Return
to the Contents Page
Proceed
to the next page
Return to the previous
page
The Final Chapter:
In this section, the party has defeated the derro and has regained the Earthenheart. Durro (the deep gnome priest), if he is still alive (or the most senior gnome if not) will, once it has been determined that the captured svirfneblin are not within the derro den, remember that the Earthenheart was attuned to the gnomish high priest. He will suggest that it may be able to lead them to the captive priest.
Durro or another deep gnome will grasp the Earthenheart and hold it, concentrating. After a moment, the gem will pulse and the gnome will sense the direction the priest is in relation to the gem and eventually will be able to determine that the throbbing gets stronger as the gem gets closer to the high priest.
Should no gnomes be alive at this point, a party member grasping the gem might get the same sense, as the gem wants to be reunited with its attuned priest.
Should the party attempt to coerce any derro, alive or dead, to reveal the nature of those who took the gnomish slaves, all will resist the compulsion completely. The Ghaunadaur worshippers used Geas spells and Quest spells to forbid the few derro who knew of drow involvement to reveal such information and the compulsions remain in effect even after death. However, astute questioning might reveal that someone or something has placed the derro under such compulsion. Only the savants and students knew of the drow involvement in the raid. To the other derro, the disguised drow were merely slaves of the savants summoned from somewhere to aid them in their battle.
The Ghaunadaur Temple:
The temple is some 1.5 days' march from the derro den in a roughly northeasterly direction. It is accessed by way of rather unimposing and naturally narrow passageways, and this suits the temple inhabitants just fine, as they do not welcome intruders or visitors and are very careful to guard their secrecy, for if the rest of the drow found out about the temple, they would march against the heretic drow and wipe them out.
Ghaunadaur is the drow name for Juiblex, the Maug whose affinity is for slimes, oozes, and disease. Juiblex has been trying to make inroads against Lolth's control of the drow for some time now, and his efforts have stepped up with the coming of the War. Thus far, House Quinilver has been wholly subsumed into the worship of Ghaunadaur. It and its rival House Vrielsevri are both merchant houses generally opposed to the Lolth Priesthood, and Quinilver has snapped up worship of Ghaunadaur as a means to gain an advantage over Vrielsevri. Currently, most of even House Quinilver does not even know of its worship of Ghaunadaur, as drow houses have spies in rival houses (and even friendly ones) and a widely kept secret is generally not kept long. Mostly, the inner circle of the house pays fealty to the temple.
Ghaunadaur himself seeks to take over the Drow Empire and rule its people. He awaits the end of the surface war and anticipates yet again the Deceiver will scorn Lolth and her favours. This, he believes, will diminish the power and prestige of the Lolth priesthood and allow his own worshippers amongst the drow to ascend to power and place him at the lordship of the Empire.
The Temple Entrance:
The entrance to the temple is hidden by an illusion. The double doors are at the end of a short, non-descript passageway, one of thousands in the area, seems to end at a dead end. However, this is merely a Permanent Illusion covering twin portals measuring 5' wide each and 8' tall.
Such portals are engraved with strange, twisted, writhing bas-reliefs depicting tentacles and amorphous shapes that seems to interlock with each other in ways that fool the eyes and unsettle the brain. Given the derro propensity to not adorn their structures and dwellings with carvings of any sort, it should be quickly apparent (especially to the deep gnomes) that this is not a derro lair.
Remember that the gnomes are immune to illusions and so will spot the doors easily.
The Temple:
Unless otherwise stated, all temple passageways are 8' tall and all rooms are 16' tall.
Temple walls are made of a strange crystalline material not unlike clear quartz. The stuff is hard and in some places jagged and is semi-translucent. A strange sickly greenish glow emanates from the crystal walls. This glow is not enough to even read by, and quickly dissipates such that the centre of a 10' wide passageway would be almost completely dark. However, anyone placing their hand up to the wall will notice that they can see into and through their hand somewhat and see the outline of the tissues and bones beneath their skin (like a very weak X-Ray). This effect is unsettling but not harmful.
At various points in the walls can be seen shapes that look like skeletons or bones embedded within the crystalline structure. However, such bones appear oddly shaped, and it is impossible to tell if this is due to the bones themselves having been twisted and warped or if the walls merely refract sight in such a way so as to make the bones appear misshapen.
The walls radiate a dim enchantment and are not affected by Rock to Mud, Stone to Flesh, Passwall, or any spells that normally allow passage into or through stone. They are, in fact, not stone but an other-planar material and the walls are also proof against ethereal travel, as they exist on that plane as well.
The walls are about as tough to damage as granite, meaning the can be chipped and cracked. Any stone creation spells used by the temple here manifest as crystalline material. For example, a Wall of Stone cast by he drow priestesses would manifest as a wall of the crystalline substance.
The Blessing of Ghaunadaur: Ghaunadaur has cast a special blessing over this entire temple complex. By way of it, all molds, oozes, slimes, jellies, fungi, and puddings (including the alkilith tanar'ri) are under the effects of a Haste spell. This is not a magical power or ability, but rather the hand of the Maug guiding these creatures and speeding up their metabolism while in the temple. A Slow spell will negate the effects of the haste for as long as the slow spell lasts. This blessing does not affect other denizens of the temple, such as the drow. Monster statistics do not reflect the effects of this blessing.
Ghaunadaur has bestowed other special blessings upon his temple (such as Antimagic Shells and permanent Evard's Black tentacles). Because Ghaunadaur has so few worshippers in Therra (after all, molds, slimes, and jellies are not popular amongst the masses) and so few temples, he is able to expend much of his blessings and attention upon those few locations.
The Temple map:

Random Encounters:
The very nature of the inhabitants of the temple lends itself to random encounters. The DM is encouraged to modify or ignore these where they would make no sense.
A check should be made 1 every 10 rounds when travelling, or once every turn when at rest. Allow a 1 in 6 chance of an encounter, and if a 1 is rolled the DM should continue to roll a D6 as long as consecutive 1 results are obtained, each indicating another encounter during that period. Multiple encounters can either be simultaneous, consecutive, or spread apart so long as they take place in the same encounter period.
Unlike their wandering cousins in the Underdark, these creatures, even the non-intelligent ones, are directed by the power of Ghaunadaur and will attack intruders while ignoring their own kind and other temple denizens.
The DM should not subtract these wandering monsters from any locations within the complex. It is assumed the complex is large enough to support an entire population of wandering monsters separate from the room locations.
|
|
Olive Slime Creature |
|
|
Phycomid |
|
|
Ascomid |
|
|
Gas Spore |
|
|
Mold Man |
|
|
Mustard Jelly |
|
|
Stun Jelly |
|
|
Ochre Jelly |
|
|
Gray Ooze |
|
|
Gelatinous Cube |
|
|
Slithering Tracker |
|
|
Black Pudding |
|
|
Flareater |
|
|
Death Mold |
|
|
Ghaunadan |
|
|
Stone Pudding |
|
|
Gray Pudding |
|
|
Dense Pudding |
|
|
Living Web |
|
|
Aballin |
|
|
Gibbering Mouther |
|
|
Ooze Mephit |
|
|
Dhour |
|
|
Alkilith Tanar'ri |
Anyone travelling ethereally in or near the temple complex will be subject to attack by dhour. At least 8 dhour dwell in the border ethereal around the complex and they can alert the drow and temple minions to provide reinforcements.
In addition, the gorgimera in area 17 can see into the ethereal plane 9and the astral plane) and can thus breath at intruders or alert the temple of extra-planar interlopers.
Olive Slime Creature (1-20):
Olive Slime Creature (AC 9, MV 6, HD see below, hp see below, THAC0 see below, #ATT 1, D see below, SA slime (10% chance per hit of infecting the victim with slime [as olive slime]), SD harmed by acid, cold, fire, magic missiles, and plant affecting spells, immune to weapons, lightning, or mind affecting spells, green slime does 2-8 damage per round to it, AL N, XP see below, Source: Monstrous Manual)
Tiny = HD 1+2, hp 8 ea, THAC0
17, D 1-3, XP 420 ea
Small = HD 3+2, hp 18 ea, THAC0 17, D 1-4, XP 420 ea
Man-sized = HD 5+2, hp 28 ea, THAC0 15, D 2-8, XP 975 ea
Large = HD 8+2, hp 43 ea, THAC0 15, D 3-12, XP 975 ea
Huge = HD 12+2, hp 63 ea, THAC0 13, D 4-16, XP 2500 ea
Gargantuan = HD 16, hp 81 ea, THAC0 13, D 4-24, XP 2500 ea
Any slime creatures encountered will be of a size (with possible species) as follows:
01-15 = Tiny (Snyad, Jermlaine,
Mite, Bat, Centipede)
16-50 = Small (Bat, Centipede, Rothe, Duergar)
51-80 = Man-sized (Drow, Troglodyte, Gargoyle, Orc)
81-90 = Large (Troll, Bugbear, Subterranean Lizard)
91-97 = Huge (Giant Slug)
98-00 = Gargantuan (Giant Slug, Purple Worm)
Phycomid (1-4):
Phycomid (AC 5, MV 3, HD 5, hp 25 ea, THAC0 15, #ATT 2, D 3-6/3-6, SA infection (save vs poison or sprout mushroom growths in D4+4 rounds inflicting D4+4 damage and killing the victim in D4+4 turns creating a new phycomid, cure disease will stop the spread), ranged attack (attacks have a range of 12 feet), SD), immune to brain-affecting spells, AL N(E), XP 650 ea, Source: Monstrous Manual)
Ascomid (1):
Ascomid (AC 3, MV 12 [base of 3, +3 per round picking up steam to maximum of 12], HD 6+6, hp 46 ea, THAC0 13, #ATT 1, D special, SA knock down (S and M sized victims are knocked down until next round), spores (L or larger opponents and those causing damage are attacked by a stream 1' diameter and 30' long which expands to a cloud 5D4' in diameter, all in the cloud must save vs poison or die in 1D4 rounds, those saving are blinded and choked requiring 1D4 rounds to recover [unrecovered victims cannot take actions and suffer a +4 attack bonus by enemies and no shield or DEX bonus allowed), SD longer piercing weapons do double damage, shorter stabbing weapons treat as size S for damage, immune to blunt weapons, slashing weapons cause 1 point of damage, + 4 save vs all magical attacks (except cold which does full damage and gets no save bonus) and damage is 50% of normal (even effects with no save gain a save of 20 plus the bonus), immune to brain-affecting spells, AL N(E), XP 1400 ea, Source: Monstrous Manual)
Gas Spore (1-3):
Gas Spore (AC 9, MV 3, HD 1/8, hp 1, THAC0 20, #ATT 1, D special, SA rhizomes (if a hit is made, injects rhizomes that grow in 1 round, the gas spore dies but the victim must have a Cure Disease within 24 hours or die and sprout 2-8 gas spores), explode (if hit for even 1 point of damage, it explodes in a 20' radius causing 6-36 damage or half if a save vs wands is made), SD appears like a beholder (90% over 10' away and 25% closer), AL N, XP 120 ea, Source: I Tyrant)
Mold Man (6-24):
Mold Man (AC 4, MV 12, HD 1 to 4, hp 5, 10, 15, 20 ea, THAC0 19 or 17, #ATT 1, D 1-6, SA camouflage (-2 to opponent surprise rolls in home territory), SD 1 point of damage from piercing weapons, immune to electricity and charm spells that do not affect plants, always allowed to save vs enchantments even if no save allowed, AL N, XP 120/175/270/420 ea, Source: Monstrous Manual)
Half of a group are 1 HD while 25% are 2 HD and 12.5% each are of 3 HD and 4 HD.
Allow a 50% chance that any group has a pack of thornies with it:
Thorny (2-20) (AC 3, MV 15, HD 4, hp 22 ea, THAC0 17, #ATT 1, D 2-5, SA rake (if a bite hits, it gets another attack chance to rake its thorny body for 3-12 damage), AL N, XP 175 ea, Source: Monstrous Manual)
Mustard Jelly (1-3):
Mustard Jelly (AC 4, MV 9, HD 7+14, hp 59 ea, THAC0 13, #ATT 1 or 2, D 5-20, SA translucent (difficult to see until it attacks), vapor (10' radius, those within must save vs poison or become lethargic and move at half speed for 2 rounds, effect is cumulative), divide (may divide into 2 smaller faster halves which move at 18 but each has 1/2 the hp), dissolve wood, SD impervious to normal weapons [+1 or better needed to hit] and electricity, magic missile causes it to grow (gains hp equal to damage caused), cold causes half damage, other attacks have normal effects, MR 10%, AL N, XP 4000 ea, Source: Monstrous Manual)
Stun Jelly (1):
Stun Jelly (AC 8, MV 4, HD 4, hp 25 ea, THAC0 17, #ATT 1, D 2-8, SA camouflage (resembles stone and is translucent), paralyzation (save vs paralyzation or be paralyzed for 5-20 rounds), SD immune to electricity, mind affecting spells, paralyzation, and polymorph, affected by cold attacks, AL N, XP 420 ea, Source: Monstrous Manual)
Ochre Jelly (1-3):
Ochre Jelly (AC 8, MV 3, HD 6, hp 30 ea, THAC0 15, #ATT 1, D 3-12, SD lightning bolt divides into one or more smaller jellies, each doing 1/2 damage, affected by fire and cold, AL N, XP 270 ea, Source: Monstrous Manual)
Gray Ooze (1-6):
Gray Ooze (AC 8, MV 1, HD 3+3, hp 19 ea, THAC0 17, #ATT 1, D 2-16, SA corrode metal (chainmail in 1 round, platemail in 2 rounds, magical armour in 1 round per plus), SD immune to spells, fire, or cold, weapons striking the ooze corrode a percentage of the time equal to the damage caused -1% per plus of the weapon, AL N, XP 270, Source: Monstrous Manual)
Gelatinous Cube (1):
Gelatinous Cube (AC 8, MV 6, HD 4, hp 22 ea, #ATT 1, D 2-8, SA paralyzation (save vs paralyzation or be paralyzed for 5-30 rounds), transparent (opponents get -3 to surprise rolls), SD immune to electricity, fear, hold, paralyzation, polymorph, and sleep, cold attacks only affect if the save is failed and then only do 1-4 damage and slows the cube 50%, AL N, XP 650 ea, Source: Monstrous Manual)
Slithering Tracker (1):
Slithering Tracker (AC 5, MV 12, HD 5, hp 23 ea, THAC0 15, #ATT 0, D nil, SA paralyzation (save vs paralyzation or become immobile [including unable to speak or grunt] for 12 hours), drain (drain the fluids from a man-sized creature in 1 hour), SD transparent (5% chance of noticing a tracker), silent movement, AL N, XP 975 ea, Source: Monstrous Manual)
Black Pudding (1-3):
Black Pudding (AC 6, MV 6, HD 10, hp 52 ea, THAC0 11, #ATT 1, D 3-24, SA dissolve (2 inches of wood per round, chain in 1 round, plate in 2 rounds, add 1 round for each magical plus), SD immune to acid, cold, and poison, lightning and blows divide them into smaller puddings, fire and magic missiles cause normal damage, AL N, XP 2000 ea, Source: Monstrous Manual)
Flareater (1-4):
Flareater (AC 0, MV 15, HD 6 [but may increase to 12], hp 5 per HD ea, THAC0 15 [7-8HD = 13, 9-10HD =11, 11-12HD = 9], #ATT 1, D 3-12, SA dissolve (flesh [dead] in 2-8 rounds, 1" of metal in 4 rounds, 1" of wood in 6 rounds, 1" of leather in 8 rounds [with each magical +1 adding 1 round]), SD smother light sources [non-magical sources grow it 1HD], growth from light (moving into area of effect of magical light devours the light and grows is 1HD from spells like Dancing Lights, Glitterdust, Faerie Fire, and Moonbeam, grows 2HD from Light, Continual Light, and Sunray), immune to light, heat and fire based spells, cold based spells paralyze for 2-8 rounds, split (when it reaches 12HD the flareater will split into 2 specimens of 6 HD, but this takes 4 rounds, AL N, XP 1400 ea, Source: Monstrous Compendium 2)
Death Mold (1-3):
Death Mold (AC 9, MV 3, HD n/a, THAC0 n/a, #ATT 1, D 1-8, SA spores (on touch [or the mold can release at will] it releases a cloud of spores 40' deep by 60' long by 60' wide centered on the contact point, clouds may be released 1/turn up to 6/day, those within take 2-16 damage and must save vs poison or fall helplessly coughing and wheezing for 1-4 rounds), SD immune to wizard spells, Cure Spells stun the mold for rounds equal to damage healed, Slow Poison causes the mold to lie dormant for 1 turn, Neutralize Poison or Heal instantly kills the mold, AL N, XP 175 ea, Source: Monstrous Compendium 2)
Ghaunadan (3-12):
Ghaunadan (AC 1, MV 12 [half if moving through small cracks], HD 5, hp 26 ea, THAC0 15, #ATT 2, D 3-12/3-12, SA Friends spell gaze, paralytic slime (save when struck vs paralysis at +2 or be paralyzed for 2D6 turns), SD half damage from blunt weapons, disarming (if hit the ooze in jelly form can forego all attacks that round and mold around the weapon that hit it trapping it so that it takes a bend bars roll to free the weapon), CHA 15 in humanoid form (+2D4 for Friends spell), AL CE, XP 4000 ea, Source: Monstrous Compendium 2)
Stone Pudding (1-2):
Stone Pudding (AC 4, MV 3, HD 5, hp 31 ea, THAC0 15, #ATT 1, D 3-18, SA moves on ceilings, dissolve (when victim is killed, it envelopes and consumes him absorbing the flesh in 1-10 rounds), SD immune to edged weapons, quarter damage from blunt weapons, immune to acid, cold, and poison, divided into half sized sections with full hit points when attacked by Fireball, Lightning Bolt, Flamestrike, Flaming Sphere, Wall of Fire, Chain Lightning, and Incendiary Cloud, MR 30%, AL NE, XP 1400 ea, Source: Monstrous Compendium 2)
Gray Pudding (1-2):
Gray Pudding (AC 9, MV 9, HD 10, hp 62 ea, THAC0 11, #ATT 1, D 4-32, SA surprise (-4 to opponents' rolls), acid (eat through wood, leather, and chain in 1 round, Platemail in 2 rounds, +1 per magical plus), encase (4-32 damage per round automatically), dissolve (at -10 hp a victim is dissolved), SD immune to edged weapons, quarter damage from blunt weapons, immune to acid, cold, and poison, divided into half sized sections with full hit points when attacked by Fireball, Lightning Bolt, Flamestrike, Flaming Sphere, Wall of Fire, Chain Lightning, and Incendiary Cloud, Flesh to Stone acts as a Slow spell, airy water drowns it in 2-8 rounds, MR 20%, AL NE, XP 3000 ea, Source: Monstrous Compendium 2)
Dense Pudding (1-4):
Dense Pudding (AC 6, MV 6, HD 10, hp 80 ea, THAC0 11, #ATT 1, D 2-20, SA surprise (opponents get a -2 to their surprise rolls), disease (save vs poison if hit or succumb to a debilitating disease which is negatable by a Cure Disease cast within 48 hours of the infection), SD immune to edged weapons, quarter damage from blunt weapons, immune to acid, cold, and poison, divided into half sized sections with full hit points when attacked by Fireball, Lightning Bolt, Flamestrike, Flaming Sphere, Wall of Fire, Chain Lightning, and Incendiary Cloud, MR 20%, AL NE, XP 4000 ea, Source: Monstrous Compendium 2)
Living Web (1-8):
Note: all living webs in the temple have been grown to maximum size by the drow casting Lightning Bolt spells at them.
Living Web (AC 9, MV 6, HD 6, hp 35 ea, THAC0 15, #ATT 1. D 2-8 damage (electric shock), SA miniature lightning bolt (2/turn per fragment, 20 yards range, 3-12 damage, 1/turn if web has less than 9 hp), SD absorb electricity (+1 HD per 8 hp absorbed, maximum of 6 HD), unaffected by fire, water, heat, and cold, edged weapons do full damage but divide into two smaller wisps with half of remaining hit points, blunt weapons do half damage, unaffected by Repulsion, Fear, etc., AL N, XP 2000 ea, Source: Monstrous Compendium 3)
Aballin (1-4):
Aballin (AC 4, MV 6 sw15, HD 3, hp 18 ea, THAC0 17, #ATT 1, D special, SA drown (a hit causes the victim to be pulled into the Aballin and begin to drown [see Player's Handbook for drowning rules]), SD affected by blunt weapons of +1 or better enchantment, immune to edged weapons (which have a 25% chance of striking anyone encased within), immune to fire, cold, electricity, poison, and paralysis, Transmute Water to dust causes death unless s save vs. death is made, Lower Water causes the Aballin to release a victim unless a save vs spell is made, immune to all spells that alter vision or rely on sight or fool sight, AL N, XP 270 ea, Source: Monstrous Compendium 1)
Gibbering Mouther (1):
Gibbering Mouther (AC 1, MV 3 sw6, HD 4+3, hp 27 ea, THAC0 17, #ATT 6+, D 1 (x6) plus special, SA gibbering (all within 60' must save vs spell or roll 1D8: 1 = wander aimlessly for 1 round, 2-5 = stunned for 1 round, 6-7 = attack nearest creature for 1 round, 8 = run in fear for 2 rounds, those who save are immune to that mouther, those who fail must make another save when the current effect is over), spittle (bursts into bright flare, save vs pertification or be blind for 1-3 rounds, mouther has =2 to hit blinded opponents and victims attack at -4 while blind), attach (any bite that hits by 2 or more means the mouth is attached and drains an additional hp per round, when 3 or more mouths are attached, the victim must make a DEX check each round or fall), flow (anyone falling before the mouther from 3+ mouths gets flowed over and bitten with 12 mouths at +4 to hit), absorb (anyone flowed upon and reaching 0 hp is absorbed giving the mouther another mouth and pair of eyes and +1hp up to maximum), liquefy (liquefies ground and stone in 5' radius to quicksand, 30 seconds to change earth to quicksand and 1 minute to change stone to earth), AL N, XP 975 ea, Source: Monstrous Compendium 1)
Ooze Mephit (1-10):
Ooze Mephit (AC 6, MV 12 fl24[B], HD 3, hp 16 ea, THAC0 17, #ATT 2, D 1-3/1-3, SA stinking cloud (1/2 rounds, invisible, no range, 10' radius, as 3rd level wizard casting the spell, does not affect other mephits), SD immune to cutting or impaling damage, immune to fire and water attacks, destroyed by Transmute Rock to Mud, regenerate 1 hp per round in stagnant water, AL N, XP 420 ea, source: Planescape Compendium)
Dhour (1):
Note; These generally patrol the Ethereal Plane in and around the temple complex. They can transport to the material plane through the conduit power of the main altar (see room X) and abide on the material plane for as long as they maintain probability travel)
Dhour (AC 5, MV 9, HD 7+7, hp 45 ea, THAC0 13, #ATT 1, D 4-16, SA engulf (on a 19 or 20 victim must save vs paralyzation or be engulfed, suffocate in minutes equal to 1/3rd CON and take 2D6+6 of acid damage per round), Psionics (see below), SD immune to blunt weapons, half damage from slashing weapons, successful attacks on a dhour cause equal damage to an engulfed victim, AL NE, XP 7000 ea, Source: Planescape Compendium 2)
Psionics:
Level: 7
Dis/Sci/Dev: 3/4/12
Attack/Defense: All/All
Score: 16
PSP: 150
Psychoportive - sciences: probability travel, teleport, Devotions: astral projection, teleport trigger, time/space anchor
Telepathy - sciences: mindlink, superior invisibility, Devotions; contact, ESP, false sensory input, invisibility, life detection, phobia amplification
Psychometabolism - devotions; chameleon power, displacement, ectoplasmic form
Alkilith Tanar'ri (1-3):
Alkilith (AC 3, MV 6, HD 11, hp 65 ea, THAC0 9, #ATT 4, D 2-8(x4), SA corrosive slime (on a hit, victim must save vs poison or suffer 1d6 damage per round for the next 1-6 rounds, plus even if a save is made some equipment may be damaged [01-60 = armour degrades 1 place per round of corrosion until save vs acid made, 61-75 = shield is ruined unless save vs acid is made, 76-90 = weapon ruined or degraded by +1 per round until save vs acid made, 91-00 random item is ruined unless save vs acid is made]), Gaseous (assume gaseous form in 20'x20'x10' cloud which blocks normal vision and acts like a Cloudkill, tanar'ri powers, SD gas form (immune to physical harm, 1 round of no activity to change to gas or back, move at 1 while gas, Gust of Wind does 1-6 per caster level with no save), tanar'ri powers, tanar'ri immunities, surprised only on a 1 outside home plane, never surprised on home plane, +2 or better enchantment to hit, immune to acid and gasses, half damage from slashing or bludgeoning weapons, MR 40%, AL CE, XP 17000 ea, Source: Planescape Compendium 2)
Tanar'ri Immunities:
Acid: None
Cold: Half
Electricity: None
Magic Fire: Half
Normal Fire: None
Gas: None
Iron Weapon: Full
Magic Missile: Full
Poison: None
Silver Weapon: Half
Tanar'ri Powers (at 11th level):
Telepathy
Darkness 15' radius
Infravision
Teleport without Error (4/week)
Cause Disease
Command any ooze, jelly, slime, or fungus-based monster
Cone of Cold (3/day)
Detect Magic
Dispel Magic
Enervation
Hold Person
Putrefy Food and Water by touch
Stinking Cloud
Wall of Ice
Refer to the Ghaunadaur Temple maps when reading this key. The Overview Map shows the entire temple, while the individual Room maps show close-ups of each important location.



1. Entryway
The double doors to the temple are described in the preceding section. A party that listens carefully can hear distant almost indefinable scraping and slithering sounds.
A little ways down this passage is a cunning pit trap. The trap is made a thin covering of material made to look like the crystalline substance of the place, and in fact may even be a thin veneer of such material. However, when more than 20 pounds of weight is applied to the centre 5' section of the area, it breaks, causing the entire shaded area to suddenly collapse.
Victims within 5' of the edge may roll for surprise and if not surprised may make a jump roll or DEX check or Tumbling check to avoid the trap.
The pit is 20' deep, but those who fall will take no damage as the terminus of their decent is cushioned by a huge patch of green slime. All who fall to the bottom of the pit will be immersed in a 5' deep pool of green slime.
Green Slime (technically 5 patches) (AC 9, MV 0, HD 2, hp 14 ea, THAC0 19, #ATT 0, D nil, SA turn into slime in 1-4 rounds, dissolve 1" of wood in 1 hour, dissolve Platemail in 3 rounds, affected by cure disease, fire, and cold, immune to all other attacks including weapons and spells, AL N, XP 65 ea, source: Monstrous Manual)
2. Tentacles
This location is not a room, but rather a permanent Evard's Black tentacles spell that is active here. The spell is yet another blessing from Ghaunadaur. The tentacles are generally quiescent, hidden within the walls and floors and ceiling of the area, but if an intruder (defined as a non-amorph not within 30' of someone wearing a Ghaunadaur unholy symbol) enters the area the tentacles will attack, delaying only until the intruder is in the centre of the effect.
The spell is as if cast by a 16th level wizard, and covers roughly a "T" shaped area conforming to the passageways at this intersection. Each branch of the T shape measures 10' wide by 16' long (covering the entire width of the passage.
There are 20 tentacles within the area, slightly more than one every 5'. Each tentacle has 16 hit points and is AC 4. Refer to the spell description for more details. There are no pillars or other obstructions to entwine here, so the tentacles will attack party members exclusively.
This spell effect is permanent, but may be dispelled temporarily as with normal permanent spells and magic items.
3. Memory Chamber
This passageway merely ends in a dead end. However, some 50' before its end the way is blocked by what appears to be a Web spell.
This is actually a memory web, which is lairing here. The web is fed slaves from time to time by the drow, and it consumed a deep gnome just recently. It will wait until the party approaches within leap range and then attack.
Memory Web (1) (AC 2, MV 3 leap18, HD 6, hp 34, THAC0 15, #ATT 1, D 1-6, SA entrap (as a Web spell), constrict (entrapped creatures take 1-6 constriction damage per round), SD half damage from nonmagical weapons and fire, AL N, P 3000, source: Monstrous Compendium 3)
Should the web be slain, it will emit the memories from the consumed deep gnome in a telepathic shock wave. Party members will catch snatches of memories, including the derro attack, an image of a humanoid-shaped Ghaunadan, one of the Main Chambers (Room 22), and a far-off female laughing (a drow elf).
4. Chamber of the Spores
This chamber is essentially a living trap. The ceiling of this cylindrical chamber is 40' high and the chamber itself is some 60' in diameter. At the far end of the chamber are 3 iron chests, two of which are closed and one of which is open and showing gold, platinum, and silver coins.
Surrounding the chests are 4 shriekers and 4 violet fungi (which appear exactly like shriekers). These are of the largest size, being 7' tall (and the violet fungi having 4' long branches). Should the party approach within 30' of the shriekers, they will sound. Should the party approach within 5' of the violet fungi, they will attack. The violet fungi are arranged in such a way that any 2 of them can attack any person approaching the chests from one side, and all 4 can attack someone who walks directly to the chests right down the centre of the fungus growths.
When someone touches or attempts to open one of the chests, several things will occur.
First, the centre chest is actually a mimic, charmed by the drow and placed here with the instructions to whistle when any chest is touched by intruders, then to attack any gas spore that comes within range of it and then to attack intruders after that. The mimic has been assured (and lied to) that the gas spores will not harm him.
At the moment the mimic whistles, 8 gas spores will descend from the ceiling and hover 3' off of the floor in a ring around the entire edge of the room, including one that blocks the entry into the room. The gas spores are 35' up the ceiling and appear from below as 8 russet coloured globes hanging from the ceiling. The gas spores can descend in a single round due to the fact that they are dropping (which is at double speed, or 30' per round). As the spores make no sound, only someone looking up will see them descending.
When the mimic attacks the gas spore, should it hit (on a 4+) the gas spore will explode, detonating two of its fellows adjacent to it, who will further detonate more spores and so forth, causing all 8 to explode.
The positions and blast radii of the spores are noted on the Room Map. Suffice to say that every location in the room is subject to at least one blast, almost all of the room is subject to two blasts, some spots are subject to 3 blasts, and a few spots in the centre are subject to up to 7 blasts (no spot is subject to all 8 blasts). These blasts are fire damage (non-magical) and are due to the gas within the spore reacting with open air.
Should the mimic survive the blasts (it will be hit by 3 spore blasts) it will gain a save versus its charm at +2 since the drow lied to it. Should this occur, the mimic will be disoriented for a round (wherein it will do nothing) and then will try to perhaps make peace with the party should the party not have attacked it (unlikely by this time).
Shriekers (4) (AC 7, MV 1, HD 3, hp 15 ea, THAC0 17, #ATT 0, D nil, SD noise, AL N, XP 120 ea, Source: Monstrous Manual)
Violet Fungi (4) (AC 7, MV 1, HD 3, hp 15 ea, THAC0 17, #ATT 1-4, D nil, SA rot (each branch will range from 1'-4' equal to the height of the fungus minus 3', hit requires a save vs poison or the flesh rots in 1 round), AL N, XP 175 ea, Source: Monstrous Manual)
Gas Spores (8) (AC 9, MV fl3[A], HD 1/8, hp 1, THAC0 20, #ATT 1, D special, SA explode (damage causes the spore to explode in a 20' r causing 6D6 damage or half if a save vs wands is made), infect (touch causes infection by spores, killing its victim in 24 hours without a Cure Disease, after which time 2-8 small spores will emerge and inflate), SD appears like a beholder (90% over 10' away and 25% closer), AL N, XP 120 ea, Source: I Tyrant)
Mimic (1) (AC 7, MV 3, HD 7, hp 36, THAC0 13, #ATT 1, D 3-12, SA glue (creature or item held fast, alcohol weakens in 3 rounds or victim may make an open doors roll to break free [1 attempt per character as a full round action]), surprise (-4 to opponent's surprise rolls), SD immune to acid, mold, slime, and puddings, AL N, XP 975, Source: Monstrous Manual)
The open chest holds 1600sp, 400gp, and 100pp of duergar minting. The other non-mimic chest is locked by a rusty key lock (-20% to pick) that holds rotted cloth, broken glass, and nothing of value.
5. Mephit Chamber
This smallish cavern is some 60' in diameter and has a dozen ledges located between 10' and 25' up its 30' height. Within each ledge are two holes that lead to a living chamber within the walls. In each 10' diameter chamber dwells an ooze mephit.
These mephits are used by the Ghaunadans as messengers and lackeys, and they are unaware of exactly who masters the Ghaunadans, knowing them only as the "Most High Ones".
These mephits will harass anyone entering their lair, but at least one will also fly to Room 6 to alert the Ghaunadans there. The mephits are, inherently cowards though, and will gladly surrender, fawn, offer service, or whatever is necessary to save their wretched lives.
Ooze Mephits (24) (AC 6, MV 12 fl24[B], HD 3, hp 16 ea, THAC0 17, #ATT 2, D 1-3/1-3, SA stinking cloud (1/2 rounds, invisible, no range, 10' radius, as 3rd level wizard casting the spell, does not affect other mephits), SD immune to cutting or impaling damage, immune to fire and water attacks, destroyed by Transmute Rock to Mud, regenerate 1 hp per round in stagnant water, AL N, XP 420 ea, source: Planescape Compendium)
Each mephit lair contains many scavenged items, including discarded weapons, pretty stones, bat skulls, etc. There will also be a hidden cache of gems. Assume 1-6 gems in each mephit lair. Each gem should be rolled for randomly on the Gem table in the DMG (page 181). Allow a 50% chance each gem is uncut (10% of rolled value).
6. Ghaunadan Chamber
This cave complex serves as a dwelling place for the Ghaunadans as well as a minor temple to the deity.
Unlike the rest of the complex, the crystalline walls, ceiling and floor here emit a soft amber glow and streaks of lilac and flame orange slash across the crystal.
A. This antechamber serves as a guard chamber. Within are 4 shriekers and 4 mustard jellies. The blasting of the shriekers will alert the Ghaunadans that intruders are present.
Shriekers (4) (AC 7, MV 1, HD 3, hp 15 ea, THAC0 17, #ATT 0, D nil, SD noise, AL N, XP 120 ea, Source: Monstrous Manual)
Mustard Jellies (4) (AC 4, MV 9, HD 7+14, hp 59 ea, THAC0 13, #ATT 1 or 2, D 5-20, SA translucent (difficult to see until it attacks), vapor (10' radius, those within must save vs poison or become lethargic and move at half speed for 2 rounds, effect is cumulative), divide (may divide into 2 smaller faster halves which move at 18 but each has 1/2 the hp), dissolve wood, SD impervious to normal weapons [+1 or better needed to hit] and electricity, magic missile causes it to grow (gains hp equal to damage caused), cold causes half damage, other attacks have normal effects, MR 10%, AL N, XP 4000 ea, Source: Monstrous Manual)
B. This large chamber is the residence of a charmed giant slug. The slug is charmed by the drow and has been instructed via a priestly Speak with Monsters spell to attack those whom the Ghaunadans attack or point at.
Giant Slug (1) (AC 8, MV 6, HD 12, hp 80, THAC0 9, #ATT 1, D 1-12, SA acid (spits every round for 4-32 damage and items must save or be destroyed, first shot hits 10%, thereafter hits 90% at 10 yards with a -10% per 10 yards thereafter, a miss hits 10' from the target, burrow (with tongue through 1 foot of earth or 6 inches of wood per round), SD immune to blunt weapons or impact damage, AL N, XP 5000, Source: Monstrous Manual)
Around this chamber are half-chewed shriekers and other partially dissolved chunks of animal and vegetable matter. The floor is covered in slug trails.
C. This room serves as the dwelling quarters of the Ghaunadans. Despite their intelligence and often humanoid appearance, Ghaunadans are still essentially creatures of slime, and as such their living needs are very few. The chamber is fairly barren, though a crude stone table and chairs do reside in the centre of the room. Upon the table face is enscribed a symbol to Ghaunadaur, a triangle with a "Y" shape positioned so that its branches bisect each side of the triangle.

There are 20 Ghaunadans here, most in slime form but at least 4 in humanoid form, appearing as goblin males dressed in robes of lilac decorated with orange flames.
Ghaunadans (20) (AC 1, MV 12 [half if moving through small cracks], HD 5, hp 29 ea, THAC0 15, #ATT 2, D 3-12/3-12, SA Friends spell gaze, paralytic slime (save when struck vs paralysis at +2 or be paralyzed for 2D6 turns), SD half damage from blunt weapons, disarming (if hit the ooze in jelly form can forego all attacks that round and mold around the weapon that hit it trapping it so that it takes a bend bars roll to free the weapon), CHA 15 in humanoid form (+2D4 for Friends spell), AL CE, XP 4000 ea, Source: Monstrous Compendium 2)
Each of the goblin-formed Ghaunadans bears a magic item that it will use in combat:
1. Wand of Acid Arrows (54 charges, functions exactly like the Melf's Acid Arrow spell as if cast by a 6th level wizard, the arrow hits using the wielder's THAC0 or a THAC0 of 15 whichever is better)
2. A hand crossbow firing bolts coated in drow sleep poison (save at -4 or be at -4 to hit, +4 to AC and move at half speed for one round before falling unconscious for 2-8 hours) and a quiver with 20 such bolts dipped into a poison chamber at the bottom of the quiver.
3. Wand of Shadows (27 charges, emits a beam of pure shadow essence 1' wide and 60' long which requires a save vs wands or the victim will suffer as if having been touched by a Shadow. Any human or demi-human drained entirely of STR turns into a Shadow)
4. Beads of Silence (x12) (treated as a thrown weapon, bursts into a Silence 15' radius effect centered on wherever the bead hits, if a creature is struck the effect is centered on the creatures, treat as if cast by a 12th level priest)
There are many cracks in the walls here which lead to area A and D in this complex. These can be used by the Ghaunadans to escape to other chambers or to outflank the party.
D. This chamber serves as a minor focus of worship for the Ghaunadans. The room's walls, floor, and ceiling are crystalline and suffused with an amber glow, but are also covered with a riotous streaking ensemble of copper, orange, russet, plum, and lavender.
Three pillars adorn the chamber. These are of polished obsidian shot through with veins of serpentine and graven with runes and symbols dedicated to Ghaunadaur. These pillars are magically endowed by their god.
First, anyone coming within 10' of a pillar will experience unease and insecurity unless they worship Ghaunadaur. This effect has no tangible consequences to beings with no INT or INT over 4, but creatures with an INT of 1-4 will automatically retreat and avoid the area.
Second, any non-Ghaunadaur servant who passes between two pillars will activate the discharge of electrical arcs between the pillars. These strike for 3-18 damage.
The pillars operate at 18th level and are permanent effects for purposes of Dispel Magic.
To the west, past two pillars, three ascending tiers lead to an altar of dull, porous-looking rusty black stone. While the altar appears to be similar to the main altar in Room 24, this one radiates only a dim evil and magic and has only the following properties:
· A priest at the main
altar may telepathically communicate with any being touching this
altar
· Any non worshipper who touches the altar is subject to
a Burning Hands spell as if cast by a 16th level wizard
· Emanates a Protection from Good 10' radius effect as
if cast by an 18th level priest
7. Olive Grove
This area is the source of olive slime creatures within the complex. For the entire passageway leading to Room 7, allow an extra wandering monster roll and if an encounter is indicated by the extra roll, it will be with an olive slime creature(s).
A. This widened area has a ceiling 15' high. A large crack in the floor splits the cavern wall to the southeast, and the stone walls of the crack are natural stone as opposed to the crystalline structure of the temple itself. The crack is 50' deep and within dwells an olive slime purple worm, the prize catch of the olive slime grove. The purple worm is almost 100' long and 8' wide and will lie in wait in its crack until the party passes its location. It will be coiled into a tight bunch in the portion of the crack that is southeast of the cavern walls, and so will be very hard to spot from the cavern floor unless someone goes down into the crack for a look around.
When the party passes, the worm will rear up suddenly, it's top half out of the crack and attacking the rear of the party while the other denizens from area B attack the front of the party. The worm will generally not leave the crack except to save the olive slime patches in area C.
Olive Slime Creature [Purple Worm] (1) (AC 9, MV 6, HD 16, hp 81, THAC0 13, #ATT 1, D 4-24, SA slime (10% chance per hit of infecting the victim with slime [as olive slime]), SD harmed by acid, cold, fire, magic missiles, and plant affecting spells, immune to weapons, lightning, or mind affecting spells, green slime does 2-8 damage per round to it, AL N, XP 2500, Source: Monstrous Manual)
B. This is the main grotto of the olive slime creatures. The ceiling is 40' tall here and crystalline stalactites hang from the ceiling, dripping water in the southeast into a murky, algae-filled pool of stagnant water. Crystalline stalagmites rise up from the floor, and these provide plenty of cover to allow the creatures herein to lie in wait.
A large variety of olive slime creatures dwell here. They will generally be quiet and out of sight until intruders appear, in which case they will wait until the intruders pass the crack in area A and will then see to attack the front of the party, crawling forth from hiding places amidst the stalagmites while the worm in area A takes on the rear of the party.
Olive Slime Creature (AC 9, MV 6, HD see below, hp see below, THAC0 see below, #ATT 1, D see below, SA slime (10% chance per hit of infecting the victim with slime [as olive slime]), SD harmed by acid, cold, fire, magic missiles, and plant affecting spells, immune to weapons, lightning, or mind affecting spells, green slime does 2-8 damage per round to it, AL N, XP see below, Source: Monstrous Manual)
Tiny = HD 1+2, hp 8 ea, THAC0
17, D 1-3, XP 420 ea
Small = HD 3+2, hp 18 ea, THAC0 17, D 1-4, XP 420 ea
Man-sized = HD 5+2, hp 28 ea, THAC0 15, D 2-8, XP 975 ea
Large = HD 8+2, hp 43 ea, THAC0 15, D 3-12, XP 975 ea
Huge = HD 12+2, hp 63 ea, THAC0 13, D 4-16, XP 2500 ea
Gargantuan = HD 16, hp 81 ea, THAC0 13, D 4-24, XP 2500 ea
The slime creatures within are as follow:
24 Tiny bats (fly at MV 6[B])
12 Tiny rats
12 Small bats (fly at MV 6[B])
24 Small centipedes
6 Small rothe
4 small goblins
2 Small duergar
2 Small deep gnomes (recognizable by the party's gnomes on very
close examination)
4 Man-sized gargoyles (fly at MV 6[D])
4 Man-sized orcs
3 Large giant spiders
1 Large subterranean lizard
1 Large troll
C. This moist cavern contains the far end of the pool that appears in area B, and in fact one could swim between areas B and C via this pool, which is 40' deep.
Within this chamber, mostly on the ceiling, are 8 patches of olive slime. Bound and gagged on the floor of the chamber are two beings. One is a deep gnome female child, and the other is a bugbear. Both have already been hit by drops of the olive slime and are infected. Within 2-8 hours they will become loyal to the slime and within 7-12 days they will change into slime creatures.
If rescued, the bugbear will be surly and afraid and will only say that he was punished for speaking out of turn. He will not venture deeper into the temple, as he knows what would happen to him if the drow caught him. Instead, he will run away even if charmed. If questioned or mind read, the bugbear will be able to convey the existence of drow in the complex and of recent gnome prisoners captured in a raid.
The deep gnome child is too young to effectively communicate and is frightened and will whimper and moan, though the presence of another deep gnome will eventually calm it down.
Bugbear (1) (AC 10, MV 9, HD 3+1, hp 18, 16, THAC0 17, #ATT 1, D 2-8 or by weapon (+2 damage due to strength), SA -3 to opponent surprise rolls, AL CE, XP 120 ea, Source: Monstrous Manual)
Deep Gnome Child (1) (no statistics presented)
The slime can be scraped away from the spinal cord in order to halt the transformation process. Or a cure disease may be cast.
Olive Slime (8) (AC 9, MV 0, HD 2+2, hp 18 ea, THAC0 19, #ATT 0, D nil, SA drop (ignore armour when attacking, ignore DEX unless target is aware of the slime), poison (save vs poison to notice a drop has hit, 50% for a companion to notice casually), transformation (loyal to slime in 2-8 hours, convert to a slime creature in 7-12 days), SD harmed by acid, cold, fire, plant-affecting spells or Cure Disease, immune to other effects and attacks, AL N, XP 420 ea, Source: Monstrous Manual)
8. The Great Ooze
Within this 20' diameter chamber dwells the great gray ooze, a hoary old creature that has survived centuries and has developed psionic powers. This being is actually intelligent, and it will use its powers to discern the nature of intruders and thence to attack them in any way possible.
Chunks of sharp crystal lie all around here, usable by the great ooze for its ballistic attack power.
Great Gray Ooze (1) (AC 8, MV 1, HD 6+6. hp 54, THAC0 13, #ATT 1, D 2-16, SA corrode metal (chainmail in 1 round, platemail in 2 rounds, +1 round per plus of magical armour), Psionics (see below), SD immune to most spells, fire and cold, full damage from lightning and weapons (weapons that hit it must save vs. acid or corrode), psionics (see below), AL N, XP 2000, Source: Monstrous Manual)
Psionics:
Level: 1
Dis/Sci/Dev: 3/3/3
Attack/Defense: Psychic Crush/Mind Blank
Power Score: 15
PSP: 120
Telepathy: Sciences - Superior Invisibility, Devotions - Contact
Psychokinetic: Devotions - Ballistic Attack
Metapsionics: Devotions - Psionic Sense (60', no cost)
The great ooze will use its superior invisibility to sneak up on or behind victims as well as to escape from those who threaten to slay it. It used its ballistic attack to reach foes that stay outside of its striking range. It can and will also use psychic crush to damage foes. Mind blank is always active.
9. Old Mold
This tunnel ends in a last sharp right turn. Behind the right turn, at the very end of the tunnel, is a huge patch of yellow mold. This patch is over 400 square feet and covers the entire end of the passageway. The bend in the tunnel is only 20' from the mold, and that means those who round the bend will automatically be within spore range. This patch is sentient and will use its suggestion and psionics to kill intruders.
Huge Yellow Mold (AC 9, MV 0, HD n/a, THAC0 n/a, #ATT 1, D n/a, SA poison spores (if touched roughly will emit spores in a 10' radius 50% of the time causing a save vs poison or death), SD vulnerable to fire, Continual Light renders it dormant for 2D6 turns, MR 20%, AL N, XP 65 ea, Source: Monstrous Manual)
Sentient patches sense creatures within 60' and may shoot spores that far, they may cast Suggestion 2/day and if cast, the victim must roll INT or less or lose 1 INT permanently, devoured by the mold.
Psionically sentient patches are immune to psionic attacks unless the creature or a comrade can communicate with plants. The mold is a 1st level Psionicist with the devotions/sciences of Mindwipe and Id Insinuation in the Telepathy Discipline and the devotion/science Psionic Sense (D100+20' range at no cost) in the Metapsionics Discipline. Its Power Score is 15 and it has 50 PSP.
10. Russet Mold and Minions
This complex is home to a patch of russet mold and its many mold man minions. The mold men worship Ghaunadaur and consider the mold an avatar of their deity. They will protect it fanatically. The mold men use shriekers, violet fungi, and other deadly molds to ward their lair, as the molds do not attack the mold men.
All mold men are armed with shards of crystal that act as clubs and attack in Fast.
A. This chamber, and the hallway beyond contain shriekers and violet fungi as indicated on the map. The floor is covered in guano and composted matter provided by the mold men. The shriekers are, of course, warning for the mold men, and any set off will cause a troupe of them to come and investigate, complete with thornies.
Shriekers (6) (AC 7, MV 1, HD 3, hp 15 ea, THAC0 17, #ATT 0, D nil, SD noise, AL N, XP 120 ea, Source: Monstrous Manual)
Violet Fungi (3) (AC 7, MV 1, HD 3, hp 15 ea, THAC0 17, #ATT 1-4, D nil, SA rot (each branch will range from 1'-4' equal to the height of the fungus minus 3', hit requires a save vs poison or the flesh rots in 1 round), AL N, XP 175 ea, Source: Monstrous Manual)
B. This guard chamber contains a garrison of 24 mold men along with a pack of 20 thornies. These will come into area A at the first sound of a shrieker. Being plants, the mold men and thornies have little need for personal effects, and the place is rather empty of furnishings.
1 HD Mold Man (12) AC 4, MV 12, HD 1, hp 5 ea, THAC0 19, #ATT 1, D 1-6, SA camouflage (-2 to opponent surprise rolls in home territory), SD 1 point of damage from piercing weapons, immune to electricity and charm spells that do not affect plants, always allowed to save vs enchantments even if no save allowed, AL N, XP 120 ea, Source: Monstrous Manual)
2 HD Mold Man (6) (AC 4, MV 12, HD 2, hp 10 ea, THAC0 19, #ATT 1, D 1-6, SA camouflage (-2 to opponent surprise rolls in home territory), SD 1 point of damage from piercing weapons, immune to electricity and charm spells that do not affect plants, always allowed to save vs enchantments even if no save allowed, AL N, XP 175 ea, Source: Monstrous Manual)
3 HD Mold Man (3) (AC 4, MV 12, HD 3, hp 15 ea, THAC0 17, #ATT 1, D 1-6, SA camouflage (-2 to opponent surprise rolls in home territory), SD 1 point of damage from piercing weapons, immune to electricity and charm spells that do not affect plants, always allowed to save vs enchantments even if no save allowed, AL N, XP 270 ea, Source: Monstrous Manual)
4 HD Mold Man (3) (AC 4, MV 12, HD 4, hp 20 ea, THAC0 17, #ATT 1, D 1-6, SA camouflage (-2 to opponent surprise rolls in home territory), SD 1 point of damage from piercing weapons, immune to electricity and charm spells that do not affect plants, always allowed to save vs enchantments even if no save allowed, AL N, XP 420 ea, Source: Monstrous Manual)
Thorny (20) (AC 3, MV 15, HD 4, hp 22 ea, THAC0 17, #ATT 1, D 2-5, SA rake (if a bite hits, it gets another attack chance to rake its thorny body for 3-12 damage), AL N, XP 175 ea, Source: Monstrous Manual)
C. This passageway curves to the southwest, as it bends, there is an opening covered by a curtain woven of strange gray fabric interwoven with thick black tendrils. This is a curtain maid of mold man hide, but more importantly, the hidden side of the curtain contains yellow mold. If the curtain is jostled even slightly the mold will release its spores 50% of the time. Of course, the mold men are immune to the spores.
Yellow Mold (AC 9, MV 0, HD n/a, THAC0 n/a, #ATT 1, D n/a, SA poison spores (if touched roughly will emit spores in a 10' radius 50% of the time causing a save vs poison or death), SD vulnerable to fire, Continual Light renders it dormant for 2D6 turns, MR 20%, AL N, XP 65 ea, Source: Monstrous Manual)
D. The steps to this chamber have been coated with a slimy substance that is difficult to notice because of the green glow of the crystalline floor. The substance is extremely slippery, and anyone setting feet on the steps must make a DEX check at -2 if moving normally, at normal chance if stepping very cautiously, and at -6 if running. Failure means the victim has slipped down the steps. The passageway beyond the steps is also greased and is sloped downward at an 8-degree angle. Anyone having fallen down the steps will continue to slide right into area D and likely tumble into the centre of the room.
The entire room is covered in brown mold. The floor is carpeted in it and the walls are as well up to a height of about 6'. The temperature grows cold as one approaches the room and this is noticeable at the bottom of the steps 9but, of course, if someone has slipped, then by the time they notice this it is far too late).
Brown Mold (1) (AC 9, MV 0, HD n/a, THAC0 n/a, #ATT 0, D n/a, SA freezing (4-32 damage to warm-blooded creatures within 5'), grows from fire and heath sources, SD affected only by cold magic (Ice Storm and Wall of Ice cause it to go dormant for 5D6 turns, Wand of Frost, white dragon breath, or Cone of Cold kills it, AL N, XP 15 ea, Source: Monstrous Manual)
E. This large chamber is the common chamber of the tribe. Within dwells the bulk of the mold men except for those out hunting in the complex or even in the underground passages outside the temple.
The chamber is huge, some 30' tall, and a small pond of clear water stands to the east. The chamber is littered with scattered compost heaps and some of these look to be made of dead mold men which are apparently left to rot. Atop these heaps are fungi of all sorts, and anyone wishing to sample them may be subject to whatever fungal effects the DM might fancy.
The mold men keep a rather powerful pet/companion here, a shambling mound. The mound stays here because of its affinity for shriekers, which the mold men feed it on a regular basis, and because it and the mold men share a planty bond of sorts. The mound will eagerly attack any enemies of the mold men.
Because of the vegetable nature of the mold men, they do not require large spaces to dwell in, as they engage in no recreational activities and have little social organization beyond hunting for food, serving the whims of Ghaunadaur, protecting their russet mold, and occasionally foraging for compost or guano. This means the chamber can hold 240 mold men in such small quarters quite easily.
1 HD Mold Man (120) AC 4, MV 12, HD 1, hp 5 ea, THAC0 19, #ATT 1, D 1-6, SA camouflage (-2 to opponent surprise rolls in home territory), SD 1 point of damage from piercing weapons, immune to electricity and charm spells that do not affect plants, always allowed to save vs enchantments even if no save allowed, AL N, XP 120 ea, Source: Monstrous Manual)
2 HD Mold Man (60) (AC 4, MV 12, HD 2, hp 10 ea, THAC0 19, #ATT 1, D 1-6, SA camouflage (-2 to opponent surprise rolls in home territory), SD 1 point of damage from piercing weapons, immune to electricity and charm spells that do not affect plants, always allowed to save vs enchantments even if no save allowed, AL N, XP 175 ea, Source: Monstrous Manual)
3 HD Mold Man (30) (AC 4, MV 12, HD 3, hp 15 ea, THAC0 17, #ATT 1, D 1-6, SA camouflage (-2 to opponent surprise rolls in home territory), SD 1 point of damage from piercing weapons, immune to electricity and charm spells that do not affect plants, always allowed to save vs enchantments even if no save allowed, AL N, XP 270 ea, Source: Monstrous Manual)
4 HD Mold Man (30) (AC 4, MV 12, HD 4, hp 20 ea, THAC0 17, #ATT 1, D 1-6, SA camouflage (-2 to opponent surprise rolls in home territory), SD 1 point of damage from piercing weapons, immune to electricity and charm spells that do not affect plants, always allowed to save vs enchantments even if no save allowed, AL N, XP 420 ea, Source: Monstrous Manual)
Shambling Mound (1) (AC 0, MV 6, HD 11, hp 66, THAC0 9, #ATT 2, D 2-16/2-16, SA surprise (if terrain suitable, opponents suffer a -3 to surprise rolls), suffocation (victim hit by both arms in the same round is entangled and suffocate in 10-40 rounds unless the creature is killed or victim makes a bend bars roll), SD immune to blunt weapons, half damage from type P or S weapons, immune to fire, half or no damage from cold, growth from lightning (+1' height and HD for each such attack), regenerate (rest in damp plant matter to heal fully in 12 hours), AL N, XP 9000, Source: Monstrous Manual)
F. This cave holds 2 packs of thornies, the plant-like pets of the mold men. There is a small gate blocking the entrance to this cave from area E that is made of hardened mold man fibres and which can be swung open easily to release the thornies.
Thorny (40) (AC 3, MV 15, HD 4, hp 22 ea, THAC0 17, #ATT 1, D 2-5, SA rake (if a bite hits, it gets another attack chance to rake its thorny body for 3-12 damage), AL N, XP 175 ea, Source: Monstrous Manual)
G. This cave holds 1 pack of thornies, the plant-like pets of the mold men. There is a small gate blocking the entrance to this cave from area E that is made of hardened mold man fibres and which can be swung open easily to release the thornies.
Thorny (20) (AC 3, MV 15, HD 4, hp 22 ea, THAC0 17, #ATT 1, D 2-5, SA rake (if a bite hits, it gets another attack chance to rake its thorny body for 3-12 damage), AL N, XP 175 ea, Source: Monstrous Manual)
H. This cave serves as the lair of the mold man chief. This worthy and his bodyguards will likely not leave the cave, preferring to allow intruders to hack their way through his many minions and then find themselves facing the elite mold men. The cave is empty of furnishings and ornaments.
Mold Man Chief (1) (AC 4, MV 12, HD 6, hp 48, THAC0 15, #ATT 1, D 1-6, SA camouflage (-2 to opponent surprise rolls in home territory), spores (save vs poison for be paralyzed, dying in 5d4 minutes unless a Cure Disease spell is cast, those who die are reborn as 4 HD mold men 1D4+20 hours later and are loyal to the russet mold and its minions), SD 1 point of damage from piercing weapons, immune to electricity and charm spells that do not affect plants, always allowed to save vs enchantments even if no save allowed, AL N, XP 2000, Source: Monstrous Manual)
Mold Man Bodyguards (8) (AC 4, MV 12, HD 4, hp 20 ea, THAC0 17, #ATT 1, D 1-6, SA camouflage (-2 to opponent surprise rolls in home territory), SD 1 point of damage from piercing weapons, immune to electricity and charm spells that do not affect plants, always allowed to save vs enchantments even if no save allowed, AL N, XP 420 ea, Source: Monstrous Manual)
I. This chamber is the home of the russet mold that runs this mold man colony. The mold is a large patch covering the entire end of the cave, and the walls, floor and ceiling 10' out from the end. The mold has a retinue of bodyguards here.
Russet Mold (1) (AC 9. MV 0, HD n/a, THAC0 n/a, #ATT 0, D n/a, SA spores (3' radius cloud of spores causing 5D4 damage per round in the cloud and a save vs poison or become paralyzed and die in 5D4 rounds unless a Cure Disease is cast, anyone dying becomes a mold man in 1D4+20 hours), SD appears like rust beyond 30' (70%), immune to weapons and most spells, killed by alcohol, acid, and salt, killed by a Cure Disease or Continual Light, AL N, XP 35, Source: Monstrous Manual)
Elite Mold Man Guardian (6) (AC 4, MV 12, HD 5, hp 40 ea, THAC0 15, #ATT 1, D 1-6, SA camouflage (-2 to opponent surprise rolls in home territory), SD 1 point of damage from piercing weapons, immune to electricity and charm spells that do not affect plants, always allowed to save vs enchantments even if no save allowed, AL N, XP 650 ea, Source: Monstrous Manual)
Mold Men Mold Guards (30) (AC 4, MV 12, HD 3, hp 15 ea, THAC0 17, #ATT 1, D 1-6, SA camouflage (-2 to opponent surprise rolls in home territory), SD 1 point of damage from piercing weapons, immune to electricity and charm spells that do not affect plants, always allowed to save vs enchantments even if no save allowed, AL N, XP 270 ea, Source: Monstrous Manual)
These mold men will try, if at possible, to move attackers within 3' of the russet mold so as to slay them and feed the mold.
11. Thermal Vent
A Thermal vent emerges at the end of this passageway, in a small cavern only 30' in diameter. A hole in the floor, some 10' wide, emits a constant flow of steam and drops off into a waterfall some 150' below the level of the hole that plummets deep into the earth and contacts molten magma. The steam rises up the hole and carries spray from the waterfall with it.
The walls are slick with steam and condensation and it roils out of the cavern and into the passageway for a bit.
Several steam and mist mephits have taken up residence here. They have come up from the depths below through a weak node between the Plane of steam and the material plane. In the process, they have also called forth some magma mephits from the molten pool far below. These are currently lairing in this chamber, where the climate suits them, and have sent out explorers and spies to determine what the nature of this place is and whether they can live here. These have not yet encountered the ooze mephits from Room 5.
These mephits will react cautiously to the party, though the steam mephits will act haughtily and demand respect before ordering the reluctant (and often disobedient) mist mephits to attack.
The mephits currently know of the nearby Room 22. They believe Room 12 is empty. They also know of Room 13, 15, and 17 and could possibly be convinced or coerced to divulge this information.
Steam Mephit (6) (AC 7, MV 12 fl24[B], HD 3+3, hp 21 ea, THAC0 17, #ATT 2, 2-5/2-5, SA heat damage (1 point of the claw damage is heat based), stun (anyone hit by the claws is 50% likely to be stunned for 1 round, cumulative for each hit), breath (scalding jet of water every other round with 20' range hitting 1 target for 1-3 damage and 50% stun for 1 round), boiling rainstorm (1/day, 20'x20' area, 2-12 damage to all in the area), Putrefy Food and Drink 1/day, SD immune to fire and heat, AL N, XP 420 ea, Source: Planescape Compendium)
Mist Mephit (10) (AC 7, MV 12 fl24[B], HD 3+2, hp 20 ea, THAC0 17, #ATT 2, D 1/1, SA breath (sickly green ball of mist 1/2 rounds up to 3/hour that envelopes 1 victim within 10' to save vs poison or take 2-5 damage and be blinded for 1-4 rounds), Wall of Fog 1/day as 3rd level wizard, SD gaseous form 1/day, powerful winds (including Gust of Wind spell) cause mist mephits to flee in confusion), AL N, XP 420 ea, Source: Planescape Compendium)
Magma Mephits (3) (AC 6, MV 12 fl24[C], HD 3, hp 18 ea, THAC0 17, #ATT 2, D 2-9/2-9, SA heat (claws do 1 point of physical damage and D8 of heat damage), burn (touch melts platemail in 3 rounds and 1" of wood in 1 hour), breath (1/3 rounds, blob of lava hitting 1 target within 10' for 1-6 damage, 8 times before recharging in a lava pool for 1 hours, SD regenerate in lava 2 hp per round, shapechange into pool of lava, water hardens (halves movement but releases sulfur steam causing save vs poison within 10' radius or suffer nausea and -2 to hit for 2 rounds), AL N, XP 420 ea, Source: Planescape Compendium)
12. The Dark Crag
Like the mephits in Room 11, another interloper has infiltrated the temple complex. This passage is essentially featureless and arrives at a dead end. Here a darklore has taken up initial residence, attracted by the potential evil of the inhabitants of the area and the juicy secrets contained within the masters of this forbidden temple. The darklore sincerely wishes to eventually get a hold of a drow priest of Ghaunadaur, but in the meantime, it is well aware of the power of the drow and is at first intending to slowly scope out its surroundings and plot its strategy. The darklore is not subject to Ghaunadaur's Blessing of Haste.
Darklore (AC 0, MV 3, HD 6+2, hp 32, THAC0 15, #ATT 1-6, D 1-6 per attack, SA absorb knowledge (save vs spell or lose 1 point of INT, evil creatures affected 100%, neutral 50% and good 25%, only those with no knowledge of evil or absolutely pure creatures do not lose INT, anyone drained of INT falls into a coma, INT returns a 1/week but 0-3 are lost permanently), bestow (a non-evil creature struck, instead of having knowledge absorbed, can have evil knowledge bestowed upon it, save vs spell or be stunned for 1-2 rounds, neutral creatures are only stunned 50% of the time, paladins lose their Paladinhood 1% of the time), SD Darkness 15' radius, Detect Good/ Evil, Detect Invisibility, Clairaudience, Clairvoyance, Infravision, Teleport without Error (1/day), ooze through small cracks, harmed by +1 or better weapons, piercing and slashing weapons do half damage, MR 20%, AL NE, XP 6000, Source: Monstrous Compendium 4)
The nature of any secret bestowed on a party member is up to the DM, but can include the true names of fiends for example or details of grotesque rituals.
The darklore has used its Clairaudience and Clairvoyance abilities to spy a little around the complex, and knows of the inhabitants of the nearest Room 22, and Rooms 11, 13, 10, 15, and 17.
13. Hedged Chamber
This small cavern is some 50' wide and 35' deep. Cracks in the floor emit hot steam, from the same source that heats Room 11.
Enscribed into the floor and covering most of the chamber is a magical circle that has entrapped 4 hamatula baatezu. These are kept in this chamber because the heat sustains them while the moistness annoys them. The drow find this amusing.
The entryway into this cavern is limned in a mauve glow and covered with sigils. These keep out the unintelligent denizens of the temple.
While the magic circle is enscribed into the crystalline floor, it is not readily visible, as the circle is etched into the crystal and bears no inlay to readily distinguish it from the rest of the floor. The circle's radius is such that it comes to within 5' of the entryway into the cavern. It is likely that any party members without detect magic up or without carefully inspecting the floor before them will step into the circle, breaking the protective barrier and freeing the hamatula. Anything crossing the circle up to 10' above the enscription also breaks it.
The hamatula wait out of sight to the side of the entryway in the hopes that they might ambush anyone accidentally crossing the circle. After that, they will likely seek revenge before returning to their homes. Should the party arrive but not break the circle, the hamatula will emerge and try to bargain for their freedom. They can confirm the involvement of drow, though they know nothing about the gnome captives. They can confirm that one of the drow is a wizard of surpassing power and another is a priestess of similar prowess.
In any case, the hamatula will use their power of Advanced Illusion to change themselves into whatever form might have the best chance to get the party to free them. This depends on whether they have knowledge that the party is approaching and whether they can determine of whom the party is comprised. Use of their Know alignment power might aid this, though range is only 10 yards. Examples of illusions might include an aasimon, a deep gnome, a duergar, etc.
The magic circle, while intact, keeps the hamatula from attacking physically or with any of their magicks (including prohibiting them from teleporting out of the circle). Magic or objects crossing into the circle break the circle's power.
Hamatula Baatezu (4) (AC 1, MV 12, HD 7, hp 38 ea, THAC0 13, #ATT 3, D 2-8/2-8/3-12, SA fear (strike causes fear when an opponent is struck by a given hamatula for the first time, save vs wand or flee for 1-6 rounds), hug (if hits with both claws, may hug for 2-8 damage, no attack roll required, victim now takes 2-8 damage per round automatically, a hamatula that takes 15 damage in a single round releases its victim at the end of the round, a victim with 16 STR can break free with a successful STR roll), baatezu powers (see below), SD baatezu immunities (see below), baatezu powers (see below), +1 or better weapon to hit, MR 30%, AL LE, XP 6000 ea, Source: Planescape Compendium)
Baatezu Powers:
Advanced Illusion
Animate Dead
Charm person
Infravision
Know Alignment
Suggestion
Teleport without Error (3/week)
Affect Normal Fires
Hold Person
Produce Flame
Pyrotechnics
Baatezu Immunities:
Acid - Full
Cold - Half
Electricity - Full
Fire - None
Gas - Half
Iron Weapon - None
Magic Missile - Full
Poison - None
Silver Weapon - Full
14. The Ropers
This widening in the passageway is some 30' wide and 60' long and contains a crystalline stalagmite flanked by two crystal bumps that resemble crude altars or perhaps large seats.
These are actually 3 ropers, given crystalline colouration by Ghaunadaur so as to be able to blend into the eerie walls and floors here. These ropers will attack any intruders and are not subject to Ghaunadaur's Blessing of Haste.
Roper (3) (AC 0, MV 3, HD 12, hp 62 ea, THAC0 9, #ATT 1, D 5-20, SA strands (range of 50', 6 strands can be deployed 1 per round, drag victims D4+1+10' towards the maw up to 750 pounds, strand can be broken by an open doors roll or cut with AC 0 for 6 points of edged damage from a single hit), weakness (each time a strands hits the victim must save vs poison or lose half STR rounded down, this loss occurring 1-3 rounds after hit and lasts for 2-8 rounds, effects are cumulative), surprise (opponents suffer a -2 to their surprise rolls), SD immune to lightning, half damage from cold, -4 save vs fire, MR 80%, AL CE, XP 12000 ea, Source: Monstrous Manual)
15. Wyste Not Want Not
This cavern at the end of the passageway is pierced by various small passageways emerging from it. As such, there is no assurance for the party that the passageway does not continue on past this location until each is investigated and found to peter out some 30'-120' away from the cavern.
The cavern is roughly 150' wide running from northwest to southeast and 50' long, running from northeast to southwest. The ceiling is only 15' high here.
The walls and ceiling are crawling with two strange denizens. The first is a satiny black bulb that clings to the walls by thick, fibrous roots. The second is a doughy, dog-sized white lump that crawls along the walls and ceiling. If the party observes for a while, they can notice that the white lumps eat the black bulbs and occasionally excrete an opaque black ooze.
The floor of the chamber has 8 concave pools carved in it at relatively equal spots around the cavern. These are 20' deep and about 20' in diameter. The black slime runs down the walls and drips from the ceiling, runs along the floor and collects into these pools. The slime is slippery, and any drastic actions (such as running or melee combat) require a DEX roll to remain afoot, and poisonous if ingested (save vs poison or die in 1-4 rounds).
Within each pool dwells a wyste, which will wait submerged within its pool until it senses party members nearby, when they will leap out and attack. They can lunge up to 15', which is generally more than the distance between a pool and its two neighbours. Refer to the Room map for exact details.
Wyste (8) (AC 2, MV 3 sw15, HD 5+5, hp 33 ea, THAC0 15, #ATT 4, D 2-5(x4), SA drowning (size M or smaller, attack means the wyste wraps its body around the victim and pulls it into the slime pool, prey can make a STR check at -2 to escape and then, if in the pool, a Swimming or Direction sense NWP check to reach the surface, such a check may be made 1/minute, also the slime is poisonous), AL NE, XP 975 ea, Source: Monstrous Compendium 4)
16. Ghaunadans
Note: The sounds emanating from this room may be heard far down the passageways leading to this chamber. Anyone coming within 60' is susceptible to the sonic mold effect (see below).
This chamber, 10' high and set at a triple intersection, is dominated by a crystalline stalagmite in the centre of the middle chamber. This stalagmite is overgrown with sonic mold, which produces its eerie keening music in order to entrap victims.
A. This central chamber contains the stalagmite and the mold, which appears as a dark brown furry textured carpet enveloping the stalagmite to normal sight and a swirling chromatic cloud to infravision.
Sonic Mold (AC nil, MV 0, HD 2, hp 16, THAC0 nil, #ATT 1, D nil, SA fascination by sound (all with hearing within 60' must save vs paralyzation or move inexorably towards the mold, enhanced hearing victims save at -1 and those using echo-location save at -3). Fascination by sight (infravision using creatures must save vs paralyzation or be helplessly drawn towards the mold), spores (10' cloud causing a save vs poison or be confused as the spell and die within 18 hours, sprouting a new mold which consumes the body in another 8 hours, Hold Plant halts the spores while Cure Disease kills the spores if cast within 10 hours and kills the victim and the spores if cast after that), SD fire kills a 10' patch in 1-4 rounds, cold does no damage but negates the infravisual fascination effect and prevents spore release, forceful contact causes the release of spores, immune to non fire attacks (including magic missiles), AL N, XP 270, Source: Monstrous Compendium 4)
B. This side cave holds 6 Ghaunadans, all of which will be in ooze form. They will attack after any fascinated victims of the mold in area a have a chance to be exposed to spores.
Ghaunadans (6) (AC 1, MV 12 [half if moving through small cracks], HD 5, hp 29 ea, THAC0 15, #ATT 2, D 3-12/3-12, SA Friends spell gaze, paralytic slime (save when struck vs paralysis at +2 or be paralyzed for 2D6 turns), SD half damage from blunt weapons, disarming (if hit the ooze in jelly form can forego all attacks that round and mold around the weapon that hit it trapping it so that it takes a bend bars roll to free the weapon), CHA 15 in humanoid form (+2D4 for Friends spell), AL CE, XP 4000 ea, Source: Monstrous Compendium 2)
C. This side cave holds 4 Ghaunadans ready to attack intruders drawn to the central mold, waiting only for fascinated victims to be enspored.
Ghaunadans (4) (AC 1, MV 12 [half if moving through small cracks], HD 5, hp 29 ea, THAC0 15, #ATT 2, D 3-12/3-12, SA Friends spell gaze, paralytic slime (save when struck vs paralysis at +2 or be paralyzed for 2D6 turns), SD half damage from blunt weapons, disarming (if hit the ooze in jelly form can forego all attacks that round and mold around the weapon that hit it trapping it so that it takes a bend bars roll to free the weapon), CHA 15 in humanoid form (+2D4 for Friends spell), AL CE, XP 4000 ea, Source: Monstrous Compendium 2)
D. The 5 Ghaunadans in this chamber are in duergar form and wield light crossbows whose bolts are coated with bat guano and yellow mold. The amount of mold is slight, and there is only a 5% chance that a hit is close enough to the face to cause spores to be inhaled, but the Ghaunadans can also take called shots (at the standard penalties) to aim for the head, in which case there is a 100% chance that spores release might be inhaled. In any case, if the bolt causes damage anywhere, the mold might infect the bloodstream of the victim.
If the mold hits the head, the victim must save vs poison at +2 or suffer the effects of yellow mold spores (consult the Monstrous Manual). If the mold hits elsewhere, the victim must save vs poison at +4 or suffer the effects of yellow mold spores. The plusses to save reflect the small amount of mold involved and, in the case of a non-head hit, the alternate method of introduction into the bodily systems.
Ghaunadans (5) (AC 1, MV 12 [half if moving through small cracks], HD 5, hp 29 ea, THAC0 15, #ATT 2 or 1, D 3-12/3-12 or by weapon type, Weapons light crossbow (Av 1/r 12/24/36 1D6+1/1D8+1 kdD6 at med range reduce Ac by 2, at short range reduce AC by 5), SA Friends spell gaze, paralytic slime (save when struck vs paralysis at +2 or be paralyzed for 2D6 turns), SD half damage from blunt weapons, disarming (if hit the ooze in jelly form can forego all attacks that round and mold around the weapon that hit it trapping it so that it takes a bend bars roll to free the weapon), CHA 15 in humanoid form (+2D4 for Friends spell), AL CE, XP 4000 ea, Source: Monstrous Compendium 2)
Special Items:
20 yellow mold-encrusted light quarrels each
E. This side cave is home to 5 Ghaunadans in slime form which will attack after the party has a chance to be spored by the mold in area A.
Ghaunadans (5) (AC 1, MV 12 [half if moving through small cracks], HD 5, hp 29 ea, THAC0 15, #ATT 2, D 3-12/3-12, SA Friends spell gaze, paralytic slime (save when struck vs paralysis at +2 or be paralyzed for 2D6 turns), SD half damage from blunt weapons, disarming (if hit the ooze in jelly form can forego all attacks that round and mold around the weapon that hit it trapping it so that it takes a bend bars roll to free the weapon), CHA 15 in humanoid form (+2D4 for Friends spell), AL CE, XP 4000 ea, Source: Monstrous Compendium 2)
17. Outré Slime Dwellers
This chamber serves as both a guardpost and dwelling quarters for a group of horrid gehreleths. These have been summoned to aid Ghaunadaur and are building up a secret army in order to help House Quinilver take over the Drow Empire after the surface war is won and Lolth is diminished once again by the scorn of the deceiver.
The group is ruled by a powerful shator and a coterie of kelubars and farastus. However, the contingent is rather small, as the shator has been rendering others of his kind and storing their essences into crystal jars and bottles. The plan is to one day smuggle the bottles, hundreds of them, into a drow city and then release the army. Fortunately for the party, there are not yet hundreds of bottles prepared. Unfortunately for the party, there are enough to cause them great trouble unless they can get to the shator before enough bottles are broken and released.
The gehreleths, being used to summonings and being immortal creatures, are adept at biding their time and dwelling in an almost static state, brooding on their own malefic philosophies about the futility of existence and thus do not require much in the way of facilities.
Farastu Gehreleths (AC -1, MV 15 fl30[C], HD 11, hp 65 ea, THAC0 9, #ATT 3, D 2-7/2-7/3-12, SA battle frenzy (after 6 consecutive combat rounds or when reduced to half hit points, gains +2 to hit and double its number of attacks), adhesive (5% chance anything it touches or that touches it sticks, if the farastu sticks to an opponent then the opponent gains an extra attack sequence against it and then unsticks, if the opponent sticks to the farastu then the farastu gains a +4 to hit and the opponent loses initiative next round and then unsticks at the end of that next round, if a weapon sticks to the farastu, there is a 25% chance it is jerked from the wielder's hands and it takes 1 round to pull away a stuck weapon), gehreleth powers (see below), SD +1 or better weapons to hit, gehreleth powers (see below), adhesive (see above), immune to acid, fear, illusions, and poisons, half damage from cold or fire, MR 50%, AL CE, XP 14000 ea, Source: Planescape Compendium)
Gehreleth Powers (11th level of spell use):
Detect Good
Detect Invisibility
Detect Magic
Dispel Magic (2/day)
ESP
Fear
Fog Cloud (3/ay)
Invisibility
Tongues
Weakness (reverse of Strength, takes 3 segments to cast, 3/day)
Kelubar Gehreleths (AC -2, MV 12 fl24[C], HD 13, hp 77 ea, THAC0 7, #ATT 3, D 2-8/2-8/4-16 (plus see below), SA stench (anyone within 30' must save vs poison or be incapacitated for 1-10 rounds), acidic slime (all attacks do acidic damage of +1-6 with half damage if a save vs poison is made), gehreleth powers (see below), SD +2 or better weapon to hit, gehreleth powers (see below), immune to fire, acid, cold, and poison, MR 50%, AL CE, XP 17000 ea, Source: Planescape Compendium)
Gehreleth Powers (13th level of spell use):
Detect Good
Detect Invisibility
Detect Magic
Dispel Magic (2/day)
ESP
Fear
Fog Cloud (3/ay)
Invisibility
Tongues
Weakness (reverse of Strength, takes 3 segments to cast, 3/day)
Ray of Enfeeblement (1/day)
Spider Climb
Shator Gehreleth (AC -3, MV 9 fl18[C], HD 15, hp 91, THAC0 5, #ATT 3, D 11-16/11-16/12-21 or by weapon type +9 due to STR plus bite for 12-21, Weapons scimitar (Av 1D8/1D8 kdD8), footman's mace (Av 1d6+1/1D6 kdD10, +2 vs mail), SA gehreleth powers (see below), SD +3 or better weapons to hit, immune to fire, acid, poison, cold, gas, electricity, mind affecting spells, and illusion spells, edged weapons -1 to hit and damage, gehreleth powers (see below), +2 to surprise rolls due to sharp senses, MR 50%, AL CE, XP 22000, Source: Planescape Compendium)
Gehreleth Powers (15th level of spell use):
Detect Good
Detect Invisibility
Detect Magic
Dispel Magic (2/day)
ESP
Fear
Fog Cloud (3/ay)
Invisibility
Tongues
Weakness (reverse of Strength, takes 3 segments to cast, 3/day)
Beguile (as Rod of Beguiling 1/day)
Cloudkill (1/day)
Ray of Enfeeblement (3/day)
Stinking Cloud (3/day)
Magic Items:
Mace +1, +2 vs magic users (i.e. those able to cast wizard spells)
Scimitar +2
A. Natural seeming steps lead down to this cavern, some 10' tall and relatively smooth on floor and ceiling. Two large metal cauldrons, some 5' high and 10' across dominate the room. These are rune covered with glyphs of silver inlay and are filled with a viscous substance that bubbles and froths within the cauldrons even though no heat is present. The fluid smells of tar, offal, and dead plants and within each of these vats dwells a farastu gehreleth. These will likely wait until the party approaches a vat and then spring up in order to try and surprise the party.
2 Farastu Gehreleths
B. This area is similar to area A in most respects.
2 Farastu Gehreleths
C. This area is similar to area A in most respects.
2 Farastu Gehreleths
D. This small side cave holds 25 larvae, great wriggling worm-like creatures with human heads scrunched in torment and exuding foul slime over their bodies. The larvae do not leave the chamber, unless used by the gehreleths for food or rituals, but they will bite any mortals that enter the area.
Larvae (25) (AC 7, MV 3, HD 1-1, hp 4 ea, THAC0 20, #ATT 1, D 2-5, SA bleed (wounds bleed for 1hp per round until bound), disease (save vs poison or contract a rotting disease and lose 4 hp per day after 3 weeks unless absolutely still and dying after 1 month), AL NE, XP 35 ea, Source: Planescape Compendium)
E. This chamber, lower down than the chambers of the farastu, is home to a single kelubar gehreleth. The gehreleth usually is to be found sitting on a lump of congealed slime used as a divan of sorts muttering to itself and occasionally snickering as if pleased with its own malefic thoughts. The entire chamber is covered with Kelubar slime and the place reeks of its foul odor. The Kelubar seems to have no need of furnishings or any form of recreation, but simply stews in its own slime awaiting the coming time of battle.
1 Kelubar Gehreleth which possesses 6 Light Pellets (of drow manufacture, when dashed to the ground the Continual Light spell activates and darkness creatures such as drow must save vs spell or be blinded at suffer -4 to hit and a +4 AC penalty for 2-5 rounds)
F. This area is similar to area E in most respects.
1 Kelubar Gehreleth which possesses a Wand of Swarms (with 24 charges, creates a Summon Swarm for 1 charge, an Insect Plague for 2 charges, and a Creeping Doom for 8 charges), all at 6th level or the minimum necessary to cast the spell
G. This area is similar to area E in most respects.
1 Kelubar Gehreleth which possesses a Shout Wand (with 41 charges, casts at 7th level as per the wizard spell, no chance of deafening the wielder)
H. This cavern, lower still than the Kelubar chambers, is home to the shator gehreleth. The temple masters have raised a crystalline throne in the centre of the chamber large enough to fit its bulk, and the being spends much of its time brooding on its throne, awaiting the wars to come.
Always relaxing at its side is its pet, a gorgimera, for shator are found of chimerae and their ilk.
Gorgimera (1) (AC 5/2, MV 12 fl15[E], HD 10, hp 65, THAC0 11, #ATT 5, D 1-3/1-3/2-8/2-12/3-12, SA dragon breath (3-24 damage in a 5 yard range, save vs breath for half damage), gorgon breath (cone 3' long and 3' wide, 2/day, save vs pertification or be turned to stone), SD see and breath into the astral and ethereal planes, AL N, XP 6000, Source: Monstrous Manual)
The gorgimera's handiwork is present in the chamber, consisting of stone statues of a duergar warrior, a bugbear slave, several giant centipedes, and a half eaten rothe.
Several actual rothe carcasses lie in a corner, mostly bones and skin, the meat having been consumed by the gorgimera.
A long stone trough holds water for the pet to eat and stony gorgimera dung is piled all over the room.
Towards the back of the room is the shator's laboratory. This consists of a stone table upon which are several books written in the infernal language of the gehreleths which tell how to render the farastu and kelubar into slime, another book which lists the true names of at east three dozen fiends of all levels of power, several books on fatalistic philosophy and the nature of cruelty in the universe. The true nature of these tomes will only be apparent to one who can understand the infernal language.
Stone and crystal jars on the table hold a bewildering variety of strange ingredients, many from other planes. These are used to render the gehreleths, and tools such as skinning knives and stirring spoons lie nearby.
Several large metal tubs, coated with rank slimy residue lie on the floor nearby.
I. The walls of this chamber are formed into shelves upon which rest hundreds of crystal jars and bottles, all with lead stoppers and wax seals enscribed with glyphs. A full 24 of them are sealed and full of a mauve slime that seems to writhe of its own free will. The rest are unsealed and empty.
These are the magical jars used by the shator to render farastu and kelubar gehreleths into liquid. The liquid is then poured and sealed in a jar and the gehreleth so rendered remains quiescent until the jar is broken. Doing so releases the gehreleth, which forms from the slime in 3 rounds. 16 of the filled jars contain farastu gehreleths while the remaining 8 contain kelubar gehreleths.
The only way to destroy the rendered gehreleths is either to cause them enough damage in liquid form that would kill them even if fully formed (partial damage will not work, the damage must be enough from a single source to slay them or they will emerge with no wounds), or holy water must be spread on them, 1 vial per jar, in the 3 rounds before they form. This slays the gehreleth instantly.
Once a rendered gehreleth is fully reformed, holy water then acts normally against it.
18. Burburs
Even the strange crystalline walls of the temple crack and fault, and it has done so here, likely due to earth movement in the area. As a result, some of the least welcome creatures in a temple full of mold and fungus and slime have arrived, the dreaded burburs.
There are 4 burburs here, and when the party arrives, they will be finishing up the remains of a yellow mold colony that once grew here. The party will see the little creatures with tube-like probosci sucking up the yellow mold like vacuum cleaners.
The burburs are fairly shy, but also eager to feed within the temple proper once finished here. As they are generally avoided by most predators due to the fact that anything eating them might be affected by whatever the burburs just ate, they tend not to be as shy as their size and nature might suggest. Thus, it is possible that a party that approaches them carefully and possibly offers them a treat (a piece of mold, slime, etc.) might be able to befriend the little creatures. However, they are always hungry and must be fed at least once per day, so such an alliance might be temporary.
The burburs, though immune to fungi, do not like to eat them. Burburs are not immune to oozes or jellies.
Burburs (4) (AC 9, MV 12, HD 1-1, hp 4 ea, THAC0 20, #ATT 1 (slimes, molds, and mosses only), D 2-8, SD immune to creepers, zygomes, mosses, molds, fungi, and slimes, AL N, XP 35 ea, Source: Monstrous Compendium 3)
19. Gibbering Waters
Both passageways leading to this chamber descend as they near it. The ceiling slopes parallel to the passageways such that, by the time the water-filled room is reached, the ceiling is at the level of the water, with only a space of between 4" and 8" between the ceiling and water level.
The water is dark and murky but pure enough to swim in though not to drink.
A single gibbering mouther dwells here, but it is double the size and half the speed of a normal mouther (which speed is then doubled by Ghaunadaur's Blessing) due to its merging with another mouther in a purposeful breeding program managed by the drow priestesses. This beast remains within the waters and will attack anything living that attempts to move through its territory, though it is too slow to really pursue prey on land.
Gibbering Mouther (AC 1, MV 2
sw3, HD 8+36 hp 54, THAC0 11, #ATT 6+, D 1 (x6) plus special,
SA gibbering (all within 60' must save vs spell or roll 1D8: 1
= wander aimlessly for 1 round, 2-5 = stunned for 1 round, 6-7
= attack nearest creature for 1 round, 8 = run in fear for 2 rounds,
those who save are immune to that mouther, those who fail must
make another save when the current effect is over), spittle (bursts
into bright flare, save vs pertification or be blind for 1-3 rounds,
mouther has =2 to hit blinded opponents and victims attack at
-4 while blind), attach (any bite that hits by 2 or more means
the mouth is attached and drains an additional hp per round, when
3 or more mouths are attached, the victim must make a DEX check
each round or fall), flow (anyone falling before the mouther from
3+ mouths gets flowed over and bitten with 12 mouths at +4 to
hit), absorb (anyone flowed upon and reaching 0 hp is absorbed
giving the mouther another mouth and pair of eyes and +1hp up
to maximum), liquefy (liquefies ground and stone in 5' radius
to quicksand, 30 seconds to change earth to quicksand and 1 minute
to change stone to earth), AL N, XP 2000, Source: Monstrous Compendium
1)
20. Hall of Green
Note: This hallway is a trap set up by the temple to breed slime and kill prisoners. The Dm should read the entire room description before the party enters the hallway to Room 20.
This entire passageway, from the large main cavern at its end (some 60' in diameter) to approximately 300' up the passageway from the end cavern, is filled with green slime. It coats the walls, ceiling, and in many cases the floor here. The slime is not visible from the entryway into this passageway, but after some twists and turns, 100' in tot h passage, the party will turn a corner and see what awaits them.
But that's not all. A priestly Glyph of Warding is cast on the passageway some 50' into the hallway. The Glyph is set to go off whenever any person not wearing an unholy symbol to Ghaunadaur passes it. The Glyph activates a Dispel Magic cast 30' behind it. The Dispel Magic dispels (automatically, since the priest who cast the Glyph also cast the Wall of Stone) a Wall of Stone spell cast (when cast in the temple, Wall of Stone spells look crystalline like the walls of the temple) into the ceiling. Above the Wall of Stone is a shaft some 10' square and 100' high. Stacked in the shaft are 10 gelatinous cubes, which will drop to the ground and begin to slide down the hallway towards the cavern at the end of Room 20.
Anyone caught by the trap will be stuck between a hallway full of green slime and an approaching column of gelatinous cubes.
Green Slime (many hundreds of patches) (AC 9, MV 0, HD 2, hp 14 ea, THAC0 19, #ATT 0, D nil, SA turn into slime in 1-4 rounds, dissolve 1" of wood in 1 hour, dissolve Platemail in 3 rounds, affected by cure disease, fire, and cold, immune to all other attacks including weapons and spells, AL N, XP 65 ea, source: Monstrous Manual)
Gelatinous Cubes (10) (AC 8, MV 6, HD 4, hp 22 ea, #ATT 1, D 2-8, SA paralyzation (save vs paralyzation or be paralyzed for 5-30 rounds), transparent (opponents get -3 to surprise rolls), SD immune to electricity, fear, hold, paralyzation, polymorph, and sleep, cold attacks only affect if the save is failed and then only do 1-4 damage and slows the cube 50%, AL N, XP 650 ea, Source: Monstrous Manual)
21. Chamber of the Deceivers
As Juiblex is a loyal Maug servant of the Deceiver, he has several representatives of the Deceiver's armies stationed here mainly to act as disinterested observers in the upcoming struggle between Juiblex and Lolth. These report directly to the Right hand of the Deceiver, and as such, Ghaunadaur is not fond of their presence, but suffers them nonetheless, That said, these will fight surface world intruders together with the temple wardens.
The representative of the Deceiver here is a nycadaemon. He has as servitors a canaloth and 2 dergholoths. The former is a pet while the latter are bodyguards.
Nycaloth (Nycadaemon) (AC -7 (-9 vs missiles), MV 12 fl36[C]. HD 11+22, hp 93, THAC0 9, #ATT 2 or 1, D 9-16/9-16 or by weapon (+8 due to STR), Weapons two-headed axe (Sl 2D8/2D8 kdD12), Armour large shield, SA +3 to hit due to STR, bleeding (claws cause seeping wounds hat bleed for 1-6 damage per round until healed magically), yugoloth powers (see below), SD immune to weapons below +2, immune to enchantment/charm spells, yugoloth immunities (see below), yugoloth powers (see below), MR 70%, AL NE, XP 25000, Source: Planescape Compendium)
Yugoloth Immunities:
Acid - none
Cold - double
Electricity - full
Fire - none
Gas - half
Iron Weapon - none
Magic Missile - full
Poison - none
Silver Weapon - full
Yugoloth Powers (at 11th 1evel):
Alter Self
Animate Dead
Cause Disease
Charm Person
Improved Phantasmal Force
Produce Flame
Teleport without Error (7/week)
Command (3/day)
Comprehend Languages (always active)
Telepathy
Detect Invisibility (always active)
Detect Magic (always active)
Dimension Door (3/day)
Dispel Magic
Enlarge (or Reduce)
Fear (by touch)
Invisibility
Mirror Image (3/day)
Polymorph Self
Project Image
Read Magic (always active)
Reverse Gravity (1/day)
Wind walk
Word of Recall (1/day)
Wraithform (1/day)
Magic Items:
Two-Headed Axe +2
Dergholoth (2) (AC -3, MV 12, HD 8+16, hp 64, 59, THAC0 13, #ATT 5, D 2 claws (9-12 each), by weapon type (+8 due to STR) (x3), Weapons longsword (Av 1D8/1D12 kdD8), spear (Av 1d6/1D8 kdD6, set vs charge), battle axe (Av 1D8/1D8 kdD10), SA grab (if two claws hit an opponent, opponent is grabbed and is +2 to be hit by the grabbing dergholoth though the two grabbing arms cannot attack, grabbed opponents can fight but may not move until they make a STR check against half of their STR score), chatter (1/day causes all under 7HD to save vs spell of be Feebleminded for 1-6 rounds), yugoloth powers (see below), SD never surprised, no flanks or rear, parry (each weapon not used to attack improves AC by 2), +1 or better weapon to hit, yugoloth immunities (see below), yugoloth powers (see below), MR 40%, AL NE, XP 12000 ea, Source: Planescape Compendium)
Yugoloth Immunities:
Acid - none
Cold - double
Electricity - full
Fire - none
Gas - half
Iron Weapon - none
Magic Missile - full
Poison - none
Silver Weapon - full
Yugoloth Powers (at 8th 1evel):
Alter Self
Animate Dead
Cause Disease
Charm Person
Improved Phantasmal Force
Produce Flame
Teleport without Error (4/week)
Darkness 15' radius
Fear
Sleep (2/day)
Canaloth (1) (AC 0, MV 18, HD 6+12, hp 50, THAC0 15, #ATT 3, D 1-6/1-6/6-15, SA mandibles (destroy armour on a natural 19 or 20 attack roll, though magic armour gets a save vs crushing blow), tongue lash (instead of melee attacks, 20' range, causes 1D6 damage and victim must save vs paralyzation or be helplessly entangled, canaloth can draw victim to its mouth and automatically bite next round, victim may make a bend bars to escape or allies can help with a total of 34 STR to pull free, tongue can be attacks by type s weapons, AC4, 15 hp), yugoloth powers (see below), SD immune to sight affecting spells, blinded by strong stenches combined with loud noises, telepathy, +1 or better weapon to hit, MR 25%, AL NE, XP 9000, Source; Planescape Compendium 2)
Yugoloth Immunities:
Acid - none
Cold - double
Electricity - full
Fire - none
Gas - half
Iron Weapon - none
Magic Missile - full
Poison - none
Silver Weapon - full
Yugoloth Powers (at 6h 1evel):
Alter Self
Animate Dead
Cause Disease
Charm Person
Improved Phantasmal Force
Produce Flame
Teleport without Error (2/week)
Cloudkill (1/day)
Darkness 15' radius
Fear
Passwall
Shout (1/day)
A. This small cavern is 15' tall and is the dwelling chamber for the dergholoths, and an antechamber for the Nycaloth. The dergholoths are stupid creatures with no real passions outside of eating larvae and waiting for a fight.
2 dergholoths dwell here, while to the northeast is a small pile of 6 wriggling larvae.
Larvae (6) (AC 7, MV 3, HD 1-1, hp 4 ea, THAC0 20, #ATT 1, D 2-5, SA bleed (wounds bleed for 1hp per round until bound), disease (save vs poison or contract a rotting disease and lose 4 hp per day after 3 weeks unless absolutely still and dying after 1 month), AL NE, XP 35 ea, Source: Planescape Compendium)
B. This 15' tall chamber is home to the Nycaloth and its pet canaloth. The Nycaloth has made due with its Spartan chambers, an intended slight by the drow mistresses of the temple in an attempt to show the Nycaloth its place. An expert observer and reporter, the Nycaloth accepts its duties and reports diligently to his masters in the Deceiver hierarchy.
The room contains a metal table and chair, all sufficient for the nycaloth's tremendous bulk. Upon the table is a large book comprised of thin metal pages, and nearby is a diamond stylus which is used by the Nycaloth to gouge letters into the metal. Anyone able to read the infernal language of the yugoloths can read the text and determine that it is a report of the activities of the temple as well as information on the strengths of the drow houses in the various drow cities. Anyone reading the book will, at the very least, know the drow who rule here, their names, and their levels and commonly used spells. There is also a full map of the place, with brief descriptions of the rooms and what dwells therein (within reason of course, for example the Nycaloth would mark Room 18 as "Yellow Mold" and would not know about the burburs therein). The script is intentionallu difficult to read, even in Infernal, though the DM can help decipher the Nycaloth's script if he wishes to help the party a bit.

Decorating the table are two animated heads, one of a surface elf female and another of a dwarf male. The heads are magically preserved, though each seems to have a hole gored into the top by which to hold a guttering candle of some unknown and foully rendered substance. The two heads continually spout off whispered and muttered praises to the Nycaloth and to the Deceiver. Destroying the heads will free the tormented spirits trapped inside.
Hanging from hooks set into the crystalline walls are various rotting corpses. Some are barely identifiable as a rothe, a bugbear, a goblin, and a deep gnome.
On the wall opposite the entryway hangs a large iron unholy symbol to Juiblex, being the same as found in Room 6.
Under the symbol is a metal bed comforted with the linens made from the flayed skins of victims, including humans and surface elves. The heads of these victims are still present, though flattened out, in the linens.
The canaloth usually sleeps curled at the foot of the bed.
22. Main Chambers
DM Note: The entire room is protected by a permanent Antimagic Shell powered by Ghaunadaur. It is not dispel-able except by way of a Wish (permanent) or a Limited Wish (temporary).
This large chamber is sunk some 12' below the level of the some of their entryways. Terraced steps lead down to the cavern floor. The ceiling, smooth and crystalline, is some 40' above the level of the floor.
Six other passages emerge from the room. Some are reached by steps leading up above the floor level, while others are flush with the cavern floor.
In the centre of the chamber is a pool of dark water, fed by a slow dripping from a crack in the ceiling. Directly above the pool is a long staff-like structure of crystal hanging down from the ceiling. The water drops run along this structure before dripping off of the end and into the pool. The structure glows with a slight mauve glow and bears very difficult to discern drow runes.
This strange structure powers the massive Antimagic Shell that covers this room. This shell is a blessing from Ghaunadaur to permit his charges to effectively attack those who seek to desecrate his temple.
This chamber is the common chamber to a huge variety of oozes and slimes. Because of the nature of this complex and the influence of Ghaunadaur, the oozes and slimes generally co-exist peacefully here, as if guided by an intelligence.
The Haste spell like effect Ghaunadaur imbues upon his charges in this temple is NOT affected by the antimagic shell and operates normally.
The following population of oozes and puddings dwells in this chamber. Most dwell in chambers within the walls accessed via small cracks in the crystalline walls (though the Aballin dwell in the centre pool, as do the crystal oozes). Many can be seen oozing through the translucent surfaces of the walls, floors and ceilings.
10 Mustard Jellies
20 Ochre Jellies
20 Gray Oozes
8 Black Puddings
6 Stone Puddings
6 Gray Puddings
4 Dense Puddings
8 Crystal Oozes
3 Aballin
Assume that some portion of these are out and roaming the walls of this chamber. If the party enters, the oozes will try to attack, converging on the party until beyond their sensory ranges. Should some of the oozes move to attack the party, their fellows in their lairs will sense the disturbance and emerge to investigate. Assume there are D20 denizens already out and about and that D10 creatures emerge from the walls every round.
Use the statistics presented under the Wandering Monster section as necessary. Crystal Oozes are presented below.
Crystal Oozes (AC 8, MV 1 sw3, HD 4, hp 22 ea, THAC0 17, #ATT 1, D 4-16, SA corrode wood or cloth (save vs acid or dissolve, including such weapons striking the ooze), poison (save vs poison or become paralyzed), consume (helpless creatures reduced to -20 hp are totally consumed), SD immune to acid, cold, heat and fire, full damage from electricity and magic missiles, weapons inflict 1 point of damage per hit, AL N, XP 420 ea, Source: Monstrous Manual)
23. The Trapping Room
This room is not so much a trap as a place to warn the priestesses of intruders and for them to prepare for them and to set up an ambush.
25' down the passageway that leads to this room, where it breaks off from the passageway that ultimately heads to Room 21, is a Magic Mouth spell. This spell is keyed to activate when any non-drow, non-Ghaunadan, or non-slime, jelly, or ooze comes within 15' of it.
The Mouth then activates and says, in Drow Elvish:
Announce your presence and business, for you come into the heart of the demesne of the Lord of Slime.
The speaking of this Magic Mouth triggers another Magic Mouth spell located in Room 24. This alerts the drow priestesses that intruders or guests approach.
The room itself is approximately 50' in diameter. The passageway to the south, leading to Room 24 is hidden by a secret door, and so at first glance the chamber appears to be a dead-end.
At the far end of the chamber sit three human-sized crystalline thrones. Assuming the party has alerted the drow by way of the Magic Mouth spells, then appearing on each will be three drow females.
These are the projected images and illusions of the drow high priestesses in Room 24. Each is using her Clairvoyance innate ability to see into the room and then Can'verith Nill using Project Image and Beyathstal using Spectral Force to project the other two priestess' images into it as well.
The priestesses will banter with the party, seeking to know why they have come and invaded the temple. The priestesses will refuse to free the deep gnome slaves, but will acknowledge that they do hold them prisoner. They will try to convince the party to leave and abandon the deep gnomes.
None of this matters. What the priestesses are really doing is delaying, trying to buy time to get prepared. Only one of the three images will move or speak at any given time, allowing the other two priestesses the opportunity to cast preparatory spells and magicks in room 24. They will also be sending creatures to attack the party in Room 23.
While (and if) the party converses with the arrogant priestesses, the real priestesses will use their altar to contact the Ghaunadans in Room 6 and request that they come at once. They will leave their slug behind but will bring all of the denizens from the Room 22 closest to Room 23 that happened to be out and in the main chamber at the time (D20 denizens of room 22).
It will take these minions 10 rounds to reach Room 23. That is approximately 2 minutes. The DM should time the conversations with the projected images accordingly.
Being as the images are all and part illusion (the other part of the Project Image being alteration), the deep gnomes can see that they are not real, though they can also tell that there is some part of the central image that is not illusion and may hold real substance or some other form or effect.
While Can'verith Nill can cast spells through her image and the other two can use their Clairvoyance to cast spell effects into the chamber and make it seem as if their images are casting, they are unlikely to do so. However, once their minions arrive, they will act as if casting spells in the hopes to draw the party's spells to be cast against their images. They will happily cast their innate spells, such a Dispel Magic and Faerie Fire through the projected image and clairvoyance, ruining the party's potions and stripping them of protective spells that might be up and running.
In addition, there are 16 slow shadows lurking within the crystalline walls. These can be observed if looking very intently and closely into the walls; they will be noted as amorphous black shapes deep within the walls that, at times, seem to barely writhe or undulate.
The slow shadows will activate at their masters' command, including commands so uttered from the projected images. They are also ordered to attack if a battle ensues within the room or if the secret door to Room 24 is located.
Slow shadows are not oozes and are not subject to Ghaunadaur's Blessing.
Slow Shadows (16) (AC 8, MV 12, HD 4, hp 23 ea, THAC0 17, #ATT 1, D 1-4 + special, SA surprise (10% likely to be seen), slow (touch slows as the wizard spell with no saving throw as if cast by a 5th level wizard), attach (once hit, the shadow does 1-4 points of cold damage automatically per round), SD +2 or better weapon to hit, immune to cold, lightning, hold, or charm, Haste spell directed at them drives them away if not attached to a victim, immune to holy water and clerical turning, AL CE, XP 975 ea, source: Monstrous Compendium 4)
The secret door opens easily and is located behind the central throne.
24. The Inner Sanctum

This area is the temple proper of Ghaunadaur and the home to three very powerful drow priestesses who serve House Quinilver. These three daughters of the house matron have accompanying them each a male consort and bodyguard and favoured house slaves.
The glow in this area from the walls is mauve rather than green. This colour is pleasing to Ghaunadaur and also serves as the radiation needed to keep the drow equipment in good shape. Also, as this is the temple proper, undead within are immune to turning or commanding by any except Ghaunadaur priests.
Presented below are the drow. The DM is encouraged to read their capabilities very carefully and to run them as the devious, brilliant, arrogant, and tactically adept creatures they are.
Can'verith Nill (AC -8 (17 DEX), MV 14, CL Pr/Wi, LV 13/13, hp 73 (16 CON), THAC0 12, #ATT 1, D by weapon, Weapons footman's mace (Av 1D6+1/1D6 kdd10, +2 vs mail), dagger (Fa 2/r 2/4/6 1D4/1D3 kdD6), Armour chainmail +4, drow buckler +4, 17 DEX, proficiency in buckler, SA drow powers, +2 to hit with missiles (due to DEX), SD specialized in weapon and shield style (may use shield maneuvers without losing shield AC benefit), surprised on a 1 in 10, vulnerable to bright lights (90% likely to be seen, -2 DEX and -2 to hit, +2 to opponent saves if drow in the light, half that if opponent in the light, cumulative if both in the light), save vs. magic at +2, sense underground phenomenon as dwarves, sense secret doors as elves, MR 76%, Spell Points (17 WIS and 17 INT): 320/306, AL CE, XP 20000, Source: Drow of the Underdark)
Non-Weapon Proficiencies:
Blind Fighting, Signature Spell - Lance of Disruption, Spell Sculpting - Magic Missile (12) (focused in a snake bracelet), Ambidexterity
Priestly Powers:
Immune to all Poisons
Immune to all Acids and Corrosives
Immune to all Breath Weapons
Immune to all Elemental-Sphere spells and Related Magics
Command Undead (as turning)
Wizard Spells Memorized:
Jellyeyes (4) [as Spidereyes but allows the drow to sense what the ooze, slime, mold, jelly, or pudding senses], Magic Missile (4), Magic Missile (4), Shield (4), Colour Spray (4), Grease (4), Vocalize (6), Summon Swarm (6), ESP (6), Ray of Enfeeblement (6), Invisibility (6), Stinking Cloud (6), Fly (10), Haste (10), Lance of Disruption (10), Flame Arrow (10), Bands of Sirellyn (10), Fireball (10), Improved Strength (15), Wall of Fire (15), Phantasmal Killer (15), Minor Globe of Invulnerability (15), Improved Blink (22), Chaos (22), Feeblemind (22), Project Image (30), Fiery Constrictor (30), Bonus Lance of Disruption (signature spell - no cost)
Priest Spells Memorized [All (Major), Animal (Major), Charm (Minor), Combat (Major), Creation (Minor), Divination (Minor), Elemental (Major), Guardian (Major), Healing (Major), Necromantic (Major), Protection (Minor), Summoning (Minor)]:
Command (4), Cure Light Wounds (4), Cure Light Wounds (4), Cure Light Wounds (4), Invisibility to Undead (4), Protection from Good (6), Speak with Animals (6), Hold Person (10), Aid (6), Heat Metal (6), Cure Moderate Wounds (6), Cure Moderate Wounds (6), Silence 15' radius (6), Cure Moderate Wounds (6), Hold Animal (10), Prayer (10), Speak with Dead (10), Cure Blindness (10), Protection from Good 10' radius (15), Detect Lie (22), Cure Serious Wounds (15), Giant Insect (15), Insect Plague (22), Flame Strike (22), Blade Barrier (30), Heal (30), Aerial Servant (30), 1 free orison
Special Notes:
Has a Contingency Spell cast at all times with a Minor Spell Turning keyed to activate when she sees an enemy casting a spell
Drow Powers (36/day at 13h level, may use 2 powers or a power and spell):
Dancing Lights (+4 lights)
Faerie Fire (+90' square)
Darkness (+18' radius)
Levitate
Know Alignment
Detect Magic
Clairvoyance
Detect Lie
Suggestion
Dispel Magic
Detect Undead
Magic Items:
Drow Cloak (75% undetected in shadows) [+6 save vs. fire for cloak only]
Drow Boots (as boots of elvenkind)
Drow Metal Chainmail +4
Drow Metal Buckler +4
Drow Metal Footman's Mace +3
Drow Metal Dagger +3
Master Tentacle Rod (THAC0 4, 7 arms, 10 damage each, 16' length, 3 arms robs 1-4 senses for 6 rounds, 7 arms generates any two chosen 6-armed greater rod effects)
Control Ring for Rod (carved malachite set with star sapphire worth 6500 gp)
4 Light Pellets (refer to Drow of the Underdark)
Potion of Extra-Healing
Elixir of Heroic action (refer to Encyclopedia Magica V2 pg 442)
Deep Black Sphere Ioun Stone (refer to Encyclopedia Magica V2 pg 615)
House Insignia on a chain around the neck (effective at 13th level of ability) (Minor Powers [usable at will]: Feather Fall, Unseen Servant, Blur, Jump, Intermediate Powers [usable 2/turn]: Hold Undead, Knock, Protection from Normal Missiles, Nondetection, Major Powers [usable 1/turn]: Dimension Door, Wraithform, Tongues, Monster Summoning IV)
Unholy Symbol to Ghaunadaur
Treasure:
A platinum diadem shaped like writhing tentacles and inset with zendalure worth 25000 gp, a silver ring with a large star ruby mounted on it worth 10000gp, gold and jacinth earrings worth 5000gp each, a silver armband inset with amethyst maces worth 1500gp, a golden bracelet shaped like intertwined snakes of fire and set with sard worth 3000gp
Beyathstal (AC -6 (15 DEX), MV 12, CL Pr/Wi (Enchanter Specialist), LV 12/12, hp 60, THAC0 14, #ATT 1, D by weapon, Weapons footman's mace (Av 1D6+1/1D6 kdd10, +2 vs mail), dagger (Fa 2/r 2/4/6 1D4/1D3 kdD6), Armour chainmail +4, drow buckler +4, 15 DEX, proficiency in buckler, SA +2 to hit with missiles due to DEX, drow powers, SD specialized in weapon and shield style (may use shield maneuvers without losing shield AC benefit), surprised on a 1 in 10, vulnerable to bright lights (90% likely to be seen, -2 DEX and -2 to hit, +2 to opponent saves if drow in the light, half that if opponent in the light, cumulative if both in the light), save vs. magic at +2, sense underground phenomenon as dwarves, sense secret doors as elves, MR 74%, Spell Points (18 WIS and 15 INT): 285/344, AL CE, XP 19000, Source: Drow of the Underdark)
Non-Weapon Proficiencies:
Blind Fighting, Signature Spell - Ray of Enfeeblement, Eminence (10), Divine Will (9), Ambidexterity
Priestly Powers:
Immune to all Poisons
Immune to all Acids and Corrosives
Immune to all Breath Weapons
Command Undead (as turning)
Wizard Spells Memorized:
Jellyeyes (4) [as Spidereyes but
allows the drow to sense what the ooze, slime, mold, jelly, or
pudding senses], Charm Person (4), Protection from Good (4), Chromatic
Orb (4), Colour Spray (4), Insatiable Thirst (6), Ray of Enfeeblement
(6), Invisibility (6), Wall of Gloom (6), Vocalize (6), ESP (6),
Mirror Image (6), Minor Malison (10), Spectral Force (10), Fly
(10), Slow (10), Flame Arrow (10), Confusion (15), Fumble (15),
Fire Shield (15), Polymorph Other (15), Domination (22), Feeblemind
(22), Mind Fog (22), Greater Malison (22), Chaos (22), Blackmantle
(30), Tentacles (30), Bonus Ray of Enfeeblement (signature spell
- no cost)
Priest Spells Memorized [All (Major), Animal (Major), Charm (Minor), Combat (Major), Creation (Minor), Divination (Minor), Elemental (Major), Guardian (Major), Healing (Major), Necromantic (Major), Protection (Minor), Summoning (Minor)]:
Command (4), Cause Fear (6), Wind Column (4), Calm Animals (4), Firelight (4), Cure Light Wounds (4), Cure Light Wounds (4), Hold Person (10), Music of the Spheres (10), Snake Charm (10), Aid (6), Flame Blade (6), Chill Metal (6), Produce Flame (6), Dictate (15), Emotion Control (15), Protection from Fire (10), Prayer (10), Free Action (22), Cloak of Fear (22), Cure Serious Wounds (15), Wall of Fire (22), Impregnable Mind (30), Command Monster (40)
Special Notes:
Has a Contingency Spell cast at all times with a Minor Spell Turning keyed to activate when she sees an enemy casting a spell
Drow Powers (31/day at 12h level, may use 2 powers or a power and spell):
Dancing Lights (+4 lights)
Faerie Fire (+80' square)
Darkness (+16' radius)
Levitate
Know Alignment
Detect Magic
Clairvoyance
Detect Lie
Suggestion
Dispel Magic
ESP (drow only)
Magic Items:
Drow Cloak (75% undetected in shadows) [+6 save vs. fire for cloak only]
Drow Boots (as boots of elvenkind)
Drow Metal Chainmail +4
Drow Metal Buckler +4
Drow Metal Footman's Mace +3
Drow Metal Dagger +3
Violet Greater Tentacle Rod (THAC0 7, 6 arms, 6 damage each, 8' length, 3 arms blinds for 3 rounds, 6 arms blinds for 6 rounds and lose 1 DEX for 2-5 years)
Control Ring for Rod (carved amber set with amethyst worth 2500 gp)
4 Light Pellets (refer to Drow of the Underdark)
Potion of Extra-Healing
Amulet of Psychic Protection (refer to Encyclopedia Magica V1 pg 42)
Phandoorl's Bracers (refer to Encyclopedia Magica V1 pg 222)
House Insignia on a chain around the neck (effective at 13th level of ability) (Minor Powers [usable at will]: Feather Fall, Unseen Servant, Blur, Jump, Intermediate Powers [usable 2/turn]: Hold Undead, Knock, Protection from Normal Missiles, Nondetection, Major Powers [usable 1/turn]: Dimension Door, Wraithform, Tongues, Monster Summoning III)
Unholy Symbol to Ghaunadaur
Treasure:
A platinum bracelet engraved as interlocking maces worth 500gp, a single silver earring with an amethyst talon dangling from it worth 400gp, a spidersilk belt interwoven with silver thread and golden leaf worth 1000gp
V'rella Dtalis (AC -9 (18 DEX), MV 14, CL Wa/Pr/Wi, LV 9/9/10, hp 73 (16 CON), THAC0 11, #ATT 2/1, D by weapon, Weapons shortsword (Fa 1D6/1d8 kdD6), dagger (Fa 2/r 2/4/6 1D4/1D3 kdD6), Armour chainmail +4, drow buckler +4, 18 DEX, proficiency in buckler, SA expertise in shortsword, drow powers, +2 to hit with missiles due to 18 DEX, SD specialized in weapon and shield style (may use shield maneuvers without losing shield AC benefit), surprised on a 1 in 10, vulnerable to bright lights (90% likely to be seen, -2 DEX and -2 to hit, +2 to opponent saves if drow in the light, half that if opponent in the light, cumulative if both in the light), save vs. magic at +2, sense underground phenomenon as dwarves, sense secret doors as elves, MR 70%, Spell Points (15 WIS and 16 INT): 140/155, AL CE, XP 18000, Source: Drow of the Underdark)
Non-Weapon Proficiencies:
Blind Fighting, Iron Will (13), Quickness (18), Ambidexterity
Priestly Powers:
Immune to all Poisons
Immune to all Acids and Corrosives
Immune to all Breath Weapons
Command Undead ( as turning)
Wizard Spells Memorized:
Jellyeyes (4) [as Spidereyes but allows the drow to sense what the ooze, slime, mold, jelly, or pudding senses], Shield (4), Magic Missile (4), Magic Missile (4), Invisibility (6), Mirror Image (6), Stinking Cloud (6), Fireball (10), Lightning Bolt (10), Spectral Force (10), Otiluke's Resilient Sphere (15), Minor Globe of Invulnerability (15), Cone of Cold (22), Spell Immunity [see description in area K - below] (22), 2 free cantrips
Priest Spells Memorized [All (Major), Animal (Major), Charm (Minor), Combat (Major), Creation (Minor), Divination (Minor), Elemental (Major), Guardian (Major), Healing (Major), Necromantic (Major), Protection (Minor), Summoning (Minor)]:
Command (4), Bless (4), Strength of Stone (4), Cure Light Wounds (4), Protection from Good (6), Charm Person or Mammal (6), Chant (6), Aid (6), Cure Moderate Wounds (6), Silence 15' radius (6), Prayer (10), Protection from Fire (10), Abjure (22), Recitation (15), Flame Strike (22), Dispel Good (22), 2 free orisons
Drow Powers (28/day at 10h level, may use 2 powers or a power and spell):
Dancing Lights (+3 lights)
Faerie Fire (+60' square)
Darkness (+12' radius)
Levitate
Know Alignment
Detect Magic
Clairvoyance
Detect Lie
Suggestion
Dispel Magic
ESP (drow only)
Magic Items:
Drow Cloak (75% undetected in shadows) [+6 save vs. fire for cloak only]
Drow Boots (as boots of elvenkind)
Drow Metal Chainmail +4
Drow Metal Buckler +4
Drow Metal Shortsword +3
Drow Metal Dagger +3
Black Greater Tentacle Rod (THAC0 7, 6 arms, 6 damage each, 8' length, 6 arms causes soul chill doing 6D6 damage of which 1-8 is permanent and victim is slowed for 6 rounds)
Control Ring for Rod (carved obsidian set with black opal worth 2500 gp)
4 Light Pellets (refer to Drow of the Underdark)
Potion of Extra-Healing
Ring of the Necromancer (will summon a spectre as its summoned creature, refer to Encyclopedia Magica V3 pg 982)
Anklet of Balance (wearer gains a +2 to DEX and other balance related checks including save for knockdowns)
House Insignia on a chain around the neck (effective at 13th level of ability) (Minor Powers [usable at will]: Feather Fall, Unseen Servant, Blur, Jump, Intermediate Powers [usable 2/turn]: Hold Undead, Knock, Protection from Normal Missiles, Nondetection, Major Powers [usable 1/turn]: Dimension Door, Wraithform, Tongues, Monster Summoning III)
Unholy Symbol to Ghaunadaur
Treasure:
A platinum bracelet engraved as interlocking maces worth 500gp, a single silver earring with an amethyst talon dangling from it worth 400gp, a spidersilk belt interwoven with silver thread and golden leaf worth 1000gp
Drow Male Consorts/Bodyguards (3) (AC -5 (16 DEX), MV 13, CL Wa, LV 7, hp 56 ea, THAC0 13, #ATT 2/1, D by weapon (+3 with shortsword due to mastery), Weapons shortsword (Fa 1D6/1D8 kdd10, +2 vs mail), dagger (Fa 2/r 2/4/6 1D4/1D3 kdD6), Armour chainmail +3, drow buckler +3, 16 DEX, proficiency in buckler, SA +3 to hit with shortsword due to mastery, +1 to hit with missiles due to DEX, drow powers, SD specialized in weapon and shield style (may use shield maneuvers without losing shield AC benefit), surprised on a 1 in 10, vulnerable to bright lights (90% likely to be seen, -2 DEX and -2 to hit, +2 to opponent saves if drow in the light, half that if opponent in the light, cumulative if both in the light), save vs. magic at +2, sense underground phenomenon as dwarves, sense secret doors as elves, MR 64%, AL CE, XP 9000 ea, Source: Drow of the Underdark)
Non-Weapon Proficiencies:
Blind Fighting, Quickness (16), Tumbling (16), Ambidexterity
Drow Powers (1/day at 7h level, may use 2 powers or a power and spell):
Dancing Lights (+1 light)
Faerie Fire (+30' square)
Darkness (+6' radius)
Levitate
Know Alignment
Detect Magic
Magic Items:
Drow Cloak (75% undetected in shadows) [+6 save vs. fire for cloak only]
Drow Boots (as boots of elvenkind)
Drow Metal Chainmail +3
Drow Metal Buckler +3
Drow Metal Shortsword +2
Drow Metal Dagger +2
Potion of Healing
Unholy Symbol to Ghaunadaur
A. This is the antechamber for the inner sanctum. Great rugs of spidersilk cover the floor, these being of no particular pattern but sporting black, lilac, and russet colouring.
Tapestries hang from the walls, and the dull green glow of the crystal is replaced by mauve, so that a mauve glow diffuses around the edges of the black, orange, and amber hangings. The tapestries themselves reveal only undefinable blotches and wavy lines that, when glanced at casually as a whole, are somehow unsettling.
Scattered around the chamber are three plush divans of steel with mauve cushions. And an empty weapons rack and cloak pegs hang from the wall near to the entrance.
Four iron braziers burn with an amber glow, dispensing sickly sweet incense throughout the chamber.
B. This chamber serves as the guard room for the complex. Each living guard herein has a strange flute made of a black, porous rock (like that of the altar stone) which when blown produces a soft, idiot flute playing sound that can be heard, despite its softness, throughout the entire inner sanctum.
The bugbears will sound their whistles at the first sign of trouble, and one will run to area C if the intruders seem powerful and free the fire elemental within the forge.
The guardroom includes spartan metal furnishings, including chairs, tables, and pallets with rothe furs.
A dozen zombies stand at attention, awaiting commands from the drow or the bugbears to attack. These are mostly goblins, duergar, and a few deep gnomes. All are in armour, usually leather or ringmail.
The guards consist of:
Bugbears (12) (AC 5, MV 9, HD 3+1, hp 17 ea, THAC0 17, #ATT 1, D by weapon or 2-8 (+2 damage with weapon due to strength), Weapons morningstar (Av 2D4/D6+1 kdD10 +1 to hit platemail), SA surprise (opponents get a -3 to their surprise rolls), AL CE, XP 120 ea, Source: Monstrous Manual)
Zombies (12) (AC 6, MV 6, HD 2, hp 13 ea, THAC0 19, #ATT 1, D 1-8, SD strike in Very Slow phase and always lose initiative, undead immunities, AL N, XP 65 ea, Source: Monstrous Manual)
C. Soot covers the crystalline walls of this chamber, blotting out the glow except in mauve cracks, creating a very eerie effect.
A large forge setup is here, and racks stand supporting smithing equipment of all types. There are racks of tools, several anvils, quenching buckets, molds, scoops, bellows, etc. To one side is a large bin full of coal. Crafted slits in the ceiling vent smoke out of the chamber. Where the smoke ends up is a mystery.
The forge is powered by a bound fire elemental. It can be freed and will serve whoever has freed it for a full turn before returning to its home plane. This means, of course, that the temple minions can also free it, and in a pinch they will. Against determined opposition, the bugbears in area B will come here and free the elemental. All that is required is to remove the large jacinth that is inset to the tip top of the forge. The forge is 7' high, so only a tall being like a bugbear or someone who knows the gem is there will be able to spot it casually. The gem serves as the binding vehicle for the elemental and is not in itself magical though it is worth 6000gp.
Fire Elemental (AC 2, MV 12, HD 12, hp 78, THAC0 9, #ATT 1, D 3-24, SA ignite (flammable objects struck must save vs magical fire at -2 or burn), SD unable to cross unflammable liquids, -1 per die of damage fro fire attacks, AL N, XP 6000, source: Monstrous Manual)
Three slave smiths work the forges, assisted by goblin servants. The three forgers are duergar and they are thoroughly inured to their slavehood and will not seek to escape until all of the drow are dead or captured. The goblins are even less inclined to aid the party and will tend to cower and run for cover.
Duergar Smithy Slaves (3) (AC 10, MV 6, HD 1+2, hp 8 ea, THAC0 19, #ATT 1, D by weapon, Weapons nil, Armour nil, SA enlarge 1/day (2nd level), invisibility 1/day (2nd 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 420 ea, Source: Monstrous Manual)
Goblin Slaves (6) (AC 10, MV 6, HD 1-1, hp 4 each, THAC0 20, #ATT 1, D 1-4, AL LE, XP 15 each, Source: Monstrous Manual)
Pushed up against the walls are rothe fur pallets for the goblins and the duergar.
The smithy serves to keep the guards and the drow well equipped, at least for their mundane metal needs.
D. Here is the true megaron or throneroom of the priesthood, unlike the false one in Room 23. If somehow caught unawares, the drow will likely be here, the females seated on their thrones and the males reclining at their feet.
Along the west wall are three crystalline thrones covered with plush furs made of rothe, giant weasel, and intermixed with what appears to be the flayed skins of various underdark residents, especially duergar and deep gnomes. The thrones are inset with hundreds of precious gems, at least 100 in each ranging in value from 500gp to 10000gp each. Each throne pulsates with a russet glow.
The thrones are set upon individual daises that rise in two steps from the megaron floor. A mauve carpet leads from each throne to a central carpet of mauve and amber formed into amorphous shapes from which lilac tentacles writhe along the carpet edges.
Drapes of mauve and flame orange line the walls, which emit a purple glow, and these are of the finest spidersilk and hang from iron rods set close to the ceiling.
Braziers of silver and amethyst are present at each corner of the chamber, and these provide a little warmth and a sickeningly cloying smell to the room.
Set near the edge of the main carpet are several steel tables and settees where the drow can take a repast. Upon these tables are silver goblets filled with intoxicating mushroom brews, aphrodisiac poultices, and exotic foods from all over the underworld, both meat and vegetables.
There is a Magic Mouth spell here that is activated by the similar spell in Room 23. See that room for details.
E. This chamber functions as the dining hall for the drow. The place is dominated by a huge steel table shaped like a triangle. This unique shape is designed to placate the priestesses so that none sit at the table head and to honour the holy symbol of their god. The legs of the table are shaped like writhing oozes climbing up the table legs towards the tabletop. Three large, ornate chairs are set at each face of the table, these being of steel and fashioned with eyes and tentacles and inset with lapis lazuli.
Behind each chair is a smaller table and chair for each of the consorts.
An empty place setting is present on the main table and the tables of the consorts, with the former using fine utensils and cutlery and the latter being of plainer craftsmanship.
The wall of the place glow a subtle russet, and tapestries of spidersilk hang from all of the walls, these being black in colour with orange flame patterns.
F. This is a well room for the inner sanctum, and bears a 10' diameter shaft that descends 200' and is half full of pure water. Along the sides of the well, near the water level and just above it, grows a mauve lichen that has tendrils or rhizomes that dip into the water. These are harmless and actually are used to test water for poison, as the lichen can only thrive in pure, untainted water.
G. Limned with a russet glow from the walls, this chamber is slightly dusted in soot and smoke. The room serves as the kitchen, and is well stocked with two iron ovens, iron counters, bins, etc. Racks hold knives and other tools of butchery, some of which are foreign to surface-worlders and look a bit wicked in design.
The ovens vent up pipes into the ceiling that clear to who-knows-where.
Three duergar female slaves serve here, washing dishes and preparing meals to the exacting tastes of the drow. Like the male in area C, they are inured to their slavery and will only flee if all of the drow are destroyed or defeated.
Duergar Cooking Slaves (3)(AC 10, MV 6, HD 1+2, hp 8 ea, THAC0 19, #ATT 1, D by weapon, Weapons nil, Armour nil, SA enlarge 1/day (2nd level), invisibility 1/day (2nd 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 420 ea, Source: Monstrous Manual)
H. This small area serves as the pantry, and exhibits the same glow as the kitchen (area G). The place is well stocked with metal casks and barrels filled with water, mushroom intoxicants, and even duergar ale. Also here are various mushrooms, dried and freshly picked, tubers and other roots, and cuts of meat hanging from metal hooks, most of these rothe but including 3 huge spiders. Several bins of salt and other exotic spices of the underdark are here as well.
I. This smallish chamber bears the mauve glow of the megaron and serves as a dry storage for the inner sanctum. Here are spare bolts of cloth from drow tailories, needles of adamantine and special drow cloth thread, buttons and buckles of all sorts of metals, spidersilk ropes, incense for the braziers, rolls of rothe vellum, ink and bone pens, metal spikes, hooks, and grapples, and all sorts of mundane items the drow might need.
J. A Glyph of Warding (cast at 13th level) is set at the lintel to this chamber, on the underside of the entryway. It is a sacred glyph to Ghaunadaur and activating it will cause a black pudding pseudopod to appear out of the glyph and swing once at whomever passed the glyph to set it off. The swing surprises its victim at a -4 to the surprise roll and attacks from above and behind. The glyph will attack anyone who is not a drow and does not utter the glyph's name ("Agorin").
This luxuriously appointed room is the common chamber of the drow. The room glows in a slowly rotating kaleidoscope of russet, orange, and lilac and the change in colour is so subtle that it does not disturb concentration.
A large carpet of spidersilk dominates the floor of the room, it being mauve in colour and depicting an orange eye in the centre of a black triangle.
The walls are done in spidersilk tapestries depicting the sun, the moon, and a large black spider being engulfed by various coloured slimes and jellies.
A great steel table dominates the room's centre. Around it are three plain chairs. A large map on rothe vellum is rolled out on the table, and this is a map of the drow and duergar empires (the DM can show the party the Drow Empire Map - Ghaunadan).
A half a dozen divans of steel and plush spidersilk cushions dot the room, set up against the walls, and a strange harp dominates the northwestern corner of the chamber, it being made of a dark metal (similar to but not quite the same as drow metal) and shaped like a spider at its top with spidersilk strings running down each of the eight legs to a central point at the bottom. Two delicate hammers, as are used by dulcimers, hang from the hard, and these are shaped like skeletal fingers slightly crooked.
This is a spiderharp, a traditional drow instrument. It weighs quite a lot and produces a strange, discordant but distantly beautiful sound in the hands of a skilled player. In less skilled hands, the strings are apt to break (roll Music NWP at half value to play the harp without breaking the strings).
Four steel braziers are set in the corners of the room, and these waft the sweet incense common to the inner sanctum.
Each of the three passages leading to the living rooms of the priestesses is trapped. Refer to the individual area descriptions for further details.
K. This chamber, aglow with russet, is adorned with a carpet of lilac spidersilk interwoven with grotesque faces warped and posed in grimaces of agony. The faces are of drow, duergar, and deep gnomes.
The walls are stocked with crystalline shelves that sprout from the very walls of the chamber. These are stocked with tomes, vellum scrolls, and stone tablets.
In the centre of the chamber is a low metal table and low set chairs designed more for comfort than for decoration. Several jars of ink and bone pens are scattered around the table, along with blotters and drying gravel.
The works on the shelves are mostly non-magical in nature, dealing with things slimy and oozy and with fungus and molds of all sorts, including the non-monstrous varieties. Intermixed are treatises on tanar'ri and other fell beasts of the netherplanes, with perhaps a few True Names mentioned if someone were to carefully peruse all of the works (an unlikely event taking quite a lot of time). Also included are tomes on Ghaunadaur and Juiblex and several potion recipe books.
Of the magical tomes here, there are:
A magic scroll with the wizard spell Minor Drain at 5th level of ability (see below for spell description)
A stone tablet with the wizard spell Protection from Pertification (not a magic scroll but a copy from a wizard's spellbook - see below for spell description)
A book of onyx studded bone plates with vellum pages within which contains the following spells (see below for spell descriptions):
Ghost Armour
Minor Spell Deflection
Spiderspawn
Spell Immunity
Pierce Magic
A scroll with the priest spell Impervious Sanctity of Mind at 16th level
A scroll with the priest spell True Seeing at 9th level
A scroll with the wizard spell Prying Eyes at 10th level
A scroll with the wizard spell Arrow of Bone and Vile Venom at 13th level tied to a vial filled with runic ink enough for one casting of the Arrow of Bone spell.
SPELL DESCRIPTIONS:
PROTECTION FROM PETRIFICATION
(Abjuration)
Type: Wizard
Level: 1
Range: Touch
Components: V,S,M
Duration: 3 rounds/level
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: nil
Sensory: Visual
This spell grants the recipient immunity to all pertification attacks. This includes basilisk and medusa gaze, Flesh t Stone spells, gorgon breath, cursed scrolls, etc. The material component is a square inch of flesh that has been cured in vinegar.
MINOR DRAIN
(Necromancy)
Type: Wizard
Level: 1
Range: Sight of Caster
Components: V,S,M
Duration: Instant
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: Neg
Sensory: Visual
With this spell, the wizard drains the life force from the target and adds it to his own. The target creature suffers 1-4 damage +1 per every 3 levels of the caster, while the wizard gains the same number of hit points. If the wizard goes over his maximum hit point total with this spell, he loses them after a turn. The material component is a small wooden tube painted with the caster's blood.
GHOST ARMOUR
(Conjuration)
Type: Wizard
Level: 3
Range: Touch
Components: V,S
Duration: 10 turns
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: nil
Sensory: Visual
By means of this spell, the wizard creates a magical field of force that serves as if it were plate armour (AC 2) it is cumulative with DEX and shield bonuses. The armour does not hinder movement, adds no weight or encumbrance, and does not prevent spellcasting. It lasts until dispelled or the duration expires.
MINOR SPELL DEFLECTION
(Abjuration)
Type: Wizard
Level: 3
Range: 0
Components: V,S
Duration: 3 rounds/level
Casting Time: 3
Area of Effect: Caster
Saving Throw: nil
Sensory: Visual
This spell causes spells cast against the wizard to be absorbed and consumed. This affects a total of 4 spell levels. This includes spells cast from scrolls and innate spell-like abilities, but excludes area effects that are not centered directly upon the wizard as well as area effects that are persistent such as Cloudkill and Stinking Cloud. As long as the spell is cast directly at the wizard it will be absorbed. This spell will only affect up to 7th level spells, but if it tries to absorb a spell that goes over its limit, it will fail and be cancelled. For example, if there is only 1 level left and a 3rd level spell is cast at the wizard, the spell will NOT be absorbed while canceling the spell deflection.
SPIDERSPAWN
(Conjuration/Summoning)
Type: Wizard
Level: 4
Range: 40 yards
Components: V,S,M
Duration: 5 rounds +1 round/level
Casting Time: 6
Area of Effect: Special
Saving Throw: nil
Sensory: Visual
Upon casting this spell, the wizard must throw several spider eggs (which are the material component) into the air while saying the final command word. The result is that the eggs will morph into fully-grown spiders that will remain under the wizard's telepathic control. The type of spiders that appear depend upon the level of the wizard casting the spell (though a wizard may generate a lower level spider if desired):
7-8 = Giant Spider
9-11 = Phase Spider
12+ = Sword Spider
When the spell is cast, there is a 20% chance that two spiders of the proper type will appear instead of just one. These spider(s) will remain under the wizard's control until dispelled, slain, or the duration expires.
The material component is a dead spider of any type wrapped in a cocoon of web.
SPELL IMMUNITY
(Abjuration)
Type: Wizard
Level: 5
Range: 0
Components: V,S
Duration: 3 rounds +1 round/level
Casting Time: 5
Area of Effect: Caster
Saving Throw: nil
Sensory: Visual
Casting this spell grants the wizard protection from one spell school of his choice. All spells of the chosen school will not be able to harm or aid the caster for the duration of the spell. The caster is immune to spells with multiple schools as long as any of the schools is the one he has chosen. Multiple castings of this spell may not be active on the same wizard at the same time.
PIERCE MAGIC
(Abjuration)
Type: Wizard
Level: 6
Range: Sight of Caster
Components: V,S
Duration: Special
Casting Time: 6
Area of Effect: 1 creature
Saving Throw: nil
Sensory: Visual, Audial
When this spell is cast upon a target creature there will be two major effects. The first is that the creature's magic resistance will be lowered by 1% per level of the caster. The second is that it will cancel one spell protection of 6th level or lower on the creature. For example, if this spell were cast by a 15th level wizard, the target creature would lose 15% magic resistance from his current total. It would also cancel one 6th level or lower spell protection.
The list of spells that this includes is: Minor Globe of Invulnerability, Minor Spell Deflection, Minor Spell Turning, Spell Deflection, Spell Immunity, and Globe of Invulnerability.
Magic resistance does not affect this spell, nor do any of the spell protections. The resistance remains lowered for 1 round per level of the caster.
[end of spell descriptions]
This room is guarded by 3 alkilith tanar'ri, which serve as guardians of the library, laboratory and summoning chamber. They will, if called for, move to aid the drow in other locations of the inner sanctum.
Alkilith (AC 3, MV 6, HD 11, hp 65 ea, THAC0 9, #ATT 4, D 2-8 (x4), SA corrosive slime (on a hit, victim must save vs poison or suffer 1d6 damage per round for the next 1-6 rounds, plus even if a save is made some equipment may be damaged [01-60 = armour degrades 1 place per round of corrosion until save vs acid made, 61-75 = shield is ruined unless save vs acid is made, 76-90 = weapon ruined or degraded by +1 per round until save vs acid made, 91-00 random item is ruined unless save vs acid is made]), Gaseous (assume gaseous form in 20'x20'x10' cloud which blocks normal vision and acts like a Cloudkill), tanar'ri powers, SD gas form (immune to physical harm, 1 round of no activity to change to gas or back, move at 1 while gas, Gust of Wind does 1-6 per caster level with no save), tanar'ri powers, tanar'ri immunities, surprised only on a 1 outside home plane, never surprised on home plane, +2 or better enchantment to hit, immune to acid and gasses, half damage from slashing or bludgeoning weapons, MR 40%, AL CE, XP 17000 ea, Source: Planescape Compendium 2)
Tanar'ri Immunities:
Acid: None
Cold: Half
Electricity: None
Magic Fire: Half
Normal Fire: None
Gas: None
Iron Weapon: Full
Magic Missile: Full
Poison: None
Silver Weapon: Half
Tanar'ri Powers (at 11th level):
Telepathy
Darkness 15' radius
Infravision
Teleport without Error (4/week)
Cause Disease
Command any ooze, jelly, slime, or fungus-based monster
Cone of Cold (3/day)
Detect Magic
Dispel Magic
Enervation
Hold Person
Putrefy Food and Water by touch
Stinking Cloud
Wall of Ice
L. Similar to area K, this room bears a subtle amber glow. Also similar to area K, the walls sprout crystalline shelves and a large low table and functional chairs dominate the centre of the room. However, there is no carpet on the floor, which, on close examination, bears scouring marks and in places is melted a bit as if exposed to corrosive influences.
The difference is that this room is clearly devoted to alchemy and laboratory processes as opposed to tomes and librams.
The shelves are full of vials, decanters, bottles, and jars, all of which are filled with a variety of material components and ingredients, some of which are native to the surface world. This is a chance for a kind DM to allow the party to restock a few hard-to-find material components. Powered gems are here in numbers.
The table is cluttered with recipe scrolls as well as the various implements of the trade, including two small kilns that simply vent to the top of the room, mortars and pestle, alembics, balances and scales, grinders, tongs, etc.
There are no magical potions here, those being carried by the drow and re-brewed as needed. However, one iron box holds 20 vials of drow sleep poison (see Drow of the Underdark for details).
M. This chamber has no glow, though its walls are crystalline. The walls, floor, and ceiling are purest black, as if carved from obsidian.
The floor of the chamber is enscribed with a potent magical circle of protection of the kind that hedges against all conjured and summoned creatures and traps them within. The circle is engraved into the floor and inlaid in platinum, which is red from having been alloyed with rare bloods.
A silver stand is placed outside of the circle and can be used to hold a book or scroll open.
The circle is currently empty.
N. This room is Beyathstal's living room, and it is bathed in a mauve glow that provides the magic-giving radiances common to the drow homeland.
Despite the three priestess' unity of purpose, drow are drow and each priestess has set a personal Glyph of Warding at the point where the passage from area J emerges into this chamber.
Beyathstal's glyph causes a jet of blue flame to shoot at anyone passing the glyph, causing 12D4 damage unless a save vs spells is made, in which case the damage is half that. The flame jet covers the entire hallway at the entrance to the living chamber. The flame I magical in that even those immune to fire will suffer half damage from it (quarter with a save). The glyph will activate upon anyone not being touched by Beyathstal.
Within the chamber, several deep purple and black throw rugs bear the insignia of House Quinilver, a black stalactite etched in platinum thread. Atop these are several plush divans, braziers emitting incense, a low table, and an iron cage hanging from the ceiling which is covered by a black cloth from which a reddish glow diffuses. Within is a giant fire beetle.
Giant Fire Beetle (AC 4, MV 12, HD 1+2, hp 7, THAC0 19, #ATT 1, D 2-8, AL N, XP 35, Source: Monstrous Manual)
O. This chamber, also diffuse with the mauve glow of drow radiation is the bedroom of Beyathstal. The floor is adorned with a single large spidersilk carpet of violet with a single black stalactite embroidered thereupon.
Tapestries of spidersilk hang from iron rods mounted high upon the walls, and these show scenes of drow elves raiding the surface world and committing unspeakable atrocities upon surface elves.
A large round bed dominates the centre of the chamber. This is full of plush spidersilk linens of lilac and black and the cover is of dyed rothe hide coloured black and bearing the triangle symbol of Ghaunadaur in orange.
Behind a screen of spidersilk coloured into swirling patterns of lilac and russet is a copper bathtub engraved with tentacles strangling spiders. A shelf nearby holds various soaps, perfumes and unguents as well as a plush towel. Nearby is a privy.
To the side next to the bed is an ornate steel wardrobe containing 3 spare drow cloaks and 2 spare sets of drow boots, as well as other drow clothing accessories, including a cape, a belt made of flayed skin and studded with amber, and undergarments.
A secret bottom in the wardrobe is protected by a poison dart trap (strikes as an 8th level warrior and the dart is coated with drow sleep poison [see Drow of the Underdark]). Within the cache are:
Six uses of any valuable or rare material components for any of the spells listed in the priestess' spellbooks (see below)
Two large books made of bone plates engraved with images of stalactites dripping ruby drops of blood. Both are spellbooks.
Potion of Clairaudience
Potion of Clairvoyance.
Each of the spellbooks has a Sepia Snake Sigil cast upon it, on the first inside page of the book amidst text in Drow Elvish that explains that these books are the property of Beyathstal, noble priestess of the drow and curses upon any who defile her tomes.
The sigils are cast at 12th level.
The first holds the following spell formulae:
Jellyeyes [as Spidereyes but allows
the caster to sense what the ooze, slime, mold, jelly, or pudding
senses]
Read Magic
Detect Magic
Spidereyes
Charm Person
Protection from Good
Chromatic Orb
Colour Spray
Insatiable Thirst
Ray of Enfeeblement
Invisibility
Wall of Gloom
Vocalize
ESP
Mirror Image
Minor Malison
Spectral Force
Dispel Magic
Sepia Snake Sigil
Fly
Slow
The second holds the following formulae:
Flame Arrow
Confusion
Fumble
Fire Shield
Evard's Black Tentacles
Polymorph Other
Domination
Feeblemind
Mind Fog
Greater Malison
Chaos
Blackmantle
Tentacles
Contingency
P. This room is Can'verith Nill's living room, and it is bathed in a mauve glow that provides the magic-giving radiances common to the drow homeland.
Despite the three priestess' unity of purpose, drow are drow and each priestess has set a personal Glyph of Warding at the point where the passage from area J emerges into this chamber.
Can'verith Nill's glyph causes a swarm of tiny spiders to appear upon at anyone passing the glyph, causing a save versus magic or the spiders will bite, causing 1D4 damage and requires a save versus poison. If the save vs poison is made, the victim takes 2D6 damage after an onset time of D3 rounds. If the save is failed the victim takes 8D6 damage after an onset time of D3 rounds. The glyph will activate upon anyone not being touched by Can'verith Nill.
Within the chamber, several deep purple and black throw rugs bear the insignia of House Quinilver, a black stalactite etched in platinum thread. Atop these are several plush divans, braziers emitting incense, a low table, and a large silver etched mirror that shows the current panorama of the nearest drow city of Yyered Nulthil, that being a massive, mauve-limned cavern with huge columns and stalagmites carved into rounded buildings and fortresses. A close look shows the movement of various flying creatures near the ceiling and the movement of humanoid and other creatures along the ground.
Standing at the entrance to area Q is a flesh golem. This automaton is a gift to the priestess from the House Wizard of Quinilver and although normally distrustful of a creature that might be programmed to obey its creator over the priestess, the creature has served well enough that she has come to trust it. The golem has current orders to attack anyone not expressly allowed by Can'verith Nill to enter her chambers (which means anyone but her or her consort currently). The flesh golem is nude and quite well endowed and it is a matter of speculation if the priestess engages in bizarre acts with the construct.
Flesh Golem (AC 9, MV 8, HD 9, hp 40, THAC0 11, #ATT 2, D 2-16/2-16, SD only hit by magical weapons, fire or cold spells merely slow for 2-12 rounds, electricity restores 1 hit point per die of damage, immune to all other spells, 1% cumulative chance per round to go berserk (master has a 10% per round if within 60' to regain control), AL N, XP 2000, Source: Monstrous Manual)
Q. This chamber, also diffuse with the mauve glow of drow radiation is the bedroom of Can'verith Nill. The floor is adorned with a single large spidersilk carpet of violet with a single black stalactite embroidered thereupon.
Tapestries of spidersilk hang from iron rods mounted high upon the walls, and these show scenes of drow elves raiding the surface world and committing unspeakable atrocities upon surface elves.
A large round bed dominates the centre of the chamber. This is full of plush spidersilk linens of lilac and black and the cover is of dyed rothe hide coloured black and bearing the triangle symbol of Ghaunadaur in orange.
Behind a screen of spidersilk coloured into swirling patterns of lilac and russet is a copper bathtub engraved with tentacles strangling spiders. A shelf nearby holds various soaps, perfumes and unguents as well as a plush towel. Nearby is a privy.
To the side next to the bed is an ornate steel wardrobe containing 3 spare drow cloaks and 2 spare sets of drow boots, as well as other drow clothing accessories, including a cape, a belt made of silver links and studded with amethyst (worth 500gp), and undergarments.
A secret bottom in the wardrobe is protected by a Fire Trap spell (at 13th level). Within the cache are:
Six uses of any valuable or rare material components for any of the spells listed in the priestess' spellbooks (see below)
Three large books made of lizard skin with spidersilk pages. All are spellbooks.
Potion of ESP
A wizard spell scroll containing 3 Ensnarement spells at 13th level.
Gauntlets of Fumbling (leather gauntlets which function as Gauntlets of Dexterity until under a stressful situation)
The first spellbook holds the following spell formulae:
Jellyeyes [as Spidereyes but allows
the caster to sense what the ooze, slime, mold, jelly, or pudding
senses]
Read Magic
Detect Magic
Magic Missile
Change Self
Protection from Good
Alarm
Shield
Hold Portal
Colour Spray
Grease
Vocalize
Summon Swarm
Protection from Paralysis
ESP
Knock
Ray of Enfeeblement
Invisibility
Stinking Cloud
Fly
Haste
Lance of Disruption
Flame Arrow
The second holds the following spell formulae:
Wizard Sight
Bands of Sirellyn
Fireball
Protection from Normal Missiles
Improved Strength
Fumble
Wall of Fire
Phantasmal Killer
Minor Globe of Invulnerability
Improved Blink
Chaos
Cloudkill
Feeblemind
Conjure Elemental
The third tome holds the following spell formulae:
Project Image
Fiery Constrictor
Stone to Flesh
Flesh to Stone
Geas
Death Spell
Contingency
In addition, the third tome bears the true names of at least a dozen alkilith tanar'ri:
Gerzzenbozum
Fernnilumm
Caustricazzum
Jeloozimfalith
Tsuggtomoi
Arbloodardgrim
Zericumtumoi
Astrilithicazzm
Helisfarizzuln
Psudozmoi
Erithmozoli
Casinuzzaricil
Finally, the tome contains a map showing the location of the Ghaunadaur Temple located near the Drow Outpost in the Entrance to the Underdark area (refer to the previous section of this scenario).
R. This room is V'rella Dtalis' living room, and it is bathed in a mauve glow that provides the magic-giving radiances common to the drow homeland.
Despite the three priestess' unity of purpose, drow are drow and each priestess has set a personal Glyph of Warding at the point where the passage from area J emerges into this chamber.
V'rella Dtalis' glyph causes a globe of cold to envelope a 10' radius emanating from the glyph. Those within must save vs spells or suffer 9D4 damage, half if a save is made. The glyph will activate upon anyone not being touched by V'rella Dtalis.
Within the chamber, several deep purple and black throw rugs bear the insignia of House Quinilver, a black stalactite etched in platinum thread. Atop these are several plush divans, braziers emitting incense, a low table, and a superbly carved, life-sized statue of a medusa, nude and engaged in a lewd act with one of its own snake hairs. The snakes are limned in Continual Faerie Fire spells and the flickering mauve flames make the snakes almost seem alive. Two large emeralds of deepest blue and pierced with star markings are set into the statue's eyes (worth 6000 gp each).
S. This chamber, also diffuse with the mauve glow of drow radiation is the bedroom of V'rella Dtalis. The floor is adorned with a single large spidersilk carpet of violet with a single black stalactite embroidered thereupon.
Tapestries of spidersilk hang from iron rods mounted high upon the walls, and these show scenes of drow elves raiding the surface world and committing unspeakable atrocities upon surface elves.
A large round bed dominates the centre of the chamber. This is full of plush spidersilk linens of lilac and black and the cover is of dyed rothe hide coloured black and bearing the triangle symbol of Ghaunadaur in orange.
Behind a screen of spidersilk coloured into swirling patterns of lilac and russet is a copper bathtub engraved with tentacles strangling spiders. A shelf nearby holds various soaps, perfumes and unguents as well as a plush towel. Nearby is a privy.
Within the bath dwells a pet of the priestess, often used for her erotic amusement. It is a water mephit, and it will certainly seek to cause mischief and raise an alarm if it sees intruders, as it is enamoured of its mistress. The little fiend would love to get rid of the priestess' consort, but is far too weak to manage it himself.
Water Mephit (AC 5, MV 12 fl24[B], HD 3, hp 15, THAC0 17, #ATT 2, D 1-3/1-3, SA acid stream (automatically hits 1 target, stream 1.2 rounds, does 2-8 damage for two rounds, half each round if a single save vs breath is made), SD immune to cutting or impaling weapons if non-magical, double damage from cold attacks, immune to fire, drink any liquid without damage, regenerate 1hp per round if spent drinking a liquid, AL NE, XP 420, Source: Planescape Compendium)
To the side next to the bed is an ornate steel wardrobe containing 3 spare drow cloaks and 2 spare sets of drow boots, as well as other drow clothing accessories, including a cape, a rothe fur belt with a Buckle of Weaponry (refer to Encyclopedia Magica V1 pg 231), and undergarments.
At the bottom of the bath is a crystalline block that is actually a veneer of crystal backed by a porous, buoyant material that floats. When the proper part of the bath floor is twisted the piece unlocks from the bath floor and the entire 2' square section floats to the top of the tub. Within is a sealed bladder of some giant beast. Within the bladder is an iron chest which has been Wizard Locked at 9th level.
Within the chest are:
Six uses of any valuable or rare material components for any of the spells listed in the priestess' spellbooks (see below)
Two large books made of iron plates studded with aquamarine with spidersilk pages. Both are spellbooks.
A large green gem of unidentifiable nature which glows with a throbbing jade glow deep within. This gem must be attuned to function. Such attunement takes 1 round of concentration while holding it. Once attuned, the gem may be placed anywhere and, if on the same plane as the person it is attuned to, the person may merely think to the gem and the gem will teleport to a spot 5' away from the attuner. In addition, all objects under 500 pounds and not attached to another item weighing more than 500 pounds, and all living beings within 5' of the gem are also teleported with the gem. The attuner must be able to see the spot of teleportation, which cannot be within any solid or liquid but may be in the air (including over a cliff, pit, or liquid). Should the 5' teleport radius deposit an object or being into a solid space, the object or being will be shunted to the nearest open space with no ill effects. The gem may be used once before becoming inert and valueless.
Each spellbook is clasped and each clasp has an obvious latch and a hidden latch. Opening by way of the obvious latch will subject the victim to a poison needle (save versus poison or die in 1 round).
The first spellbook holds the following spell formulae:
Jellyeyes [as Spidereyes but allows
the caster to sense what the ooze, slime, mold, jelly, or pudding
senses]
Read Magic
Detect Magic
Shield
Protection from Hunger and Thirst
Mending
Protection from Good
Spider Climb
Magic Missile
Invisibility
Wizard Lock
Knock
Mirror Image
Stinking Cloud
Fireball
Wraithform
Invisibility 10' radius
Lightning Bolt
Spectral Force
Contagion
The second spellbook holds the following spell formulae:
Dimension Door
Otiluke's Resilient Sphere
Minor Globe of Invulnerability
Cone of Cold
Shadow Door
Dismissal
Spell Immunity [see description in area K - above]
T. This alcove serves as a vestibule for the chapel beyond. Within are hung three priestly robes, these being of swirls of lilac, mauve, russet, flame-orange, and amber and the hoods being black with silver embroidery along the edge depicting holy runes to Ghaunadaur.
Also here are many blocks of the sickly sweet incense, a barrel full of flaming oil and a dozen vials of same. Also here are 16 glass globes filled with purple mist (these can be smashed or thrown, releasing the mauve mist in a puff. The mist has no ill or beneficial effects and is not enough to even block sight, though it might startle the unwary. They are used as part of ritual services to the Lord of Slimes.
Three large tomes made of crystallized ochre jelly binding spidersilk pages contain hymnals and ritual descriptions of services and prayers pleasing to Ghaunadaur, and these are all written in High Drow Elvish, which is very difficult for Elven speakers to read.
Also here are a dozen silver braziers and a large sack filled with bones of various sorts all carved with runes dedicated to Ghaunadaur.
A iron box holds a dozen unholy symbols to Ghaunadaur, these being a circle of platinum coated with amethyst outlined in an inner ring of violet and an outer ring of obsidian and bearing a single black-rimmed violet on mauve eye in the centre of the circle. Each is worth 2500gp for its gem value alone.
A large bone box holds a dozen fat black candles.
A rack on the wall holds 6 ceremonial wavy daggers of drow metal (enchanted as +2 daggers but not balanced for throwing) each with a large garnet on its pommel (worth 150gp).
U. Note: This chapel is an extremely important and complex part of the complex. As such, DMs should be very familiar with the description of this room prior to running any encounters herein.
This is the innermost sanctum and holy place to Ghaunadaur. It is one of two temples to the god within the Drow Empire and of the two, this temple rules over the other (located near the Drow Outpost in the Entrance to the Underdark section of this scenario).
The chapel is first warded by a horrid manifestation of the power of Ghaunadaur, this being a permanent Wall of Tentacles spell cast by the god itself at 16th level. The outside of the wall faces west, towards the vestibule (area T) and initially appears as rough, purple-brown stone.
Wall of Tentacles (AC -2, MV 0, HD 10, hp 200, THAC0 11, #ATT 22 (4 per target), D 1-20 (x20 tentacles with 16' range), 1-10 (x2 beaks), SA holding (if a tentacle hits the victim must save vs spell or be held with another save allowed each round and only 1 save required no matter how many tentacles have hit each round, held victims are +2 to be hit by other tentacles and are dragged 4' closer to the wall each round, severing a tentacle by doing 12hp in a round vanishes the tentacle and negates its hold effect), poison beaks (save vs poison or be debilitated after an onset time of 2-8 rounds for 3-12 days), SD darkness 15' radius (from its outward side if brought to 99 hp or less or attacked by a spell or spell-like effect), immune to non-magical weapons, immune to all spells except Dispel Magic (strips it of 50hp if it overcomes the caster level), disintegrate (destroys 100hp if a save vs magic is failed), Symbol of Persuasion (allows all beings of the same general ethos or alignment as the caster and anyone they escort while touching to pass through the wall unharmed), AL nil, XP nil (spell effect), Source: Drow of the Underdark)
The chapel proper is a horrid and unsettling affair, as befitting the nature of this evil Maug. The walls of the place emit purple, mauve and lavender rays of light and there are drifting and eddying luminous mists that hover near the floors and ceiling (which is 20' overhead) which reflect these rays creating an unwholesome glow about the entire chamber.
At places on the walls are hung spidersilk tapestries and brocades embroidered with scenes of beings of various races crawling in self-sacrifice to be eaten by vaguely squid-like creatures each with ten hairy tentacles. The devouring creatures are purple, violet, and mottled mauve in hue.
The floor of the place is covered with spidersilk carpets of red and black and orange tentacles writhing on a field of deepest velvety purple.
There are two rows of pillars forming an aisleway to the altar. The pillars are of polished obsidian, malachite, and serpentine and are graven with runes and symbols to Ghaunadaur.
Each pillar radiates a 5' field of unease and insecurity to all beings that do not venerate Ghaunadaur. Creatures with INT of 4 or less automatically retreat and avoid the area.
The two pillars marked orange on the map also radiate a 2' field of Fear (as the spell) and a 10' field of Know Alignment and Detect Lie (the latter of which reveal auras only to priests of Ghaunadaur).
All such effects allow a save vs spell to resist.
The pillar marked in purple has a Teleport rune. If the rune is touched and a command word (the High Drow Elvish word for "small crack") is whispered the person is teleported to a safe chamber in the manor house of House Quinilver in Yyered Nulthil (obviously, this is a safe chamber if one is a priestess of House Quinilver PCs teleported there will find a less than warm welcome. The DM is invited in this case to writeup the house forces and, if the party is captured, to possibly run the CAPTURED! Scenario substituting House Quinilver for House Vrielsevri).
If the teleport pillar is touched WITHOUT whispering the command word, the victim will be teleported to a very dangerous place. See A VERY DANGEROUS PLACE below.
Each pillar also will emit an electrical arc when any being passes between it and another pillar striking for 3D6 damage (no save) unless the being is wearing an unholy symbol to Ghaunadaur.
At the eastern end of the chapel is the altar area. There are three tiers before the altar. The first tier contains drums made of the stretched skins of previous victims and a rack of tubular silver chimes shaped like dangling tentacles.
The second tier contains a huge rectangular block, an altar of dull, porous-looking rusty black stone. This stone is flanked by bronze braziers. Three triple-branched candelabras, arranged in a triangle, stand beside each brazier. Each candelabrum holds three fat black candles. They burn with a flame of leaping lavender, surrounded by a purple glow, but unless removed from the chapel are never consumed in their burning.
The third tier is empty, but at chest height above it hang a blackened adamantium triangle and a cylinder on chains of the same material.
If the altar-block is struck with force or touched by living flesh, its rusty black hue slowly fades, becoming a translucent amethyst in colour in 3 rounds. This block remains rock-hard and a black amorphous centre floats within its depths.
Any creature touching the altar while in its translucent state with bare flesh must save vs breath at -3 or be paralyzed for 5D4 turns. A being touching the altar with a weapon or gloved hand will feel a tingling and must save vs paralysis or be held immobile for 2-5 rounds.
If the drum is beaten, the chimes rung, or the triangle struck while the altar is in the translucent state, the altar will emit a pulse of golden light. If all three noisemakers are struck, a glowing golden eye materializes from the stones roiling dark centre. Roll 1D12 to determine the fate of each creature seeing the eye:
1 = Death (or catatonia if a system shock roll is made, the latter curable by Remove Curse)
2 = Insanity (curable by Remove Curse, manifests as gibbering, drooling, feeblemindedness and periods of incoherent frantic activity)
3 = Rage (curable by Remove Curse, attack companions until disabled or all have fallen, will use physical attacks only)
4 = Fright and weakness (curable by Remove Curse, 50% STR loss and victim will discard excess possessions if more than Lightly Encumbered)
5 = Fall unconscious for 1D4+12 turns and age 2-24 years during this period.
6-12 = No effect (looked away in time)
The worshippers know enough to look away when this happens and so roll on the table with a +11 on the roll.
If the braziers are lit when the eye appears and the highest-ranking priestess of the temple is present (in this case, Can'verith Nill, more occurs. A portion of Ghaunadaur is summoned to the temple, usually to consume a sacrifice.
The altar lightens to a heliotrope hue and begins to glow. The dark mass at its centre grows larger and shows swollen purple veins. The eye becomes a fiery red-orange in colour, staring hungrily and angrily around the chamber.
Anything on the altar as it transforms sinks into the altar to be absorbed forever (including bodies!). The altar stone becomes flesh-like and warm and its outline shifts suddenly as a tentacle erupts from it to grab the nearest living creature! The tentacle is identical to those of Ghaunadaur's avatar (see below). If it manages to draw a being into the stone, that being and its gear are lost forever. This process takes two round after the actual contact and during this time the victim suffers 1-12 corrosive damage per round.
The altar is AC 7 and can be cut and burned readily; dealing it more than 26 hp of damage during a single round will cause it to expel its victim and dealing it 40hp or more in the two rounds will destroy the altar completely.
If any living creature is absorbed by the altar, the stone returns to its inert state. If no living creature is absorbed by the altar, but other sacrifices or offerings are given to it (spices, bones, food, wine, gems, etc.), the altar will return to its stony state.
If a second summoning of Ghaunadaur is attempted in the same day, the same alterations to the altar occur, but the result will be as follows (on a D12):
1 = Tentacles emerge to seize and devour 1-4 creatures
2 = Everyone present is hit with a Cause Blindness spell (as per Ghaunadaur's avatar - see below)
3 = Raise a random ability score of each being present by 1.
4-12 = Eye looks out of the altar, use the first table for effects.
Ghaunadaur's Manifestations:
The god, being very interested in developing its power base in the Drow Empire, will pay special attention to the calls of its limited drow priesthood.
1-3 rounds after a priestess prays for supplication at the altar (1-2 rounds if the worshipper has just drawn blood from another creature), a roiling purple mist appears which grows in size to a cloud 4' to 6' across. From the centre of this cloud comes a 12-inch diameter golden eye, which opens its lids to bathe the favoured creature(s) in a fiery orange light. It gradually fades to a deep red, then a dark purple. The entire cloud darkens to black and then shrinks away into nothingness. This typically takes 8 rounds.
Favoured beings gain the following:
· +6 to STR for 1-10 rounds
· double damage with every strike for 1-8 rounds
· one-time healing (in the first round of its gaze) restoring
3-12 hp and regenerating lost limbs, lost faculties, and negating
any diseases or poisons
In addition, Ghaunadaur can manifest its eye within the altar and create up to 3 tentacles from the altar. They have all the powers of Ghaunadaur's avatar's tentacles and the eye has all manifestation abilities plus the powers already described with the altar.
Ghaunadaur's Avatar:
Note: The avatar is VERY powerful and the DM should only have it appear if the party has basically walked-through the entire temple encounter and really needs a challenge. In most cases, this won't be the case and so the avatar is presented merely because some of the previous powers mirror the avatar's.
On rare occasions, the avatar of Ghaunadaur itself may appear. This usually will require the self-sacrifice of one of the priestesses on the altar or some other extra-ordinary display of desperation.
Refer to Drow of the Underdark for the full description of the avatar. Keep in mind that the avatar has the spells of an 18th level priest and a 16th level wizard and all elemental magic wielded by it has maximum possible effect. This means delayed blast fireballs are going to be doing 105 points of damage (53 if a save is made!).
The two avatar abilities relevant to the altar effects are:
· Tentacles - These can extend 30' and are studded with barbed hollow teeth. When a tentacle hits a target it grips with Ghaunadaur's full strength (24 STR). The target suffers 2-12 damage as corrosive fluids well out from the teeth and its movement is halted. Victims are dragged 6' closer to the avatar (or altar) each round but take no further damage until they reach the avatar's mouth (or the altar). Ghaunadaur never employs two tentacles against the same creature and reserves its other tentacles for other foes. The tentacles are AC 6 and have 14hp each.
Victims (and those aiding them) must make a STR check to avoid being dragged. On any round in which the target STR total equals or exceeds the avatar's, the target can try to tear free by making a DEX check. Tearing free does 2-5 damage. Lost tentacles are reabsorbed by the avatar.
· Once per day Ghaunadaur can Cause Blindness in creatures that it desires to affect in a 20' radius. Targets must save vs spell at -3 or be affected, their condition lasting until a Dispel Magic or Remove Curse is applied. Blinded creatures attack at -4 and opponents are +4 to hit them.
V. This chamber is warded by another Tentacle Wall, this one facing inward towards area V. While this means the party can enter area V without any trouble from the wall, returning out of the area means dealing with the wall. Use the statistics given in area U for the wall.
Within the chamber, which glows a sickly and wan russet and green are the prisoners of the temple. These include:
The deep gnome high priest
A score of deep gnomes (adults and children)
3 bedraggled duergar soldiers
A drow elf male
The latter four are shackled to the walls by iron chains which are welded shut.
The prisoners are, for the most part, bedraggled and imbued with an aura of fear. They are clothed in rags and dirty remnants of their own garb. Empty bowls of food and buckets full of waste litter the chamber.
The duergar will bargain for their freedom and will swear whatever they need to escape from the drow with the exception of betraying their own people. Once the duergar give their words they will keep them, though always to the letter rather than the spirit of any bargain.
The male drow is a spy from House Vrielsevri. He was caught by the priestesses and is now being held in lieu of being slain so that his masters will not be able to divine that he has died or to speak with his dead spirit. Nonetheless, a gruesome end awaits the drow at the hands of the Ghaunadaur priesthood, which takes spying none-too-lightly.
Of course, the male drow, not even of noble blood, is just as doomed should he return to this own house, for a failed spy, and a non-noble male at that, is doomed to hideous torture from his own mistresses. This makes the drow a willing companion of the party should they accept him. Desperate to avoid his twin fates, the drow will sincerely wish to accompany the party and aid them in their endeavours if it means he might escape the clutches of either of the merchant houses.
To this end, the drow will offer to guide the party anywhere in the Drow Empire they wish to go. He is very knowledgeable of the routes, having served as a merchant caravan guard on many trips to the other drow cities and to trade outposts of the Duergar Empire.
Should the party balk at taking the drow, the DM could remind them that the deep gnomes know little of the ways beyond the first city and the party is apt to need some expert guidance when heading beyond the first city of the drow.
The drow can be used as the focal point of the CAPTURED! Scenario outlined below.
For the statistics of the deep gnomes, the duergar, or the drow use standard stats from the Monstrous Manual. The svirfneblin high priest is level 9 and worships Jeztarth, but he has no spells memorized and cannot regain spells within the confines of the temple grounds.
DEFENDING THE TEMPLE:
The drow priestess are extraordinarily capable entities and have a great many tools at their disposal, including calling upon allies such as the flesh golem and alkaliths lairing nearby. Certainly, in extremis the high priestess will use the Teleport pillar to escape to Yyered Nulthil.
In general, the drow will be aware of the party's approach and will have some amount of time while the party fights its way through Room 23 and tries to discover the secret door there. During this time, the drow will take the following actions:
Round of the Magic Mouth - drow priestesses will head, with consorts, to the chapel. Can'verith will grab a sacrificial dagger from area T.
Round 2 - drow will arrive in the chapel and cast Clairvoyance into Room 23.
Round 3 - Can'verith Nill casts Project Image and Beyathstal casts Spectral Force. V'rella Dtalis heads to area V.
Round 4 - V'rella grabs a svirfneblin female and child and drags them back to the chapel. Can'verith casts Protection from Good 10' radius on herself. Beyathstal casts Protection from Fire on herself.
Round 5 - Can'verith casts Fly on herself. V'rella returns with the deep gnome. Beyathstal casts Mind Fog in a 20' cube just east of the Wall of Tentacles leading into the chapel.
Round 6 - Beyathstal casts Impregnable Mind on herself. Can'verith takes the deep gnome to the altar. V'rella casts protection from fire on herself.
Round 7 - Can'verith utters prayers and sacrifices the deep gnome female on the altar (this ensures that if the manifestation is called it will come in 1-2 rounds). Beyathstal casts Tentacles on herself. V'rella uses her house insignia to cast protection from Normal Missiles on herself.
Round 8 - Can'verith uses her house insignia to cast protection from Normal Missiles on herself. Beyathstal does likewise. V'rella sacrifices the deep gnome child to her ring, summoning a spectre.
Round that the party finds the secret door (or round 9, whichever is later) - Can'verith casts Shield on herself, Beyathstal casts Mirror Image on herself, V'rella casts Shield on herself.
Next Round - V'rella casts Mirror Image on herself.
After this, the drow will wait, not wanting their spells to run out. They will wait for the party to enter through the tentacle Wall, and then will cast as follows:
Round 1 - Beyathstal will cast Prayer while the other two cast Minor Globes of Invulnerability. All three priestesses will be around the altar each next to one of the noisemakers (Can'verith at the top tier and the other two at the lower tier)
Round 2 - Can'verith casts Haste, Beyathstal casts Fire Shield (chill shield), V'rella casts Spell Immunity (likely against Evocation spells).
Round 3 - Can'verith casts Improved Strength on her consort, the other priestesses react accordingly, possibly summoning monsters with their insignia.
Round 4+ - as the situation allows.
Of course, the priestesses are not locked into the above schedule. But it provides the DM with a good framework. Do not forget the priestesses can sound their noisemakers, summoning the eye of Ghaunadaur and will do so at the first opportunity.
Also, the drow consorts will use the advantages that the pillars provide to them since they are wearing unholy symbols and are therefore immune to the electrical arcs generated by the pillars. For example, they can retreat back through multiple rows of pillars with the knowledge that anyone following them will take damage.
And they will summon the manifestation of Ghaunadaur if the battle starts to turn against them.
LONG TERM STRATEGIES:
The nature of Ghaunadaur is, like his creatures, the oozes and slims, random and unorganized. Because of this, the complex will not mount an organized resistance at first. The drow priestesses are confident that most intruders will not survive even the random encounters needed to get to their sanctum, and those who do will surely die by their hands.
However, they are not stupid either and will not allow a party to raid their lair and retreat unmolested to raid again.
Should the party raid the complex and retreat to memorize spells and rest, the drow will send a raiding party after them to harass them and to find out where they are resting. This will likely consist of, at first, a troop of mold men with thornies. These will attack the party, with some reporting back to their masters and, ultimately, the drow.
Should the party continue to raid, the complex will become more and more organized, with the drow rousing the gehreleths and yugoloths and even possibly using some of the jarred gehreleths from their erstwhile army. Even the hamatula might be freed on the condition that they first attack the party.
Eventually, ambushes will be set up and active patrols made throughout the complex using the mold men for the most part. Eventually, the whole will work at a coordinated defense led by the intelligent and capable drow priesthood. As such, it is important for the DM to make it clear to the party that there is a price to be paid for retreating and rememorizing spells and the party must way those costs against the benefits therefrom.
A VERY DANGEROUS PLACE:
The Teleport pillar in area U of Room 24 will teleport those touching it and not whispering the proper command word to this location. It is a large cave some 10 miles to the northeast of the complex and is accessible to the maze of small passages that make up the off-road areas.
Within this large cavern dwells a large purple worm. The worm is quite large (8' diameter and 140' long) and quite old and is induced to remain in its lair by regular teleportations from the Ghaunadaur temple. It will immediately attack anyone teleporting into the cavern, and has learned where the teleportees arrive and has coiled around the place, such that those arriving will find themselves enclosed by a wall of purple.
Purple Worm (AC 6, MV 9 br9, HD 15, hp 120, THAC0 5, #ATT 2, D 2-24/2-20, SA swallow (a hit that hits by 4 or more means the victim is swallowed whole [can devour creatures up to 8' tall and 6' wide], swallowed victims die in 6 rounds and are digested in 2 hours, victim may cut his way out against AC 9 but juices weaken the victim for -1 damage cumulative per round), sting (tail requires a save vs poison or be slain instantly), AL N, XP 13000 ea, Source: Monstrous Manual)
AFTERMATH:
Assuming the gnomes are rescued, the leader (Brocco or Durro) will lead them and the party to a "safe cave" that they have prepared as an emergency refuge, some day's march from the Ghaunadaur Temple. Here, in this well hidden but smallish cavern with a small stream running through it and a fungus garden the party can rest and receive what thanks the gnomes can give to them. When the party is ready, the gnomes will agree to escort them to the drow road, and at least 2-3 gnomes will do so while the remainder recuperate in the safe cave before planning where to make their new home and rebuild their lives.
The party can take this opportunity
to question the gnomes about the drow, their tactics, favoured
spells, magic items, etc. The deep gnomes know much about their
enemies, including even such things like the insignia of the houses,
the political situation in the nearest city, etc.
Return
to the Contents Page
Proceed
to the next page
Return to the previous
page