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The Quest of the Gem
A massive and heroic Therran campaign for 4-8 characters of levels 9-12

 

Travel In the Empire:

Travel rates are the same as presented in the Entrance section of this scenario. Given the 40 mile per hex scale, that means travel along Type A passageways is at a rate of 3 days per hex, Type B is 5 days per hex, Type C is 7 days per hex, and it is 8 days per hex along side passages (which are an amalgam of Type C and Type D passages).

If the party wishes to travel at "familiar" speed they may double their movement rate, at the cost of an extra -1 to surprise rolls and a doubled chance at succumbing to Occurrences on the wandering encounter table.

Parties roaming unmarked side passages may not travel at the familiar rate unless their table modifiers total +100% or more.

Section 4 - Selected Scenarios

Note: The encounters presented here are fairly extensive, and any party should have a nice set of adventures if the DM merely follows the exact sequence given here. However, there is much room for omission and expansion based on the DM's desires and the party's actions. What is given here is a solid, interconnected series of encounters designed to slowly introduce the party to the drow, to introduce them to mysteries of the Underdark even more remote than the dark elves, and to get them to their final destination, the Fane of Lolth.

Scenario #1 - Helping the Helpers

DM Overview:

The party is aided by a small party of deep gnomes who offer to take them back to their lair and around a massive drow patrol. However, upon arriving at the deep gnome lair the party discovers that a group of derro has managed to overrun the gnome lair. The party must now help the very deep gnomes who helped them.

After the party liberates the deep gnome lair, they find that the derro have stolen important captives and a magical gem of great importance to the gnomes (called the sacred Earthenheart). The gnomes decide that they must immediately raid the derro den hoping to regain their lost kin and their gem, and they ask the party to help them.

However, the derro den, once it is secure, turns out to be merely the stepping-stone for the real perpetrators behind this plot, a hidden drow temple to Ghaunadaur who sent the derro on their mission and aided the raid. While the derro gained the magic gem, the drow needed the captive deep gnomes for a horrible ritual to strengthen their god's power and influence in the area.

Can the party stop them in time?

Initial Setting:

Any major drow tunnel, preferably near the beginning of the party's entry into the Drow Empire.

The Assist:

As the party is traveling down one of the thoroughfares of the Drow Empire, they will hear a soft whisper seem to emanate from the nearby wall of the passageway. The whisper will speak in Deep Gnomish, and then in Drow Elvish, and then in Duergar Dwarvish, and so may require that the party employ Tongues spells or other magic to understand the words being whispered. In any case, should the party stop, a deep gnome will seemingly emerge from the passageway wall itself (in actuality the deep gnome used his motionless hiding ability to allow the party to approach him unseen). Should the party be able to understand the gnome's words he will be heard to assure the party that he means them no harm and that there is danger ahead.

Should the party not understand the gnome, he will make gestures and attempt to convey his message to the party as best as he can.

The gnome will warn the party that a large and well-armed group of drow is approaching this way down the passage from the direction towards which the party is heading. If the drow have become aware of the party (by way of encounters in Part Two of the scenario or from warnings from the orcs in Part Two or from previous encounters in Part Three) then this large patrol will be actively hunting for the party, and the gnomes will be able to communicate the fact that the drow seem riled up and have been sending out heavier than usual patrols and seem to be specifically hunting someone or something.

If the drow are, as of yet, completely unaware of the party, then the gnomes will say that the drow appear to be heating up their war against the duergar and the drow approaching seem to be a part of a strong raiding party.

In any event, it should be apparent that the party is in deep trouble should they proceed forward. The deep gnome will offer to aid the party, telling them that he and his people can lead them by side passageways past the drow and safely back to the main roadways further on.

A wise party will accept the deep gnome's offer. Should the party question why the gnome is helping them, he will say that his scout leader has told him to offer aid and that the party should speak with him about such motivations.

Should the party ignore the gnome and decide to brave the drow, the DM should create a very strong drow war party…one that the party should pretty much have little or no chance of defeating without taking unacceptable casualties. Hopefully, sight of the drow war party or an initial skirmish will convince the party to retreat and accept the gnomish offer. Should the party deign to slip past the drow war party, the DM could follow up with increasingly powerful ones, eventually either convincing the party to accept gnomish help or allowing the party to bypass this scenario altogether.

Assuming the party agrees to follow the gnome, he will lead them a little way back down the passage and then walk into the passage wall! The gnome scouting band within has cast a Phantasmal Force across the mouth of a small cave and has been awaiting the return of his scout member and the party.

Within the small cave is the deep gnome scouting band, consisting of 6 gnomes:

Brocco Stonetoe, the band leader and an accomplished warrior

Qwallo Shroombeard, an illusionist

Barro Downdeep, the gnome who whispered to the party and an accomplished stalker

Falco Drumdepths, a warrior gnome

Durro Stonerobes, a priest of Jeztarth

Garro Humblegems, a warrior gnome

Brocco will do most of the talking. He speaks the same languages as Barro does, and in fact none of the gnomes speaks Common. He will greet the party and tell them that this meeting must be short, for the drow war party that approaches may have deployed scouts ahead of it.

Brocco will quickly answer any questions that party might have. He will explain the nature of his people if asked, and if asked why they are helping the party, Brocco will explain that they saw signs of the party's passing and determined to see who they were. Upon reaching them and observing for a time, the priest cast a Detect Evil spell upon the party and discerned no such inclination. Because of this, the gnomes have believed that the party is a foe of the drow, one of the deep gnomes' two most implacable enemies (the other being the duergar). The deep gnomes simply wish to aid the enemy of their enemy.

Brocco Stonetoe (AC -7, MV 12, CL Wa, LV 6, hp 60 (16 CON), THAC0 15, #ATT 3/2 or 3, D by weapon (+1 due to 17 STR), Weapons warhammer (Fa 1/r 2/4/6 1D4+1/1D4 kdD8 +1 vs. plate), darts (Fa 3/r 2/4/8 1D3/1d2 kdD4), caltrops (1D1/1D2 10 in 5'x5' area see Player's Option: Combat and Tactics for more details) Armour platemail+1, target shield, 18 DEX, proficiency in small shield (+1 AC and usable vs. 2 opponents), deep gnome bonus (+3 AC), SA surprise opponents 90%, +2 to hit with darts, +1 to hit due to STR 17, +2 to hit with missiles due to DEX 18, specialized in warhammer (+1 to hit, +2 damage, 3/2 attacks per round), summon earth elemental 1/day (50% chance), SD detect slopes (5 in 6), detect depth (4 in 6), detect direction (3 in 6), detect unsafe stonework (7 in 10), +2 save vs. poison, +3 all other saves, immune to illusions, 90% likely to convince earth creatures not to attack, radiate Non-Detection, Blindness 1/day, Blur 1/day, Change Self 1/day, 60% undetectable if motionless, surprised on 1 in 10, +3 AC bonus, MR 35%, AL N(G), XP 975, Source: Monstrous Manual)

NWP:

Blind-fighting, Leadership

Magic Items:

Platemail +1

Warhammer +1

6 Stun Darts (releases small gas puff when hits, victims must save vs. poison or be stunned for 1 round and slowed for the 4 following rounds)

6 Acid Darts (releases acid (+2d4 damage)

20 Crystal Caltrops (releases a sleep gas when stepped upon in 5' radius 8' high causing save vs. poison at -2 or sleep as the spell, though it can affect beings of any level)

Potion of Gaseous Form

Treasure:

40 gems worth a total of 860gp, silver diadem encrusted with garnets worth 600gp

Qwallo Shroombeard (AC 4, MV 11, CL Wi [Illusionist Specialist], LV 6, hp 20, THAC0 19, #ATT 1 or 3, D by weapon, Weapons steel quarterstaff (Fa 1D6/1D6 kdD10), darts (FA 3/r 2/4/8 1D3/1D2 kdD4), Armour 17 DEX, deep gnome bonus (+3 AC), SA surprise opponents 90%, +2 to hit with darts, +2 to hit with missiles due to DEX 18, SD detect slopes (5 in 6), detect depth (4 in 6), detect direction (3 in 6), detect unsafe stonework (7 in 10), +2 save vs. poison, +3 all other saves, immune to illusions, 90% likely to convince earth creatures not to attack, radiate Non-Detection, Blindness 1/day, Blur 1/day, Change Self 1/day, 60% undetectable if motionless, surprised on 1 in 10, +3 AC bonus, MR 35%, Spell Points (13 INT): 78, AL N(G), XP 1400, Source: Monstrous Manual)

NWP:

Blind-fighting, Spellcraft

Spells Memorized:

Audible Glamer (4), Phantasmal Force (4), Spook (4), Colour Spray (4), Detect Magic (4), Grease (4), Invisibility (6), Mirror Image (6), Melf's Acid Arrow (6), Tasha's Hideous Uncontrollable Laughter (6), Dispel Magic (10), Haste (10), Slow (10)

Magic Items:

Travelling Spellbook with the spells memorized except Haste and Slow and with Read Magic in it.

Spellbook Scroll (i.e. a non-magic scroll serving as a light spellbook) holding Haste and Slow

Boots of Levitation

Potion of Polymorph

Potion of Healing

6 Stun Darts (releases small gas puff when hits, victims must save vs. poison or be stunned for 1 round and slowed for the 4 following rounds)

6 Acid Darts (releases acid (+2d4 damage)

Treasure:

30 gems worth a total of 960gp, a silver and amethyst brooch in the shape of a mushroom worth 560gp, a gold and peridot ring worth 250gp, and a gold tooth inlaid with a tiny orange jacinth worth 500gp.

Barro Downdeep (AC 5, MV 10, CL Wa/Ro [Stalker kit], LV 4/4, hp 28, THAC0 17, #ATT 1 or 3/2, D by weapon, Weapons footman's pick (Av 1D6+1/2D4 kdD8 +2 vs. plate), dagger (Fa 2/r 2/4/6 1D4/1D3 kdD6), darts (FA 3/r 2/4/8 1D3/1D2 kdDD4), Armour leather armour, 16 DEX, deep gnome bonus (+1 AC), SA surprise opponents 90%, backstab (X2), expertise with dagger (3/2 attacks), +2 to hit with darts, +1 to hit with missiles due to DEX 16, +1 to hit and damage with missiles due to kit, SD detect slopes (5 in 6), detect depth (4 in 6), detect direction (3 in 6), detect unsafe stonework (7 in 10), +2 save vs. poison, +3 all other saves, immune to illusions, 90% likely to convince earth creatures not to attack, radiate Non-Detection, Blindness 1/day, Blur 1/day, Change Self 1/day, 80% undetectable if motionless (includes +20% due to kit), surprised on 1 in 10, MR 25%, AL N(G), XP 975, Source: Monstrous Manual)

NWP:

Blind-fighting, Tracking, Survival (Underdark)

Thief Skills:

PP 15 OL 25 FRT 45 MS 50 HS 40 DN 55 CW 60 RL 05

Kit Abilities:

+1 to hit and damage with missiles
+20% to motionless ability

Magic Items:

Dagger +1, +2 vs. elves
Pick is finely crafted (+1 to hit and damage)

6 Stun Darts (releases small gas puff when hits, victims must save vs. poison or be stunned for 1 round and slowed for the 4 following rounds)

6 Acid Darts (releases acid (+2d4 damage)

Potion of Flying

Treasure:

15 gems worth 1200gp

Falco Drumdepths (AC 2, MV 9, HD 3+6, hp 30, THAC0 17, #ATT 1, D by weapon, Weapons footman's pick (Av 1D6+1/2D4 kdD8 +2 vs. plate), dagger (Fa 2/r 2/4/6 1D4/1D3 kdD6), darts (FA 3/r 2/4/8 1D3/1D2 kdD4), Armour plate and small shield, SA surprise opponents 90%, +2 to hit with darts, SD detect slopes (5 in 6), detect depth (4 in 6), detect direction (3 in 6), detect unsafe stonework (7 in 10), +2 save vs. poison, +3 all other saves, immune to illusions, 90% likely to convince earth creatures not to attack, radiate Non-Detection, Blindness 1/day, Blur 1/day, Change Self 1/day, 60% undetectable if motionless, surprised on 1 in 10, MR 20%, AL N(G), XP 420, Source: Monstrous Manual)

NWP:

Blind-fighting

Magic Items:

Pick is finely crafted (+1 to hit and damage)

Dagger is finely crafted (+1 to hit and damage)

12 Stun Darts (releases small gas puff when hits, victims must save vs. poison or be stunned for 1 round and slowed for the 4 following rounds)

Treasure:

3 gems worth a total of 60gp, a copper bracer studded with jade inlays in geometrical patterns worth 750gp.

Durro Stonerobes (AC 0, MV 9, CL Pr, LV 5, hp 38 (16 CON), THAC0 18, #ATT 1, D by weapon, Weapons warhammers (Fa 1/r 2/4/6 1D4+1/1D4 kdD8 +1 vs. plate), Armour Platemail, target shield, deep gnome bonus (+2 AC), SA surprise opponents 90%, +2 to hit with darts, SD detect slopes (5 in 6), detect depth (4 in 6), detect direction (3 in 6), detect unsafe stonework (7 in 10), +2 save vs. poison, +3 all other saves, immune to illusions, 90% likely to convince earth creatures not to attack, radiate Non-Detection, Blindness 1/day, Blur 1/day, Change Self 1/day, 60% undetectable if motionless, surprised on 1 in 10, +2 AC bonus, MR 30%, Spell Points (17 INT): 70, AL N(G), XP 1400, Source: Monstrous Manual)

NWP:

Blind-fighting, Animal Lore, Survival (Underdark), Religion (Jeztarth)

Spells Memorized [All (Major), Animal (Major), Charm (Major), Protection (Major), Divination (Minor), Healing (Minor), Plant (Minor), Creation (Minor), Combat (Minor), Elemental Earth (Minor):

Bless (4), Detect Evil (6), Pass Without a Trace (6), Protection from Evil (4), Sanctuary (4), Command (4), Spiritual Hammer (10), Charm Person or Mammal (6), Resist Fire (6), Dispel Magic (10), Remove Paralysis (10)

Priestly Powers:

Detect Illusion (as detect Evil spell) 3/day [essentially useless to a deep gnome who is immune to illusions anyways]

Illusion (as Phantasmal Force) 1/wk

Familiar (a small albino cave mouse of Low intelligence, there is a rapport between the priest and the familiar and when touching it the two can communicate telepathically)

Magic Items:

Priest Scroll with Cure Disease at 8th level

2 Potions of Healing

Treasure:

25 gems worth a total of 1100gp, a small mouse carved entirely out of ruby to exquisite detail hung from a golden chain (serves as a holy symbol and worth 15,000gp), a gold and ruby ring worth 5000gp.

Garro Humblegems (AC 2, MV 9, HD 3+6, hp 24, THAC0 17, #ATT 1, D by weapon, Weapons footman's pick (Av 1D6+1/2D4 kdD8 +2 vs. plate), dagger (Fa 2/r 2/4/6 1D4/1D3 kdD6), darts (FA 3/r 2/4/8 1D3/1D2 kdD4), Armour plate and small shield, SA surprise opponents 90%, +2 to hit with darts, SD detect slopes (5 in 6), detect depth (4 in 6), detect direction (3 in 6), detect unsafe stonework (7 in 10), +2 save vs. poison, +3 all other saves, immune to illusions, 90% likely to convince earth creatures not to attack, radiate Non-Detection, Blindness 1/day, Blur 1/day, Change Self 1/day, 60% undetectable if motionless, surprised on 1 in 10, MR 20%, AL N(G), XP 420, Source: Monstrous Manual)

NWP:

Blind-fighting

Magic Items:

Pick is finely crafted (+1 to hit and damage)

Dagger is finely crafted (+1 to hit and damage)

12 Stun Darts (releases small gas puff when hits, victims must save vs. poison or be stunned for 1 round and slowed for the 4 following rounds)

Treasure:

6 gems worth a total of 60gp, a copper ring inset with lapis lazuli stars worth 250gp

Brocco will suggest, especially if the party is actively being hunted by the drow, that the party accompany him to his lair, where the party can rest and wait for the drow patrols to finish searching this area and pass by. He estimates a day or two of waiting would be sufficient to allow the brunt of drow patrols to pass by.

The gnomes will lead the party back short way down the drow tunnel and then into a small side passage. This side passage will twist and turn and branch off more than a dozen times before the gnomes duck into a crack in the wall which opens into a tunnel no more than 4' in diameter.

This uncomfortably small (for humans) tunnel itself wends its way twisting and turning and branching an almost uncountable number of cracks and holes and side tunnels (which should give the party a good idea why they should not venture far off of the main drow tunnels by themselves before the gnomes stop right in the middle of the passageway and open a secret door.

The secret door opens into a slightly more comfortable passageway, which seems natural in its twisting and turnings (the tunnel is generally 5' tall and varies from 5' wide to a thin 3' wide) but which a stone expert (like a dwarf) can tell is actually carved out of the bedrock. This latter tunnel proceeds for some way, and although the side passages are fewer, they still number in the half dozen or so. At one point the tunnel skitters as a ledge across the top of a grand cavern filled with the sound of rushing water as a waterfall emerges from the top of the opposite end of the cavern and splashes into the water-filled bottom of the chamber. Beautifully fluted and coloured mineral lattices and quartz crystals cause the place to have a fairyland appearance.

It is after a total of 4 hours of arduous travel that the gnomes arrive at another secret door. Brocco announces, with a sigh of relief, that they have made it home safe and sound.

Home Not-So-Sweet Home:

Brocco will tell the party to stand back (the other gnomes stand back as well) and he fiddles with something near the door and then quickly skitters out of the way. Nothing happens. Perturbed, Brocco moves back to the secret door, examines it closely, frowns and snorts and complains that he will ring the ears of whomever is not resetting the door traps properly.

This is the first clue that something is amiss in the deep gnome lair, but the DM should not have Brocco make a big deal of it.

He will open the door, let the party and other gnomes through, and then turn some protruding stones on the inside of the door, resetting the trap with a "click!"

As the group proceeds down the passageway, with the gnomes looking happy and eager for the comforts and safety of home, Barro will let out a whistle that sounds amazingly like a cave cricket chirp. He explains that this is a signal to the guard gnomes that friends approach. He then starts to loudly whistle a tune and the two warrior gnomes even begin to skip and clap and jig a little as they go.

Needless to say, the whistling and noise has alerted the derro who have just finished taking over the place. They will set an ambush for the party. Refer to the Deep Gnome Lair map as you proceed further with this text.

Deep Gnome Lair:

Unless stated otherwise, all structures in the lair are 6' high. Walls are of solid granite and limestone, usually 6" thick, and doors are of stone braced with iron. All buildings have flat roofs with no railing or gutter. All residences have at least 1 hearth per domicile, though usually they all share a collective single chimney. These chimneys are very narrow (6" in diameter) and are generally used to vent excess heat from glowing goals rather than smoke, as the gnomes do not use a lot of fire.

1. The Grand Cavern

This large cavern is some 30'-40' high. The cavern is actually two caves fused together, one to the north and one to the south. The place is well worked by the deep gnomes, who have laired here for quite some time. The ceiling bears many stalactites, though some of the larger ones protruding down more than 15' have been broken off and blunted by the gnomes.

The walls of the cavern are fairly irregular and easy to climb and are decorated with natural mineral structures including organs, pipes, lattices, and other calcified formations.

There are 4 tunnels providing egress to and from this caverns, and these are between 3'-6' wide and 4'-8' tall. The tunnel the party will emerge from is to the south and its dimensions have already been described.

The courtyard-like open area that the southern entrance emerges into has been hastily cleaned up by the derro. As such, there are stone boxes and salt columns and skins drying on racks and other signs that this area is normally a bustling work area for the gnomes. However, the place will be deserted, and it is just possible that small bloodstains can be seen if the party has time to closely examine the area.

Many of the boxes, which are closed, actually have dead gnomes stuffed within them at the party's approach.

The derro will conduct their ambush here. They will be stationed in Rooms 3, 5, 9 and atop Room 4 with others hiding behind and near Room 6. They will certainly wait until the party and deep gnomes are well into courtyard before launching their ambush, consisting of a barrage of crossbow bolts coated with their hunting poison and enfeeblement poison and several Light spells cast so that they can aim properly (thinking that they face Underdark opponents and so the light does not aid their foes). Meanwhile, the creatures waiting in Room 2 will be let loose to try and block the party's retreat back through the tunnel.

2. Holy Site

This place consists of a series of natural steps that ascend to a shelf some 16' above the main level of the cavern floor. Set upon this wide shelf, to the east, is a square stone altar adorned with bas-reliefs showing gnomes mining gems, while behind that is a large stone statue of Jeztarth, depicted as an old gnome with a pick in one hand and a bat in the other. His eyes once held large gems, but these have been pried out by the derro.

The altar's top bears an indentation in it which is faceted and perhaps 3" in diameter. This was the place for the Sacred Earthenheart to be placed during ceremonies.

As the chimeras have decided to lounge here, there are the remains of several deep gnomes here, half chewed and with some gnawed bones as well.

3. Fungus Grotto

Behind three doors is the garden of the lair. By no means is this garden enough to provide for the entire lair, and the gnomes often go scavenging for wild fungus. But this garden does provide an adjunct food supply for emergencies. In addition, the more important fungi are grown here, including those used to brew their potent fungus drinks and medicinal fungi.

The entire place is a bed of guano that is full of fungus growing upon it. Insects of all sorts burrow through the guano, aerating it and fertilizing it further. These insects are not specifically dangerous, but anyone wading through the 1' high guano without protective boots or leggings will be subject to numerous bites, some of which might be slightly venomous. Allow a 15% chance per turn or fraction thereof of taking 1 point of damage to anyone not protected.

Hundreds of bats roost in the ceiling amidst the stalactites. These bats are very tame, though not technically pets of the gnomes, and the gnomes regularly let them out to feed by opening the doors and then let them back in to their roost when the bats return hours later.

These bats will react normally to bright lights, which means they will panic and flurry and might cause those holding torches to drop them.

The grotto is full of fungus, many of exotic variety. Almost all of them are edible, though some require processing or leeching or cooking and some of these might be harmful until so processed. A few are intentionally poisonous, as the deep gnomes do have occasion to use such things. Some are likely to be intoxicating or medicinal as well. Anyone randomly sampling the fungus should bear a 10% chance of a harmful effect (usually nausea or drowsiness or cramps) and allow a harmful mushroom to be poisonous 5% of the time (exact effects left to the DM).

4. Platform

This structure is the trunk of a large stalagmite that may have reached all the way to the ceiling. The gnomes have lopped off the top and carved a narrow set of steps into the side of the stalagmite, which winds its way from floor to platform top.

The platform itself is bare of structure or furnishing; it serves as a speaker's post and a means to observe the courtyard area.

5. Salt Storage

The double doors to this structure are bound with a thick chain strung through brackets that met in a large padlock. The padlock now lies on the floor, sundered, and the chain dangles loose in its brackets.

Within is the salt storage of the lair. Deep gnomes value salt highly and salt their food so much that it is generally inedible to most other humanoids. The room is full of large salt blocks, neatly formed into bricks and stacked one atop the other as if they were bricks of gold.

6. Residence

This building is of two stories and has windows shuttered with metal shutters on both floors generally looking in all directions. There are actually two domiciles here, both accessed by interior stairs from separate doorways. The domiciles are on the top floor and divide the floor roughly in half. The bottom floor, other than the two stairways, contains a common room in its centre with a hearth and room for dining and a kitchen.

7. Residence

Stairs climb up some 10' to this grand residence, cut into the rock wall of the cavern. The place is adorned with bas-reliefs depicting bats in flight, rats and moles burrowing, etc.

Inside the place is almost a small mansion, with many fine accoutrements, etc. still adorning the place and not yet looted by the derro, though the place shows signs of battle, with a broken mirror here, a dented goblet there, and bloodstains on the walls. Clearly several large families dwelt here, important gnomes of the community. To the rear of the place is a secret door which leads to a passageway that emerges in the kraal (Room 12) via another secret door. None of the gnomes with the party knows of this passageway, only the residents knew. Some of them can be found hiding in the kraal.

Also to the rear of the place a rather secret and well-trapped treasury has been penetrated and looted, its secret doors now wedged open and its traps sprung.

This was the mansion of the leader of the lair and the Sacred Earthenheart was contained in the looted treasury.

This was also Brocco's home, and he knows of both the treasury and what was contained within it and of he secret passageway.

8. Residence

Similar in all respects to Room 6, this residence's doors have been smashed in and there are signs of struggle within.

9. Residence

This single story residence was probably the home for a large extended family of gnomes, including grandparents and cousins and nephews and aunties. While the place shows little sign of struggle, it has also been thoroughly ransacked by the derro and the entire interior is now a shambles.

10. Residence

Accessed by way of steps climbing steeply 10' up the cavern wall, this place is a two story multiple residence dwelling housing several gnomish families. The place has been thoroughly ransacked and looted and there are bloodstains on the steps and in the entry hall to the place.

11. Residence

A set of four small residences fills this single story structure. The place has been looted and two dead gnomes (a woman and child) are still within, pierced with poison bolts and horribly bloated from the venom.

12. Kraal

This structure serves as a kraal or holding pen for the lair's herd of rothe. The double doors to the structure, which is open-roofed and surmounted by walls that are 8' tall, are carved with engravings of rothe munching on fungus.

Within is the herd of 40 rothe adults and 10 young. As with the fungus grotto (Room 3), the gnomes try to rely on hunting for their meat, saving these rothe for emergencies and lean times. They also milk them and make cheese from the milk and shear them for weaving fabrics.

The rothe are domesticated and will not panic around humanoids.

The kraal is full of troughs cut into the floor full of fungus food for the rothe, and rothe dung is everywhere. The northeast end of the kraal is open to the lake (Room 13) and this allows the rothe to get fresh water. The sides of the lake are steep enough that the rothe cannot wade in and they do not like to swim.

Hiding amongst the rothe, in the wedge of floor between the cavern wall and the lake to the far east, are three deep gnomes who made their way along the secret passageway from Room 7 to here. They are now disheveled and scared and crouch in their little niche wondering how they will ever survive. One of the gnomes is a female adolescent (named Gretta Stonelegs), while the other two are children, 1 male and 1 female. The children are too scared and traumatized to speak coherently for a long while, but the adolescent can tell what happened.

They came from all four passageways simultaneously, with horrible creatures before them breathing fire and bellowing great roars. As these charged into battle, the derro hung back, shooting poisoned crossbow bolts that weakened the muscles at whatever warriors came to do battle with the great beasts and bolts coated with a painful venom at any of our spellweavers. They took the southern cave first and as our people began to organize a better defense, the spellcasters amongst the derro came forth and used great magicks of lightning and poison vapours to lay our warriors low.

When resistance has ended, they began to search the buildings. There was some more fighting within the buildings I think, as mothers tried to defend their children, but…(sob)…I do not think it was anything but fruitless. Many of these gnomes, including those wounded in battle, they did not kill but rounded up and bound in chains and took them out of the north passageway.

I did not see this happen, but I could hear our folk being bound and some of them ask where they were being taken. I do not know if the derro even understood them, though some of them barked orders at our people in Drow Elvish, which is a common tongue of the Underdark that many people understand.

I do not know how many derro attacked in the first place, nor how many left with the slaves.

How could Jeztarth have let this happen to us? Where is the Earthenheart? Is it safe?

Gretta Stonelegs (AC 10, MV 9, HD 1+2, hp 8, THAC0 19, #ATT 1, D by weapon, Weapons dagger (Fa 2/r 2/4/6 1D4/1D3 kdDD6), SA surprise opponents 90%, +2 to hit with darts, SD detect slopes (5 in 6), detect depth (4 in 6), detect direction (3 in 6), detect unsafe stonework (7 in 10), +2 save vs. poison, +3 all other saves, immune to illusions, 90% likely to convince earth creatures not to attack, radiate Non-Detection, Blindness 1/day, Blur 1/day, Change Self 1/day, 60% undetectable if motionless, surprised on 1 in 10, MR 20%, AL N(G), XP 175, Source: Monstrous Manual)

NWP:

Blind-fighting

Magic Items:

Dagger is finely crafted (+1 to hit and damage)

Treasure:

Gold earrings set with rubies worth 1500gp for the pair.

The children are non-combatant and are not given statistics.

13. Lake

This lake is over 40' deep and filled with fresh if mineral-saturated water. Blind cave fish swim its depths, and as such it is a favoured fishing spot for the gnomes in their off time.

14. Mill

A water wheel of thin iron sits astride a swiftly moving stream that emerges from a large stone column that progresses from floor to ceiling, the centerpiece of this part of the cavern. The stream turns the wheel, which emanates a continual slight squeak.

Within is a mill powered by the water wheel. The mill makes paper from fungus, crushes salt, turns pottery wheels, and operates a gem polisher and a grindstone.

Many of the workstations have been toppled over by the derro, and a bloodstain on the main gear of the wheel shows where some unfortunate was pushed and crushed during the fighting. It is impossible to tell from the bloodstains whether it was a derro or gnome that was crushed, but, if the wheel is stopped by pulling a lever that takes it up out of the stream (or by jamming the mechanisms with strong metal objects) and if the cramped spaces behind the gears is searched thoroughly, a severed black elvish hand can be seen, for it was a drow elf disguised by magic to look like a derro that was crushed here. This is a clue as to the true instigators of this invasion.

15. Stalagmite Residence

Accessed via narrow steps, this domicile is cut 15' up into the trunk of a huge stalagmite. The stalagmite does not quite reach the ceiling, being 25' tall. Within is a posh single residence, the lair of Qwallo Shroombeard. It has been fully looted, even the secret places, and Qwallo, if he is with the party, will pull his beard out lamenting the loss of his spellbooks and potion recipes, as well as the death of his bat pet.

16. Residence

Set 5' high into the cavern walls, this residence holds half a dozen smallish domiciles belonging to gnome families. Both Garro and Falco dwelt here, and the latter will be crushed to find bloodstains in the room of his wife and daughter.

17. Rockhall

This grand structure is over 15' tall and its walls are covered with bas-reliefs showing scenes out of deep gnome lore, including gnomes playing tricks on duergar and drow and kuo-toans. In many places it is clear that precious metal inlays or gems were set, but these have been pried out to the last and the carvings show many signs of battering and defacing with picks and hammers.

Within the hall, the southeastern corner gives way to the face of the large rock column that dominates this portion of the cavern. The deep gnomes venerate this rock, considering it a gift from Jeztarth since it is from this column that the three streams spring forth that make this cavern such an ideal place to dwell.

This hall is used as a communal fest hall by the gnomes, and there are metal long tables and short metal benches pushed up against the walls.

In fact, the rock column is the dwelling place of a spirit of the earth. This earth spirit is disembodied, but has the ability to Magic Jar once per day, with a huge natural emerald encased in the centre of the rock column as the vessel for the jar. The spirit has managed to possess a derro who lingered here a bit too long after his fellows (the spirit whispered to him of the gem hidden within in order to keep him here) and now this derro will actually be friendly to the deep gnomes (and the party ONLY if the deep gnomes can relate that the party is an ally of the gnomes). Of course, it will be a touch and go thing for the derro to convince the deep gnomes and the party that it is friendly, though the fact that it does not attack the party and speaks Deep Gnomish will be an indication. The spirit will not attack any deep gnomes or deep gnome allies, instead defending itself (with blocks and full parries) and trying to convince the party and gnomes of its true nature.

The body of the spirit is the stone column. The vessel for the magic jar is the emerald (worth 25,000gp in its raw form, more if well cut). The disembodied spirit has no attacks or physical reality outside of the column. It flies at a speed of 36 and cannot leave more than 100 yards from the column. The spirit cannot be harmed by weapons or spells except for Exorcism or other such spiritual spells. It is invisible when disembodied but can whisper to people in the language of Earth Elementals and has learned to speak Deep Gnomish during its tenure with the gnomes. It has an INT of 15 and a WIS of 14.

Possessed Derro (AC 7, MV 9, HD 3, hp 17, THAC0 17, #ATT 1 or 2, D by weapon, Weapons secari [dagger] (Fa 2/r 1/2/3 1D4/1D3 kdD6), footman's pick (Av 1D6+1/2D4 kdD8 +2 vs. plate), Armour leather armour and buckler, SA unproficient in all weapons (-2 to hit), MR 30%, AL N, XP 975, Source: Monstrous Manual and Special)

NWP:

Blind fighting

Treasure:

2 gems worth 25gp each and 14gp of drow mint.

18. Stalagmite Residence

Accessed via a set of wide steps, this domicile is cut 10' up the trunk of a large stalagmite. The stalagmite does not reach the ceiling, being 20' tall. Within is a posh single residence, the lair of Durro Stonerobes. All of his holy garments and vessels and ornaments have been smashed, rent, and defiled and the place looks to have been fired with torches and oil as black soot covers the walls and ceiling.

19. Residence

A two-storied structure pierced by shuttered windows, this building serves as residence for four deep gnome families. The doors have been broken and dented, both those leading to the building and those within, and the place has been ransacked. A dead young male gnome lies under an overturned stone table, apparently crushed by the piece of furniture. The table is quite heavy and how it was thrown or tossed is left to speculation.

20. Residence

This modest one story building is pierced by shuttered windows and was the home of two families of gnomes. The place has been thoroughly looted and ransacked and some of the area shows signs of having been burnt.

21. Residence

This large two-story building bears no windows and is set against the cavern wall. It was home to ten gnomish families, including Barro, who had no family. Barro was sweet on a young gnomish lady (named Sapphie) who lived in the same building however, and he will look in her room, though there will be no sign of his paramour. Barro will find his secret stash unlooted, guarded by a poison needle trap under a loose brick in his room. Within are 10 more gems worth 100gp each and a gold and ruby ring carved into the shape of a heart which he meant to be an engagement ring one day for Sapphie (worth 2700gp). He will take the gem sadly with him, vowing to slip it on Sapphie's finger the next time they meet.

22. Residence

This two-story building is exactly like Room 6 except it shows signs of battle on its outside walls, including pick marks and bloodstains.

23. Residence

This single story building was home to several gnome families, and shows no signs of struggle on the outside. Its windows are shuttered with iron grates. However, the result of a Cloudkill that wafted its way here, there are a dozen gnomes of various ages, though no warrior-aged males, dead with bloated tongues lolling and eyes bugged out. Several mother gnomes still clutch their babies in their arms.

24. Residence

This single story building has no windows and is home to three gnomish families. The building has undergone a very thorough looting, and a few remnants of objects hint that both a mage and a priest might have lived here in separate domiciles.

25. Smithy

This single story building has no windows, though it does have several chimneys. Within is the smithy of the gnomes. Racks have been overturned which held daggers and picks and darts and armour and various metal implements of the lair. At least six workstations are here, evidenced by the six anvils and forges with bellows. The entire place is a mess and several metal strongboxes have been smashed open and looted, obviously holding precious metal ingots and gems.

26. Residence

This large one story residence has windows along its front face. Within are two large domiciles, well appointed and obviously belonging to important families. The entire place has been looted, including several secret stashes which have been opened and cleaned out.

27. Pool

This small pool is clear and deep and contains small cave fish.

28. Pool

This small pool is clear and deep and contains small cave fish.

29. Bridge

This wide bridge arcs in a graceful curve over the stream below. There are no side rails and the sides of the bridge are decorated with carvings of fish leaping from pools.

30. Bridge

This wide bridge arcs in a graceful curve over the stream below. There are no side rails and the sides of the bridge are decorated with kuo-toans in comical positions including dancing, somersaulting, and even bending to pass wind.

31. Bridge

This wide bridge arcs in a graceful curve over the stream below. There are no side rails and the sides of the bridge are decorated with carvings of large bats picking up small fish in their talons from a pool much like seagulls or osprey on the surface are wont to do.

The Invading Derro:

The derro are not specifically keyed to any one location. These are the forces left behind by the invading derro to hold the place, finish looting it, and to attack any straggler svirfneblin that arrive. In general they are wary, though they are not expecting any further trouble, but the whistling of the deep gnomes returning with the party will give them several minutes to set up an ambush. This will include at least one savant on the platform (Room 4) and other spellcasters and crossbowmen in the second story of Room 6. They will be relying on the chimeras to cut off the party's retreat and provide the initial shock to the ambush. As the Leader and Lieutenant have the Ambush NWP, the derro will gain surprise automatically unless the party passes checks with the Alertness NWP or Trouble Sense NWP or some magic that allows them to sense the ambush.

At least half of the derro should be directly involved in the ambush. The remaining will be in the northern section of the cavern and will come to reinforce should the ambush strike at more than a few straggling deep gnomes. The derro will be unlikely to retreat, as it is their job to hold this place and ward the rest of the invasion, but if they do retreat, they will not return to their lair immediately, as they do not wish to lead the party or deep gnomes to their hideout.

Most of these derro do not have monetary treasure as they did not take their own personal treasure on this raid and the treasure looted by them has gone back to their home with the other derro.

The derro are rather magic-heavy because that is their nature. They trade vast amounts of gems and monetary wealth for their magic items, plus the savants are adept and making their own.

It can be assumed that any wounds the derro suffered were either healed or the wounded derro were part of the group that returned to the derro lair.

All derro have the Blind fighting NWP. Savants and Students have Spellcraft and various sage knowledge NWP to be determined as necessary.

Chimeras (2) (AC 6/5/2, MV 9 fl18[E], HD 9, hp 42, 55, THAC0 11, #ATT 6, D 1-3/1-3/1-4/1-4/2-8/3-12, SA breath weapon (stream of flame from dragon head instead of bite, 5 yards long and 1' wide doing 3-24 damage or half with a save vs. breath weapon), AL CE, XP 5000 ea, Source: Monstrous Manual)

Derro Savant (AC -2, MV 11, HD 7, hp 48, THAC0 13, #ATT 1 or 2, D by weapon, Weapons hook-fauchard (Sl 1D4/1D4 kdD8 pull man sized or smaller creature off balance 25% of the time), secari [dagger] (Fa 2/r 1/2/3 1D4/1D3 kdD6), Armour bracers of defense, 18 DEX, ring of protection, SA +2 to hit with missiles due to DEX 18, spells, SD Comprehend Languages, Read Magic, MR 30%, AL CE, XP 5000, Source: Monstrous Manual)

Spells (1/day at 7th level or minimum to cast):

Cloudkill (cast), Ice Storm, Light, Shadow Magic, Repulsion, Anti Magic Shell, Wall of Force, Invisibility (cast), ESP (cast)

Magic Items:

Potion of Extra Healing

Bracers of Defense AC 4

Ring of Protection +2

Ring of Fire Resistance

Wand of Frost (with 32 charges left) shaped like a twisted crystalline stick

Treasure:

Rothe vellum map showing the route from the derro lair to the deep gnome lair (after all, the savant needs to be able to find his way back)

Derro Student (AC 5, MV 11, HD 6, hp 37, THAC0 15, #ATT 1 or 2, D by weapon, Weapons hook-fauchard (Sl 1D4/1D4 kdD8 pull man sized or smaller creature off balance 25% of the time), secari [dagger] (Fa 2/r 1/2/3 1D4/1D3 kdD6), Armour 18 DEX, ring of protection, SA +2 to hit with missiles due to DEX 18, spells, SD Comprehend Languages, Read Magic, MR 30%, AL CE, XP 4000, Source: Monstrous Manual)

Spells (1/day at 6th level or minimum to cast):

Cloudkill (cast), Lightning Bolt, Wall of Fog

Magic Items:

Cloak of Protection +1

Potion of Healing

Potion of Flying

Scroll with Chain Lightning at 13th level (written in drow elvish hand)

Wand of Paralyzation (with 16 charges left)

Derro Student (AC 5, MV 11, HD 5, hp 34, THAC0 15, #ATT 1 or 2, D by weapon, Weapons hook-fauchard (Sl 1D4/1D4 kdD8 pull man sized or smaller creature off balance 25% of the time), secari [dagger] (Fa 2/r 1/2/3 1D4/1D3 kdD6), Armour 18 DEX, ring of protection, SA +2 to hit with missiles due to DEX 18, spells, SD Comprehend Languages, Read Magic, MR 30%, AL CE, XP 3000, Source: Monstrous Manual)

Spells (1/day at 5th level or minimum to cast):

Cloudkill (cast), Lightning Bolt

Magic Items:

Cloak of Protection +1

Potion of Healing

Potion of Vampirism (refer to Encyclopedia Magica V3 pg 895)

Diadem of Disenchantment (refer to Encyclopedia Magica V1 pg 290) with 6 charges left

Wand of Magic Missiles (46 charges)

Derro Leader (AC -1, MV 11, HD 7, hp 50, THAC0 13, #ATT 1 or 2, D by weapon, Weapons footman's pick (Av 1D6+1/2D4 kdD8 +2 vs. plate), secari [dagger] (Fa 2/r 1/2/3 1D4/1D3 kdD6), Armour studded leather +1, 18 DEX, buckler +2, SA +2 to hit with missiles due to DEX 18, MR 30%, AL CE, XP 4000, Source: Monstrous Manual)

NWP: Ambush

Magic Items:

Studded Leather +1

Buckler +2

Footman's Pick +2

Secari +2

Potion of Extra Healing

Derro Lieutenant (AC 2, MV 11, HD 6, hp 36, THAC0 15, #ATT 1 or 2, D by weapon, Weapons footman's pick (Av 1D6+1/2D4 kdD8 +2 vs. plate), secari [dagger] (Fa 2/r 1/2/3 1D4/1D3 kdD6), Armour studded leather, 17 DEX, buckler +1, SA +2 to hit with missiles due to DEX 17, MR 30%, AL CE, XP 3000, Source: Monstrous Manual)

NWP: Ambush

Magic Items:

Buckler +1

Footman's Pick +1

Secari +1

Potion of Extra Healing

Potion of Protection (+4 to AC and saves for 5D4 rounds)

Derro Sub Leaders (4) (AC 3, MV 11, HD 5, hp 32 ea, THAC0 15, #ATT 1 or 2, D by weapon, Weapons footman's pick (Av 1D6+1/2D4 kdD8 +2 vs. plate), secari [dagger] (Fa 2/r 1/2/3 1D4/1D3 kdD6), Armour studded leather, 17 DEX, buckler, SA +2 to hit with missiles due to DEX 17, MR 30%, AL CE, XP 2000 ea, Source: Monstrous Manual)

Derro Elite Warriors (8) (AC 4, MV 10, HD 4, hp 27 ea, THAC0 17, #ATT 1 or 2, D by weapon, Weapons footman's pick (Av 1D6+1/2D4 kdD8 +2 vs. plate), secari [dagger] (Fa 2/r 1/2/3 1D4/1D3 kdD6), Armour studded leather, 16 DEX, buckler +1, SA +1 to hit with missiles due to DEX 16, MR 30%, AL CE, XP 1400 ea, Source: Monstrous Manual)

Derro Crossbowmen (16) (AC 4, MV 11, HD 3, hp 23 ea, THAC0 17, #ATT 1 or 2, D by weapon, Weapons repeating light crossbow (Av 2/r 12/12/12 [no long or medium range], 1D6+1/1D8+1 kdD6), secari [dagger] (Fa 2/r 1/2/3 1D4/1D3 kdD6), Armour leather armour, 18 DEX, SA +2 to hit with missiles due to DEX 18, poison (either save or suffer +2D6 damage over the next round or save or suffer as the Ray of Enfeeblement spell for 6 rounds), MR 30%, AL CE, XP 975 ea, Source: Monstrous Manual)

Derro Polemen (8) (AC 6, MV 10, HD 3, hp 19 ea, THAC0 17, #ATT 1 or 2, D by weapon, Weapons hook-fauchard (Sl 1D4/1D4 kdD8 pull man sized or smaller creature off balance 25% of the time), secari [dagger] (Fa 2/r 1/2/3 1D4/1D3 kdD6), Armour leather armour, 16 DEX, SA +1 to hit with missiles due to DEX 16, MR 30%, AL CE, XP 975 ea, Source: Monstrous Manual)

Derro Aklysmen (5) (AC 0, MV 11, HD 3, hp 20 ea, THAC0 17, #ATT 2, D by weapon, Weapons aklys (Fa 1/r 2/4/6 1D6/1D6 kdD8 1 in 8 chance of pulling foe off balance and retrievable by a leather thong), spiked buckler (Fa 1D4/1D4 kdD6), secari [dagger] (Fa 2/r 1/2/3 1D4/1D3 kdD6), Armour chainmail, 18 DEX, buckler, SA +2 to hit with missiles due to DEX 18, ambidextrous (no penalty for off handed attack), proficient in shield and weapon style (may use buckler AC and attack with buckler), MR 30%, AL CE, XP 975 ea, Source: Monstrous Manual)

Derro Heavy Footmen (3) (AC 1 (2 with spear), MV 11, HD 3, hp 22 ea, THAC0 17, #ATT 1 or 2, D by weapon, Weapons spear 2H (Av 1/r 2/4/6 1D6+1/2D6 kdD8), footman's pick (Av 1D6+1/2D4 kdD8 +2 vs. plate), secari [dagger] (Fa 2/r 1/2/3 1D4/1D3 kdD6), SA +2 to hit with missiles due to DEX 17, Armour chainmail, 17 DEX, buckler, MR 30%, AL CE, XP 975 ea, Source: Monstrous Manual)

The Next Step:

Assuming the party defeats the derro, and after the deep gnomes search their lair and mourn and grieve a bit, they will make solemn vows of vengeance and rescue at the altar (Room 2) and the Rockhall (Room 17). They will not leave behind anyone, fearing for their safety if left behind, and so even the three young gnomes from the kraal will have to come with them.

The deep gnomes will set off to rescue their kin and the Earthenheart. The gnomes can explain the significance of the Earthenheart, that it was rumoured to be a shard of the first gem ever cut by Neengrum which was given to Jeztarth as a gift. It has great powers for a gnome community and is a holy relic of their people.

If the gnomes have the map from the derro savant, they will use that to pursue to derro. If not, they will avail themselves of prisoners or captives amongst the derro, including using Charm spells (the priest has access to Charm Person or Mammal with some rest) or ESP or even torture and intimidation. If all else fails, they can be guided by the earth spirit in Room 17 which was able to divine the location of the derro lair from the derro spirit it holds (or held) in captivity in its magic jar.

The deep gnomes will beg the party to accompany them. They will wish to leave immediately and will not stop to rest for spells, fearing that their kin will be tortured or killed. They will also not offer to lead the party back to the main road, not wishing to take time to do so, and so the party, should it not wish to accompany the gnomes, will have to wait here for them (which will never occur because without the party's help they will all be killed or enslaved by the derro) or wander through the massive maze of small passageways hoping to stumble back on the main drow tunnels (a very daunting prospect though possibly the subject of further adventures). All in all it would be best for the party to accompany the gnomes on their quest for vengeance. The gnomes promise to escort the party to the drow tunnels as originally agreed after their kin and gem are rescued.

Derro Society:

The derro are a race of degenerate dwarves whose history and origins are unknown. Suffice to say that they are now thoroughly at home in the depths of the Underdark, and thoroughly evil and cruel.

In addition to what is mentioned in the Monstrous Manual, the DM should be aware of the nature of the derro savantry. Savants are the highest caste within derro society, and they rule their kin with an almost paranoid vehemence. The savants take great pains to ensure that they will always remain in power, absolutely vital to the derro community, and in command.

The savants accomplish these goals primarily through their edicts which forbid that any non-savant derro learn how to read or write, nor is any derro allowed to carve or paint any image or scene. In this way all derro knowledge, history, and culture is an oral tradition and that tradition is memorized and dispensed solely by the savants. They are the sole link between derro generations, and because of this their power is inviolate in an otherwise chaotic and evil race.

Only savants can read and write, and they do so only so as to be able to read magical scrolls and to gain arcane knowledge. Magic and arcane knowledge are the obsession of the savants, and old dwarf legends tell that the unique blend of dwarves practicing wizardry is what drove the savants to their degenerated and insane state of existence.

A derro den, therefore, will have no adornments on its walls of any sort, and instead the derro express themselves through their unique architecture, producing some of the most intricate and bizarre lairs in the world.

While the derro are inherently chaotic and evil, their actual organization is ruthlessly efficient. The savants are obeyed absolutely, even when they give out seemingly insane or suicidal orders. The derros' chaotic bent manifests in the insanity of the savants, and their relationship with non-derro. Assuming the savants of a given derro den are rational, a derro den is likely to be highly organized and well defended.

Derro society is egalitarian with regard to gender. This means, of course, that females are just as oppressed and lorded over by the savants as the males. However, it is important to note that both males and females can be savants and students and that derro soldiery is roughly half female. Except where it is necessary to specifically note the gender of a given derro or derro, assume a rough mixture of both genders in equal parts.

Liaisons between derro males and females are casual and the derro have nothing approximating marriage or partnering. Sex is casual and sometimes taken by either sex through force as a means of establishing dominancy.

All derro have the Blind fighting NWP. Savants and Students have Spellcraft and various sage knowledge NWP to be determined as necessary.

The Derro Den:

The derro den is a rather unique and fantastic structure located some 35 miles to the northeast of the deep gnome lair.

The derro raided the deep gnome lair some 3 days before the party arrived, and thus they have been in their lair with their captives and the Earthenheart for over 24 hours by the soonest time the party could arrive at the derro den and more likely 3 full days will have passed.

Refer to the Derro Den maps.

Doors and secret doors which should be present in the Derro Den - Outside map have been left off purposefully to avoid map clutter. The descriptions make clear what doors are where.

Unless stated otherwise, all non-secret derro doors are made of iron. All furnishings are of either metal or stone, and all rooms are 10' tall. As the derro have poor infravision (3' range), all derro structures are lit, usually by fire beetle glands set in glass bowls mounted on brackets on the walls, spaced between 10' and 15' apart. For rooms actively in use, small shutterable lanterns that burn off of rendered oil and candles made from tallow illuminate the rooms. All chambers are so illuminated unless stated otherwise specifically in the text.

1. Entry Platform

The passageway the party has been following suddenly reverts from natural tube to worked stone. The stonework is unadorned but clearly of fine workmanship. This worked passageway continues for several hundred yards before debarking at a broad set of steps that climb up 20' or so before arriving at an antechamber.

This antechamber is unadorned, and only 15' tall. Two passages emanate from it, one to the northeast and the other to the northwest. These passages are open to the grand chasm over which the den has been built (see Room 10) and have no roof or walls, and are thus referred to as catwalks.

From the vantage point of Room1, each of these catwalks extends for approximately 200' before reaching a large, hexagonal structure.

A long look at the entire derro den reveals a chasm over 500' wide and of interminable depth. The ceiling of the chasm is approximately 200' above the level of Room1 and is decorated with stalactites and other crystalline structures.

From the far end of the chasm, a great stone hand thrusts out from the sheer wall. The hand is palm up and in its grasp is held a large tower or small keep composed of great stone blocks hewn smooth, and of three levels, the lowest being a large octagon, the second a square atop the octagon, and the last a small almost spire or obelisk-like structure atop the square.

Hovering around this granite hand and keep are six hexagonally shaped edifices, flat of floor and ceiling. These are set about 40' above the level of the keep and hover around it like ioun stones or a halo, though the structures do not move.

The structures are linked together by catwalks, extending from the farthest most structures south to the middle structures, and then south again to the nearest of the structures. Those in turn are connected to Room 1 by a long catwalk.

There are no visible means of support for the set of six stone structures and their catwalks and stairs. While the whole does connect with Room1, there is no way in the party's mind that the entire structure could be supported by two sets of narrow catwalks. Yet, the structures have no visible means of support otherwise and in no way appear to link with the keep or the stone hand. It is as if they are floating in place.

The Catwalks and Stairs:

The halo structure was built as a means of guarding the inner keep and access to the derro den proper. All of the passages connecting the hexagonal buildings and the keep are open to the chasm, with no walls or ceiling and no support beneath. The stone floor of these steps and catwalks are 6 inches thick, and in the case of the steps, this 6 inch thickness is maintained at all points of the step way.

The portions of the catwalk networked shaded in red and blue are illusionary.

The portions of the catwalk network delineated in dashed lines are invisible.

All of the illusionary catwalks lead to doors of iron. All of the invisible catwalks and steps lead to secret doors. In this fashion, the derro hope to lure their enemies onto the illusionary catwalks, thereby plummeting them into the depths of the chasm.

The illusions and the invisibility are permanent until dispelled, and in the case of determining exactly how many such spells are cast upon each catwalk, assume each illusionary catwalk is the subject of one Permanent Illusion spell and that each invisible catwalk is the subject of an exotic Invisible Stone spell. All have been cast at 14th level of ability.

Needless to say, the derro know the location of each invisible catwalk intimately, and they will seek to use heir knowledge to confound opponents, running at them across what appears to be open chasm from unexpected directions. Indeed, at first glance the party may assume the derro can fly or walk on air!

Exactly how this entire structure stays aloft, even with the revelation of the invisible catwalks providing some support from the central keep, would be a mystery to all but the most discerning engineer, who might surmise that a unique blend of interlocking stonework, perfect balance and counterbalance, and likely some arcane lore have all contributed to this structure.

In battle, the derro will use their fauchards and aklys to try and pull enemies off of the catwalks. In any case where there is a percentage chance to pull a victim off balance, a roll half or under half of that chance means the victim has been pulled right off of the catwalk and into the chasm. The derro, with their superior dexterity, are comfortable fighting on the precarious catwalks.

2. Hexagonal Guardhouse

Like all derro structures, this one is unadorned. A door in the southwest-facing wall leads to an illusionary catwalk, while a door in the north wall does the same. A secret door in each of two portions of the northwest facing wall leads to invisible steps descending down towards the central keep or an invisible catwalk heading north to Room 4.

Within this 10' high structure, 8 derro keep watch, these peering out through crosslet arrow slits that pierce the structure all around. These can be shuttered with iron shutters if need be.

Within the chamber are bunk beds enough for ten derro as well as a stone table and chairs, an iron barrel holding water and an iron box holding foodstuffs, several boxes of crossbows and bolts and several termite wax sealed jars of both types of derro poison (2D6 damage and enfeeblement).

An iron ladder leads up to a trapdoor in the roof. The roof, which is flat, supports two siege engines, a light catapult and a light ballista. Each of these can be manned by a single derro, and all derro in the guardhouse are presumed to have the Artillerist NWP.

There are large barbed javelins stacked near the ballista for use. Near the catapult are an iron pot of pitch and a stack of iron shot. The derro will drop the shot into the pitch, light the whole on fire, and then launch flaming missiles from their catapult.

Refer to Player's Option: Combat and Tactics for details on siege weapons.

In times of trouble, 2 of the derro from the guardhouse will climb to the roof and man one of the two siege engines as appropriate to the situation. In a pinch, each can man one of them and both can be fired. Assume there is enough ammunition for 20 shots of each.

Also here in the structure is a great horn bound in iron and made from the tooth of some large creature. The horn may be winded by the derro in two ways. A good horn blast, because of the echoing properties of this chasm, can be heard throughout the keep and even as far as Room 18 of the keep.

The first, a series of short staccato blasts alerts the derro to trouble or unexpected visitors. The number of staccato blasts tells the degree of threat, ranging from 2 blasts for very low to 8 blasts for immense danger.

The second is a single long wailing note followed by two staccato blasts and another wailing note. This summons the gargoyles from their lofty perches on the side of the chasm to combat.

Usually, the derro would blast the first call to alert the den. This alert blast would also rouse the gargoyles, who would muster in their caves and watch the battle below, eager to join in. However, they will wait until they hear their summoning notes before diving into the attack. This allows the derro to time the gargoyle entry into battle at the most advantageous moment.

Derro Crossbowmen (8) (AC 4, MV 11, HD 3, hp 23 ea, THAC0 17, #ATT 1 or 2, D by weapon, Weapons repeating light crossbow (Av 2/r 12/12/12 [no long or medium range], 1D6+1/1D8+1 kdD6), secari [dagger] (Fa 2/r 1/2/3 1D4/1D3 kdD6), Armour leather armour, 18 DEX, SA +2 to hit with missiles due to DEX 18, poison (either save or suffer +2D6 damage over the next round or save or suffer as the Ray of Enfeeblement spell for 6 rounds), MR 30%, AL CE, XP 975 ea, Source: Monstrous Manual)

3. Hexagonal Guardhouse

Like all derro structures, this one is unadorned. A door in the southwest-facing wall leads to an illusionary catwalk, while a door in the north wall does the same. A secret door in each of two portions of the northwest facing wall leads to invisible steps descending down towards the central keep or an invisible catwalk heading north to Room 4.

Within this 10' high structure, 8 derro keep watch, these peering out through crosslet arrow slits that pierce the structure all around. These can be shuttered with iron shutters if need be.

Within the chamber are bunk beds enough for ten derro as well as a stone table and chairs, an iron barrel holding water and an iron box holding foodstuffs, several boxes of crossbows and bolts and several termite wax sealed jars of both types of derro poison (2D6 damage and enfeeblement).

An iron ladder leads up to a trapdoor in the roof. The roof, which is flat, supports two siege engines, a light catapult and a light ballista. Each of these can be manned by a single derro, and all derro in the guardhouse are presumed to have the Artillerist NWP.

There are large barbed javelins stacked near the ballista for use. Near the catapult are an iron pot of pitch and a stack of iron shot. The derro will drop the shot into the pitch, light the whole on fire, and then launch flaming missiles from their catapult.

Refer to Player's Option: Combat and Tactics for details on siege weapons.

In times of trouble, 2 of the derro from the guardhouse will climb to the roof and man one of the two siege engines as appropriate to the situation. In a pinch, each can man one of them and both can be fired. Assume there is enough ammunition for 20 shots of each.

Also here in the structure is a great horn bound in iron and made from the tooth of some large creature. The horn may be winded by the derro in two ways. A good horn blast, because of the echoing properties of this chasm, can be heard throughout the keep and even as far as Room 18 of the keep.

The first, a series of short staccato blasts alerts the derro to trouble or unexpected visitors. The number of staccato blasts tells the degree of threat, ranging from 2 blasts for very low to 8 blasts for immense danger.

The second is a single long wailing note followed by two staccato blasts and another wailing note. This summons the gargoyles from their lofty perches on the side of the chasm to combat.

Usually, the derro would blast the first call to alert the den. This alert blast would also rouse the gargoyles, who would muster in their caves and watch the battle below, eager to join in. However, they will wait until they hear their summoning notes before diving into the attack. This allows the derro to time the gargoyle entry into battle at the most advantageous moment.

Derro Crossbowmen (8) (AC 4, MV 11, HD 3, hp 23 ea, THAC0 17, #ATT 1 or 2, D by weapon, Weapons repeating light crossbow (Av 2/r 12/12/12 [no long or medium range], 1D6+1/1D8+1 kdD6), secari [dagger] (Fa 2/r 1/2/3 1D4/1D3 kdD6), Armour leather armour, 18 DEX, SA +2 to hit with missiles due to DEX 18, poison (either save or suffer +2D6 damage over the next round or save or suffer as the Ray of Enfeeblement spell for 6 rounds), MR 30%, AL CE, XP 975 ea, Source: Monstrous Manual)

4. Hexagonal Guardhouse

Like all derro structures, this one is unadorned. A door in the southwest-facing wall leads to an illusionary catwalk, while a door in the north wall does the same. A secret door in each of two portions of the northwest facing wall leads to invisible steps descending down towards the central keep or an invisible catwalk heading north to Room 4.

Within this 10' high structure, 8 derro keep watch, these peering out through crosslet arrow slits that pierce the structure all around. These can be shuttered with iron shutters if need be.

Within the chamber are bunk beds enough for ten derro as well as a stone table and chairs, an iron barrel holding water and an iron box holding foodstuffs, several boxes of crossbows and bolts and several termite wax sealed jars of both types of derro poison (2D6 damage and enfeeblement).

An iron ladder leads up to a trapdoor in the roof. The roof, which is flat, supports two siege engines, a light catapult and a light ballista. Each of these can be manned by a single derro, and all derro in the guardhouse are presumed to have the Artillerist NWP.

There are large barbed javelins stacked near the ballista for use. Near the catapult are an iron pot of pitch and a stack of iron shot. The derro will drop the shot into the pitch, light the whole on fire, and then launch flaming missiles from their catapult.

Refer to Player's Option: Combat and Tactics for details on siege weapons.

In times of trouble, 2 of the derro from the guardhouse will climb to the roof and man one of the two siege engines as appropriate to the situation. In a pinch, each can man one of them and both can be fired. Assume there is enough ammunition for 20 shots of each.

Also here in the structure is a great horn bound in iron and made from the tooth of some large creature. The horn may be winded by the derro in two ways. A good horn blast, because of the echoing properties of this chasm, can be heard throughout the keep and even as far as Room 18 of the keep.

The first, a series of short staccato blasts alerts the derro to trouble or unexpected visitors. The number of staccato blasts tells the degree of threat, ranging from 2 blasts for very low to 8 blasts for immense danger.

The second is a single long wailing note followed by two staccato blasts and another wailing note. This summons the gargoyles from their lofty perches on the side of the chasm to combat.

Usually, the derro would blast the first call to alert the den. This alert blast would also rouse the gargoyles, who would muster in their caves and watch the battle below, eager to join in. However, they will wait until they hear their summoning notes before diving into the attack. This allows the derro to time the gargoyle entry into battle at the most advantageous moment.

Derro Crossbowmen (8) (AC 4, MV 11, HD 3, hp 23 ea, THAC0 17, #ATT 1 or 2, D by weapon, Weapons repeating light crossbow (Av 2/r 12/12/12 [no long or medium range], 1D6+1/1D8+1 kdD6), secari [dagger] (Fa 2/r 1/2/3 1D4/1D3 kdD6), Armour leather armour, 18 DEX, SA +2 to hit with missiles due to DEX 18, poison (either save or suffer +2D6 damage over the next round or save or suffer as the Ray of Enfeeblement spell for 6 rounds), MR 30%, AL CE, XP 975 ea, Source: Monstrous Manual)

5. Hexagonal Guardhouse

Like all derro structures, this one is unadorned. A door in the southwest-facing wall leads to an illusionary catwalk, while a door in the north wall does the same. A secret door in each of two portions of the northwest facing wall leads to invisible steps descending down towards the central keep or an invisible catwalk heading north to Room 4.

Within this 10' high structure, 8 derro keep watch, these peering out through crosslet arrow slits that pierce the structure all around. These can be shuttered with iron shutters if need be.

Within the chamber are bunk beds enough for ten derro as well as a stone table and chairs, an iron barrel holding water and an iron box holding foodstuffs, several boxes of crossbows and bolts and several termite wax sealed jars of both types of derro poison (2D6 damage and enfeeblement).

An iron ladder leads up to a trapdoor in the roof. The roof, which is flat, supports two siege engines, a light catapult and a light ballista. Each of these can be manned by a single derro, and all derro in the guardhouse are presumed to have the Artillerist NWP.

There are large barbed javelins stacked near the ballista for use. Near the catapult are an iron pot of pitch and a stack of iron shot. The derro will drop the shot into the pitch, light the whole on fire, and then launch flaming missiles from their catapult.

Refer to Player's Option: Combat and Tactics for details on siege weapons.

In times of trouble, 2 of the derro from the guardhouse will climb to the roof and man one of the two siege engines as appropriate to the situation. In a pinch, each can man one of them and both can be fired. Assume there is enough ammunition for 20 shots of each.

Also here in the structure is a great horn bound in iron and made from the tooth of some large creature. The horn may be winded by the derro in two ways. A good horn blast, because of the echoing properties of this chasm, can be heard throughout the keep and even as far as Room 18 of the keep.

The first, a series of short staccato blasts alerts the derro to trouble or unexpected visitors. The number of staccato blasts tells the degree of threat, ranging from 2 blasts for very low to 8 blasts for immense danger.

The second is a single long wailing note followed by two staccato blasts and another wailing note. This summons the gargoyles from their lofty perches on the side of the chasm to combat.

Usually, the derro would blast the first call to alert the den. This alert blast would also rouse the gargoyles, who would muster in their caves and watch the battle below, eager to join in. However, they will wait until they hear their summoning notes before diving into the attack. This allows the derro to time the gargoyle entry into battle at the most advantageous moment.

Derro Crossbowmen (8) (AC 4, MV 11, HD 3, hp 23 ea, THAC0 17, #ATT 1 or 2, D by weapon, Weapons repeating light crossbow (Av 2/r 12/12/12 [no long or medium range], 1D6+1/1D8+1 kdD6), secari [dagger] (Fa 2/r 1/2/3 1D4/1D3 kdD6), SA +2 to hit with missiles due to DEX 18, Armour leather armour, 18 DEX, SA poison (either save or suffer +2D6 damage over the next round or save or suffer as the Ray of Enfeeblement spell for 6 rounds), MR 30%, AL CE, XP 975 ea, Source: Monstrous Manual)

6. Hexagonal Guardhouse

Like all derro structures, this one is unadorned. A door in the southwest-facing wall leads to an illusionary catwalk, while a door in the north wall does the same. A secret door in each of two portions of the northwest facing wall leads to invisible steps descending down towards the central keep or an invisible catwalk heading north to Room 4.

Within this 10' high structure, 8 derro keep watch, these peering out through crosslet arrow slits that pierce the structure all around. These can be shuttered with iron shutters if need be.

Within the chamber are bunk beds enough for ten derro as well as a stone table and chairs, an iron barrel holding water and an iron box holding foodstuffs, several boxes of crossbows and bolts and several termite wax sealed jars of both types of derro poison (2D6 damage and enfeeblement).

An iron ladder leads up to a trapdoor in the roof. The roof, which is flat, supports two siege engines, a light catapult and a light ballista. Each of these can be manned by a single derro, and all derro in the guardhouse are presumed to have the Artillerist NWP.

There are large barbed javelins stacked near the ballista for use. Near the catapult are an iron pot of pitch and a stack of iron shot. The derro will drop the shot into the pitch, light the whole on fire, and then launch flaming missiles from their catapult.

Refer to Player's Option: Combat and Tactics for details on siege weapons.

In times of trouble, 2 of the derro from the guardhouse will climb to the roof and man one of the two siege engines as appropriate to the situation. In a pinch, each can man one of them and both can be fired. Assume there is enough ammunition for 20 shots of each.

Also here in the structure is a great horn bound in iron and made from the tooth of some large creature. The horn may be winded by the derro in two ways. A good horn blast, because of the echoing properties of this chasm, can be heard throughout the keep and even as far as Room 18 of the keep.

The first, a series of short staccato blasts alerts the derro to trouble or unexpected visitors. The number of staccato blasts tells the degree of threat, ranging from 2 blasts for very low to 8 blasts for immense danger.

The second is a single long wailing note followed by two staccato blasts and another wailing note. This summons the gargoyles from their lofty perches on the side of the chasm to combat.

Usually, the derro would blast the first call to alert the den. This alert blast would also rouse the gargoyles, who would muster in their caves and watch the battle below, eager to join in. However, they will wait until they hear their summoning notes before diving into the attack. This allows the derro to time the gargoyle entry into battle at the most advantageous moment.

Derro Crossbowmen (8) (AC 4, MV 11, HD 3, hp 23 ea, THAC0 17, #ATT 1 or 2, D by weapon, Weapons repeating light crossbow (Av 2/r 12/12/12 [no long or medium range], 1D6+1/1D8+1 kdD6), secari [dagger] (Fa 2/r 1/2/3 1D4/1D3 kdD6), Armour leather armour, 18 DEX, SA +2 to hit with missiles due to DEX 18, poison (either save or suffer +2D6 damage over the next round or save or suffer as the Ray of Enfeeblement spell for 6 rounds), MR 30%, AL CE, XP 975 ea, Source: Monstrous Manual)

7. Hexagonal Guardhouse

Like all derro structures, this one is unadorned. A door in the southwest-facing wall leads to an illusionary catwalk, while a door in the north wall does the same. A secret door in each of two portions of the northwest facing wall leads to invisible steps descending down towards the central keep or an invisible catwalk heading north to Room 4.

Within this 10' high structure, 8 derro keep watch, these peering out through crosslet arrow slits that pierce the structure all around. These can be shuttered with iron shutters if need be.

Within the chamber are bunk beds enough for ten derro as well as a stone table and chairs, an iron barrel holding water and an iron box holding foodstuffs, several boxes of crossbows and bolts and several termite wax sealed jars of both types of derro poison (2D6 damage and enfeeblement).

An iron ladder leads up to a trapdoor in the roof. The roof, which is flat, supports two siege engines, a light catapult and a light ballista. Each of these can be manned by a single derro, and all derro in the guardhouse are presumed to have the Artillerist NWP.

There are large barbed javelins stacked near the ballista for use. Near the catapult are an iron pot of pitch and a stack of iron shot. The derro will drop the shot into the pitch, light the whole on fire, and then launch flaming missiles from their catapult.

Refer to Player's Option: Combat and Tactics for details on siege weapons.

In times of trouble, 2 of the derro from the guardhouse will climb to the roof and man one of the two siege engines as appropriate to the situation. In a pinch, each can man one of them and both can be fired. Assume there is enough ammunition for 20 shots of each.

Also here in the structure is a great horn bound in iron and made from the tooth of some large creature. The horn may be winded by the derro in two ways. A good horn blast, because of the echoing properties of this chasm, can be heard throughout the keep and even as far as Room 18 of the keep.

The first, a series of short staccato blasts alerts the derro to trouble or unexpected visitors. The number of staccato blasts tells the degree of threat, ranging from 2 blasts for very low to 8 blasts for immense danger.

The second is a single long wailing note followed by two staccato blasts and another wailing note. This summons the gargoyles from their lofty perches on the side of the chasm to combat.

Usually, the derro would blast the first call to alert the den. This alert blast would also rouse the gargoyles, who would muster in their caves and watch the battle below, eager to join in. However, they will wait until they hear their summoning notes before diving into the attack. This allows the derro to time the gargoyle entry into battle at the most advantageous moment.

Derro Crossbowmen (8) (AC 4, MV 11, HD 3, hp 23 ea, THAC0 17, #ATT 1 or 2, D by weapon, Weapons repeating light crossbow (Av 2/r 12/12/12 [no long or medium range], 1D6+1/1D8+1 kdD6), secari [dagger] (Fa 2/r 1/2/3 1D4/1D3 kdD6), Armour leather armour, 18 DEX, SA +2 to hit with missiles due to DEX 18, poison (either save or suffer +2D6 damage over the next round or save or suffer as the Ray of Enfeeblement spell for 6 rounds), MR 30%, AL CE, XP 975 ea, Source: Monstrous Manual)

8. Central Keep

This large structure is described in the description for Room1 as seen from that vantage. The inside of the keep is detailed later and accompanied by its own map and key.

9. Chasm Wall

The derro have some allies dwelling amongst caves that pierce the chasm wall to the north, high up near the ceiling. Many of these caves are actually hidden amongst the stalactites.

Specifically, a large coven of gargoyles and margoyles lives in these caves. They will almost certainly hear the sounds of any battle against the derro and will swoop down to help their allies upon hearing the proper notes blown on the derro horns.

Gargoyles (16) (AC 5, MV 9 fl15[C], HD 4+4, hp 25 ea, THAC0 15, #ATT 4, D 1-3/1-3/1-6/1-4, SD +1 or better weapon to hit, AL CE, XP 420 ea, Source: Monstrous Manual)

Margoyles (8) (AC 2, MV 6 fl12[C], HD 6, hp 30 ea, THAC0 15, #ATT 4, D 1-6/1-6/2-8/2-8, SA stone skin (only 20% likely to be seen when against a stone backdrop), SD +1 or better weapon to hit, AL CE, XP 975 ea, Source: Monstrous Manual)

Amongst the bones and debris of their caves an intrepid explorer could find the following treasure (all coins of drow or duergar mint):

600cp

400sp

75gp

22pp

a pouch filled with 25 small aquamarines worth 25gp each

a non-magical drow metal footman's mace

a dented brass scroll tube holding a vellum wizard scroll with the spell Trollish Fortitude at 13th level

an iron flask sealed with wax which holds a Potion of Dexterity (raises DEX by 3 for 5D4 rounds)

10. Chasm

This huge rift proceeds down into the abysmal depths for over 2500'. It eventually drops into a shallow, cold, and swiftly running river, though the fall from the derro den would kill anyone, river notwithstanding.

While anyone plummeting from the derro den to the river would be slain and his body carried away by the river, the river eventually makes its way to the caverns of the mind flayers, and so the DM can rule that the lost body eventually turns up with the mind flayers and the party can bargain with the illithid for the return of their comrade's body and eventual resurrection.

The Central Keep:

Refer to the Derro Den - Keep Map.

Hand Level:

The central keep's Hand Level is devoid of window, door, or arrow slit, at least at first glance. However, the walls of the keep do bear secret doors and spy holes are set in certain chambers so as to allow the savants to direct their spells at foes attacking from without.

It is important to note that the walls of this keep are completely unadorned, except where noted specifically in the text. This lack of adornment is prompted by the savants as part of their measures of oppression over their subjects as explained previously in the brief notes on Derro society.

Spy Holes:

Throughout the keep are set spy holes. These are holes set into the walls of the keep. The outer walls of the keep are some 1' thick, and so these spy holes are built into niches that extend into the walls some 11". Within this niche are two holes, about 1/2" in diameter. One is at derro eye level and the other at comfortable derro hand level. Typically, a derro savant will peep through the eyehole and aim his wand through the hand hole, firing at intruders outside the keep with almost 100% cover. Such spy holes are extremely difficult to see from a distance, though if wands are emitting beams of magic or energy, the point of origin can be determined. Spells may also be cast through these holes.

Each of the holes has a small stone disc that can be slid into place, effectively merging with the rest of the wall or door from the point of view of the outside. Thus, spy holes in secret doors do not give away the position of such doors if they are closed.

1. Entry Hall

The two secret doors to this chamber allow access to and from the invisible catwalk heading south and the invisible stairs heading west.

Each of these secret doors has a small spy hole with which the derro can observe those requesting entrance, and through which the savants can aim wands straight down the invisible catwalk or stairs.

Within, a guardian troop of 6 derro are here, led by an elite warrior.

Derro Polemen (6) (AC 6, MV 10, HD 3, hp 19 ea, THAC0 17, #ATT 1 or 2, D by weapon, Weapons hook-fauchard (Sl 1D4/1D4 kdD8 pull man sized or smaller creature off balance 25% of the time), secari [dagger] (Fa 2/r 1/2/3 1D4/1D3 kdD6), Armour leather armour, 16 DEX, SA +1 to hit with missiles due to DEX 16, MR 30%, AL CE, XP 975 ea, Source: Monstrous Manual)

Derro Elite Warrior (AC 4, MV 10, HD 4, hp 27, THAC0 17, #ATT 1 or 2, D by weapon, Weapons footman's pick (Av 1D6+1/2D4 kdD8 +2 vs. plate), secari [dagger] (Fa 2/r 1/2/3 1D4/1D3 kdD6), Armour studded leather, 16 DEX, buckler +1, SA +1 to hit with missiles due to DEX 16, MR 30%, AL CE, XP 1400, Source: Monstrous Manual)

These derro have 6 fire toads as pets, and the toads are well liked by the derro and vice versa and so the toads will attack any enemies of the derro. Interestingly, these toads are smart enough to be able to use the spy holes in the doors (one per toad) to breathe fireballs out at enemies. Of course, the derro must open the spy holes first.

Fire Toads (6) (AC 10, MV 6 hop 6, HD 4+1, hp 21, 16, 26, 25, 22, 30, THAC0 17, #ATT 1, D special, SA exhale fireballs (30' range, 5' blast, 2-16 damage, half if save vs. spell), SD -1 damage per die vs. fire-based attacks, +1 damage per die from cold or water-based attacks, throwing liquid causes retreat after breathing two fireballs at thrower, AL CN, XP 270 ea, Source: Monstrous Manual)

The room is a typical guard room, with a stone table and chairs, all dwarf sized, a weapon rack holding some spare fauchards, stone barrels full of water, and various personal items of the guards, including small cave lizards and even a portable little arena for fighting the lizards.

Beds for the guards line the north wall, and privies set into the floor (with metal lids on them) dump into the chasm.

2. Entry Hall

Similar in furnishing to Room 1, and with the same spy holes, this guardroom is occupied by 6 derro led by an elite warrior.

Derro Polemen (6) (AC 6, MV 10, HD 3, hp 19 ea, THAC0 17, #ATT 1 or 2, D by weapon, Weapons hook-fauchard (Sl 1D4/1D4 kdD8 pull man sized or smaller creature off balance 25% of the time), secari [dagger] (Fa 2/r 1/2/3 1D4/1D3 kdD6), Armour leather armour, 16 DEX, SA +1 to hit with missiles due to DEX 16, MR 30%, AL CE, XP 975 ea, Source: Monstrous Manual)

Derro Elite Warrior (AC 4, MV 10, HD 4, hp 27, THAC0 17, #ATT 1 or 2, D by weapon, Weapons footman's pick (Av 1D6+1/2D4 kdD8 +2 vs. plate), secari [dagger] (Fa 2/r 1/2/3 1D4/1D3 kdD6), Armour studded leather, 16 DEX, buckler +1, SA +1 to hit with missiles due to DEX 16, MR 30%, AL CE, XP 1400, Source: Monstrous Manual)

Like the derro in Room 1, these, too, have pets of a fiery nature.

Hell Hounds (4) (AC 4, MV 12, HD 6, hp 35, 42, 36, 32, THAC0 15, #ATT 1, D 1-10, SA breathe fire (10 yard range, 6 damage, half if save vs. breath is made, may breathe while biting if a natural 20 is rolled on the bite roll), -5 to opponent surprise rolls, SD immune to fire, surprised only 2 in 10, see hidden or invisible creatures 50%, AL LE, XP 975 ea, Source: Monstrous Manual)

The hell hounds are loyal to the derro, partially because the derro have cleverly made sure no one of them becomes dominant enough to become pack leader and lead any sort of rebellion.

3. Main Chamber

This large chamber serves as the central chamber of the keep. To the south, steps lead up, flanking a door set into the middle of the south wall. Other iron doors pierce the walls of this room at many points.

The room itself serves no specific function, though it is a rallying place for forays outside of the keep and drills and contests are often conducted here.

4. Female Barracks

This chamber is home to some of the derro soldiery. In derro society, all young females and males serve as soldiers, and so this keep contains most of the derro of fighting age who are not up in the hexagonal structures on watch or in the entry halls (Rooms 1 and 2).

Some 16 derro lair here, most on metal beds pushed up dormitory style against the walls, though there are a full 28 beds present (the remaining 12 derro are either at the deep gnome lair or were killed in the battle with the gnomes). A metal table and chairs occupy the room's centre, along with the personal effects of the derro, stone barrels of water, weapon racks, etc. Privies occupy a corner of the chamber, these being holes in the floor with metal lids on them which dump into the chasm.

At any given time, 8 derro are present in the chamber, some sleeping (half usually) and some up and relaxing. The remaining derro can be presumed to be roaming somewhere around the derro den underground complex or perhaps taking an errand to one of the hexagonal structures or perhaps simply wandering the keep on an errand. As such, the entire complement of 16 derro is presented here on the assumption that the derro will be mustered to defense by the time the party reaches this chamber. If not, the DM can change the number of derro encountered here appropriately and place the remaining derro in suitable locations elsewhere.

Derro Polemen (16) (AC 6, MV 10, HD 3, hp 19 ea, THAC0 17, #ATT 1 or 2, D by weapon, Weapons hook-fauchard (Sl 1D4/1D4 kdD8 pull man sized or smaller creature off balance 25% of the time), secari [dagger] (Fa 2/r 1/2/3 1D4/1D3 kdD6), Armour leather armour, 16 DEX, SA +1 to hit with missiles due to DEX 16, MR 30%, AL CE, XP 975 ea, Source: Monstrous Manual)

5. Male Barracks

Similar to Room 4, this room holds 9 crossbowmen and 7 aklysmen even though some 28 beds line the walls (the missing derro are either at the deep gnome lair or were killed in battle).

Derro Crossbowmen (9) (AC 4, MV 11, HD 3, hp 23 ea, THAC0 17, #ATT 1 or 2, D by weapon, Weapons repeating light crossbow (Av 2/r 12/12/12 [no long or medium range], 1D6+1/1D8+1 kdD6), secari [dagger] (Fa 2/r 1/2/3 1D4/1D3 kdD6), Armour leather armour, 18 DEX, SA +2 to hit with missiles due to DEX 18, poison (either save or suffer +2D6 damage over the next round or save or suffer as the Ray of Enfeeblement spell for 6 rounds), MR 30%, AL CE, XP 975 ea, Source: Monstrous Manual)

Derro Aklysmen (7) (AC 0, MV 11, HD 3, hp 20 ea, THAC0 17, #ATT 2, D by weapon, Weapons aklys (Fa 1/r 2/4/6 1D6/1D6 kdD8 1 in 8 chance of pulling foe off balance and retrievable by a leather thong), spiked buckler (Fa 1D4/1D4 kdD6), secari [dagger] (Fa 2/r 1/2/3 1D4/1D3 kdD6), Armour chainmail, 18 DEX, buckler, SA +2 to hit with missiles due to DEX 18, ambidextrous (no penalty for off handed attack), proficient in shield and weapon style (may use buckler AC and attack with buckler), MR 30%, AL CE, XP 975 ea, Source: Monstrous Manual)

There are extra crossbows, bolts, and plenty of extra poison of both types used by the crossbowmen, the latter contained in metal vials concealed by wax, each vial holding enough for a dozen bolts or arrows or one blade. As a maximum, assume 50 vials of each are present.

6. Heavy Infantry Chambers

This chamber is inhabited by 4 male derro, the sons of the savants who are favoured over the main body of derro soldiery. The room is unadorned, as usual, but the furnishings are just a bit larger and better made, though by no means luxurious. Beds and furnishings for 6 derro are present, but the unoccupied ones belong to the derro at the deep gnome lair. Metal-lidded privies set into the floor dump waste into the chasm

Derro Heavy Footmen (4) (AC 1 (2 with spear), MV 11, HD 3, hp 22 ea, THAC0 17, #ATT 1 or 2, D by weapon, Weapons spear 2H (Av 1/r 2/4/6 1D6+1/2D6 kdD8), footman's pick (Av 1D6+1/2D4 kdD8 +2 vs. plate), secari [dagger] (Fa 2/r 1/2/3 1D4/1D3 kdD6), Armour chainmail, 17 DEX, buckler, SA +2 to hit with missiles due to DEX 17, MR 30%, AL CE, XP 975 ea, Source: Monstrous Manual)

7. Heavy Infantry Chambers

This chamber is inhabited by 5 female derro, the daughters of the savants who are favoured over the main body of derro soldiery. The room is unadorned, as usual, but the furnishings are just a bit larger and better made, though by no means luxurious. Beds and furnishings for 6 derro are present, but the unoccupied ones belong to the derro at the deep gnome lair. Metal-lidded privies set into the floor dump waste into the chasm

Derro Heavy Footmen (5) (AC 1 (2 with spear), MV 11, HD 3, hp 22 ea, THAC0 17, #ATT 1 or 2, D by weapon, Weapons spear 2H (Av 1/r 2/4/6 1D6+1/2D6 kdD8), footman's pick (Av 1D6+1/2D4 kdD8 +2 vs. plate), secari [dagger] (Fa 2/r 1/2/3 1D4/1D3 kdD6), Armour chainmail, 17 DEX, buckler, SA +2 to hit with missiles due to DEX 17, MR 30%, AL CE, XP 975 ea, Source: Monstrous Manual)

8. Elite Quarters

This chamber, as well furnished as Rooms 6 and 7, quarters the elite male soldiery of the keep.

There are furnishings for 8 derro here, though half that number is at the deep gnome lair, leaving 4 here at present.

Derro Elite Warriors (4) (AC 4, MV 10, HD 4, hp 27 ea, THAC0 17, #ATT 1 or 2, D by weapon, Weapons footman's pick (Av 1D6+1/2D4 kdD8 +2 vs. plate), secari [dagger] (Fa 2/r 1/2/3 1D4/1D3 kdD6), SA +1 to hit with missiles due to DEX 16, Armour studded leather, 16 DEX, buckler +1, MR 30%, AL CE, XP 1400 ea, Source: Monstrous Manual)

9. Elite Quarters

This chamber, as well furnished as Rooms 6 and 7, quarters the elite female soldiery of the keep.

There are furnishings for 8 derro here, though half that number is at the deep gnome lair, leaving 4 here at present.

Derro Elite Warriors (4) (AC 4, MV 10, HD 4, hp 27 ea, THAC0 17, #ATT 1 or 2, D by weapon, Weapons footman's pick (Av 1D6+1/2D4 kdD8 +2 vs. plate), secari [dagger] (Fa 2/r 1/2/3 1D4/1D3 kdD6), Armour studded leather, 16 DEX, buckler +1, SA +1 to hit with missiles due to DEX 16, MR 30%, AL CE, XP 1400 ea, Source: Monstrous Manual)

10. Spy Hall

Every five feet of this hallway is pierced by a spy hole niche. In addition, dozens of light crossbows, hundreds of bolts, and at least 50 stoppered vials of each type of derro poison are available on racks. The derro use these halls to attack intruders and to rain bolts and spells upon them. The derro also tend to use the place for dalliances with the opposite sex.

11. Spy Hall

Every five feet of this hallway is pierced by a spy hole niche. In addition, dozens of light crossbows, hundreds of bolts, and at least 50 stoppered vials of each type of derro poison are available on racks. The derro use these halls to attack intruders and to rain bolts and spells upon them. The derro also tend to use the place for dalliances with the opposite sex.

12. Trapped Hall

This hallway, abutted at both ends by double doors and flanked by normal doors, is a trap. The centre 20' square is hinged to open rapidly when a lever on the far side of the northern double doors (i.e. in Room 17) is pulled. The trap will dump its victims into the chasm.

The doors to the north also have spy holes in them so that the derro operating the lever can see who will fall prey to the trap.

13. Sub Leader Quarters

Well appointed (at least for derro), this chamber is home to 2 male derro sub leaders. These are tasked with the day to day running of the troops and often lead raids for the savants. There are accommodations for 4 derro here, but two of them are at the deep gnome lair. The furnishings include weapon racks, beds, metal-lidded privies, wash basins, and table and chairs.

Derro Sub Leaders (2) (AC 3, MV 11, HD 5, hp 32 ea, THAC0 15, #ATT 1 or 2, D by weapon, Weapons footman's pick (Av 1D6+1/2D4 kdD8 +2 vs. plate), secari [dagger] (Fa 2/r 1/2/3 1D4/1D3 kdD6), Armour studded leather, 17 DEX, buckler, SA +2 to hit with missiles due to DEX 17, MR 30%, AL CE, XP 2000 ea, Source: Monstrous Manual)

14. Sub Leader Quarters

Well appointed (at least for derro), this chamber is home to 2 female derro sub leaders. These are tasked with the day to day running of the troops and often lead raids for the savants. There are accommodations for 4 derro here, but two of them are at the deep gnome lair. The furnishings include weapon racks, beds, metal-lidded privies, washbasins, and table and chairs.

Derro Sub Leaders (2) (AC 3, MV 11, HD 5, hp 32 ea, THAC0 15, #ATT 1 or 2, D by weapon, Weapons footman's pick (Av 1D6+1/2D4 kdD8 +2 vs. plate), secari [dagger] (Fa 2/r 1/2/3 1D4/1D3 kdD6), Armour studded leather, 17 DEX, buckler, SA +2 to hit with missiles due to DEX 17, MR 30%, AL CE, XP 2000 ea, Source: Monstrous Manual)

15. Leader's Chamber

Similarly appointed as Room 14, this chamber has furnishings for a single derro, though the weapon rack holds a variety of weapons, including captured drow weapons (non magical) and duergar weapons. Included are short swords, daggers, maces, axes, hammers, and picks.

The leader is at the deep gnome lair, so his room is currently unoccupied.

16. Lieutenant's Chamber

Although similarly appointed to Room 15, this room does not have captured weapons in its weapon rack, as that is a luxury the savants only grant to the leader, and only with great reluctance, as the captured weapons in some ways tells a history.

The leader is at the deep gnome lair, so his room is currently unoccupied.

17. Arm Hallway

This hallway proceeds right through the arm of the great stone hand like some sort of vein or artery. At the southern end are double doors pierced with spy holes, and to the left of the doors is a lever which operates (both raises and lowers) the pit trap in Room 12.

18. Entrance to the Underground

This room serves as a guard chamber to the entrance to the derro den underground complex. As such, 4 guards are here, and they ward the way from intruders.

Derro Crossbowmen (4) (AC 4, MV 11, HD 3, hp 23 ea, THAC0 17, #ATT 1 or 2, D by weapon, Weapons repeating light crossbow (Av 2/r 12/12/12 [no long or medium range], 1D6+1/1D8+1 kdD6), secari [dagger] (Fa 2/r 1/2/3 1D4/1D3 kdD6), Armour leather armour, 18 DEX, SA +2 to hit with missiles due to DEX 18poison (either save or suffer +2D6 damage over the next round or save or suffer as the Ray of Enfeeblement spell for 6 rounds), MR 30%, AL CE, XP 975 ea, Source: Monstrous Manual)

There are two secret doors which lead to long passageways that flank the Arm Hallway (Room 17) and emerge into the quarters of the leader and lieutenant. These are used as flanking paths during defense or as escape routes, either out into the keep or into the underground from the keep, as appropriate.

19. Student Chambers

This large chamber is home to 3 derro students. Two sets of steps to the south lead down to Room 3, while an iron ladder leads to a trap door in the ceiling to Room 20.

The room contains modest furnishings for 3 derro, consisting of beds, tables and chairs, metal-lidded privies (which are emptied by the students), washbasins, barrels of water, etc.

The rest of the room is taken up by what looks to be a library/laboratory. Stone shelves are carved into all the walls, and these are stocked full of rothe-vellum scrolls, stone tablets with runes on them, and even rare drow spider silk scrolls with feathery drow script.

A thorough search of the library would take quite some time (on the order of hours to simply glance at each work, and days to carefully study them,

Nevertheless, a few magical items lie amidst this copious library, either forgotten by the derro or set aside for later study.

A spider silk scroll containing the following wizard spells at 10th level: Interposing Hand, Improved Invisibility, Greater Malison, and Conjure Elemental-Kin

A spellbook of hammered silver engraved with the insignia of House Ziril-hast (staircases spiraling into the void) and with pages of spider silk which contains the following spells: Find Familiar, Unseen Servant, Alarm, Spidereyes, Read Magic, Detect Magic, Hold Portal, Chromatic Orb, Colour Spray, Choke, Detect Invisibility, Web, Invisibility, ESP, Dispel Magic, Flame Arrow, Lance of Disruption, Nondetection, Dark Wings, Hand of Darkness, Acid Bolt, Stop, Detect Scrying, Dimension Door, Passweb, Domination

A Tome of Understanding written in drow elvish and adorned with carvings of spiders on the front. If any non-drow attempts to open the book, the spiders will bite the hand of the opener, piercing even metal gauntlets, forcing a save vs. poison or death occurs in 2D4 rounds. The spiders will bite each time the tome is opened, but once aware of this trap, it can be avoided by judicious use of a dagger or other implement to open the tome.

A Scroll of Protection from Cold

A Scroll of Protection from Acid

A Scroll of Protection from Elementals (All Elementals)

A Scroll of Protection from Undead (All Undead)

A Scroll with the following priest spells at 7th level: Animate Dead, Restore Strength, Negative Plane Protection, and Invisibility to Undead

A spider silk scroll with the following priest spells on it at 12th level: Summon Spider, Undead Regeneration, Giant Spider, and Spellweb

In addition, though not magical, a stone tablet holds runes detailing the procedure for summoning a Lesser Guardian Yugoloth and binding it to guard a place or thing.

In addition, the library is enough to provide sage materials for anyone with sage knowledge NWP in subjects likely to be of interest to the derro. Subjects covered in this library include the drow, the duergar, the underdark, the religions of Lolth and Yeenoghu, Spellcraft, magic item creation, etc.

The laboratory is certainly adequate for any alchemist or for spell research. Long tables hold glass beakers, tubes, alembics, scales, and all of the normal accoutrements of a laboratory. The derro poisons are brewed here, and boxes and bins hold various rare fungi and animal parts and monster parts in addition to potential spell components (there will certainly be components for all of the spells the students and savants, including those at the deep gnome lair, can cast). The DM should decide exactly what useful materials are present, as well as what dangerous materials are present. At least a dozen vials of each of the derro poisons are here, fermented enough to be useful. Other batches are not ready yet.

A small hearth for heating ingredients sits in the northeast corner, venting its smoke through a hole in the roof when in use.

Amidst the clutter of vials and the like are some magical potions. It would take hours to search the entire lab, but Detect Magic can ferret out the valuables.

3 Potions of Healing

2 Potions of Extra Healing

Potion of Superior Healing (refer to Encyclopedia Magica V3 pg 891)

Potion of Stone Form (refer to Encyclopedia Magica V3 pg 891)

Skeletal Potion (refer to Encyclopedia Magica V3 pg 888)

2 Potions of Protection from Immiscibility (refer to Encyclopedia Magica V3 pg 883)

Phase Potion (refer to Encyclopedia Magica V3 pg 881)

4 Potions of Monster Creation (refer to Encyclopedia Magica V3 pg 880) except the monsters are duergar warriors:

Duergar Warriors (4) (AC 4, MV 6, HD 2+4, hp 16 ea, THAC0 17, #ATT 1, D by weapon, Weapons footman's pick (Av 1d6+1 / 2d4 kdD8 +2 vs. plate), warhammer (Fa 1/r 2/4/6 1d4+1 / 1d4 kdD8 +1 vs. plate), light crossbow (Av 1/r 12/24/36 1d6+1 / 1d8+1 kdD6 reduce AC by 2 at medium and 5 at short), Armour chainmail, target shield, 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 ea, Source: Monstrous Manual)

The walls of the chamber are pierced with spy holes, one niche every 10' or so, allowing the students to target spells or magical devices at attackers.

A single student remains in this chamber, left behind from the assault on the deep gnome lair.

Derro Student (AC 5, MV 11, HD 6, hp 37, THAC0 15, #ATT 1 or 2, D by weapon, Weapons hook-fauchard (Sl 1D4/1D4 kdD8 pull man sized or smaller creature off balance 25% of the time), secari [dagger] (Fa 2/r 1/2/3 1D4/1D3 kdD6), Armour cloak of protection +1, 18 DEX, SA +2 to hit with missiles due to DEX 18, spells, SD Comprehend Languages, Read Magic, MR 30%, AL CE, XP 4000, Source: Monstrous Manual)

Spells (1/day at 6th level or minimum to cast):

Charm Person, Repulsion, Shadow Magic

Magic Items:

Cloak of Protection +1

Potion of Healing

Potion of Flying

Talisman of the Chimera (refer to Encyclopedia Magica V4 pg 1421)

Gem of Magic Missile Protection (with 29 facets left) (refer to Encyclopedia Magica V2 pg 525)

20. Spire of the Savant

This small room is located at the base of the tall spire that tops the keep. The ceiling is some 40' above and ends in the point of an obelisk. The entire ceiling and walls of this room are covered in derro runes. These are essentially notes and histories of the clan, and only savants and students may ever enter this room.

Otherwise, the savant that rooms in this chamber is the one present in the deep gnome lair, and so the chamber is empty except for the guardian (see below),

The savant leading the deep gnome lair group is paranoid and very secretive and uninterested in dwelling in luxury, and so chooses instead to live in cramped quarters at the base of the spire. A small bed and metal lidded privy are here (the latter emptied by the students).

There are no valuables here, as the savant took those with him. There is, however, an ornate silver mirror hung on one of the walls of the place, and it is engraved with snake like creatures consuming humanoids all around its frame. This is a Mirror of Recall (refer to the Complete Wizard's handbook), which is an invaluable tool for the savants.

The savant who dwells here has summoned and bound a lesser guardian yugoloth to guard his mirror and his chamber. The beast dwells within the mirror, and will at first observe intruders. While observing, the daemon's face will appear in the mirror. At any time the daemon may emerge from the mirror, suddenly, and attack, and it will do so at the most advantageous opportunity.

The guardian appears as a giant ape with a warthog's head and horny spines down its back (Size L, 8' tall).

Lesser Guardian Yugoloth (AC 1, MV 9, HD 8, hp 47, THAC0 13, #ATT 3, D 1-6/1-12/1-12, SA fire breath (3/day, 30' long cone 10' in diameter, does 5D6 damage with a save vs. breath for half damage), yugoloth powers 9see below), SD yugoloth immunities (see below), yugoloth powers (see below), immune to Charm, Hold, Sleep, Polymorph, and Fear, immune to weapons under +2 enchantment, invulnerable to cold, AL N(E), XP 4000, Source: Monstrous Manual)

Yugoloth Powers:

Alter Self
Animate Dead
Cause Disease
Charm Person
Improved Phantasmal Force
Produce Flame
Teleport without Error (1/week)

Yugoloth Immunities:

Acid - no damage
Cold - normally double damage (but this one is immune to cold)
Electricity - full damage
Fire - no damage
Gas - half damage
Iron Weapons - no damage
Magic Missile - full damage
Poison - no damage
Silver Weapon - full damage

Underground:

The underground portion of the derro den is where the community lives. It is not a large community, as most of the derro of fighting age dwell in the keep proper, but here will be found the quarters of the remaining savant and students, the slave pens, living quarters for elder and youthful derro, the chimera pens, smithies, miners, stonecutters, fungus gardens, fire beetle pens, water source, food gatherers, and craftsmen.

All rooms and passages are 10' tall unless otherwise indicated. All walls, floors, and ceilings are of well worked stones and are bereft of any adornment. All passages are lit by fire beetle glands every 10' or so and occupied rooms have small oil lanterns (easily shuttered) within them or candles from rendered slave fat.

Refer to the map key entitled Derro Den - Underground.

1. Common Chamber

This large area is accessed via the double doors at Room 18 of the Keep Map. The double doors are triple barred from the inside and these are guarded by 6 derro guardsmen who are trained to open the doors if a secret knock pattern is tapped on the door from the other side.

Derro Crossbowmen (6) (AC 4, MV 11, HD 3, hp 23 ea, THAC0 17, #ATT 1 or 2, D by weapon, Weapons repeating light crossbow (Av 2/r 12/12/12 [no long or medium range], 1D6+1/1D8+1 kdD6), secari [dagger] (Fa 2/r 1/2/3 1D4/1D3 kdD6), Armour leather armour, 18 DEX, SA +2 to hit with missiles due to DEX 18, poison (either save or suffer +2D6 damage over the next round or save or suffer as the Ray of Enfeeblement spell for 6 rounds), MR 30%, AL CE, XP 975 ea, Source: Monstrous Manual)

The room itself is some 20' tall and serves as a sort of town square for the derro community. As such, there are derro children and parents here playing with small animal pets such as lizards, derro engaged in sports or simply gossiping, smoking pipes, etc.

The DM should assume some 40 derro are here at any one time, with a full half of them being children (non-combatants) except that during times of trouble, the children are removed to their respective lodgings.

Assume all adult derro here come from the derro in Rooms 3 and are equipped accordingly, for the adults never go without weapons.

A good many pieces of mundane loot from the raid on the deep gnomes is also stacked and stored here, including furnishings, artwork, semi-precious jewelry, and even foodstuffs.

2. Guard Chambers

These 10' square rooms serve as watch chambers over Room 1. Each has the spy hole arrangement as described in the Keep section and within each are 4 guards. However, there are also proper crosslets here, with shutters, so that the guards may fire crossbows with decent cover.

Derro Crossbowmen (4 x 2) (AC 4, MV 11, HD 3, hp 23 ea, THAC0 17, #ATT 1 or 2, D by weapon, Weapons repeating light crossbow (Av 2/r 12/12/12 [no long or medium range], 1D6+1/1D8+1 kdD6), secari [dagger] (Fa 2/r 1/2/3 1D4/1D3 kdD6), Armour leather armour, 18 DEX, SA +2 to hit with missiles due to DEX 18, poison (either save or suffer +2D6 damage over the next round or save or suffer as the Ray of Enfeeblement spell for 6 rounds), MR 30%, AL CE, XP 975 ea, Source: Monstrous Manual)

20 spare vials of each type of derro poison are stored in each room, with 10 bolts or one normal sized blade coated by each vial.

3. Lodgings

These are the lodgings of the derro. Each is a two-story building 20' square, with each level being 6' high. There are two windows on the second story overlooking the lane upon which the building is situated.

Each residence holds between 2-7 derro. There are no single derro residents because the bachelors and bachelorettes are generally inducted into guard duty in the Keep or Outside. Widowers are either remarried or sent to guard duty. Decrepit derro have a tradition of being set off alone into the underdark to die as fate may take them.

If 2 derro are encountered, both will be adults. If 3 or more are encountered, assume a 50% chance that each is young enough to be a non-combatant, and 50% that each is old enough to be able to wield arms.

While such dice rolling is fine for specific buildings, for analyzing force availability, assume each building has 5 derro in it. 3 of these are combat ready and 2 are younglings. Determine armament randomly, but all adults of a given family will have the same armaments.

A good portion of these residents will actually be missing from their buildings, either serving in the crafts area, the kitchens, or out of the den mining or scouting or gathering. Others are spending off time in Room 1. assume a full 25% of the derro adults listed below are gone from the complex entirely, and refer to the room descriptions for the locations of others.

Derro buildings themselves are plainly furnished and with no adornments. Downstairs is the kitchen and common chamber and privy while upstairs are the living quarters and storage. Almost all of these dwellings have secret niches to hold treasure and a secret basement large enough to store any children during times of danger. Treasure will usually be coins of mixed mintage and gems and jewelry.

Derro Crossbowmen (46) (AC 4, MV 11, HD 3, hp 23 ea, THAC0 17, #ATT 1 or 2, D by weapon, Weapons repeating light crossbow (Av 2/r 12/12/12 [no long or medium range], 1D6+1/1D8+1 kdD6), secari [dagger] (Fa 2/r 1/2/3 1D4/1D3 kdD6), Armour leather armour, 18 DEX, SA +2 to hit with missiles due to DEX 18, poison (either save or suffer +2D6 damage over the next round or save or suffer as the Ray of Enfeeblement spell for 6 rounds), MR 30%, AL CE, XP 975 ea, Source: Monstrous Manual)

Derro Polemen (24) (AC 6, MV 10, HD 3, hp 19 ea, THAC0 17, #ATT 1 or 2, D by weapon, Weapons hook-fauchard (Sl 1D4/1D4 kdD8 pull man sized or smaller creature off balance 25% of the time), secari [dagger] (Fa 2/r 1/2/3 1D4/1D3 kdD6), Armour leather armour, 16 DEX, SA +1 to hit with missiles due to DEX 16, MR 30%, AL CE, XP 975 ea, Source: Monstrous Manual)

Derro Aklysmen (14) (AC 0, MV 11, HD 3, hp 20 ea, THAC0 17, #ATT 2, D by weapon, Weapons aklys (Fa 1/r 2/4/6 1D6/1D6 kdD8 1 in 8 chance of pulling foe off balance and retrievable by a leather thong), spiked buckler (Fa 1D4/1D4 kdD6), secari [dagger] (Fa 2/r 1/2/3 1D4/1D3 kdD6), Armour chainmail, 18 DEX, buckler, SA +2 to hit with missiles due to DEX 18, ambidextrous (no penalty for off handed attack), proficient in shield and weapon style (may use buckler AC and attack with buckler), MR 30%, AL CE, XP 975 ea, Source: Monstrous Manual)

4. Craft Area

This hall houses the crafts areas of the derro, where they create the items they need and enjoy. All are two-storied, with no windows, and the top floor is usually devoted to materials storage.

A = This building is devoted to the mining and cutting of gems.

B = This building is devoted to the working of stone and stone masonry.

C = This building is devoted to the craft of smithing and iron mongery. This includes weapon making. Several forges are in operation here.

D = This building is devoted to the tanning of leather and leather working, including the fashioning of derro armour made from rothe hide boiled in giant termite wax and often studded with brass or copper scales or rings or studs.

E = This building is devoted to the mining and smithing of precious metals.

F = This building is devoted to the craft of pottery.

G = This building is devoted to fungal brews, poison making, and alchemy and includes a full laboratory.

H = This building is devoted to the manufacture of paper and cloth. Paper if, of course, for the use of the savants and students only.

At any time, there is a 66% chance that a given building is operating. If so, from 2-7 derro will be here, working away for the needs of the community at the direction of the savants. These derro can be culled from Rooms 3.

Slaves from Room 6k are also often here doing manual labour. Assume D4 slaves if a building is operating.

5. Guard Chamber

This is the guard chamber for the slave pens, gaols, and bestiaries. The doors into and out of this chamber are locked.

The place is manned by 4 favoured slaves, minotaurs who are now loyal to the derro (as loyal as chaotic evil beings can be to other chaotic evil beings. These were captured as calves and seem to be drow-bull crossbreeds instead of human-bull crossbreeds. This gives them black fur, pointed ears, and long, nimble fingers. But in all other respects they are minotaurs.

These are commanded by a derro sub leader. The minotaurs dwell in the chamber, as evidenced by rothe-fur pallets on the floor, along with gnawed-upon bones piled in a corner and stone bowls filled with waste and stone barrels filled with water. The minotaurs are ideal gaol wards not only because of their prowess, but because they are difficult to surprise.

The derro warden does not live in the chamber, but runs a shift with others of his station. This duty is considered low grade and almost a punishment.

Minotaurs (4) (AC 6, MV 12, HD 6+3, hp 35 ea, THAC0 13, #ATT 2, D 2-8/2-8 or 1-4/by weapon (+2 due to STR), Weapons halberd (Sl 2 reach 1D10/2D6 kdD12 +2 to hit vs. any plate or mail armour), SA charge (30'+ versus opponent at least 6' tall does double head-butt damage [i.e. 4-16/4-16]), SD +2 on surprise roll, track prey by scent (50%), immune to Maze spells, +3 to morale scores in combat), AL CE, XP 1400 ea, source; Monstrous Manual)

Derro Sub Leader (AC 3, MV 11, HD 5, hp 32, THAC0 15, #ATT 1 or 2, D by weapon, Weapons footman's pick (Av 1D6+1/2D4 kdD8 +2 vs. plate), secari [dagger] (Fa 2/r 1/2/3 1D4/1D3 kdD6), SA +2 to hit with missiles due to DEX 17, Armour studded leather, 17 DEX, buckler, MR 30%, AL CE, XP 2000, Source: Monstrous Manual)

The sub leader has a ring of keys with 18 keys on them. Each key opens a specific door including the two doors in this room and the doors for Rooms 6 and 7. It would take the party some time to figure which key is which, for although they look different enough to allow the familiar wardens to use them quickly, the party will have to spend much time trying key after key.

6. Gaols and Slave Pen

The smallish rooms to the east are gaol cells, holding prisoners, including derro who disobey the savants. Each is of solid stone and barred by an iron door with a small derro-height view panel that may be closed and locked by a latch on the outside. Each door has a key lock with no access from the inside. Next to each door is a hole cut into the wall between each cell. This too is latchable from the outside, and leads to a pipe in the wall that opens into the room. Food and water can be tossed down the outside opening, to be caught in receptacles by those imprisoned within.

Within each cell are some vermin infested battered rothe fur pallets, an iron bucket for water and another for food, and 3 for waste. Iron chains are set into the walls, ending in iron manacles that are hammered and heated into place when in use. The chains go into the wall, but actually emerge into a crank mechanism set by each door. The crank mechanism has a solid locking mechanism, whereby manacle length can be shortened or lengthened by the gaolers from without.

a - Holds a derro sub leader convicted of possessing writings. The derro will deny the charges if asked, claiming he was framed by a rival leader or even the savants themselves.

Derro Sub Leader (AC 7, MV 11, HD 5, hp 32, THAC0 15, #ATT 1 or 2, D by weapon, Armour 17 DEX, SA +2 to hit with missiles due to DEX 17, MR 30%, AL CE, XP 2000, Source: Monstrous Manual)

The derro is angry with the savants, but will not accompany the party or turn on his people unless compulsed to do so by magic. The derro is not manacled at all.

b - This cell is empty.

c - This cell holds a neo-orog sergeant, who was part of an entourage from the Deceiver to the drow and who was captured by the derro. He is a tough veteran soldier, but pragmatic enough to serve if his life depends on it, but only so long as he must, for he is ultimately loyal to his true superiors, the commanders of the armies of the Deceiver.

Red Neo-orog Sergeant (AC 6, MV 12, HD 5, hp 40, THAC0 15, #ATT 1, D by weapon, SA war cry (all orcs, orogs, and neo-orogs within earshot gain +1 to hit and damage for 2d4 rounds, each beneficiary may benefit only once per day), +1 to hit when defending Deceiver commanders, AL LE, XP 420, Source: Monstrous Compendium 3).

The neo-orog is manacled arms and feet and is given only a few feet of maneuvering room.

d - This cell holds a recently captured varkha awaiting torture and conditioning into slavehood. This beast will cleave to any party that rescues it and will serve diligently.

Varkha (AC 6, MV 12 sw9, HD 1, hp 5 (4 left), THAc0 19, #ATT 2 (or 1), D 1-6/1-6 (or by weapon), SD -1 to hit in sunlight brightness, AL LE, XP 35, source; Monstrous Compendium 4)

The Varkha is not manacled at all.

e - This cell holds a chitine. The manacles usually used for the feet are instead used here to shackle the creature's extra arms.

Chitine (AC 9, MV 12 wb9, HD 2, hp 13, THAC0 19, #ATT 3, D 1-6(x3) with webbing weapons, SA webbing items and traps, SD -1 to hit in sunlight brightness, AL LE, XP 120, Source: Monstrous Compendium 1)

The chitine was caught at random by opportunistic derro and has been brought here to determine its nature. It is an enemy of the drow, which is interesting to the derro since it is also a lover of Lolth, and the savant is deciding whether to enslave it or dissect it. The chitine will gladly fight drow for the party, but will try to go back to its own people as soon as possible.

f - This cell is empty.

g - This cell holds a wight. The derro tricked it into the cell and have locked it up in here. It needs no food or drink and so is a very easy prisoner to keep. The wight is not shackled however and will attack anyone releasing it.

Wight (AC 5, MV 12, HD 4+3, hp 21, THAC0 15, #ATT 1, D 1-4, SA energy drain, SD hit by +1 or better weapons or silver weapons, undead immunities, AL LE, XP 1400, Source: Monstrous Manual)

h - Holds a derro female who cheated on a savant lover and is slated for execution.

Derro Female (AC 8, MV 10, HD 3, hp 19, THAC0 17, #ATT 1 or 2, D by weapon, Armour 16 DEX, SA +1 to hit with missiles due to DEX 16, MR 30%, AL CE, XP 975 ea, Source: Monstrous Manual)

The female is hateful of the savant in Room 16, but is loyal to her people and will not aid the party. She is loyal to her lover in cell j (below)

i - This cell is empty.

j - Holds a derro male who had an affair with a savant's lover and is slated for execution.

Derro Male (AC 8, MV 10, HD 3, hp 19, THAC0 17, #ATT 1 or 2, D by weapon, Armour 16 DEX, SA +1 to hit with missiles due to DEX 16, MR 30%, AL CE, XP 975 ea, Source: Monstrous Manual)

The male is hateful of the savant in Room 16, but is loyal to her people and will not aid the party. He is loyal to his lover in cell h (above)

k - This large room is the slave quarters for the den. These are broken slaves, who are ostensibly domesticated, though prone to revolt if an uprising looks to be successful and supported by the party. The door to this chamber can be locked from the outside, but usually is not, as the slaves know their duties. At least half of the slaves listed here are likely to be outside this room in the den complex or outside with miners or hunters.

Assume 50% of the listed are here, and 25% are somewhere else in the den but musterable. The remainder are outside of the complex. The humans here are pale skinned and wide-eyed and averse to sunlight. They are the breeding stock of humans brought to the underworld with the derro when they first descended centuries ago.

Goblins (12) (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)

Humans (12) (AC 10, MV 12, HD 1, hp 5 ea, THAC0 20, #ATT 1, D by weapon or fist, AL N, XP 15 ea, Source: Monstrous Manual)

Quaggoth (2) (AC 6, MV 12, HD 2+2, hp 14 ea, THAC0 19, #ATT 2 or 1, D 1-4/1-4 or by weapon, SA berserk rage (at 25% of hit points +2 to attack and damage), SD immune to poison, AL N XP 175 ea, Source: Monstrous Manual)

Bugbears (4) (AC 10, MV 9, HD 3+1, hp 19 ea, THAC0 17, #ATT 1, D 2-8, SA +2 to damage with weapon, surprise (-3 to opponent surprise rolls), AL CE, XP 120 ea, Source: Monstrous Manual)

Ogres (2) (AC 5, MV 9, HD 4+1, hp 19, 21, THAC0 17, #ATT 1, D 1-10, SA +2 to hit with weapons, +6 damage with weapons, AL CE, XP 270 ea, Source: Monstrous Manual)

The room itself is composed of rothe fur pallets, many vermin infested, and pots filled with food scraps, water, or dung. The entire place reeks of odor sweat, and filth.

7. Bestiaries

These are used to breed and keep the pets of the derro.

a - These are the chimera breeding pens. The two chimera that dwelt here are gone with the gnome raiding party, and so this place is empty. There is a stone trough for water and the door has a derro-height slot to view the place. A lever outside the door drops an iron wall halfway into the room, used to keep the beasts at bay when derro need to enter the chamber.

Gnawed bones litter the floor, along with chimera dung, and the walls bear scorch marks.

b - This chamber is exactly like Room 7a except that the two resident chimera are still present and available to fight for the derro.

Chimera (2) (AC 6/5/2, MV 9 fl18[E], HD 9, hp 60, 61, THAC0 11, #ATT 6, D 1-3/1-3/1-4/1-4/2-8/3-12, SA breath weapon (stream of flame from dragon head instead of bite, 5 yards long and 1' wide doing 3-24 damage or half with a save vs. breath weapon), AL CE, XP 5000 ea, Source: Monstrous Manual)

c - This pen contains 3 hellhounds not yet fully domesticated by the derro. They are unpredictable with regard to their reaction to the derro, but they will definitely attack the party.

Hell Hounds (3) (AC 4, MV 12, HD 5, hp 35, 42, 36, THAC0 15, #ATT 1, D 1-10, SA breathe fire (10 yard range, 5 damage, half if save vs. breath is made, may breathe while biting if a natural 20 is rolled on the bite roll), -5 to opponent surprise rolls, SD immune to fire, surprised only 2 in 10, see hidden or invisible creatures 50%, AL LE, XP 650 ea, Source: Monstrous Manual)

d - There is no sliding spy slot to this chamber. Within this chamber is a basilisk. The derro managed to capture it due to their poor vision range and blind fighting abilities, and now the savants are trying to determine if the creature is trainable or if it should be dissected for alchemical parts.

Stone statues of goblins and other bits of statues show where experiments have failed. The basilisk will attack anyone setting it free.

Basilisk (AC 4, MV 6, HD 6+1, hp 39, THAC0 15, #ATT 1, D 1-10, SA gaze turns to stone, AL N, XP 1400, Source: Monstrous Manual)

Remember that this creature can gaze into the Ethereal and astral Planes and thus makes an effective guardian against ethereal scouts and invaders. Should he basilisk see invaders on the ethereal plane, it will begin to become agitated and growl and keen. The derro are smart enough to surmise the cause of this distress and the warden in Room 5, hearing the keening, will rouse his fellows and alert the savant.

e - This chamber contains harnesses, whips, and other storage items for use in maintaining the bestiary and the gaol. Cleaning equipment is also here as well as veterinary items such as large tweezers.

8. Manor Houses

These are larger residences reserved for the three leading non-savant families of the derro. Inevitably, these are taken either by the families of the savants or those of the martial leaders.

Each is better appointed than the residences in Rooms 3, and all are two storied, with windows on the second floor. However, as per derro dogma, there are no adornment or inscriptions anywhere in the residences. Many of the items are made of precious metals or bejeweled however, so a thief interested in looting the places can certainly get a good haul.

a - This is the residence of the other derro leader (along with the one who raided the deep gnomes and dwells in the keep proper. This leader has an adult son, a wife, and 4 young children.

Derro Leader (AC -2, MV 11, HD 7, hp 47, THAC0 13, #ATT 1 or 2, D by weapon, Weapons footman's pick (Av 1D6+1/2D4 kdD8 +2 vs. plate), secari [dagger] (Fa 2/r 1/2/3 1D4/1D3 kdD6), Armour studded leather +1, 18 DEX, buckler +2, SA +2 to hit with missiles due to DEX 18, SD buckler proficiency (may attack with buckler and still gain AC bonus), MR 30%, AL CE, XP 4000, Source: Monstrous Manual)

NWP: Ambush, Buckler

Magic Items:

Studded Leather +1

Buckler +2

Footman's Pick +2

Secari +2

Potion of Extra Healing

Potion of Speed

Derro Son (AC 1 (2 with spear), MV 11, HD 3, hp 22, THAC0 17, #ATT 1 or 2, D by weapon, Weapons spear 2H (Av 1/r 2/4/6 1D6+1/2D6 kdD8), footman's pick (Av 1D6+1/2D4 kdD8 +2 vs. plate), secari [dagger] (Fa 2/r 1/2/3 1D4/1D3 kdD6), SA +2 to hit with missiles due to DEX 17, Armour chainmail, 17 DEX, buckler, MR 30%, AL CE, XP 975, Source: Monstrous Manual)

Derro Wife (AC 6, MV 10, HD 3, hp 19, THAC0 17, #ATT 1 or 2, D by weapon, Weapons hook-fauchard (Sl 1D4/1D4 kdD8 pull man sized or smaller creature off balance 25% of the time), secari [dagger] (Fa 2/r 1/2/3 1D4/1D3 kdD6), Armour leather armour, 16 DEX, SA +1 to hit with missiles due to DEX 16, MR 30%, AL CE, XP 975, Source: Monstrous Manual)

b - This is the residence of a lieutenant and her family. The lieutenant's husband dwells here, along with 2 young children. Her older children serve with the guards of the Keep.

Derro Lieutenant (AC 2, MV 11, HD 6, hp 42, THAC0 15, #ATT 1 or 2, D by weapon, Weapons footman's pick (Av 1D6+1/2D4 kdD8 +2 vs. plate), secari [dagger] (Fa 2/r 1/2/3 1D4/1D3 kdD6), Armour studded leather, 17 DEX, buckler +1, SA +2 to hit with missiles due to DEX 17, MR 30%, AL CE, XP 3000, Source: Monstrous Manual)

NWP: Ambush

Magic Items:

Buckler +1

Footman's Pick +1

Secari +1

Potion of Extra Healing

Potion of Withering Gaze (for 5D4 rounds, in addition to normal actions, the imbiber can shoot a Ray of Enfeeblement from his eyes as per the wizard spell as if cast by an 8th level wizard, a maximum of 6 such rays may be fired)

Derro Husband (AC 6, MV 10, HD 3, hp 19, THAC0 17, #ATT 1 or 2, D by weapon, Weapons hook-fauchard (Sl 1D4/1D4 kdD8 pull man sized or smaller creature off balance 25% of the time), secari [dagger] (Fa 2/r 1/2/3 1D4/1D3 kdD6), Armour leather armour, 16 DEX, SA +1 to hit with missiles due to DEX 16, MR 30%, AL CE, XP 975, Source: Monstrous Manual)

c - This is the residence of the family of the savant in Room 16. The derro here are not particularly strong, but have gained a favoured status through their bloodline. There are 4 adult derro here, along with 8 young children.

Derro Favoured (4) (AC 1 (2 with spear), MV 11, HD 3, hp 22 ea, THAC0 17, #ATT 1 or 2, D by weapon, Weapons spear 2H (Av 1/r 2/4/6 1D6+1/2D6 kdD8), footman's pick (Av 1D6+1/2D4 kdD8 +2 vs. plate), secari [dagger] (Fa 2/r 1/2/3 1D4/1D3 kdD6), SA +2 to hit with missiles due to DEX 17, Armour chainmail, 17 DEX, buckler, MR 30%, AL CE, XP 975 ea, Source: Monstrous Manual)

The savant has granted these derro a guardian/pet. This is a steam mephit, which the derro use to warm the home and to even power crude devices like ventilation wheels and baths.

Steam Mephit (AC 7, MV 12 fl24[B], HD 3+3, hp 24, THAC0 17, #ATT 1, D 2-5/2-5, SA claws include 1 point of heat damage, strike with claws stuns for 1 round 50% of the time, breath (scalding water 1/2 rounds to 20' automatically hitting for 1-3 damage and a 50% chance of stunning for 1 round), rainstorm (1/day create a rainstorm of boiling water in a 20'x20' area doing 2D6 damage), putrefy food and drink 1/day, SD immune to fire and heat, regenerate 1hp per round (if above zero hit points) in steam, AL N, XP 420, Source: Planescape Compendium)

9. Garden

Steps lead down into a garden, a large chamber 20' tall which floor is covered with bat guano, crushed rocks, and loam. A huge variety of fungus and lichen grows here, on the floor and along the walls even. There is not enough here to feed the derro population by any means, but enough is grown here to cultivate spices and seasonings, delicacies for the savants, and medicinal and magical fungi for the savants.

10. Kitchens

This area is where meals are prepared for the entire den.

a - This large chamber is 10' high and filled with stone shelves and a metal ladder on wheels and tracks that can be rolled around to access any portion of the shelving. The shelves are chock full of storable foodstuffs for the derro, including dried meats, dried fungus, etc. Large rounds of rothe cheese cure here as well and several shelves are actually racks of potent mushroom liqueurs.

An iron trap door in the floor leads to a ladder descending into another 10' cube room also full of foodstuffs, including salt.

There is certainly enough food here to feed the entire den for a bit of time, but also as clearly, hunters and gatherers amongst the derro must leave the den to constantly replenish and supplement this larder.

b - This is the butchery, and hooks and chains hang from metal bars across the ceiling. Racks hold knives of all sorts, from saw toothed bon cutters to curved skinning knives to large carving knives. The floor is sprinkled with a substance reminiscent of sawdust, but the whole place still reeks of butchery. There are rothe carcasses here, as well as lizards, bats, and other underground denizens. There is no sign, however, that the derro consume any sentient creatures. There are usually several slaves here (from Room 6k) butchering carcasses.

c - This is the well room of the den and its only source of water. The well taps an underground lake and is usually half full, with a total depth of 100'. A bucket and winch lie astride the well mouth, and several iron or stone barrels are here awaiting use.

d - This is the kitchen proper, a hubbub of activity at all hours. There are always 4-6 derro cooks here (drawn from the derro living in Rooms3) as well as a like number of slaves engaged in manual work. The place is a clutter of cabinets, tables, and ovens and stoves which vent into small holes that lead out of the den and up into the chasm.

11. Herd Pen

This is the area set aside for the rothe herd of the derro. An iron gate some 5' high keeps the rothe in, though these are docile enough that they'd not rush out even were the gate opened. There are a total of 70 adult rothe in here, with another 35 young. They are fairly packed in, with enough room to mill about but certainly no room to run. A water trough to the south provides fresh water and food is simply scattered on the ground amidst the piles of dung. Often, slaves can be seen here cleaning up for feeding the rothe or milking them with small stools and iron buckets.

Deep Rothe (70) (AC 7, MV 9, HD 2, hp 10 ea, THAC0 19, #ATT 3+special, D 1-3/1-3/1-8, SA charge (straight and level or descending path for 60', counts as an extra attack at THAC0 13 doing 2-8 damage per HD of the rothe, rothe also gets its 3 normal attacks at +1 to hit), trample (prone opponents take 2-8 damage and may save vs paralyzation for half damage, SD dancing lights (2/day at 140 yard range), delay the effects of charm, sleep, and hold spells for D4+1 rounds, AL N, XP 65 ea, Source: Drow of the Underdark)

Young Rothe (35) (AC 7, MV 10, HD 1, hp 5 ea, THAC0 19, #ATT 3, D 1/1/1-4, SD delay the effects of charm, sleep, and hold spells for D4+1 rounds, AL N, XP 65 ea, Source: Drow of the Underdark)

12. Noble Antechamber

Double doors from the common chamber (Room 1) open into this largish room. This is the antechamber to the dwelling places of the elite warriors of the den and the students and savant.

Within the chamber, generally standing against the south and east walls, are the zombie guardians of the noble derro. There are zombies animated by the savants with an Animate Dead spell from a scroll. The derro have, however, also prepared a bit of a surprise for those fighting the zombies.

Zombie Chimera (AC 6, MV 9, HD 6, hp 36, THAC0 15, #ATT 1, D 4-16, SA always attacks last in a round, SD undead immunities, AL N, XP 650, source: Monstrous Manual)

This zombie has two of its heads missing. Only the lion head remains, the others are simply neck stumps of rotting flesh.

Zombie Humans (12) (AC 8, MV 6, HD 2, hp 12 ea, THAC0 19, #ATT 1, D 1-8, SA always attacks last in a round, SD undead immunities, AL N, XP 65, source: Monstrous Manual)

Zombie Derro (6) (AC 4, MV 6, HD 2, hp 14 ea, THAC0 19, #ATT 1, D 1-8, Armour studded leather, buckler, SA always attacks last in a round, SD undead immunities, AL N, XP 65, source: Monstrous Manual)

Every zombie has, within its chest cavity, a colony of yellow mold. Anytime a zombie is struck, the mold will activate 50% of the time, releasing its spores in a 10' radius cloud.

Yellow Molds (19) (AC 9, MV 0, HD n/a, THAC0 n/a, SA poison spores (save vs. poison or die with a Cure Disease and a Resurrection within 24 hours necessary to restore life), SD affected only by fire (which destroys it) or Continual Light (which renders it dormant for 2-12 turns), MR 20%, AL N, XP 65 ea, Source: Monstrous Manual)

The zombies are programmed to obey any savant or student and to attack anyone who does not, upon entering the room, touch his hand to his lips and then touch the door he just opened. They are also programmed, if asked in Derro Dwarvish, to summon a student or savant to this chamber to speak with the summoner.

13. Leader Quarters

These are the quarters of the elite warriors of the den. Each chamber is spartanly furnished and unadorned, though there will likely be a few items of practical use made from precious metals or bejeweled.

a - Home to 4 sub leaders.

Derro Sub Leaders (4) (AC 3, MV 11, HD 5, hp 32, THAC0 15, #ATT 1 or 2, D by weapon, Weapons footman's pick (Av 1D6+1/2D4 kdD8 +2 vs. plate), secari [dagger] (Fa 2/r 1/2/3 1D4/1D3 kdD6), SA +2 to hit with missiles due to DEX 17, Armour studded leather, 17 DEX, buckler, MR 30%, AL CE, XP 2000, Source: Monstrous Manual)

b - Home to 4 sub leaders, 1 of which is in Room 5 acting as warden.

Derro Sub Leaders (3) (AC 3, MV 11, HD 5, hp 32, THAC0 15, #ATT 1 or 2, D by weapon, Weapons footman's pick (Av 1D6+1/2D4 kdD8 +2 vs. plate), secari [dagger] (Fa 2/r 1/2/3 1D4/1D3 kdD6), SA +2 to hit with missiles due to DEX 17, Armour studded leather, 17 DEX, buckler, MR 30%, AL CE, XP 2000, Source: Monstrous Manual)

c - Home to 8 elite warriors.

Derro Elite Warriors (8) (AC 4, MV 10, HD 4, hp 27 ea, THAC0 17, #ATT 1 or 2, D by weapon, Weapons footman's pick (Av 1D6+1/2D4 kdD8 +2 vs. plate), secari [dagger] (Fa 2/r 1/2/3 1D4/1D3 kdD6), Armour studded leather, 16 DEX, buckler +1, SA +1 to hit with missiles due to DEX 16, MR 30%, AL CE, XP 1400 ea, Source: Monstrous Manual)

d - Home to 2 lieutenants.

Derro Lieutenants (2) (AC 2, MV 11, HD 6, hp 34 38, THAC0 15, #ATT 1 or 2, D by weapon, Weapons footman's pick (Av 1D6+1/2D4 kdD8 +2 vs. plate), secari [dagger] (Fa 2/r 1/2/3 1D4/1D3 kdD6), Armour studded leather, 17 DEX, buckler +1, SA +2 to hit with missiles due to DEX 17, MR 30%, AL CE, XP 3000 ea, Source: Monstrous Manual)

NWP: Ambush

Magic Items:

Buckler +1

Footman's Pick +1

Secari +1

Potion of Extra Healing

14. Student Chamber

This chamber serves as the living chambers for two derro students. The place is well appointed by derro standards, with beds, wardrobes, privies, washbasins, and even baths sunk into the floor.

Derro Students (2) (AC 5, MV 11, HD 7, hp 40, 41, THAC0 13, #ATT 1 or 2, D by weapon, Weapons hook-fauchard (Sl 1D4/1D4 kdD8 pull man sized or smaller creature off balance 25% of the time), secari [dagger] (Fa 2/r 1/2/3 1D4/1D3 kdD6), Armour bracers of defense, 18 DEX, ring of protection, SA +2 to hit with missiles due to DEX 18, spells, SD Comprehend Languages, Read Magic, MR 30%, AL CE, XP 4000, Source: Monstrous Manual)

Spells (1/day at 7th level or minimum to cast):

Student #1 = Wall of Force, Hypnotic Pattern, Repulsion
Student #2 = Invisibility, Lightning Bolt, Ice Storm

Magic Items:

Cloak of Protection +1

2 Potions of Healing

2 Potion of Flying

Student #1 has a Necklace of Missiles (1x9HD, 2x7HD, 1x5HD, 1x3HD)

Student #2 has a Wand of Negation with 74 charges in it

15. Student Chamber

This chamber serves as a study hall for the two students in Room 14. The place is carefully illuminated by screened braziers, and the walls are lined with stone bookshelves filled with various tomes, scrolls, and tablets. Most of these deal with arcane sage knowledge, being the fields of study of the two students, and if the party is somehow interested in utilizing these texts, they would be sufficient to form a sage library for two suitable topics to be chosen by the DM.

Tables and chairs appoint the room proper.

Amidst the texts are several magical items:

A wizard scroll with Animate Dead, Reincarnation, and Wall of Bones at 13th level

A Scroll of Protection from Vampires

A wizard scroll with Charm Person x3 at 5th level

A wizard spellbook in black onyx with spidersilk pages, with the title in Drow Elvish of "A Duelist's Handbook", which holds the following spells:

Minor Spell Turning
Dispel Magic
Lower Resistance
Fire Shield
Detect Scrying
Minor Malison
Psychic Protection
Feeblemind
Rusting Grasp
Protection from Good 10' radius
Protection from Evil 10' radius
Speed Spell (a new spell as follows)

SPEED SPELL
(Alteration)
Type: Wizard
Level: 5
Range: 0
Components: V,S
Duration: 1 rd/level
Casting Time: 5
Area of Effect: Caster
Saving Throw: nil
Sensory: None

By means of this dweomer, the wizard seeks to speed the casting time of spells he subsequently casts. The magic only works on spells that take 1 round or less to cast, and only upon wizard spells cast by the caster from memory. For each number by which the casting time is reduced, allow a 5% chance of a mishap. The caster chooses how fast the spell will be cast at the moment of casting that spell. In no case can a spell be reduced to a casting time of zero.

Should a mishap occur, roll on the following table:

01-15 = The spell fails to cast, but is lost from memory as if cast

16-30 = The spell is cast upon the wizard if targeted on another creature or creatures, or on a random creature or creatures if targeted on the wizard, or is targeted using the grenade-like missile table with the caster as the center and a range of D20 feet if the spell is cast on an area or spot

31-50 = as a result of 01-15 plus another random spell (of any type) in the memory of the caster is also wiped away as if it had been cast

51-75 = a flash of magical energy erupts from the caster, causing him 1D4 damage per level of the spell that was being cast and knocking him back 1' per level of the spell (after which the spellcaster falls to the ground)

76-90 = the caster becomes mute for 1 turn per level of the spell being cast and cannot cast any further verbal spells during that time (although use of a Vocalize spell will mitigate this)

91-99 = all magic items on the caster's person are drained of charges if charged, by one charge per level of the spell being cast. In addition, potions must save as if a Dispel magic had been cast by a wizard equal in level to the level of the spell being cast

00 = the caster is feebleminded and all of the above effects occur as well!

16. Savant Chamber

This is the living chamber of the most powerful savant of the derro den. While ostensibly all of the savants share power, this savant is the most puissant of all due to his vast arcane knowledge, including knowledge of dread rituals and summonings.

The chamber is well appointed, with ornate decorations sporting demonic motifs of nether creatures appearing from puffs of smoke or out of swirling gates of magic. The bed, the wardrobe, the chairs and tables, and the large silver mirror all sport this motif.

Along the north wall are shelves holding texts dealing with demonology and forbidden rituals; enough to start to stock a sage's library.

Amongst these texts is a large, mouldering red tome entitled "The Red Arts of Blood and Scouring of the Soul" embossed in silver letters of the ancient Amorian Empire. Within is described a gruesome ritual for creating Chosen Ones. In addition, there is a spell formula for the spell Create Chosen One.

Also rolled up on the shelves is a vellum map showing the route from this den to the deep gnome lair.

Lurking within the chamber are 6 Chosen Ones, grotesque human servants of the savant, who delights in the ancient relish all derro hold for tormenting humans due to elder wrongs and strifes when the derro dwelt on the surface. These Chosen Ones will obey the commands of the savant, though there is a chance as mentioned in the description that they might go berserk.

There are another dozen Chosen Ones lurking in the hallway between this room and Room 17. they will come if called b the savant, otherwise attacking any intruders entering that hallway.

Chosen Ones (18) (AC 7, MV 12, HD 3, hp 20 ea, THAC0 17, #ATT 3, D 1-4/1-4/1-8, SA poison 9bite causes a save vs poison or suffer 1D8 per round for 1D6 rounds), SD berserk (for each round of combat after 5, allow a 1% cumulative chance will go berserk and seek to slay its master [i.e. the savant]), AL CE, XP 175 ea, Source: Monstrous Compendium 3)

Derro Savant (AC -2, MV 11, HD 8, hp 51, THAC0 13, #ATT 1 or 2, D by weapon, Weapons hook-fauchard (Sl 1D4/1D4 kdD8 pull man sized or smaller creature off balance 25% of the time), secari [dagger] (Fa 2/r 1/2/3 1D4/1D3 kdD6), Armour drow chainmail, 18 DEX, cloak of protection, SA +2 to hit with missiles due to DEX 18, spells, SD Comprehend Languages, Read Magic, MR 30%, AL CE, XP 5000, Source: Monstrous Manual)

Spells (1/day at 8th level or minimum to cast):

Blink, ESP, Lightning Bolt, Wall of Force, Repulsion, Shadow Magic, Create Chosen One, Invisibility, Ice Storm

Magic Items:

Cloak of Protection +3

Potion of Extra Healing

Potion of Superior Healing (refer to Encyclopedia Magica V3 pg 891)

Ring of Icebolts with 18 charges (refer to Encyclopedia Magica V3 pg 971)

Ring of Human Influence

Rod of Smiting with 17 charges

Wand of Monster Summoning (uses 2 charges per monster summoning level [i.e. summoning a level VII takes 14 charges]) with 46 charges left.

17. Summoning Chamber

The floor of this chamber is bedecked with inlays of precious metals forming complex magical diagrams useful for summoning rituals.

Within this chamber is a hezrou tanar'ri, bound into service by the savant. The tanar'ri is not actually trapped inside any sort of diagram. The savant merely has it here to guard Room 18. The hezrou will attack any intruders and will come to the request of the savant to fight in any part of the den. As is peculiar to its kind, the times when the Hezrou are most likely to enter a pact of service with mortals coincides with their time when they are capable of using the Plane Shift ability at will. This means this hezrou is a capable guardian against ethereal invaders and scout and it will use its Unholy Word to drive such opponents back to the Prime Material Plane.

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

18. Secret Chamber

The door to this chamber is trapped by a Fire Trap spell attuned only to the savant. It does 1d4+9 when it activates, as the savant cast it from a wizard scroll.

Within is the savant's treasury. Here are coins and gems and precious metals and ingots used when needed to bargain for lore or magic items. These are heaped in small metal chests, none of which is trapped or even locked, as the derro do not value coinage highly. The total of this monetary booty is:

1,000cp

2,500sp

1,400ep

5,000gp

1,700pp

150 gems of various values and types (none more than 500gp and most around 100gp)

Ingots valued at 100 coins per:
10 copper ingots
5 silver ingots
25 gold ingots

All coins are of mixed drow and duergar mintage.

In one corner of the room is a small iron chest of a size such that it may be held in one hand. The box is trapped by a poison needle coated with both derro venoms. Within is the Earthenheart, the relic of the deep gnomes, appearing as a ruddy pink gem of largish size (3" in diameter) that glows with a stolid and wholesome glow emanating from deep within.

The exact powers of the Earthenheart are not detailed here, as they are really only of benefit on a long-term basis to a community of deep gnomes. However, see the introduction to the next part of this episode for at least one immediately useful power of the gem.

Also here, wrapped in a fine cloth, is a set of Pipes of Pain. These were stolen from a demented drow minstrel and the savant has determined its nature and its dangers.

Finally, lying in one corner is a set of Banded Mail +3 of dwarven size. This armour is covered in duergar runes and is of a very distinctive design, being decorated with engravings of axes and small spiders. Any duergar seeing this armour will likely recognize it as a long lost suit of armour belonging to an ancient duergar hero.

At the east end of the room is an iron ladder set into the wall which ascends some 150' to an iron trap door. This, in turn, leads to a lava tube tunnel which winds for a quarter mile in a generally northwardly direction before intersecting one of the small tertiary passageways that riddle the area. This allows the savant an effective escape route or a means of entering or exiting the den unheeded.

Some Summoned Monsters:

The savant in Room 16 has a wand that can summon monsters. He will invariably, in a situation where his sanctum has been penetrated, summon level VIII monsters, as there is little point in saving charges when failure means death or at the very least loss of the wand anyways. There are enough charges to summon two type VIII and one type VII creature.

Below are some randomly determined type VIII monsters.

8-Headed Lernaean Hydra (Ac 5, MV 9, HD 8, hp 8 (x8), THAC0 12, #ATT 8, D 1-8, SA each slain head grows 2 in 1-4 rounds (maximum of 12 at one time and maximum of 12 new heads grown, THAC0 and damage do not change), AL N. XP 3000, Source: Monstrous Manual)

Stone Golem (AC 5, MV 6, HD 14, hp 60, THAC0 7, #ATT 1, D 3-24, SA Slow spell on a single opponent within 10' 1/2 rounds, SD immune to weapons under +2, immune to all spells but Rock to Mud (slows for 2-12 rounds), Mud to rock (heals all hit points), stone to flesh (vulnerable to normal attacks the following round), AL N, XP 8000, Source: Monstrous Manual)

And a randomly determined type VII monster:

Umber Hulk (AC 2, MV 6 br 1-6, HD 8+8, hp 57, THAC0 11, #ATT 3, D 3-12/3-12/1-10, SA -5 to surprise rolls if emerging from rock, Confusion (when looking into its eyes, save vs. spells to avoid), AL CE, XP 4000, Source: Monstrous Manual)


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