserk rage (25% or less hp gives it +2 to hit and damage until all enemies are out of sight), SD immune to poison, AL N, XP 270, Source: Monstrous Manual)
Quaggoth Thonot (AC 5, MV 12, HD 3+3, hp 27, THAC0 17, #ATT 2, D 2-5/2-5 or by weapon (+1 due to STR), Weapons 2H sword (Sl 1D10/3D6 kdD12 +2 vs mail or plate), SA berserk rage (25% or less hp gives it +2 to hit and damage until all enemies are out of sight), psionics (see below), SD immune to poison, psionics (see below), AL N, XP 1400, Source: Monstrous Manual)
Psionics:
Level 3
Dis/Sci/Dev 2/2/5
Att/Def MT/MBI
Score 15
PSP 50
Psychokinesis - Sciences: telekinesis,
Devotions: control flames, molecular agitation
Psychometabolism - Sciences: shadow-form, mindlink, Devotions:
cell adjustment, expansion, reduction
Telepathy - Devotions: contact, mental barrier, mind thrust
Treasure:
A gold hoop earring inset with tiny amethysts worth 75gp
The room itself contains eight rothe-fur pallets and a watery trough that serves as a commode for the quaggoth and leads to a dump far below the outpost. Remains of meals, including bones of rothe and other more humanoid prey are littered in an eating area off to the side opposite the trough. A large metal barrel of water stands near the eating area.
17. Barith-mir Mistress Chamber
This chamber is shaped like a hemisphere and is decorated with veins of gold, silver, and cooper as if the room had been built in the middle of a nexus of rich veins of metals. A screen of bone with sticky spider webs strung between the frame and with semi-precious gems stuck to the webs divides the chamber in half.
The outer half serves as the living quarters for the House Mistress and includes several plush divans, a central table and chairs, and some shelves holding interesting stones and crystals found by the house miners as well as a locked iron box holding some semi-valuable house maps of mines or suspected metal veins.
The inner half of the room contains the bed chamber and privy of the mistress, including a section of deep velvet cushions serving as a bed/love nest, a wardrobe holding drow clothing, several tables holding personal effects, an ornate silver wall mirror that is curved and goes from floor to ceiling, a silver bathtub, and a polished jade statue in the shape of a half-sized drow male wielding a pickaxe which bears a golden plaque which reads:
In honour and memory of Daringin, who had to be killed. Such a pity.
The statue is quite heavy and is actually steel with a veneer of well carved jade. Still, the thing would be very valuable if it could be transported and sold.
Throughout, braziers provide warmth and a vaguely fungal smell reminding one of shriekers.
Barith-mir Mistress Drow Female (AC -6 (17 DEX), MV 13, CL Wa, LV 6, hp 46, THAC0 15, #ATT 3/2, D by weapon, Weapons shortsword (Fa 1d8/1d6 kdD8), dagger (Fa 2/r 2/4/6 1D4/1D3 kdD6), hand crossbow (Av 1/r 4/8/12 1D3/1D2 kdD4), Armour chainmail +3, buckler +3, specialized in buckler proficiency, 17 DEX, SA ambidextrous, +1 to hit with missiles due to DEX, mastery of shortsword (+3 to hit, +3 damage), drow powers, SD specialized in weapon and shield style (may use shield maneuvers without losing shield AC benefit), surprised on a 1 in 10, vulnerable to bright lights (90% likely to be seen, -2 DEX and -2 to hit, +2 to opponent saves if drow in the light, half that if opponent in the light, cumulative if both in the light), save vs. magic at +2, sense underground phenomenon as dwarves, sense secret doors as elves, MR 62%, AL CE, XP 5000 , Source: Drow of the Underdark)
Non-Weapon Proficiencies:
Blind-fighting, Mining, Leadership, Alertness (14), Ambidexterity
Drow Powers (8/day at 6th level):
Dancing Lights
Faerie Fire (+20' square)
Darkness (+4' radius)
Levitate
Know Alignment
Detect Magic
Magic Items:
Drow Cloak (75% undetected in shadows) [+6 save vs. fire for cloak only]
Drow Boots (as boots of elvenkind)
Drow Metal Chainmail +3
Drow Metal Buckler +3
Drow Metal Shortsword +3 (with a pommel of ravenar worth 800gp)
Drow Metal Dagger +3 inset with a deep blue spinel (worth 500gp)
20 doses of sleep poison for hand crossbow (save at -4 vs. poison or fall asleep for 2D4 hours, -4 to hit, move at half speed, and +4 to AC during the round hit, sleep occurs at the start of the next round, 1 extra phase to coat a bolt for the practiced and nimble drow [1 round for others])
Potion of Extra Healing
Potion of Super-Heroism
Spider Token (as a Feather Token, may be used once, when thrown on the ground it turns into a sword spider which will fight for its master or otherwise obey it for 3 turns or until slain)
Sword Spider (AC 3, MV 6 wb8 [also MV 8 in trees], HD 5+5, hp 42, THAC0 15, #ATT 9, D 2-8 [bite] / 2-12 (x8) [legs], SA leap impalement (30' horizontally, one attack roll but victim suffers full damage from 3 legs if size S, 4 if M, 5 if L, 6 if H, and 8 if G, if spider descends more than 20' in a leap +1 damage is added to each leg, any attack thrust up at a leaping spider is at -4 to hit due to the hard legs), AL CE, XP none - magic item, Source: Drow of the Underdark)
House Insignia on a chain around the neck (effective at 11th level of ability) (Minor Powers [usable at will]: Detect Gems, Spider Climb, Jump, Intermediate Powers [usable 2/turn]: Protection from Cantrips, Knock)
Treasure:
12D20pp, a neck plate of hammered iron coated in gold leaf and inset with a large black circle of polished jet worth 600gp, a set of golden earrings shaped like purple worms with tiny blue diamond eyes worth 500gp for the pair, and a thick platinum ring engraved with amazingly delicate masterwork scenes of mining inlaid with silver accents worth 15000gp
The secret door in the north of the chamber stands behind the jade statue. It is locked from this side via a hidden switch and leads to a small tunnel that emerges into Room4. However, that door is also kept locked from the Room 4 side. These doors are only unlocked during Outpost emergencies, so that the Eye Commanders may conduct a flanking maneuver through this Room if deemed necessary.
18. Y'red-luthui Guard Chamber
This chamber houses the personal guard of the House Mistress of Y'red-luthui, a merchant house that has seen its fortunes rise by being closely aligned with House Vrielsevri, even though this has put them at odds with House Quinilver.
The house bodyguards are experienced bugbear caravan slaves who have distinguished themselves. The house tends to rely more on the protection of House Vrielsevri than its own resources, which can be dangerous but also results in cost savings.
Bugbears (8) (AC 4, MV 9, HD 3+1, hp 19 ea, THAC0 17, #ATT 1, D by weapon, Weapons footman's mace (Av 1D6+1/1D6 kdD10, +2 vs mail), Armour chainmail, large shield, SA +2 to damage with weapon, surprise (-3 to opponent surprise rolls), AL CE, XP 120 ea, Source: Monstrous Manual)
The room itself contains eight rothe-fur pallets and a metal table and chairs. A metal water barrel is off to one side, along with several chamber pots behind a crude metal partition.
19. Y'red-luthui Mistress Chamber
As ally of House Vrielsevri the dominant House in Yyered Nulthil, Y'red-luthui's mistress has been designated the largest of the four "lesser house" quarters, a position much coveted by the other lesser houses.
The chamber is decorated in coins of all denominations and a variety of mintings hammered into the walls, well over ten thousand coins in all.
The chamber is not partitioned in any way, though two steps lead up to a platform of white marble to the south upon which rests the circular bed complete with gold spidersilk sheets. Over the bed, hanging on the wall, is a decorative metal sculpture of crossed swords over a pile of coins and gems. This is limned in a golden coloured Continual Faerie Fire spell.
Next to the bed is a wardrobe holding rich drow clothing, most embroidered with gold and silver threading, and standing within the wardrobe are several worn lizard prods, sentimental favorites of the mistress during her merchant caravan days and now used as marital aids to spice up her bedroom sports.
Off of the platform is a metal screen partitioning a private area for a privy and a raised marble tub inset into white marble. Unguents and bath oils of the finest variety are assembled nearby.
The northern section contains a metal table and chairs and several divans. Stacked upon the table are various ledgers detailing House finances and commodities records, caravan routes, and profits and losses of various endeavours. Nearby is a set of pens, inks, and fine writing papers.
Y'red-luthui Mistress Drow Female (AC -4 (18 DEX), MV 14, CL Wa/Ro, LV 7/8, hp 45, THAC0 14, #ATT 3/2, D by weapon, Weapons shortsword (Fa 1d8/1d6 kdD8), dagger (Fa 2/r 2/4/6 1D4/1D3 kdD6), hand crossbow (Av 1/r 4/8/12 1D3/1D2 kdD4), Armour chainmail +3, double specialized in 1H melee weapon style, 18 DEX, SA ambidextrous, +3 to hit with missiles due to DEX, expertise in shortsword, drow powers, SD double specialized in 1H melee weapon style, surprised on a 1 in 10, vulnerable to bright lights (90% likely to be seen, -2 DEX and -2 to hit, +2 to opponent saves if drow in the light, half that if opponent in the light, cumulative if both in the light), save vs. magic at +2, sense underground phenomenon as dwarves, sense secret doors as elves, MR 66%, AL CE, XP 8000, Source: Drow of the Underdark)
Non-Weapon Proficiencies:
Blind-fighting, Iron will (15), Alertness (16), Ambidexterity
Rogue Skills:
PP 60 OL 80 FRT 45 MS 55 HS 45 DN 55 CW 80 RL 50
Drow Powers (10/day at 8th level):
Dancing Lights
Faerie Fire (+40' square)
Darkness (+8' radius)
Levitate
Know Alignment
Detect Magic
Magic Items:
Drow Cloak (75% undetected in shadows) [+6 save vs. fire for cloak only]
Drow Boots (as boots of elvenkind)
Drow Metal Chainmail +3
Drow Metal Shortsword +3
Drow Metal Dagger +3
20 doses of sleep poison for hand crossbow (save at -4 vs. poison or fall asleep for 2D4 hours, -4 to hit, move at half speed, and +4 to AC during the round hit, sleep occurs at the start of the next round, 1 extra phase to coat a bolt for the practiced and nimble drow [1 round for others])
Potion of Superior Healing (refer to Encyclopedia Magica V3 pg 891)
5 Doses of Powder of Double Cross (refer to Encyclopedia Magica V3 pg 902)
Scroll of Protection from Magic
House Insignia on a chain around the neck (effective at 11th level of ability) (Minor Powers [usable at will]: Unseen Servant, Comprehend Languages, Feather Fall, Intermediate Powers [usable 2/turn]: Wizard Lock, Magic Mouth)
Treasure:
12D20pp, a platinum brooch in the shape of a lizard with tourmaline eyes worth 450gp, and a silver left arm bracer in the shape of a lizard with its tail wrapped around the arm up to the elbow worth 250gp
20. Vrielsevri Guard Chamber
As one of the two premiere Houses of Yyered Nulthil, House Vrielsevri is set up here in this series of chambers wherein lairs the House Mistress and two of her high lieutenants.
This chamber is barren except for four pillars in the centre of the chamber that are carved to resemble female drow warriors, nude but wielding an ancus shortsword.
These are caryatid columns, and they are charged with warding the quarters beyond except in the presence of the mistress or her lieutenants. The four stone female drow will step out of the pillars and attack.
Caryatid Columns (4) (AC 5, MV 6, HD 5, hp 22 ea, THAC0 15, #ATT 1, D 2-8, SD save at +4, non-magical weapons do half damage, magical weapons do full damage but receive no magical plusses to damage, 25% chance a weapon shatters (-5% per plus of the weapon) when striking the caryatid, destroyed on a failed save by Stone to Flesh, Transmute Rock to Mud, or Stone Shape, AL N, XP 420 ea, Source: Monstrous Manual)
21. Vrielsevri Mistress and Lieutenant Chambers
This series of chambers involves a central hemispherical chamber surrounded by three other smaller such chambers. Each of the small chambers is connected to another by a secret passageway, allowing the Vrielsevri females to flank opponents.
The central chamber serves as the living quarters, and includes a small metal table and chairs upon which the remains of a dinner sit. Several divans line the walls, and braziers provide warmth.
On the ceiling is a single black, lidless eye of onyx that gazes down on the chamber. The floor is of green marble shot through with black veins and several throw rugs of spidersilk bear the eye sigil of House Vrielsevri.
Each of the three bedchambers is done in black with a silver eye inlaid on the ceiling. Each includes a circular metal bed with black spidersilk bedsheets, a wardrobe with fine drow clothing within, a small privy and bathtub of silver and steel, and a silver wall mirror. Shelves hold personal effects and a weapon rack and armour dummy stand nearby as well. The central chamber (B), is more ornate than the others, evidenced by precious stones inset into much of the furniture and more ornate carvings in the metal.
A and C each hold a lieutenant of the House, a female warrior trained as a House enforcer.
Female Drow Lieutenants (2) (AC -3 (16 DEX), MV 13, CL Wa, LV 6, hp 46, 48, THAC0 15, #ATT 3/2, D by weapon, Weapons shortsword (Fa 1d8/1d6 kdD8), dagger (Fa 2/r 2/4/6 1D4/1D3 kdD6), hand crossbow (Av 1/r 4/8/12 1D3/1D2 kdD4), Armour chainmail +2, buckler +2, buckler proficiency, 16 DEX, SA ambidextrous, +1 to hit with missiles due to DEX, mastery of shortsword (+3 to hit, +3 damage), drow powers, SD specialized in weapon and shield style (may use shield maneuvers without losing shield AC benefit), surprised on a 1 in 10, vulnerable to bright lights (90% likely to be seen, -2 DEX and -2 to hit, +2 to opponent saves if drow in the light, half that if opponent in the light, cumulative if both in the light), save vs. magic at +2, sense underground phenomenon as dwarves, sense secret doors as elves, MR 62%, AL CE, XP 5000, Source: Drow of the Underdark)
Non-Weapon Proficiencies:
Blind-fighting, Alertness (12), Ambidexterity
Drow Powers (1/day at 6th level):
Dancing Lights
Faerie Fire (+20' square)
Darkness (+4' radius)
Levitate
Know Alignment
Detect Magic
Magic Items:
Drow Cloak (75% undetected in shadows) [+6 save vs. fire for cloak only]
Drow Boots (as boots of elvenkind)
Drow Metal Chainmail +2
Drow Metal Buckler +2
Drow Metal Shortsword +2
Drow Metal Dagger +2
20 doses of sleep poison for hand crossbow (save at -4 vs. poison or fall asleep for 2D4 hours, -4 to hit, move at half speed, and +4 to AC during the round hit, sleep occurs at the start of the next round, 1 extra phase to coat a bolt for the practiced and nimble drow [1 round for others])
Potion of Healing
Potion of Heroism
Treasure:
9D20pp
B holds the House Mistress. She is a scrappy warrior veteran of many House assassination wars, and has lost an eye to the same.
Vrielsevri Mistress Drow Female (AC -7 (18 DEX), MV 14, CL Wa/Ro, LV 9/10, hp 62 (15 CON), THAC0 12, #ATT 2, D by weapon, Weapons shortsword (Fa 1d8/1d6 kdD8), dagger (Fa 2/r 2/4/6 1D4/1D3 kdD6), hand crossbow (Av 1/r 4/8/12 1D3/1D2 kdD4), Armour chainmail +3, buckler +3, 18 DEX, SA ambidextrous, +2 to hit with missiles due to DEX, expertise in shortsword, drow powers, SD specialized in weapon and shield style (may use shield maneuvers without losing shield AC benefit), surprised on a 1 in 10, vulnerable to bright lights (90% likely to be seen, -2 DEX and -2 to hit, +2 to opponent saves if drow in the light, half that if opponent in the light, cumulative if both in the light), save vs. magic at +2, sense underground phenomenon as dwarves, sense secret doors as elves, MR 70%, AL CE, XP 11000, Source: Drow of the Underdark)
Non-Weapon Proficiencies:
Blind-fighting, Leadership, Alertness (15), Ambidexterity
Rogue Skills:
PP 60 OL 90 FRT 65 MS 55 HS 45 DN 75 CW 80 RL 60
Drow Powers (17/day at 10th level):
Dancing Lights
Faerie Fire (+60' square)
Darkness (+12' radius)
Levitate
Know Alignment
Detect Magic
Magic Items:
Drow Cloak (75% undetected in shadows) [+6 save vs. fire for cloak only]
Drow Boots (as boots of elvenkind)
Drow Metal Chainmail +3
Drow Metal Buckler +3
Drow Metal Shortsword +3
Drow Metal Dagger +3
20 doses of sleep poison for hand crossbow (save at -4 vs. poison or fall asleep for 2D4 hours, -4 to hit, move at half speed, and +4 to AC during the round hit, sleep occurs at the start of the next round, 1 extra phase to coat a bolt for the practiced and nimble drow [1 round for others])
Potion of Superior Healing (refer to Encyclopedia Magica V3 pg 891)
Fireball Gem (as a Necklace of Missiles gem but only explodes when thrown and does 8D6 damage)
Scroll of a Wizard Spell: Lower Resistance at 9th level
A Bracelet of rune engraved platinum that adds 25% magic resistance against Charm/Enchantment spells (to a maximum of 95%).
House Insignia on a chain around the neck (effective at 13th level of ability) (Minor Powers [usable at will]: Unseen Servant, Comprehend Languages, Water Walking, Blur, Intermediate Powers [usable 2/turn]: Wizard Lock, Magic Mouth, Knock, Protection from Normal Missiles)
Treasure:
20D20pp, a cloak clasp of silver shaped like a lidless eye with a black opal pupil worth 1400gp, twin golden rings inset with sapphires worth 2000gp each, 10 small blue diamonds inset into the fingernails worth 500gp each, and an eye patch studded with rubies worth 600gp.
22. Quinilver Guard Chamber
As one of the two premiere Houses of Yyered Nulthil, House Quinilver is set up here in this series of chambers wherein lairs the House Mistress and two of her high lieutenants.
House Quinilver is involved in the transformation of its loyalties to the worship of Ghaunadaur, and as such, one of the two lieutenants is a secret priestess of Ghaunadaur. The mistress and the other lieutenant are unaware of the true identity of their third comrade, nor are they at all privy to the House worship of Ghaunadaur, though in time they either will be or will be eliminated. The bodyguards are secretly loyal to the priestess, though they will obey the other house members unless the secret priestess gives a conflicting order.
Flesh Golems (3) (AC 9, MV 8, HD 9, hp 40, THAC0 11, #ATT 2, D 2-16/2-16, SD only hit by magical weapons, fire or cold spells merely slow for 2-12 rounds, electricity restores 1 hit point per die of damage, immune to all other spells, 1% cumulative chance per round to go berserk (master has a 10% per round if within 60' to regain control), AL N, XP 2000, Source: Monstrous Manual)
The door to the south, which leads to Room 23, is warded by a House Glyph. This glyph will activate when anyone not wearing a house insignia passes through the doorway. The glyph will emanate a globe of mauve light in a 20' radius that forces all within to save versus paralyzation at -2 or be paralyzed for 2-12 turns. The glyph will activate multiple times.
23. Quinilver Mistress and Lieutenant Chambers
This room serves as the living quarters for the mistress for House Quinilver and her two lieutenants, one of which is secretly a priestess of Ghaunadaur. The main chamber is a hemisphere of lapis lazuli and amethyst arranged in geometric patterns. The ceiling is covered with small black stalactites of purest obsidian, these hanging some 2'-3- down from the ceiling in razor sharp spikes. As a black stalactite is a symbol of House Quinilver, this is appropriate.
Upon the floor of the chamber is a plush spidersilk carpet interwoven with the hairs of bugbears, rothe, and other fur-bearing creatures of the underdark. The result is a rug that uses only the natural colours of the fabrics to form a lifelike and artistic rendering of a scene of drow elves bowing down to a huge black stalactite poised hovering over a figure of Lolth. It is difficult to tell exactly whom the drow are supposed to be bowing to, the spider or the stalactite, and certainly the latter hangs over the former, making for a scene that is blasphemous to Lolth, but not in any overtly challengeable way.
Upon the rug sit three metal divans with plush lilac cushions, a small table, and several chairs. Three braziers emit sweet incense and glow with permanent Faerie Fires.
Upon the small table is a metal tripod upon which rests a glowing blue gem.
All of the furnishings here are bolted to the floor. In addition, the metal tripod on the table is bolted to the table and the gem is secured to the tripod by way of several metal latches.
The room has a special power, granted to it by house mages. If the gem is touched and the command word is spoken (or whispered), the entire chamber comes under the effect of a Reverse Gravity spell as if cast by a wizard of 16th level. This power can be deactivated in the same fashion. The command word is the Drow word for "footsteps". The gem is magical, and will radiate alteration magic even if taken outside of the room, but its power is only limited to operating within the chamber it is keyed to.
Should the Reverse Gravity be invoked, and only the three drow who dwell in this room know of this power, those not grasping the furniture tightly will be flung to the ceiling some 20' above in the centre and some 10' above at the edges. The fall to the ceiling will do normal falling damage, plus another 3D6 from the black stalactites. In addition, these stalactites are coated with poison. Anyone hitting them must save versus poison at -2 or die within 1D3 rounds. Those who save take a mere 1D6 damage from the venom. All three of the drow who dwell herein know the activation word for the gem.
Each of the three bedchambers
is done in black with a single obsidian stalactite hanging from
the ceiling. Each ceiling rises 12' above the floor of the bedchamber
and each stalactite hangs 3' down from the ceiling.
Each bedchamber includes a circular metal bed with black spidersilk
bedsheets, a wardrobe with fine drow clothing within, a small
privy and bathtub of silver and steel, and a silver wall mirror.
Shelves hold personal effects and a weapon rack and armour dummy
stand nearby as well. The central chamber (B), is more ornate
than the others, evidenced by precious stones inset into much
of the furniture and more ornate carvings in the metal.
The passageway from B is a secret one that passes from area B past area A (which has its own egress to the secret way) and then into Room 22. The secret door from area B opens easily and quickly into the passageway but the way back from the passageway into area B is warded by a complex sequence of wall spaces which must be depressed and turned in a certain sequence. Only the mistress knows how to open the door from the passageway side, and this is done as a safeguard against treachery by a lieutenant.
The secret door from area C leads to Room 24. The secret door is opened from the area C side only by touching a special key to a precise place on the door. The door opens easily from the Room 24 side.
The lieutenant who dwells in area A is a low ranking noble of the house.
Lieutenant AC -3 (16 DEX), MV 13, CL Wa, LV 6, hp 48, THAC0 15, #ATT 3/2, D by weapon, Weapons shortsword (Fa 1d8/1d6 kdD8), dagger (Fa 2/r 2/4/6 1D4/1D3 kdD6), hand crossbow (Av 1/r 4/8/12 1D3/1D2 kdD4), Armour chainmail +2, buckler +2, buckler proficiency, 16 DEX, SA ambidextrous, +1 to hit with missiles due to DEX, mastery of shortsword (+3 to hit, +3 damage), drow powers, SD specialized in weapon and shield style (may use shield maneuvers without losing shield AC benefit), surprised on a 1 in 10, vulnerable to bright lights (90% likely to be seen, -2 DEX and -2 to hit, +2 to opponent saves if drow in the light, half that if opponent in the light, cumulative if both in the light), save vs. magic at +2, sense underground phenomenon as dwarves, sense secret doors as elves, MR 62%, AL CE, XP 5000, Source: Drow of the Underdark)
Non-Weapon Proficiencies:
Blind-fighting, Alertness (12), Ambidexterity
Drow Powers (1/day at 6th level):
Dancing Lights
Faerie Fire (+20' square)
Darkness (+4' radius)
Levitate
Know Alignment
Detect Magic
Magic Items:
Drow Cloak (75% undetected in shadows) [+6 save vs. fire for cloak only]
Drow Boots (as boots of elvenkind)
Drow Metal Chainmail +2
Drow Metal Buckler +2
Drow Metal Shortsword +2
Drow Metal Dagger +2
20 doses of sleep poison for hand crossbow (save at -4 vs. poison or fall asleep for 2D4 hours, -4 to hit, move at half speed, and +4 to AC during the round hit, sleep occurs at the start of the next round, 1 extra phase to coat a bolt for the practiced and nimble drow [1 round for others])
Potion of Healing
Potion of Invulnerability
House Insignia on a chain around the neck (effective at 13th level of ability) (Minor Powers [usable at will]: Feather Fall, Unseen Servant, Blur, Jump)
Treasure:
9D20pp
Quinilver Mistress Drow Female (AC -7 (16 DEX), MV 13, CL Wa, LV 11, hp 71, THAC0 10, #ATT 2, D by weapon, Weapons shortsword (Fa 1d8/1d6 kdD8), dagger (Fa 2/r 2/4/6 1D4/1D3 kdD6), hand crossbow (Av 1/r 4/8/12 1D3/1D2 kdD4), Armour chainmail +4, buckler +4, 16 DEX, SA ambidextrous, +1 to hit with missiles due to DEX, high mastery in shortsword (+3 to hit, +3 damage, critical on a 16), drow powers, SD specialized in weapon and shield style (may use shield maneuvers without losing shield AC benefit), proficient with buckler, surprised on a 1 in 10, vulnerable to bright lights (90% likely to be seen, -2 DEX and -2 to hit, +2 to opponent saves if drow in the light, half that if opponent in the light, cumulative if both in the light), save vs. magic at +2, sense underground phenomenon as dwarves, sense secret doors as elves, MR 72%, AL CE, XP 13000, Source: Drow of the Underdark)
Non-Weapon Proficiencies:
Blind-fighting, Leadership, Alertness (15), Bravery (5), Ambidexterity
Drow Powers (20/day at 11th level):
Dancing Lights
Faerie Fire (+70' square)
Darkness (+14' radius)
Levitate
Know Alignment
Detect Magic
Magic Items:
Drow Cloak (75% undetected in shadows) [+6 save vs. fire for cloak only]
Drow Boots (as boots of elvenkind)
Drow Metal Chainmail +4
Drow Metal Buckler +4
Drow Metal Shortsword +4
Drow Metal Dagger +3
20 doses of sleep poison for hand crossbow (save at -4 vs. poison or fall asleep for 2D4 hours, -4 to hit, move at half speed, and +4 to AC during the round hit, sleep occurs at the start of the next round, 1 extra phase to coat a bolt for the practiced and nimble drow [1 round for others])
2 Potions of Superior Healing (refer to Encyclopedia Magica V3 pg 891)
An Obsidian Spider Figurine (may be thrown to the ground once per day and transforms into a black phase spider, if the spider is slain the figurine crumbles, if a non-drow activates the spider it will turn on its activator, the spider will be completely healed when activated)
Obsidian Phase Spider (AC 3 [lower AC due to obsidian skin], MV 6 wd15, HD 5+5, hp 45, THAC0 15, #ATT 1, D 1-6, SA phase (-3 to initiative rolls, if wins by 4 or more, it make attack and phase out before its victim strikes back [no opportunity attacks generated], phases usually behind an opponent getting +4 to hit [but no opportunity attack if the opponent chooses to turn right away], only -1 to initiative on the Ethereal Plane), poison (-2 to save or die), web (break free in 19-STR rounds, entangled victims are +4 to hit and lose all DEX AC bonuses), AL N, XP none (magic item), Source: Monstrous Manual)
Scroll of Protection from Magic
A Ring of Fire Resistance
House Insignia on a chain around the neck (effective at 13th level of ability) (Minor Powers [usable at will]: Feather Fall, Unseen Servant, Blur, Jump, Intermediate Powers [usable 2/turn]: Hold Undead, Knock, Protection from Normal Missiles, Nondetection)
Treasure:
24D20pp, a brooch of jet limned in platinum in the shape of a black stalactite worth 1500gp, an arm chain of amethyst links reinforced by an iron chain that is worn from shoulder to wrist worth 450gp, a jade ad amethyst bracelet shaped like a drow snake whip biting into the wrist worth 800gp, a gold ring with a large ruby surrounded by small diamonds worth 8000gp
The secret priestess dwells in area C and is also a low ranking noble of the House. She will not exhibit any clerical powers unless alone or with other Ghaunadans.
Secret Priestess (AC -3 (16 DEX), MV 13, CL Wa/Pr, LV 6/6, hp 41, THAC0 11, #ATT 3/2, D by weapon, Weapons shortsword (Fa 1D6/1D8 kdD6), dagger (Fa 2/r 2/4/6 1D4/1D3 kdD6), Armour drow chainmail +2, drow buckler +2, 16 DEX, proficiency in buckler, SA expertise in shortsword, drow powers, SD specialized in weapon and shield style (may use shield maneuvers without losing shield AC benefit), surprised on a 1 in 10, vulnerable to bright lights (90% likely to be seen, -2 DEX and -2 to hit, +2 to opponent saves if drow in the light, half that if opponent in the light, cumulative if both in the light), save vs. magic at +2, sense underground phenomenon as dwarves, sense secret doors as elves, MR 62%, Spell Points (18 WIS): 85, AL CE, XP 7000, Source: Drow of the Underdark)
Non-Weapon Proficiencies:
Blind Fighting, Alertness (16), Persuasion (15), Ambidexterity
Priestly Powers:
Command Undead (as turning)
Priest Spells Memorized [All (Major), Animal (Major), Charm (Minor), Combat (Major), Creation (Minor), Divination (Minor), Elemental (Major), Guardian (Major), Healing (Major), Necromantic (Major), Protection (Minor), Summoning (Minor)]:
Command (4), Bless (4), Cure Light Wounds (4), Invisibility to Undead (4), Detect Good (6), Detect Charm (10), Augury (10), Charm Person or Mammal (6), Silence 15' radius (6), Protection from Fire (10), Stone Shape (10), Meld into Stone (10), 1 free orison
Drow Powers (1/day at 6h level, may use 2 powers or a power and spell):
Dancing Lights (+1 light)
Faerie Fire (+20' square)
Darkness (+4' radius)
Levitate
Know Alignment
Detect Magic
Clairvoyance
Detect Lie
Suggestion
Dispel Magic
Ghaunadaur Powers:
Immune to all Poisons
Immune to all Acids and Corrosives
Magic Items:
Drow Cloak (75% undetected in shadows) [+6 save vs. fire for cloak only]
Drow Boots (as boots of elvenkind)
Drow Metal Chainmail +2
Drow Metal Buckler +2
Drow Metal Shortsword +2
Drow Metal Dagger +2
2 Light Pellets (refer to Drow of the Underdark)
Potion of Healing
Ring of Drow Control (may cast a Charm Person 1/day on a drow and bypasses magic resistance and elvish charm resistance)
House Insignia on a chain around the neck (effective at 13th level of ability) (Minor Powers [usable at will]: Feather Fall, Unseen Servant, Blur, Jump, Intermediate Powers [usable 2/turn]: Hold Undead, Knock, Protection from Normal Missiles, Nondetection)
Unholy Symbol to Ghaunadaur in the form of a tattoo on her inner thigh
Treasure:
9D20pp
24. Secret Way
This passageway is unknown to all but the Ghaunadaur clergy. It winds its way out of the complex and to the east where it eventually emerges into the DROW TEMPLE to Ghaunadaur.
The secret priestess has cast 5 Glyphs of Warding along the passageway, These will activate when anyone not a slime, ooze, or jelly or not wearing/bearing an unholy symbol to Ghaunadaur passes. Assume the glyphs are clustered near the Outpost end of the way, probably one every 100 yards or so, though definitely not evenly spaced.
Glyph A = A small fireball (10' radius from glyph) bursts, causing 6D4 damage, half if a save vs spell is made.
Glyph B = A tentacle lashes out at the passerby (treat exactly like a single Evard's Black Tentacles as cast by a 7th level wizard).
Glyph C = A strange mauve glow descends in a 30' radius from the glyph. All within must save versus poison or be sickened as if revulsed by horrific memories they can not quite recall. Those who fail the save are affected as if by a Slow spell for 2-12 turns and take 2D4 of poison damage.
Glyph D = A huge tentacle of earth lashes out of the wall upon which the glyph is enscribed. It attacks for 4 rounds as a 10th level warrior (THAC0 11) and will gain surprise the first round half the time. The fist attacks once per round and does 4-32 damage per round. The fist can attack up to 10' away from the glyph.
Glyph E = a Feeblemind spell occurs against the first spellcaster that passes the glyph.

LEVEL TWO
This level, which occupies the top half of the bulb of the flask shape of the outpost serves as the chapel and clerical centre of the place. This level is only open to the priestesses of Lolth and their consorts, minions, and invited guests. Any uninvited drow caught here are subject to anything from extortion to torture to death to sacrifice. Also upon this level is the altar that powers many of the defenses of this structure.
1. Nave
The four spiral staircases from Room 13 of Level One emerge onto the floor of this largish chamber, which serves as the gathering place of the drow faithful during holy festivals when the priestesses of Lolth open the sanctuary to the common soldiers. In addition, drow passing through the outpost are brought up here at least once during their visit to pray to the altar in Room 2 and thereby help to power the spells cast upon the altar.
Several doors pierce the walls of this room, these being iron and engraved with the forms of spiders, drow, and what look like a cross between a stalagmite, a lump a candle wax, and a roper (these latter are the yochlols or handmaidens of Lolth).
In the centre of the room, a mauve column of translucent crystal stretches from floor to ceiling. The column is 10' wide and hollow, its walls being only 1" thick, though the column is exceptionally hard. The column may be accessed by a 6' tall arch cut into the north and south side of the crystal. The inside of the crystal leads all the way up into the ceiling of this chamber, some 30' above the floor, and then another 70' up the long neck of the outpost flask before emerging into Level Three. There are no handholds or stairs along the entire length of the column. Instead, the column is meant as a means of egress only for those with the power of levitation (which noble and high level drow priestesses possess in abundance).
The walls of this chamber are decorated with frescoes done in phosphorescent paints that display Lolth and large, bloated spiders consuming duergar, dwarves, and surface elves. One section of the frescoes shows drow elves driving mind flayers into deep cracks in the ground.
To the north is what appears to be a wide, tall curtain blocking passage to the north. The curtain seems to be made entirely of a wriggling mass of black spiders. See Room 2 for details.
The secret doors that open into this chamber are usually locked from the other side.
This chamber is guarded by four spiderstone golems, which stand at attention on each of the four corners of the chamber. They are under orders to attack anyone not escorted by a drow priestess who touches the floor of this chamber of leaves the confines of the spiral staircases. Thus, drow from below may call up to the priestesses and even poke their heads up from below, but cannot enter the level unbidden. Further, the golems are ordered to attack any of their fellow golems who attempt to leave their posts or disobey previous commands. This latter order has been set so that if once golem goes "wild", the others can quickly subdue it.
The golems will not leave this level unless ordered to do so by a priestess.
The golems appear as 7' tall obsidian statues of drow males with four arms. When they activate, their eyes glow red from the rubies contained therein.
Spiderstone Golems (4) (AC 3, MV 9, HD 11, hp 55 ea, THAC0 9, #ATT 4, D 1-12 (x4), SA web spit (in lieu of melee attacks, range of 90 yards with an attack roll, a hit means everyone within 20' is subject to a Web spell, with the being hit gaining no save, if the attack roll fails the spit splatters using the grenade-like missile table but dissipates after 1d4 rounds, SD immune to all spells except those cast by drow priestesses of invocation/evocation spells, +1 or better weapon to hit, Spider Climb at will, chance of going wild (1% per week in this case), MR 50%, AL CE, XP 8000 ea, Source: Monstrous Compendium 1)
Treasure:
Each has eyes of rubies, with each ruby eye worth 1D10 x 1000gp each.
2. Unholy Sanctum
This area, north of the Nave, represents the focus of Lolth's worship for the outpost. While this outpost is far removed from the centres of power of the priesthood and is closer to the merchant houses of Yyered Nulthil, the Lolth priesthood maintains enough power to command the outpost.
The area is warded by a large curtain that appears to be comprised entirely of wriggling black spiders. Indeed, the curtain is a magical construct of sorts, for some 40 large black widow spiders cluster on both sides of it, and these will, if the curtain is disturbed in any way by any non-priestess of Lolth, swarm upon the one who disturbs the curtain and any others who try to defend the victim or attack the spiders or the curtain. The curtain underneath the spider mass is composed of 8 strands of black, vine like material that hangs from the 15' high ceiling. These vines writhe of their own accord and will immediately begin to sprout bulges within. Every round after the spiders swarm, another 2D8 large spiders will emerge from the vines and continue to attack.
The only way to stop the spider swarm is to destroy the curtain. This can be done by causing damage to the eight vines. Each vine is AC 8 and takes 15 points of damage. Blunt weapons do no damage, nor does cold. Lightning and fire to full damage. For each vine destroyed, subtract 1 from the D8 roll each round to determine how many spiders emerge.
Large Spiders (40+) (AC 8, MV 6 wb15, HD 1+1, hp 9 ea, THAC0 19, #ATT 1, D 1, SA poison (save +2 or take 15 damage in 15 minutes), web (break free in 19-STR rounds, entangled victims are +4 to hit and lose all DEX AC bonuses), AL N, XP 175 ea, Source: Monstrous Manual)
Beyond the horrid curtain, the floor is comprised of onyx alternating with deep mauve amethyst into a checkerboard pattern. This leads past two flanking, richly engraved iron doors to a dais of three steps, each made of polished white marble with spider-shaped black veins.
Atop the third tier is an altar of obsidian which front is decorated with a bas relief of Lolth herself, a giant black widow spider with a female drow head. The top of the alter is concave and stained with dried blood of various hues. Hanging from the wall behind the altar is a mauve tapestry hanging from a drow metal rod. The tapestry is bordered by platinum thread winding around an amazing variety of gems, which surround an amazingly life-like embroidery of Lolth leering over the altar with a look of utter menace. The tapestry is so skillfully done that it would be almost priceless could a suitable buyer be found.
The altar radiates both magic and evil and is the source of many of the outpost's magical defenses. Refer to the beginning section of the outpost description for more details.
Anyone touching the altar is subject to a Glyph of Warding placed on the altar (at its rear, so as to be hidden from casual view). The glyph operates as if cast by a 12th level priest and causes a large spider-shaped shadow to instantly descend upon all within a 40' radius of the altar. Those not worshippers of Lolth within the shadow must save versus spells at -2 or become paralyzed for 2-12 rounds.
In addition, anyone setting off the glyph or in any way trying to desecrate the altar will summon a guardian. Further, the priesthood can enact a 10-minute ritual (involving gas and flames) to summon the guardian as well.
The guardian is a yochlol, a handmaiden of Lolth. It will usually appear as a misty column of brown gas and will attack with its psionic powers or with its Stinking Cloud effect. With the yochlol will appear 6 myrlochar. These will emerge from the column of gas and attack the defilers.
Note: do not use the yochlol description from Drow of the Underdark. It is far too weak an adversary.
Yochlol (1) (AC 10 (4 as spider), MV 12 (wb6 as spider), HD 6+6, hp 47, THAC0 15, #ATT 8 or 3/2 or 1, D nil or 5-8 (x8) or by weapon (+4 due to STR) or 1-8, Weapons nil, SA psionics, stinking cloud (when gaseous, its touch operates like a Stinking Cloud spell and it may extend up to 8 pseudopods to touch victims), specialized in shortsword (+1 to hit and +2 damage), poison bite (in spider form, save vs poison or die at the end of the round), +2 to hit when in humanoid form due to STR, yochlol powers (see below), SD psionics, +2 or better weapon to hit, healed 3-12 hp by Stinking Cloud spell when gaseous, Gust of Wind causes 6-36 damage by touch in gaseous form, destroyed by a Wind Walk by touch while in gaseous form (no magic resistance or save allowed), half damage from cold, magic fire, immune to nonmagical fire, electricity, corrosive or poisonous gas effects, and poisons, in gaseous form takes no damage from physical attacks and can only be injured by magical cold, magical fire, or magic missile, MR 50%, AL CE, XP 6000, Source: Planescape Compendium 2)
Yochlol Powers (1/round unless specified, as 6th level caster):
Darkness 15' radius
Infravision
Teleport Without Error (5/week)
Charm Person
Spider Climb
Stone Shape
Web
May change its form 1/round in addition to performing other actions
Psionics:
Level: 6
Dis/Sci/Dev: 1/4/13
Attack/Defense: MT, II, EW / All
Score: 14
PSP: 90
Telepathy - Sciences: domination, mindlink, probe, tower of iron will, Devotions: attraction, contact, ego whip, ESP, id insinuation, intellect fortress, invisibility, mental barrier, mind blank, mind thrust, phobia amplification, psychic impersonation, thought shield
Myrlochar (6) (AC 4, MV 8 wb16, HD 6+6, hp 43 ea, THAC0 15, #ATT 3, D 2-5/2-5/2-12, SA soul drain (a bite has a 1 in 6 chance of doing 1 point of damage permanently and adding this to the myrlochar's hit points), bite also does one of the following: hold person (lasts 4 rounds, transmitted from a bite, save vs spell at -3), reverse gravity (from bite, save vs spell at -3 or suffer as per spell), SD immune to darkness and blinding, silent movement, immune to webs, adhere to walls, ceilings, webs, levitate at MV 6 (include feather fall), immune to poison, immune to sleep, charm, and hold, MR 30%, AL CE, XP 4000 ea, Source: Drow of the Underdark)
3. Summoning Chamber
This chamber is used for ritual summonses by the clergy, There are various circles of protection and diagrams for summoning of inlaid metals and gems set into the floor here.
Set around the chamber are several empty braziers or bowls set on metal tripods which are designed to hold material summoning components. Also, several book stands have been pushed to the side, also empty.
A metal cabinet, decorated with carvings of fiends rising from flames, holds blocks of incense and many jars of chemicals designed to emit the gas necessary to summon a yochlol.
The secret door to the south opens by twisting a small piece of the wall set near to the door.
4. Vestibule
This room holds various robes and vestments used for priestly rituals. In addition, alter service pieces are here, including a silver bowl studded with tourmaline (200gp), 3 platinum daggers inset with obsidians carved into the shape of spiders worth 500gp each, several candle sticks shaped like spiders, bundles of black tallow candles or dubious origin, and a velvet altar cloth stained with blood flecks and embroidered with spiders devouring duergar and surface elves.
The secret door to the south opens by twisting a small piece of the wall set near to the door.
5. Library
The walls of this room are lined with shelves holding all sorts
of tracts, scrolls, and tablets. Most of these deal with Lolth's
religion and dogma, including hymnals, books concerning spiders,
histories of the drow elves, etc. Others include texts on demonology
and nether creatures, including how to summon them, how to cow
them, and how to dismiss or destroy them. There are treatises
on spellcraft and magical combat, poison recipe books, books on
fungus brews, and texts about assassination techniques. None of
the books is magical.
In the centre of the room are a low table and several plush divans set low to the floor.
6. Priestess' Chamber
This chamber is home to the second priestess of the outpost. The door is locked from the inside at all times, opened by a key lock.
Within is a chamber containing a round bed with mauve spidersilk sheets, a metal wardrobe holding priestly garments as well as mundane travelling clothes, a plain silver mirror and wash basin, a chamber pot, and a table and divans over to the side forming a small living area.
Several braziers provide warmth and a sweet scent to the place.
The priestess, named Illundril-hasa, is often to be found here. She is an ambitious priestess who despises the high priestess but is too in awe of her power to take any steps to unseat her yet. That said, she will certainly look for an excuse, in the heat of battle, to let enemies slay the high priestess as long as it doesn't mean she will also be slain.
Illundril-hasa (AC -1 (15 DEX), MV 12, CL Pr, LV 6, hp 36, THAC0 18, #ATT 1, D by weapon, Weapons footman's mace (Av 1D6+1/1D6 kdD10, +2 vs mail), dagger (Fa 2/r 2/4/6 1D4/1D3 kdD6), Armour chainmail +2, drow buckler +2, 15 DEX, SA drow powers, SD surprised on a 1 in 10, vulnerable to bright lights (90% likely to be seen, -2 DEX and -2 to hit, +2 to opponent saves if drow in the light, half that if opponent in the light, cumulative if both in the light), save vs. magic at +2, sense underground phenomenon as dwarves, sense secret doors as elves, MR 62%, Spell Points (14 WIS): 63, AL CE, XP 6000, Source: Drow of the Underdark)
Non-Weapon Proficiencies:
Blind Fighting, Alertness (12), Ambidexterity
Priestly Powers:
Command Undead (as turning)
Priest Spells Memorized [All (Major), Animal (Major), Charm (Minor), Combat (Major), Creation (Minor), Divination (Minor), Elemental (Major), Guardian (Major), Healing (Major), Necromantic (Major), Protection (Major), Summoning (Major), Weather (Minor)]:
Curse (4), Command (4), Spider Climb (4), Heat Metal (6), Hold Person (10), Dispel Magic (10), Spellweb (15), Giant Spider (10)
Drow Powers (1/day at 6th level, may use 2 powers or a power and spell):
Dancing Lights (+1 light)
Faerie Fire (+20' square)
Darkness (+4' radius)
Levitate
Know Alignment
Detect Magic
Clairvoyance
Detect Lie
Suggestion
Dispel Magic
Magic Items:
Drow Cloak (75% undetected in shadows) [+6 save vs. fire for cloak only]
Drow Boots (as boots of elvenkind)
Drow Metal Chainmail +2
Drow Metal Buckler +2
Drow Metal Footman's Mace +2
Drow Metal Dagger +2
Wand of Viscid Globs (25 charges)
Potion of Extra Healing
Unholy Symbol to Lolth
Treasure:
18D20pp and a key to the door to Room 6
7. Priestly Chamber
This chamber is home to 3 priestesses of Lolth. They are lower level functionaries who are very obsequious to their superiors but are very competitive amongst themselves.
The chamber is small and appointed with three plain beds with sheets of spidersilk, 3 chamber pots, a single copper bathtub, a small table and three chairs, and a communal wardrobe divided into three sections and filled with utilitarian drow garments as well as a few sets of ceremonial robes.
The secret door leading to Room 1 opens from the back of the wardrobe by turning a small switch hidden in the upper inner corner of the wardrobe.
The door to the southeast has a stout iron bar and can be locked from this side.
Drow Priestesses (3) (AC 3, MV 12, CL Pr, LV 2, hp 14 ea, THAC0 20, #ATT 1, D by weapon, Weapons footman's mace (Av 1D6+1/1D6 kdD10, +2 vs mail), dagger (Fa 2/r 2/4/6 1D4/1D3 kdD6), Armour chainmail +1, drow buckler +1, SA drow powers, SD surprised on a 1 in 10, vulnerable to bright lights (90% likely to be seen, -2 DEX and -2 to hit, +2 to opponent saves if drow in the light, half that if opponent in the light, cumulative if both in the light), save vs. magic at +2, sense underground phenomenon as dwarves, sense secret doors as elves, MR 54%, Spell Points (14 WIS): 16, AL CE, XP 650 ea, Source: Drow of the Underdark)
Non-Weapon Proficiencies:
Blind Fighting, Alertness (12), Ambidexterity
Priestly Powers:
Command Undead (as turning)
Priest Spells Memorized [All (Major), Animal (Major), Charm (Minor), Combat (Major), Creation (Minor), Divination (Minor), Elemental (Major), Guardian (Major), Healing (Major), Necromantic (Major), Protection (Major), Summoning (Major), Weather (Minor)]:
Priestess #1 - Bless (4), Cure Light Wounds (4), Protection from Good (4), Invisibility to Animals (4), Cure Light Wounds (4)
Priestess #2 - Curse (4), Command (4), Cure Light Wounds (8), Protection from Good (4)
Priestess #3 - Cause Fear (6), Cause Fear (6), Call Upon Faith (4)
Drow Powers (1/day at 2nd level):
Dancing Lights
Faerie Fire
Darkness
Clairvoyance
Detect Lie
Suggestion
Dispel Magic
Magic Items:
Drow Cloak (75% undetected in shadows) [+6 save vs. fire for cloak only]
Drow Boots (as boots of elvenkind)
Drow Metal Chainmail +1
Drow Metal Buckler +1
Drow Metal Footman's Mace +1
Drow Metal Dagger +1
Priest Scroll with Spellweb spell at 8th level
Potion of Healing
Unholy Symbol to Lolth
Treasure:
4D20pp
8. Priestly Chamber
This chamber is home to 2 warrior priestesses of Lolth. They are the personal bodyguards of the high priestess, but are still rather low level functionaries being groomed carefully by the high priestess. The room is furnished in much the same way that Room 7 is, with 2 plain beds with spidersilk sheets, a copper bathtub, 2 chamber pots, two separate wardrobes filled with drow garments (some utilitarian and others ceremonial), and a small table with two chairs.
The secret door in this room opens by twisting a section of wall right in the centre of the door clockwise.
The door to the southwest has a stout iron bar and can be locked from this side.
Drow Warrior Priestesses (2) (AC 0 (16 DEX, MV 13, CL Wa/Pr, LV 4/4, hp 30 ea (15 CON), THAC0 17, #ATT 3/2, D by weapon, Weapons footman's mace (Av 1D6+1/1D6 kdD10, +2 vs mail), dagger (Fa 2/r 2/4/6 1D4/1D3 kdD6), hand crossbow (Av 1/r 4/8/12 1D3/1D2 kdD4), Armour chainmail +1, drow buckler +1, proficiency with buckler, 16 DEX, SA +1 to hit with missiles due to 16 DEX, specialized in footman's mace (+1 to hit and +2 damage), drow powers, SD surprised on a 1 in 10, vulnerable to bright lights (90% likely to be seen, -2 DEX and -2 to hit, +2 to opponent saves if drow in the light, half that if opponent in the light, cumulative if both in the light), save vs. magic at +2, sense underground phenomenon as dwarves, sense secret doors as elves, MR 58%, Spell Points (15 WIS): 40, AL CE, XP 4000 ea, Source: Drow of the Underdark)
Non-Weapon Proficiencies:
Blind Fighting, Alertness (12), Ambidexterity
Priestly Powers:
Command Undead (as turning)
Priest Spells Memorized [All (Major), Animal (Major), Charm (Minor), Combat (Major), Creation (Minor), Divination (Minor), Elemental (Major), Guardian (Major), Healing (Major), Necromantic (Major), Protection (Major), Summoning (Major), Weather (Minor)]:
Priestess #1 - Detect Magic (4), Protection from Good (4), Invisibility to Animals (4), Cure Light Wounds (4), Produce Flame (6), Chill Metal (6), Silence 15' radius (6), Aid (6)
Priestess #2 - Bless (4), Protection from Good (4), Command (4), Cure Light Wounds (4), Silence 15' radius (6), Heat Metal (6), Charm Person or Mammal (6), Aid (6)
Drow Powers (1/day at 4th level):
Dancing Lights
Faerie Fire
Darkness
Clairvoyance
Detect Lie
Suggestion
Dispel Magic
Magic Items:
Drow Cloak (75% undetected in shadows) [+6 save vs. fire for cloak only]
Drow Boots (as boots of elvenkind)
Drow Metal Chainmail +1
Drow Metal Buckler +1
Drow Metal Footman's Mace +1
Drow Metal Dagger +1
Priest Scroll with Flamestrike at 9th level
Potion of Invulnerability
20 doses of sleep poison for hand crossbow (save at -4 vs. poison or fall asleep for 2D4 hours, -4 to hit, move at half speed, and +4 to AC during the round hit, sleep occurs at the start of the next round, 1 extra phase to coat a bolt for the practiced and nimble drow [1 round for others])
Unholy Symbol to Lolth
Treasure:
10D20pp
9. Slave Quarters
The double doors here have brackets so that they can be locked from the outside. However, there is no bar present.
Within are the favoured war slaves of the priesthood as well as the body slaves. The chamber is divided into two sections, divided by ratty spidersilk curtains of mauve that show faded spiders embroidered into them.
To the east of the curtain lair the war slaves. In this case 4 bugbears and 3 ogres who dwell on rothe pallets. Aside from that and crude buckets for chamber pots and a battered table to eat at, the area is barren.
Bugbear War Slaves (4) (AC 3, MV 9, HD 3+1, hp 19 ea, THAC0 17, #ATT 1, D by weapon (+2 due to STR), Weapons footman's mace (Av 1D6+1/1d6 kdD10, +2 vs mail), light crossbow (Av 1/r 12/24/36 1D6+1/1D6+1 kdD6, penetrate armour at certain ranges), armour drow chainmail +1, tower shield (extra +1 AC vs missiles), SA surprise (-3 to opponent surprise rolls), AL CE, XP 175 ea, Source: Monstrous Manual)
Magic Items:
Drow Metal Chainmail +1
Ogres (2) (AC 5, MV 9, HD 4+1, hp 30 ea, THAC0 17, #ATT 1, D by weapon (+6 due to STR), Weapons claymore (Av 2D4/2D8 kdD10, +1 vs leather, mail, or plate), SA +2 to hit with weapons AL CE, XP 270 ea, Source: Monstrous Manual)
The western half of the room is lair to 8 goblin body slaves, who are generally loathe to fight and instead pamper and serve the whims of the priestesses.
Their half of the chamber bears rothe pallets, a low table with small chairs, and battered chamber pots.
Goblin Body slaves (8) (AC 10, MV 6, HD 1-1, hp 4 ea, THAC0 20, #ATT 1, D 1-6, AL LE, XP 15 ea, Source; Monstrous Manual)
LEVEL THREE
This chamber is accessed from the tube in Room 1 of Level Two. The tube forms a hole in the floor. The rest of this chamber forms the stopper of the flask shape of the outpost, and as such this chamber's ceiling starts at a height of 10' at the edges and crowns to a point some 30' above.
At the lip of the hole is a Glyph of Warding, cast at 10th level. The glyph will activate against anyone not escorted or touched by the high priestess. When activated, the glyph causes a tremendous blast of sound to shriek across the hole. The blast has an effective radius of 10' and is aimed down the hole (though the sound is audible throughout most of the outpost's above ground levels), doing 2-12 damage (no save) and causing the victims to save vs magic or be struck deaf (as the cause deafness priest spell).
The top of the chamber is covered in webs. Within dwell 8 hook spiders, these having been given to the priestess by Lolth as a sign of favour. The spiders will serve and aid the priestess uncompromisingly.
Hook Spiders (8) (AC 5, MV 9 wb9 jp6, HD 4+4, hp 28 ea, THAC0 17, #ATT 3, D 1-4/1-4/1-6+poison, SA leap (60' giving -2 to opponent surprise rolls if from concealment), hook (size M or smaller hit with both claws is held pinned and helpless and a bite attack always succeeds, held victim can escape with an open doors check), poison (save or suffer 25 damage, otherwise suffer 2-8 damage, onset time is 2 rounds), psionics 9see below), SD psionic powers (see below), AL LE, XP 975 ea, Source; Planescape Compendium 2)
Psionics:
Level: 3
Dis/Sci/Dev: 2/2/9
Attack/Defense: none/MB, M-
Score: 12
PSP: 45
Psychometabolic - Sciences: shadow form, Devotions: body control, body equilibrium, chameleon power, reduction
Telepathy - Sciences: mindlink, Devotions: contact, attraction, invisibility, mental barrier, mind blank
The floor of the chamber around the central hole consists of the living space of the high priestess. A single circular carpet of spidersilk embroidered with amazingly rendered scenes of drow elves worshipping Lolth and sacrificing victims to her glory. Swarms of spiders of all sorts are shown scrambling along the strangely shaped carpet's scenes.
Tapestries likewise adorn the walls, made of spidersilk and showing more revels to Lolth.
A luxurious round bed with spidersilk linens is here, along with an ornate silver mirror (with spider and web like engravings of course), a wash basin and night table, an ornate metal wardrobe holding priestly garments, and a silver bathtub which is magicked to always have warm, clean, and perfumed water within.
To one side is a chamber pot, while opposite the bed area is a living area with a table, several chairs, and some plush divans.
Finally, set against the wall of the chamber is a shrine to Lolth. This is made of silver, onyx, obsidian, jet, and amethyst and is an amazing piece of jewelry, shaped as a bloated black widow spider at the bottom which morphs into a yochlol in the middle and than melds into a beautiful drow elf female at its top, all representations of Lolth. The shrine is consecrated to Lolth and radiates magic and evil. It acts as a Bless spell to all servants of Lolth within a 60' radius and also makes undead in the service of Lolth immune to Turning by opposing priests.
The value of the shrine is inestimable.
Bound within the shrine is a hezrou tanar'ri. The hezrou is captive and not a willing servant, but if released by the priestess (by simply uttering a command word) will be bound to render one service before departing to its netherplane. This service will usually be to protect the priestess from some attack or to kill someone or group of beings.
Should the shrine be destroyed or desecrated, the hezrou will be released and will possibly attack anyone present before leaving.
Hezrou Tanar'ri (AC -6, MV 12, HD 9, hp 54, THAC0 11, #ATT 3, D 1-6/1-6/4-16, SA hezrou tanar'ri powers, hug (if both claws hit, does 2-8 per round automatically and bite hits automatically, victim must check a save against 1/2 his STR score to escape, or if the hezrou takes 20 damage in one round it releases), stench (anyone within 10' must save vs. Paralyzation of lie helpless and gagging, those who save are at -2 to hit and initiative), SD tanar'ri immunities, +2 or better weapons to hit, half damage from other non-magical attacks, never surprised, double human hearing and smell, MR 70%, AL CE, XP 14000, Source: Planescape Compendium)
Hezrou Powers:
Darkness 15; radius
Infravision
Teleport Without Error (7/week)
Animate Object
Blink
Duo-Dimension (3/day)
Produce Flame
Protection from Magical Missiles
Summon Insects
Unholy Word
Wall of Fire
Telepathy
Plane Shift
Hezrou Tanar'ri Immunities:
Acid - half damage
Cold - half damage
Electricity - no damage
Magical Fire - half damage
Non-magical Fire - half damage
Gas - half damage
Iron Weapon - full damage
Magic Missile - full damage
Poison - half damage
Silver Weapon - half damage
Two bugbear zombies stand at attention in the chamber, programmed to attack intruders and to obey the priestess' commands. The zombies wear normal chainmail and shields and wield normal maces.
Bugbear Zombies (2) (AC 4 (chainmail and shield), MV 6, HD 4, hp 28 ea, THAC0 17, #ATT 1, D 1-8, SD undead immunities, attack last in the round, AL N, XP 175 ea, Source: Monstrous Manual)
The high priestess (named Ar'thalundera) is usually found here, communing with Lolth or receiving reports from underlings or summoned netherbeings, or cavorting with a male soldier from the outpost.
Ar'thalundera (AC -4 (16 DEX), MV 13, CL Pr, LV 10, hp 57, THAC0 14, #ATT 1, D by weapon, Weapons footman's mace (Av 1D6+1/1D6 kdD10, +2 vs mail), dagger (Fa 2/r 2/4/6 1D4/1D3 kdD6), Armour chainmail +3, drow buckler +3, 16 DEX, SA +1 to hit due to 16 DEX, drow powers, SD surprised on a 1 in 10, vulnerable to bright lights (90% likely to be seen, -2 DEX and -2 to hit, +2 to opponent saves if drow in the light, half that if opponent in the light, cumulative if both in the light), save vs. magic at +2, sense underground phenomenon as dwarves, sense secret doors as elves, MR 70%, Spell Points (16 WIS): 180, AL CE, XP 10000, Source: Drow of the Underdark)
Non-Weapon Proficiencies:
Blind Fighting, Alertness (12), Eminence (10), Ambidexterity
Priestly Powers:
Command Undead (as turning)
Priest Spells Memorized [All (Major), Animal (Major), Charm (Minor), Combat (Major), Creation (Minor), Divination (Minor), Elemental (Major), Guardian (Major), Healing (Major), Necromantic (Major), Protection (Major), Summoning (Major), Weather (Minor)]:
Spiderclimb (4), Spidereyes (4), Command (4), Invisibility to Animals (4), Protection from Good (4), Charm Person or Mammal (6), Chill Metal (6), Silence 15' radius (6), Aid (6), Prayer (10), Cause Blindness (10), Protection from Fire (10), Hold Animal (10), Poison (15), Recitation (15), Slay Living (22), Flame Strike (22), Wall of Fire (22)
Drow Powers (10/day at 10th level, may use 2 powers or a power and spell):
Dancing Lights (+3 lights)
Faerie Fire (+60' square)
Darkness (+12' radius)
Levitate
Know Alignment
Detect Magic
Clairvoyance
Detect Lie
Suggestion
Dispel Magic
ESP (other drow only, within 20')
Magic Items:
Drow Cloak (75% undetected in shadows) [+6 save vs. fire for cloak only]
Drow Boots (as boots of elvenkind)
Drow Metal Chainmail +3
Drow Metal Buckler +3
Drow Metal Footman's Mace +3
Drow Metal Dagger +3
Spider Wand (16 charges)
6 Light Pellets
Whip of Fangs (5 heads)
Priest Scroll with Blade Barrier at 13th level
2 Potions of Extra healing
Unholy Symbol to Lolth
A glowing orl gem which, if the proper command word is concentrated upon, summon a special attuned chest. The chest, when unsummoned, resides in the nether-lair of a yochlol. Saying the command word while the chest is present will return it to the netherworld. See Treasures below for contents of the chest.
Treasure:
20D20pp, a silver and ravenar diadem worth 1500gp, a gold and fire opal ring worth 1250gp, earrings of platinum shaped like a whip of fangs with star sapphire snake heads worth 12000gp, and a key to the chest (see below)
In addition, the chest summoned by the magical orl gem (see Magic Items above) holds temple treasure. The chest is locked, with a fire trap spell placed on the chest itself (take 1D4+10 damage, save for half damage) and a poison needle on the lock. The needle is coated in a deadly poison, which has an onset time of 2 rounds and kills its victim, causing 2D6 damage if a save is made.
Within the chest are:
5000pp
2000gp
1000sp
1500cp
100 random gems in various pouches (roll on Drow of the Underdark
gem tables if desired or assume a total value of 25000gp)
DROW TEMPLE:
This small secret temple to Ghaunadaur is attached to the DROW OUTPOST by means of a secret passage known to the secret priestess of House Quinilver. The temple is meant to spread the influence of Ghaunadaur to the frontier region and to keep it away from the prying gaze of the Lolth priesthood. This temple is subordinate to the temple detailed later in this scenario. The Temple of Ghaunadaur encountered in the Helping the Helpers section is the highest temple to Ghaunadaur in the Drow Empire.
The personnel of this temple currently seek to gather servants and allies in preparation for the eventual release of a gehreleth army within the precincts of Yyered Nulthil. They are tasked with taking out the Drow Outpost and then keeping a watch on the duergar to ensure that race does not attempt to take advantage of the internecine strife by invading the Drow from this quarter. While the day of this event is years, perhaps decades away, this is not a great span of time to wait for the long-lived and patient drow.
The temple also has contact with the DEEPSPAWN that lairs in the Entrance to the Underdark area and the two factions are becoming united in purpose.
Refer to the Secret Ghaunadaur Temple map for details.

Unless stated otherwise, all chambers are 25' high and all hallways 15' high. Walls of worked areas are of stone covered with a thin veneer of black marbel shot through with veins of amethyst. Some of these veins tend to form vague and unsettling shapes, especially when seen from the corner of one's eyes.
1. Slime Cavern
The passageway from the DROW OUTPOST enters this cavern from the southwest. At the point where the tunnel meets the cavern there is enscribed into the floor a line of runes. These runes emanate a slight abjuration dweomer and serve to contain the slimes and oozes within the cavern.
Across the entryway into the cavern is a sheet of transluscent green material. This is actually a curtain of green slime that forms a doorway. Anyone wearing an unholy symbol to Ghaunadaur may pass as the curtain opens to admit him. Others will be barred and must destroy the slime curtain in order to pass unscathed.
Green Slime (AC 9, MV 0, HD 2, hp 14 ea, THAC0 19, #ATT 0, D nil, SA turn into slime in 1-4 rounds, dissolve 1" of wood in 1 hour, dissolve Platemail in 3 rounds, affected by cure disease, fire, and cold, immune to all other attacks including weapons and spells, AL N, XP 65 ea, source: Monstrous Manual)
Within the chamber, strangely shaped crystals emit a sickly mauve light that flickers with tiny dun coloured motes. The entire effect makes the stomach turn.
The cavern ceiling is 35' high in the main area, descending to 25' as it meets the double doors to the northeast. Six stairs of polished jet ascend to meet large double doors of drow metal engraved with fungus and lichen shaped into tentacles and pseudopod forms.
Within this chamber dwell a great number of slimes and oozes, and these will converge upon any who are not wearing an unholy symbol to Ghaunadaur. While not very fast, the slimes are all invisible by means of an Invisibility 10' radius spell cast periodically by the priestess of the temple. Thus, the party is likely to enter the chamber, become surrounded, and not be aware of their impending danger until the slimes engulf them.
The following creatures reside invisibly within the chamber:
1 Mustard Jelly
1 Stun Jelly
2 Ochre Jellies
4 Gray Oozes
4 Gelatinous Cubes
2 Black Puddings
1 Stone Pudding
1 Gray Pudding
1 Dense Pudding
Mustard Jelly (AC 4, MV 9, HD 7+14, hp 59, THAC0 13, #ATT 1 or 2, D 5-20, SA translucent (difficult to see until it attacks), vapor (10' radius, those within must save vs poison or become lethargic and move at half speed for 2 rounds, effect is cumulative), divide (may divide into 2 smaller faster halves which move at 18 but each has 1/2 the hp), dissolve wood, SD impervious to normal weapons [+1 or better needed to hit] and electricity, magic missile causes it to grow (gains hp equal to damage caused), cold causes half damage, other attacks have normal effects, MR 10%, AL N, XP 4000 ea, Source: Monstrous Manual)
Stun Jelly (AC 8, MV 4, HD 4, hp 25, THAC0 17, #ATT 1, D 2-8, SA camouflage (resembles stone and is translucent), paralyzation (save vs paralyzation or be paralyzed for 5-20 rounds), SD immune to electricity, mind affecting spells, paralyzation, and polymorph, affected by cold attacks, AL N, XP 420 ea, Source: Monstrous Manual)
Ochre Jelly (AC 8, MV 3, HD 6, hp 30 ea, THAC0 15, #ATT 1, D 3-12, SD lightning bolt divides into one or more smaller jellies, each doing 1/2 damage, affected by fire and cold, AL N, XP 270 ea, Source: Monstrous Manual)
Gray Ooze (AC 8, MV 1, HD 3+3, hp 19 ea, THAC0 17, #ATT 1, D 2-16, SA corrode metal (chainmail in 1 round, platemail in 2 rounds, magical armour in 1 round per plus), SD immune to spells, fire, or cold, weapons striking the ooze corrode a percentage of the time equal to the damage caused -1% per plus of the weapon, AL N, XP 270, Source: Monstrous Manual)
Gelatinous Cube (AC 8, MV 6, HD 4, hp 22 ea, #ATT 1, D 2-8, SA paralyzation (save vs paralyzation or be paralyzed for 5-30 rounds), transparent (opponents get -3 to surprise rolls), SD immune to electricity, fear, hold, paralyzation, polymorph, and sleep, cold attacks only affect if the save is failed and then only do 1-4 damage and slows the cube 50%, AL N, XP 650 ea, Source: Monstrous Manual)
Black Pudding (AC 6, MV 6, HD 10, hp 52 ea, THAC0 11, #ATT 1, D 3-24, SA dissolve (2 inches of wood per round, chain in 1 round, plate in 2 rounds, add 1 round for each magical plus), SD immune to acid, cold, and poison, lightning and blows divide them into smaller puddings, fire and magic missiles cause normal damage, AL N, XP 2000 ea, Source: Monstrous Manual)
Stone Pudding (AC 4, MV 3, HD 5, hp 31, THAC0 15, #ATT 1, D 3-18, SA moves on ceilings, dissolve (when victim is killed, it envelopes and consumes him absorbing the flesh in 1-10 rounds), SD immune to edged weapons, quarter damage from blunt weapons, immune to acid, cold, and poison, divided into half sized sections with full hit points when attacked by Fireball, Lightning Bolt, Flamestrike, Flaming Sphere, Wall of Fire, Chain Lightning, and Incendiary Cloud, MR 30%, AL NE, XP 1400 ea, Source: Monstrous Compendium 2)
Gray Pudding (AC 9, MV 9, HD 10, hp 62, THAC0 11, #ATT 1, D 4-32, SA surprise (-4 to opponents' rolls), acid (eat through wood, leather, and chain in 1 round, Platemail in 2 rounds, +1 per magical plus), encase (4-32 damage per round automatically), dissolve (at -10 hp a victim is dissolved), SD immune to edged weapons, quarter damage from blunt weapons, immune to acid, cold, and poison, divided into half sized sections with full hit points when attacked by Fireball, Lightning Bolt, Flamestrike, Flaming Sphere, Wall of Fire, Chain Lightning, and Incendiary Cloud, Flesh to Stone acts as a Slow spell, airy water drowns it in 2-8 rounds, MR 20%, AL NE, XP 3000 ea, Source: Monstrous Compendium 2)
Dense Pudding (AC 6, MV 6, HD 10, hp 80, THAC0 11, #ATT 1, D 2-20, SA surprise (opponents get a -2 to their surprise rolls), disease (save vs poison if hit or succumb to a debilitating disease which is negatable by a Cure Disease cast within 48 hours of the infection), SD immune to edged weapons, quarter damage from blunt weapons, immune to acid, cold, and poison, divided into half sized sections with full hit points when attacked by Fireball, Lightning Bolt, Flamestrike, Flaming Sphere, Wall of Fire, Chain Lightning, and Incendiary Cloud, MR 20%, AL NE, XP 4000 ea, Source: Monstrous Compendium 2)
2. Chapel
The floor of this chapel is well polished, composed of obsidian, red marble, and porphyry. At several places black and purple carpets are thrown across the floor and similar tapestries hang from rods in the walls. These latter display disgusting scenes of drow elves and slave races being violated by a hideous slug-like creature with ooze-dripping tentacles.
The door to the northwest, which leads to Room 9, is Wizard Locked at 8th level.
Six pillars of polished malachite form an aisleway that leads to the altar area to the northeast. These pillars are graven with vile runes to Ghaunadaur. Each of these pillars radiates unease and insecurity in a 5' radius. Anyone who does not venerate Ghaunadaur suffer a -1 to attack, damage, and saving throws while within such a radius. Furthermore, creatures with 4 or less INT automatically retreat from and avoid this radius.
The northernmost pillar also has a special rune which, if touched, will teleport the toucher to a secret escape cave some 5 miles to the northeast. However, if the rune is touched without uttering the Drow word for "slime" under one's breath, instead of teleporting the toucher receives 3D6 of electrical damage.
All of these magical effects are at 16th level.
The altar area to the northeast is composed of three tiers after ascending a dais. The lowest tier contains drums and a rack of tubular chimes. The second tier contains two rectangular blocks that serve as altars, made of a dull, porous-looking, rusty black stone. These altars are flanked by bronze braziers. Three triple-branched candelabra, arranged in a triangle, stand beside each brazier. Each candelabrum holds three fat black candles that burn with a flame of leaping lavender surrounded by a purple glow.
The third tier is empty, but at chest-height above it hangs a blackened adamantium triangle and cylinder on chains of the same material.
Although the altar area is similar to the altar area found in the Temple of Ghaunadaur in the "Helping the Helpers" section, this is a minor temple and touching or dealing with the altar is not quite as dangerous. Nonetheless, if a being who does not worship Ghaunadaur touches either of the altars or ascends to the third tier, or if a priest of Ghaunadaur sheds blood (including her own) upon an altar, a minion of Ghaunadaur will appear to attack all who oppose the Slime God.
Alkilith (AC 3, MV 6, HD 11, hp 65 ea, THAC0 9, #ATT 4, D 2-8(x4), SA corrosive slime (on a hit, victim must save vs poison or suffer 1d6 damage per round for the next 1-6 rounds, plus even if a save is made some equipment may be damaged [01-60 = armour degrades 1 place per round of corrosion until save vs acid made, 61-75 = shield is ruined unless save vs acid is made, 76-90 = weapon ruined or degraded by +1 per round until save vs acid made, 91-00 random item is ruined unless save vs acid is made]), Gaseous (assume gaseous form in 20'x20'x10' cloud which blocks normal vision and acts like a Cloudkill, tanar'ri powers, SD gas form (immune to physical harm, 1 round of no activity to change to gas or back, move at 1 while gas, Gust of Wind does 1-6 per caster level with no save), tanar'ri powers, tanar'ri immunities, surprised only on a 1 outside home plane, never surprised on home plane, +2 or better enchantment to hit, immune to acid and gasses, half damage from slashing or bludgeoning weapons, MR 40%, AL CE, XP 17000 ea, Source: Planescape Compendium 2)
Tanar'ri Immunities:
Acid: None
Cold: Half
Electricity: None
Magic Fire: Half
Normal Fire: None
Gas: None
Iron Weapon: Full
Magic Missile: Full
Poison: None
Silver Weapon: Half
Tanar'ri Powers (at 11th level):
Telepathy
Darkness 15' radius
Infravision
Teleport without Error (4/week)
Cause Disease
Command any ooze, jelly, slime, or fungus-based monster
Cone of Cold (3/day)
Detect Magic
Dispel Magic
Enervation
Hold Person
Putrefy Food and Water by touch
Stinking Cloud
Wall of Ice
The Chapel has a special quality imbued upon it by the grace of Ghaunadaur. All within who are in the service of Ghaunadaur (this includes the slaves and charmed creatures) are treated as if they had a permanent Resist Fire/Cold spell upon them except that this effect also functions against any elemental sphere spells (and other effects involving the four elements) as well as all acid and corrosion effects.
3. Slave Quarters
These are quarters for various slaves of the temple and beings caught by the pristess' charm spells. They are completely broken in will and spirit and serve the temple unquestioningly, knowing that, should they betray the temple, a fate much worse than mere death awaits them.
The current slave roster consists of a troll, 6 bugbears, 4 goblins, and 12 ogres.
Troll (AC 4, MV 12, HD 6+6, hp 42, THAC0 13, #ATT 3, D 5-8/5-8/5-12, SA throw stones (20 yards, 1D8 damage), SD regenerate (3hp/round 3 rounds after first blood, fire and acid damage is not regenerated), thin limbs (edged weapons striking with a natural 20 sever limbs, which then fight on), climb sheer walls 80%, AL CE, XP 1400 ea, Source: Monstrous Manual)
Bugbears (6) (AC 5, MV 9, HD 3+1, hp 17 ea, THAC0 17, #ATT 1, D 2-8 or by weapons (+2 damage due to STR), Weapons footman's mace (Av 1D6+1/1D6 kdD10 +2 to hit vs mail armour or any kind), longbow (Av 2/r 8/16/34 1D6/1D6 kdD6), SA surprise (-3 on opponent surprise rolls), AL CE, XP 120 ea, Source: Monstrous Manual)
Goblins (4) (AC 6, MV 6, HD 1-1, hp 4 ea, THAC0 20, #ATT 1, D by weapon, Weapons hand axe (Fa 1/r 2/4/6 1D6/1D4 kdD8), shortbow (Fa 2/r 10/20/30 1D6/1D6 kdD6), armour leather and small shield, AL LE, XP 15 ea, Source: Monstrous Manual)
Ogres (12) (AC 2, MV 9, HD 4+1, hp 25 ea, THAC0 17, #ATT 1, D by weapon (+6 due to STR), Weapons two handed sword (Sl 1D10/3D6 kdD12, +2 vs mail or plate), Armour chainmail and large shield, SA +2 to hit due to STR, 2H sword wielded in one hand, AL CE, XP 270 ea, Source: Monstrous Manual)
The chamber is smelly and bears fur pallets for the slaves amidst bones, waste, and debris that show signs of having periodic sweeps by one of the slimes in Room 1. There is nothing of value amidst this noiseome heap.
4. Priestess' Chamber
This chamber is the dwelling area of the priestess of the temple. She mans a relatively lonely outpost here, but as a consolation, she is allowed to rule the place virtually unchallenged. The priestess is a canny opponent, but not above fleeing by various means if the situation warrants it.
The chamber bears a thick velvet curtain that divides the room into a western and eastern portion. The latter serves as a bedchamber while the former serves as living quarters.
The western half contains mauve and dun rugs with unsettling designs. A plush divan is here along with several stone and metal tables and a large silver mirror that is enchanted so that if a loyal servant og Ghaunadaur looks into it his aura will show writhing tentacles and other disgusting manifestations, but if the person looking within is not loyal to Ghaunadaur, there will be no aura.
The eastern portion of the chamber contains a plush bed with spidersilk sheets, a armoire, a privy, a bathtub of copper, and several stone tables.
Secret doors lead to escape passages that proceed from the bedroom area north and south. These lead to other secret doors that allow egress into rooms and passages that allow the priestess to escape if necessary.
Alwalirith-infil (AC -3 (15 DEX), MV 12, CL Pr/Wi, LV 8/8, hp 36, THAC0 16, #ATT 1, D by weapon, Weapons footman's mace (Av 1D6+1/1D6 kdd10, +2 vs mail), dagger (Fa 2/r 2/4/6 1D4/1D3 kdD6), Armour chainmail +3, drow buckler +3, 15 DEX, SA drow powers, SD surprised on a 1 in 10, vulnerable to bright lights (90% likely to be seen, -2 DEX and -2 to hit, +2 to opponent saves if drow in the light, half that if opponent in the light, cumulative if both in the light), save vs. magic at +2, sense underground phenomenon as dwarves, sense secret doors as elves, MR 66%, Spell Points (17 WIS and 16 INT): 120/100, AL CE, XP 15000, Source: Drow of the Underdark)
Non-Weapon Proficiencies:
Blind Fighting, Ambidexterity
Priestly Powers:
Immune to all Poisons
Immune to all Acids and Corrosives
Command Undead (as turning)
Wizard Spells Memorized:
Jellyeyes (4) [as Spidereyes but allows the drow to sense what the ooze, slime, mold, jelly, or pudding senses], Magic Missile (4), Shield (4), Grease (4), Summon Swarm (6), ESP (6), Ray of Enfeeblement (6), Stinking Cloud (6), Haste (10), Invisibility 10' radius (10), Fireball (10), Wall of Fire (15), Phantasmal Killer (15)
Priest Spells Memorized [All (Major), Animal (Major), Charm (Minor), Combat (Major), Creation (Minor), Divination (Minor), Elemental (Major), Guardian (Major), Healing (Major), Necromantic (Major), Protection (Minor), Summoning (Minor)]:
Command (4), Cure Light Wounds (4), Cure Light Wounds (4), Invisibility to Undead (4), Protection from Good (6), Hold Person (10), Aid (6), Heat Metal (6), Cure Moderate Wounds (6), Silence 15' radius (6), Silence 15' radius (6), Hold Animal (10), Prayer (10), Cause Blindness (10), Dispel Magic (10), Protection from Good 10' radius (15), 3 free orisons
Drow Powers (1/day at 8h level, may use 2 powers or a power and spell):
Dancing Lights (+2 lights)
Faerie Fire (+40' square)
Darkness (+8' radius)
Levitate
Know Alignment
Detect Magic
Clairvoyance
Detect Lie
Suggestion
Dispel Magic
Detect Undead
Magic Items:
Drow Cloak (75% undetected in shadows) [+6 save vs. fire for cloak only]
Drow Boots (as boots of elvenkind)
Drow Metal Chainmail +3
Drow Metal Buckler +3
Drow Metal Footman's Mace +2
Drow Metal Dagger +2
Purple Tentacle Rod (THAC0 13, 3 arms, 3 damage each, 8' length, 3 arms causes double damage and victim is slowed for 9 rounds)
Control Ring for Rod (rune-carved hematite worth 500 gp)
4 Light Pellets (refer to Drow of the Underdark)
Potion of Extra-Healing
Scroll of wizard spells at 9th level: Solid Fog, Polymorph Other, Stoneskin
Scroll of priest spells at 9th level: Flame Strike, Poison, Insect Plague
Unholy Symbol to Ghaunadaur
Treasure:
A silver diadem shaped like writhing tentacles and inset with hematite worth 2500 gp, a copper bracelet shaped like intertwined snakes of fire and set with sard worth 300gp
Within her armoire are her spellbooks holding the wizard spells she has memorized plus:
Read Magic
Detect Magic
Colour Spray
Identify
Wizard Lock
Invisibility
ESP
Knock
Flame Arrow
Dispel Magic
Slow
Shout
Wizard Eye
5. Guard Chamber
This chamber is home to 8 ghaunadans. They will emerge from their guardroom at the sound of trouble as drow males, though their nature will soon become apparent.
The chamber within is devoid of any furnishings at all, though a symbol to Ghaunadaur is inlaid into the floor in amethyst (the shape is of a triangle with a "Y" inside).
Ghaunadans (8) (AC 1, MV 12 [half if moving through small cracks], HD 5, hp 29 ea, THAC0 15, #ATT 2 or 1, D 3-12/3-12 or by weapon, Weapons hand crossbow (Av 1/r 4/8/12 1D3/1D2 kdD4), SA Friends spell gaze, paralytic slime (save when struck vs paralysis at +2 or be paralyzed for 2D6 turns), SD half damage from blunt weapons, disarming (if hit the ooze in jelly form can forego all attacks that round and mold around the weapon that hit it trapping it so that it takes a bend bars roll to free the weapon), CHA 15 in humanoid form (+2D4 for Friends spell), AL CE, XP 4000 ea, Source: Monstrous Compendium 2)
These ghaunadans are armed with drow hand crossbows and each has 20 doses of drow sleep poison (save at -4 or become weakened [-4 to hit, move at half speed, +4 to AC] for the next round and then fall asleep for 2D4 hours thereafter).
6. Octagonal Chamber
This chamber is done in red marble shot through with black veins of obsidian and purple veins of amethyst. A large crystal imbedded into the ceiling casts a dun glow about the chamber that seems to cause everything within to writhe unsettlingly and to appear flattened out at the same time. A permanent Protection from Good effect is present in this chamber at 16th level, except that it does not ward against creatures summoned in the service of Ghaunadaur.
Within this chamber is a spirit guard of the temple, a boon sent by Ghaunadaur to help to defend the temple from intruders. The guardian appears as a giant slug. However, its form is transluscent and incorporeal, as if it existed on another plane simultaneously. Two large tentacles spring from its forequarters, and these drip some sort of ectoplasm.
Slug Guardian (AC 0, MV 12 fl12[A], HD 10 hp 70, THAC0 11, #ATT 3, D 1-10/1-10/1-4, SA tentaclular slime (tentacles hit necessitates a save vs petrifaction or become slowed as the spell for 6 rounds), spit ectoplasm (as a giant slug, for 1-6 damage and save vs breath or suffer energy drain as a wraith), SD +2 or better weapon to hit, immune to spells and magic based on the four elements, immune to acid, poison, and corrosion, AL CE, XP 4000 ea, Source: nil)
7. Trapped Hallway
This hallway bears mosaics of semi-precious stones that portray a pillared portico around which tentacles writhe. The floor is of great squares of polished marble speckled with small flecks of amethyst and glowing green crystals.
The entire hallway is trapped. At every ten-foot interval upon the ceiling is a Glyph of Warding at 8th level. Each is set to activate if any humanoid creature not wearing a symbol to Ghaunadaur passes beneath. Each glyph showers a spray of green slime beneath it, possibly hitting all in a 10' radius. A save vs spells negates the effect, otherwise the victim is infected with green slime (refer to the Monstrous Manual for details).
In addition, a Glyph of Warding at 8th level in the exact centre of the hallway will activate an Evard's Black Tentacles spell at 8th level that fills the hallway with 12 tentacles (1 tentacle each 10' except for the 2 squares next to each end of the hallway). Since each tentacles is 10' long, a victim will be subject to up to 6 tentacles.
The double doors to the south are Wizard Locked at 8th level.
8. South Entry
This room is covered by a Permanent Illusion at 16th level so that is appears to be a small cave of roughly the same dimensions as the room. There are no exits from the cave other than the one to the southeast and the cave is musty and appears unused.
The double doors behind the illusion, to the north, are Wizard Locked at 8th level.
9. North Entry
At the point where the rough passage changes into smooth stone, there is a Permanent Illusion at 16th level that makes it appear as if the natural passageway dead ends in a small 2' diameter sinkhole that is indeterminately deep. Anyone dropping anything down the sinkhole will see and hear the object bounce into the depths, even though it actually has dropped to the floor at their feet.
The door at the end of the hallway is Wizard Locked at 8th level. The passageway itself is lined with stone barrels filled with fresh water and dried fungus and cured meats, enough to feed the slaves, the priestess, and even some of the slimes of the temple.
BUGBEAR LAIR:
This area is home to a rather large tribe of bugbears that has managed, due to its location on the frontier, maintained its independence while, at the same time, enjoying some of the benefits of an alliance with the drow. Both the drow and the bugbears are well aware that these beings could never truly defy the drow, so in one sense they are just as much chattel as the liveried slave bugbears of the drow. Nonetheless, as long as they serve the drow's purposes or, at least, do not hinder them, they are allowed freedom of action.
All caves are 30' high unless stated otherwise. All such caves have stalagmites and stalactites, and great stone columns also support the roof where indicated on the map.
These bugbears are very haughty for their kind and will defend their prime lair location fiercely, though certainly not to the last.
Statistics for most of the bugbears are presented here in the interest of space.
Male Bugbears (AC 5, MV 9, HD 3+1, hp 17 ea, THAC0 17, #ATT 1, D 2-8 or by weapons (+2 damage due to STR), Weapons footman's mace (Av 1D6+1/1D6 kdD10 +2 to hit vs mail armour or any kind), spear [1H] (Av 1/r 2/4/6 1D6/1D8 kdD6 double damage when set vs charge), SA surprise (-3 on opponent surprise rolls), AL CE, XP 120 ea, Source: Monstrous Manual)
Treasure:
D20cp, D10sp, D6gp
Female Bugbears (AC 10, MV 9, HD 1+1, hp 6 ea, THAC0 19, #ATT 1, D 1-6, SA surprise (opponents get a -3 to their surprise rolls, AL CE, XP 65 ea, Source: Monstrous Manual)
Young Bugbears (AC 10, MV 6, HD 1/2, hp 3 ea, THAC0 20, #ATT 1, D 1-4, SA surprise (opponents get a -3 to their surprise rolls), AL CE, XP 35 ea, Source: Monstrous Manual)
Warleader Bugbears (AC 4, MV 9, HD 4, hp 25 ea, THAC0 17, #ATT 1 or 2, D by weapon (+3 due to STR), Weapon footman's mace (Av 1D6+1/1D6 kdD10, +2 vs mail), composite longbow w/sheaf arrows (Av 2/r 8/16/34 1D8/1D8 kdD6), Armour furs and leather hides studded with metal and wooden shield, SA surprise (-3 to opponent surprise rolls), AL CE, XP 175 ea, Source: Monstrous Manual)
Treasure:
2D20cp, 2D10sp, 2D6 gp
Subchief Bugbears (AC 3, MV 9, HD 4, hp 29 ea, THAC0 17, #ATT 1 or 2, D by weapon (+4 due to STR), Weapon footman's mace (Av 1D6+1/1D6 kdD10, +2 vs mail), composite longbow w/sheaf arrows (Av 2/r 8/16/34 1D8/1D8 kdD6), Armour furs and leather hides studded with metal and wooden shield, SA surprise (-3 to opponent surprise rolls), AL CE, XP 175 ea, Source: Monstrous Manual)
Treasure:
4D20cp, 4D10sp, 4D6 gp
Chief Bugbear (AC -1 (15 DEX), MV 9, HD 5, hp 39, THAC0 15, #ATT 1 or 2, D by weapon (+5 due to STR), Weapon footman's mace (Av 1D6+1/1D6 kdD10, +2 vs mail), composite longbow w/sheaf arrows (Av 2/r 8/16/34 1D8/1D8 kdD6), Armour drow metal chainmail and buckler, SA surprise (-3 to opponent surprise rolls), AL CE, XP 175, Source: Monstrous Manual)
Magic:
Potion of Invulnerability
10 Sheaf Arrows +1
10 Silver Sheaf Arrows
Treasure:
8D20cp, 8D10sp, 8D6 gp, a golden crown of obvious dwarven make with the gems pried out worth 350gp
Bugbear Shaman (AC 5, MV 9, CL Pr [shaman kit], LV 8, hp 54, THAC0 16, #ATT 1, D 2-8 or by weapons (+2 damage due to STR), Weapons footman's mace (Av 1D6+1/1D6 kdD10 +2 to hit vs mail armour or any kind), spear [1H] (Av 1/r 2/4/6 1D6/1D8 kdD6 double damage when set vs charge), SA surprise (-3 on opponent surprise rolls), Spell Points (13 WIS): 94, AL CE, XP 2000, Source: Monstrous Manual)
Spells Memorized (Access to All, Guardian, Elemental Earth, Animal):
Bless (4), Curse (4), Invisibility to Animals (4), Strength of Stone (4), Light (4), Charm Person or Mammal (6), Soften Earth and Stone (6), Silence 15' radius (6), Chant (6), Speak with Animals (6), Dispel Magic (10), Control Animal (10), Meld into Stone (10), Giant Insect (15), 1 Free Orison (1)
NWP:
Healing (11), Herbalism (11)
Magic:
Potion of Speed
Fur Cloak of Resistance (+1 to all saves)
Treasure:
A silver unholy symbol to a revered ancestor, a silver earring shaped like a withered claw worth 25gp, and a delicate golden hairpin in the shape of spiders mating with snakes and studded with small diamonds that is clearly of drow make and is worn through the shaman's nose worth 2750gp.

1. Entryway
This cavern is the lair of a tame pair of fire lizards. These lizards' grandparents were here when the bugbears first came, and amazingly the two groups decided to live in harmony rather than fight. Over the centuries, the lizards have come to be dominated by the bugbear's superior intelligence, and now they are basically very powerful and loyal pets of the bugbears. They will attack any non-bugbears who enter this way and will certainly roar, raising the alarm.
Fire Lizard (2) (AC 3, MV 9, HD 10, hp 57, 49, THAC0 11, #ATT 3, D 1-8/1-8/2-16, SA fiery breath (cone 15' long and 10' wide at the end, which inflicts 2-12 damage or half if a save vs beath is made, may breathe in addition to its full attack routine), SD immune to fire, AL N, XP 3000 ea, Source: Monstrous Manual)
Amid the dung and bones in their lair, the walls of which are scorched with flame basts, are D100 gems worth D100gp each.
Allow a 75% chance that one of the lizards is asleep here. If so, the other is always awake and alert.
2. Male Quarters
This area is home to most of the males of the tribe. There are
over 100 bugbear males here, though in actuality a total of 120
such creatures lair here. The missing twenty are out on patrol
or other business.
The bugbears here are a noisy and raucous lot, and aside from many rothe fur pallets there are crude stone furnishings, metal barrels filled with wine, water, and strong drink, freshly killed meat hanging from hooks, and even several stone kilns filled with glowing hot coals.
3. Common Area
The place for the bugbears to hang out, conduct business and craft, interact, etc., this place is usually a bustle with bugbears playing, drinking, singing, fighting, and even copulating. It is all quite a riotous scene. Various tools and odds and ends are scattered haphazardly across the area, and crude stone furnishings are omnipresent.
At any time there will be 2D20 of each of the inhabitants of Rooms 2, 5, and 7 here. Subtract these from their respective rooms as appropriate.
Several of the columsn marked on the map here have niches carved into them where captive fire beetles are held. There are a grand total of 16 of these, and in a pinch they could be released by the bugbears, though with no guarantee that the beetles will at all act usefully. They do, however, currently provide a dull red glow to this area, despite the bugbear's infravisual abilities.
4. Shaman's Chamber
This smallish cave is the lair of the bugbear shaman. The place is deckoed out with all sorts of shamanic gew gws, including dried animal parts, bones and skulls, etc. Runes of divine power are painted all over the walls in blood and fungal dyes.
A stone shelf holds a fur pallet and a small crude stone shrine to the bugbear tribe's ancestors. The shrine radiates a dim magic and dim evil.
5. Female Quarters
This area is home to the females and young of the tribe. These are treated as property, and quite poorly even for property, and the females are simultaneously cowed and angry because of it. There are a total of 52 females and 47 young here. They sleep on fur pallets and run amidst the stone furnishings and trash of the area, also splashing into the pool at Room 6.
The females will fight to protect their young, and the young will fight if directly attacked in melee combat.
6. Pool Chamber
This chamber provides the fresh water for the tribe. The pool is 25' deep and is filled from water flowing down a stalactite into the pool. The water flow is neither a trickle nor a massive flow, but is enough to supply the needs of the tribe. The water drains through cracks in the pool bottom on its way to further subterranean depths.
Although the water is potable and the bugbears know enough not to defecate in the pool, the young still swim in the pool and as such the water is probably not too palatable for more civilzed creatures.
7. Soldier' Quarters
This cave is home to the elite soldiers of the tribe. Many of these are drow trained in combat and are certainly tougher than the standard bugbears. There are 15 such bugbears here, though living ararangements for another 5 are present. These are the bugbear warleaders.
The place contains typical bugbear furnishings, though less crowded than in Room 2.
In addition, behind the stone column to the northeast is a shrine to the bugbear ancestors. The soldiery is also charged with guarding the shrine. However, they do not approach it past the column except in extremis, though the shaman often does.
The shrine appears as a pile of stones somewhat chiseled into the shape of a bugbear. Atop the stone forming its neck is a bugbear skull which the shaman claims is the skull of the tribe's first chief.
What is true is that 6 wraiths resides within the skull and can be called to attack by the shaman. The wraiths are tied to the skull but may range anywhere within 1 mile of the skull. They will also attack anyone disturbing the skull.
These wraiths appear as ghostly bugbears with malevolent glowing red eyes.
Wraiths (AC 4, MV 12 fl24[B], HD 5+3, hp 31 ea, THAC0 15, #ATT 1, D 1-6, SA energy drain (1 point from all characteristics), SD +1 or better weapons or silver weapons to hit, undead immunities, cannot attack in sunlight, AL LE, XP 2000 ea, Source: Monstrous Manual)
8. Entry Chamber
This chamber is guarded at all times by 6 bugbear males. Each has a drow made bone hunting horn to sound should trouble appear.
The chamber itself contains naught but some large bladders hanging from the top of a stalagmite that are filled with strong, vinegary wine.
9. Subchief Quarters
Bedecked with large fur pallets and some decently crafted stone and metal furnishings, this area is home to the subchiefs, all sons of the current chief and loyal to varying degrees, though certainly loyal in the face of outside invasion. There are 6 subchiefs of the tribe, and they are often found here in the company of a dozen female bugbears to whom they have taken a current fancy.
10. Chief's Chamber
This large cave is owned by the chief of the tribe, and it contains various gifts from the drow, including a metal bed frame (still sporting furs not linens), a metal weapon rack, large siized metal tables and chairs, etc. The cave is far too big to really properly house a single bugbear and his 4 female consorts, but in the mores of the tribe, the amount of living space a chief has is a sign of status.
The chief can be found here with his consorts. In addition, the chief has a pet giant spider who fell into disfavour with its drow mistress and so fled her wrath, eventually joining the bugbears. The spider is quite loyal to the chief, even though the chief mistreats it regularly. Compared to its life with the drow, even abuse by the bugbears seems preferable.
Giant Spider (AC 4, MV 3 wb12, HD 4+4, 28 ea, THAC0 15, #ATT 1, D 1-8, SA poison (save or die), web (break free in 19-STR rounds, entangled victims are +4 to hit and lose all DEX AC bonuses), AL CE, XP 650 ea, Source: Monstrous Manual)
The niche to the south of the chambers holds the tribal treasure. In this case, it is a single large metal chest, which key is around the neck of the chief. This chest holds 2500cp, 1470sp, 367gp, 41pp all of drow mint.
11. Guard Room
This chamber serves as a guard room for the prison/larder as well as a small pen to contain a group of rothe the tribe keeps for milk and emergencies. The leading down into this area from Room 3 are steep, each being a sheer 4' drop and as such the rothe in this place cannot get out but the bugbears can easily negotiate the drops.
Within the chamber are 50 rothe, branded with the tribe's symbol (a crude Drow "R" rune). There are also several troughs gouged into the floor that hold water and food for the rothe, and rothe dung is everywhere.
Some 6 bugbear males stand watch here over both the rothe and the prisoners in Room 12.
The entryway to Room 12 is blocked by a stone wall that goes from floor to ceiling and is pierced by an iron door. Several large boulders have been rolled into a small ditch before the door, effectively blocking it from this side.
12. Prison/Larder
The end of the line for those captured by the bugbears, this tribe does not keep slaves, owing to its own distaste of the prospect of slavery at the hands of the drow an omnipresent spectre. As such, anyone captured and placed here is eventually destined for the dinner plate, the acenstral altar, or both. Some are given over to the wraiths in Room 7 as sacrifices.
There is a stone wall that blocks off this area from Room 11, and in its centre is a crude metal door. There is no window in the door and it is barrded on the outside by several large boulders that are simply moved into place by the bugbears in Room 11. These are quite large and would take several strong inviduals to roll them away. In addition, the boulders are rolled into a slight indentation that runs across the outside of the doorway, so that while the bugbears can roll them north and south along the ditch and away from the door, it is almost impossible to roll them away from the door directly by applying pressure to the door from this side.
Within is a damp dingy chamber. Mineral-tasting water trickles down from cracks in the ceiling, and the bugbears simply let their prisoners lick the walls to slake their thirst. The room is vile smelling, with the scent of waste and fear from countless prisoners of various races over the centuries. Various gouges in the walls show where horrified prisoners scratched their names or pleas to various gods for aid or a swift death. Several mention the wraiths and ask that death come by blade rather than from "the skull".
Currently residing within the
chamber are 4 goblin slaves of the drow captured by the tribe,
and an ogre who is so beat up that he can barely move and groan
(assume he has 0 hp left). These beasts will possibly serve the
party if rescued, but only until their evil nature kicks in. If
the party rescues or charms them the DM can determine their statistics.
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