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

 

The High Temple:

The High Temple to Lolth is the most unholy place of the worship of the Spider Queen. It is the locus of power for the drow priesthood and, therefore, for the Drow Empire. Only mid to high level drow priestesses or drow nobles or specially sanctified and initiated drow warriors are allowed into the High Temple, and even drow nobles may only enter certain areas with the express permission of the priesthood.

While many of the drow temple soldiery and priesthood traveled with Lolth to the surface to battle, the High Temple was entirely restocked with a full complement of guards and priestesses (the current high priestess was second in command, but has been temporarily elevated). It was important in terms of drow politics that the High Temple be fully staffed so that the proper rituals and obeisance to Lolth would be maintained.

The temple was built on the site of the first drow entry into the underworld, and, in fact, the very top of the High Temple leads to a sacred chamber where the avatar of Lolth herself guards access to the long tunnel that eventually leads to the surface amidst the Blanthil forest.

Not a lot of public worshipping occurs here. That is reserved for the Low Temple and Lolth's Amphitheatre on the Low Temple hollow. Services here are the province of priestly obeisance and special supplications from the noble caste.

In addition to the locus of worship, the High Temple is said to be Lolth's home, and this is not far from the truth. Lolth's home is actually a demi-plane created of her own will. The access point to this demi-plane is located within the High Temple, and therefore, technically, the PCs could gain access to her home plane and adventure therein. However, since that is not the purpose of the PC's mission it is deemed outside the scope of this adventure. However, refer to the Lolth's Home Plane section for some details.

The High Temple is an imposing structure, some 160' tall and formed into a rough pagoda shape. Each level has a roof of pure amethyst worked into spider web shapes.

The top of the temple, some 160' above the floor of the hollow, is connected to a great stalactite that bends down from the ceiling of the hollow some 40' and joins with the top level of the pagoda.

The temple is constructed of worked stone, and every square inch of it is carved with bas-reliefs of spiders, spider webs, winged demons, yochlol and drow elves. These figures are, in various places, consuming enemies, mating or engaging in other lewd and perverse acts, or giving worship to dominating forms of Lolth, both in bloated spider form, as a beautiful female drow, and in her hybrid form of a spider body with an elf head. The carvings are studded with literally thousands of gemstones and glow with a multitude of Continual Faerie Fire spells that flicker strangely and lend the whole an eerie wavering visage, as if the stone walls of the temple are alive and wriggling.

A close examination of the temple exterior might (5%) reveal that the flickering of the faerie fires is caused by the many shadows that roam the walls (see Temple Guardians below).

Within, unless stated otherwise, all ceilings are 30' high. Areas are lighted by a strange mauve glow that emanates from fungus and lichen formed into spider web patterns.

All doors are of drow metal.

Refer to the High Temple map for details.

DMs are advised that the layout of this temple was lifted almost directly from the official AD&D module The Vault of the Drow, though the room descriptions have been changed enough to make anyone familiar with that module capable of running through this portion of the adventure. The author of this adventure acknowledges lifting certain items whole cloth from the Great Fane of Lolth section of that module.

Common Drow Traits:

Unless stated otherwise, all drow encountered in the temple wear a special platinum and obsidian unholy symbol in the shape of a drow-headed spider eating its way through a web. This is the special token that, when worn or held, allows passage through the Forbiddance. The token is worth 500gp for its gem value alone.

Unless stated otherwise, all drow have non-weapon proficiencies in Blind Fighting, Ambidexterity, Religion (Lolth), and Spellcraft. All drow above 6th level have the ability to use two innate powers in a single round or to cast a spell and use an innate power simultaneously.

Unless otherwise stated, all drow encountered within the temple are female.

Temple Wards:

List most holy places, this temple has various wards and powers centred upon its altar. Worship by the drow and sacrifices of victims feeds the altar and powers the defenses.

1. Site Focus - a Focus spell has been cast on the entire temple as a site focus. The spell powered by the focus is True Seeing. This means that the True seeing spell is operable for every person within the confines of the temple.

2. Item Focus - a Focus spell has been cast on the altar in Room 13. The spell powered by this focus is Protection from Good. This barrier affects the entire temple, including the Dungeon level. This means that summoned creatures cannot enter the temple complex, but they may be so created and exist inside.

3. Forbiddance - a Forbiddance spell has been set upon the entire temple including the Dungeon level and the 40' of stalactite that rises above the pagoda and into the ceiling of the hollow. The spell wards entry from without the complex to within, but does not bar passage within the temple complex, including passage between levels. The Forbiddance is cast by Lolth herself at 16th level.

4. Temple Power - By the will of Lolth herself and the unholy consecration of her temple, all undead within, including the shadows bound to the exterior of the temple, are immune to turning attempts or commanding attempts by any except Lolth priestesses. They may still be charmed or controlled by spells or potions affecting undead.

The Forbiddance is password set, but instead of an actual password entry requires possession of a special unholy symbol of Lolth. These are unique symbols fashioned by the upper priesthood just for such purposes, and nobles wishing to enter the High Temple are given a set to borrow during their time within the temple.

Even should a person contact the Forbiddance and fail his save, if he later possesses a proper unholy symbol he may pass through the warding.

Remember that the Forbiddance stops teleportation, etherealness, and plane shifting. A Passwall spell will, however, still function.

Outside Guardians:

The outside of the temple itself is well guarded. These guardians will activate if anyone tries to climb or fly near the outside of the temple. They are ostensibly there to protect against anyone levitating or flying up the temple and then using a Passwall or other spell to invade the temple precincts from above. Remember, however, that the Forbiddance spell wards the entire temple, so someone attempting to invade from above would still have to bypass the Forbiddance.

These guardians will also attack anyone flying near the stalactite that dips down to the top level of the pagoda or anyone hovering near the hollow ceiling near the pagoda.

Finally, these guardians will obey any priestess who displays one of the special unholy symbols to Lolth that can pass through the Forbiddance. This means they only obey a female drow displaying such.

First, 16 huge gargoyles and 4 huge margoyles dwell perched at various points of the temple exterior motionless, appearing as some of the many carvings of winged demons that cover the exterior walls.

Gargoyles (16) (AC 5, MV 9 fl15[C], HD 4+4, hp 30 ea, THAC0 15, #ATT 4, D 1-3/1-3/1-6/1-4, SD +1 or better weapon to hit, AL CE, XP 420 ea, Source: Monstrous Manual)

Margoyles (4) (AC 2, MV 6 fl12[C]. HD 6, hp 48 ea, THAC0 15, #ATT 4, D 1-6/1-6/2-8/2-8, SA blend into stone (80%), SD +1 or better weapon to hit, AL CE, XP 975 ea, Source: Monstrous Manual)

Second, 60 shadows swarm about the outside walls, flitting here and there. These are special shadows that are shaped like gargoyles and have wings and are able to fly.

Flying Shadows (AC 7, MV 12 fl18[B], HD 3+3, hp 27 ea, THAC0 17, #ATT 1, D 2-5, SA strength drain (each hit drains 1 STR point for 2-8 turns, humans or humanoids brought to 0 hp or 0 STR become shadows, non-humans simply collapse), SD +1 weapons to hit, undead immunities, AL CE, XP 420 ea, Source: Monstrous Manual)

Level One:

1. Portico

These steps are fashioned to resemble spider webs and lead up 10' to the main entrance to the High Temple. The steps are of stone but threads of platinum have been hammered into the lines of the stonework, giving the whole a shimmering and glistening appearance.

At the top of the steps, at each flank of the entryway into the temple proper, is a jade spider. These are guardians who will attack anyone not displaying the special Forbiddance-passing unholy symbols to Lolth who approaches the entryway. They appear as large stone spiders whose mandibles and saw-edged legs are studded with magically treated jade. They are described as magic items in Drow of the Underdark.

Jade Spiders (2) (AC 5, MV 10, HD 6+6, hp 54 ea, THAC0 15, #ATT 3, D 3-12/3-12/2-8)

The entryway into Room 2 is warded by a Forbiddance spell. Refer to the Temple Wards section above for more details.

2. Foyer

The black stone floor of this area is shot with web-like traceries of white, and the marble pillars are veined with black webbing. Censers hanging from silver chains at various points around the foyer emit a sickly sweet odor, vaguely reminiscent of honey mixed with blood and sweat.

The walls of this place are hung with gauzy material, and the overall effect of this and the traceries is of standing amidst endless webs.

Here and there various normal sized arachnids can be seen scuttling in the shadows and over the pillars and draperies and across the floor.

Normally, nobles never pass this point within the temple, as they make their obeisance in the altars set to either side of this area.

3. Minor Altars

At these locations are set two altars. The two altars are nearly identical. Each is carved with many spider shapes, and two black candles burn on each end, throwing a wan light and strange shadows amidst the pillars.

Each altar bears an octagonal offerings device made of beaten gold (each worth 3000gp) and the candle holders are of onyx inlaid with gold (worth 600gp each).

The offering device at 3a is a platter, and upon it are various jewels and gems and even coinage of drow design and minting, for this is where offerings of money and tithes are made.

The offering device at 3b is a bowl, and there is a ceremonial knife of drow metal inlaid with rubies (worth 1500gp) set within. The knife is shaped like a spider whose eight descending legs are blades (Av 2D6/2D6, never proficient). The interior of the bowl is stained red, for this is where offerings of blood are made. These can include body parts of male children, or even the fingers or body parts of the offering noble should he or she need severe atonement.

Bound into each altar is a spectre, the tortured souls of some ancient enemies of Lolth. The spectres will only emerge and attack if either altar is profaned in any fashion or if offerings are taken by those not of the drow priesthood. In addition, in a fight, any priestess from this temple may summon forth the spectres in 1 round. They appear as ancient elven heroes in shining armour and wielding fiery longswords.

Spectres (2) (AC 2, MV 15 fl30[b], HD 7+3, hp 59 ea, THAC0 13, #Att 1, D 1-8, SA energy drain (lose 2 points from each characteristic), SD +1 weapons to hit, undead immunities, AL LE, XP 3000 ea, Source: Monstrous Manual)

4. Meditation Areas

Runes inlaid into the floor of each of these areas states, in Drow Elvish:

Think upon the glory of almighty Lolth, for She will aid those faithful to her!

The inlaid runes at area 4a are made of silver. Those who meditate here can contact Lolth quickly and directly, for she will telepathically link her mind to that of her worshipper. Allow any PCs meditating here to suddenly feel a malign presence as a shadow falls over the area. If they do not leave the area immediately, Lolth will make contact. When she links to the person, she will instantly see that the person does not belong in her temple. She will then attempt a Domination spell against the intruder every round until the victim is affected. She will then begin to question the intruder, casting ESP through the link and attempting to learn all about the intruder.

Should Lolth find out about the Gem of Power, it is up to the DM as to what should happen. Technically, the quest might be over, as the Deceiver would be alerted, rise up, and destroy the party and take the Gem of Power. DMs not wishing to so heavily penalize the party for being this foolish could rule that Lolth, not wishing to reveal this very interesting tidbit to her master, may simply alert her high priestess and order the Gem captured (the party may be taken alive or slain). Lolth herself would love to return to her temple of see to the job personally, but she would be worried that her abrupt departure would alert the other Maug and the Deceiver to what is happening.

In this case, the entire temple will begin to descend on the party. Lolth will also send minions to rouse the rest of the vault, and the party had better quickly complete this portion of the quest or perish.

Should Lolth make contact and determine that there is an intruder but not have enough time to find out about the Gem of Power, then it is likely that she will send 2 yochlol and 4 myrlochars to deal with the intruders (these will appear through a gate into the temple from her demi-plane in a round. Meanwhile, Lolth will alert the high priestess of the temple that intruders are present.

Yochlol (2) (AC 10 (4 as spider), MV 12 (wb6 as spider), HD 6+6, hp 47, THAC0 15, #ATT 8 or 3/2 or 1, D nil or 5-8 (x8) or by weapon (+4 due to STR) or 1-8, Weapons nil, SA psionics, stinking cloud (when gaseous, its touch operates like a Stinking Cloud spell and it may extend up to 8 pseudopods to touch victims), specialized in shortsword (+1 to hit and +2 damage), poison bite (in spider form, save vs poison or die at the end of the round), +2 to hit when in humanoid form due to STR, yochlol powers (see below), SD psionics, +2 or better weapon to hit, healed 3-12 hp by Stinking Cloud spell when gaseous, Gust of Wind causes 6-36 damage by touch in gaseous form, destroyed by a Wind Walk by touch while in gaseous form (no magic resistance or save allowed), half damage from cold, magic fire, immune to nonmagical fire, electricity, corrosive or poisonous gas effects, and poisons, in gaseous form takes no damage from physical attacks and can only be injured by magical cold, magical fire, or magic missile, MR 50%, AL CE, XP 6000, Source: Planescape Compendium 2)

Yochlol Powers (1/round unless specified, as 6th level caster):

Darkness 15' radius
Infravision
Teleport Without Error (5/week)
Charm Person
Spider Climb
Stone Shape
Web
May change its form 1/round in addition to performing other actions

Psionics:

Level: 6
Dis/Sci/Dev: 1/4/13
Attack/Defense: MT, II, EW / All
Score: 14
PSP: 90

Telepathy - Sciences: domination, mindlink, probe, tower of iron will, Devotions: attraction, contact, ego whip, ESP, id insinuation, intellect fortress, invisibility, mental barrier, mind blank, mind thrust, phobia amplification, psychic impersonation, thought shield

Myrlochar (4) (AC 4, MV 8 wb16, HD 6+6, hp 43 ea, THAC0 15, #ATT 3, D 2-5/2-5/2-12, SA soul drain (a bite has a 1 in 6 chance of doing 1 point of damage permanently and adding this to the myrlochar's hit points), bite also does one of the following: hold person (lasts 4 rounds, transmitted from a bite, save vs spell at -3), reverse gravity (from bite, save vs spell at -3 or suffer as per spell), SD immune to darkness and blinding, silent movement, immune to webs, adhere to walls, ceilings, webs, levitate at MV 6 (include feather fall), immune to poison, immune to sleep, charm, and hold, MR 30%, AL CE, XP 4000 ea, Source: Drow of the Underdark)

At area 4b, the runes are of polished bone. No mental contact occurs from here unless a special sacrifice is made by the priestesses of the temple while the supplicant is meditating. In that case, Lolth will be most likely to aid the supplicant by advice and the clerics will also be of assistance.

5. Council Chamber

a long table of metal fills the centre of this room, with several chairs around it and several comfortable couches along the walls. The floor is covered with soft carpeting, and the walls are hung with gossamer veils.

A large cabinet of metal, richly decorated with engravings of spiders, holds platinum services and goblets, along with bottles and flasks of mushroom wine and other underdark spirits. A small hidden compartment near the drinks holds 4 vials of Type J ingestive poison and a small delicate liquid dropper.

The secret door to this chamber bears several minute spyholes, through which those in this chamber may be watched and heard by observers in Room 7.

Those drow nobles who have sacrificed richly to Lolth are brought here for rest, refreshment, and clerical advice. In addition, alliances and negotiations with noble houses are held here.

6. Guest Chamber

This chamber holds quarters for emissaries and guests of the temple that do not wish to reside elsewhere in the city. The room has a door that may be barred from the inside, but there is a secret key lock on the outside which can be used to raise a hidden set of brackets on the inside of the door which will lift up the bar and open the door silently. The high priestess has a key to the door amongst her personal possessions.

Within is a comfortable bed decorated with spiders entwined sexually with drow females, a wardrobe similarly decorated, a table and washbasin, an ornate silver mirror, and, past a curtain that separates the bedroom area from the living area, a small table and chairs and some divans. Several braziers line the walls.

The secret door from Room 8 has spyholes in it which allow the occupants to be seen and heard.

The room is currently empty.

7. Outer Guard Post:

This chamber houses half of the lower level guard of the temple. These are female warriors who are offspring of the priesthood and who are inculcated into the fanatic worship of Lolth by the latter. They are brutal, intensely loyal to Lolth and the priesthood (though not necessarily to any specific priestess), and constantly seek to prove their prowess in battle so as to rise in the ranks of the priesthood's soldiery.

The room contains spartan bunk beds for a dozen guards, along with a footlocker for each (locked, keys on each guard, filled with personal effects). Several tables and chairs are here, as well as chamber pots and several weapon racks.

The secret door to Room 5 has spyholes in it.

Drow Warriors (12) (AC -1 (16 DEX), MV 13, CL Wa, LV 3, hp 27 ea, THAC0 18, #ATT 3/2+1, D by weapon, Weapons shortsword (Fa 1D6/1D8 kdD6), dagger (Fa 2/r 2/4/6 1D4/1D3 kdD6), hand crossbow (Av 1/r 4/8/12 1D3/1D2 kdD4), Armour chainmail +1, buckler +1, 16 DEX, proficient in buckler, SA specialized in short sword (+1 to hit, +2 damage 3/2 attacks per round), ambidextrous, drow powers, +1 to hit with missiles (due to DEX), SD surprised on a 1 in 10, vulnerable to bright lights (90% likely to be seen, -2 DEX and -2 to hit, +2 to opponent saves if drow in the light, half that if opponent in the light, cumulative if both in the light), save vs. magic at +2, sense underground phenomenon as dwarves, sense secret doors as elves, MR 58%, AL CE, XP 975 ea, Source: Drow of the Underdark)

Drow Powers (1/day at 4th level):

Dancing Lights
Faerie Fire
Darkness

Magic Items:

Drow Cloak (75% undetected in shadows) [+6 save vs. fire for cloak only]

Drow Boots (as boots of elvenkind)

Drow Metal Chainmail +1

Drow Metal Buckler +1

Drow Metal Dagger +1

Drow Metal Shortsword +1

20 doses of sleep poison for hand crossbow (save at -4 vs. poison or fall asleep for 2D4 hours, -4 to hit, move at half speed, and +4 to AC during the round hit, sleep occurs at the start of the next round, 1 extra phase to coat a bolt for the practiced and nimble drow [1 round for others])

Treasure:

3D20pp, unholy token (500gp)

8. Outer Guard Post

This chamber houses half of the lower level guard of the temple. These are female warriors who are offspring of the priesthood and who are inculcated into the fanatic worship of Lolth by the latter. They are brutal, intensely loyal to Lolth and the priesthood (though not necessarily to any specific priestess), and constantly seek to prove their prowess in battle so as to rise in the ranks of the priesthood's soldiery.

The room contains spartan bunk beds for a dozen guards, along with a footlocker for each (locked, keys on each guard, filled with personal effects). Several tables and chairs are here, as well as chamber pots and several weapon racks.

The secret door to Room 6 has spyholes in it.

Drow Warriors (12) (AC -1 (16 DEX), MV 13, CL Wa, LV 3, hp 27 ea, THAC0 18, #ATT 3/2+1, D by weapon, Weapons shortsword (Fa 1D6/1D8 kdD6), dagger (Fa 2/r 2/4/6 1D4/1D3 kdD6), hand crossbow (Av 1/r 4/8/12 1D3/1D2 kdD4), Armour chainmail +1, buckler +1, 16 DEX, proficient in buckler, SA specialized in short sword (+1 to hit, +2 damage 3/2 attacks per round), ambidextrous, drow powers, +1 to hit with missiles (due to DEX), SD surprised on a 1 in 10, vulnerable to bright lights (90% likely to be seen, -2 DEX and -2 to hit, +2 to opponent saves if drow in the light, half that if opponent in the light, cumulative if both in the light), save vs. magic at +2, sense underground phenomenon as dwarves, sense secret doors as elves, MR 56%, AL CE, XP 975 ea, Source: Drow of the Underdark)

Drow Powers (1/day at 4th level):

Dancing Lights
Faerie Fire
Darkness

Magic Items:

Drow Cloak (75% undetected in shadows) [+6 save vs. fire for cloak only]

Drow Boots (as boots of elvenkind)

Drow Metal Chainmail +1

Drow Metal Buckler +1

Drow Metal Dagger +1

Drow Metal Shortsword +1

20 doses of sleep poison for hand crossbow (save at -4 vs. poison or fall asleep for 2D4 hours, -4 to hit, move at half speed, and +4 to AC during the round hit, sleep occurs at the start of the next round, 1 extra phase to coat a bolt for the practiced and nimble drow [1 round for others])

Treasure:

3D20pp, unholy token (500gp)

9. Inner Guard Post

This chamber houses the commanders of the force in Room 5. They are exceptional warriors who have proven themselves in both loyalty and capability and who have, so far, been able to thwart assassination attempts by their underlings.

The room is furnished spartanly, with 5 beds, 5 wardrobes containing clothing, some washbasins, several chamber pots, a mirror, several tables and chairs, and a few braziers for warmth. Under each bed is a locked footlocker (key on each warrior) containing personal effects.

Drow Elite Warriors (4) (AC -1 (16 DEX), MV 13, CL Wa, LV 4, hp 35 ea, THAC0 17, #ATT 3/2+1, D by weapon, Weapons shortsword (Fa 1D6/1D8 kdD6), dagger (Fa 2/r 2/4/6 1D4/1D3 kdD6), hand crossbow (Av 1/r 4/8/12 1D3/1D2 kdD4), Armour chainmail +1, buckler +1, 16 DEX, proficient in buckler, SA specialized in short sword (+1 to hit, +2 damage 3/2 attacks per round), ambidextrous, drow powers, +1 to hit with missiles (due to DEX), SD surprised on a 1 in 10, vulnerable to bright lights (90% likely to be seen, -2 DEX and -2 to hit, +2 to opponent saves if drow in the light, half that if opponent in the light, cumulative if both in the light), save vs. magic at +2, sense underground phenomenon as dwarves, sense secret doors as elves, MR 56%, AL CE, XP 1400 ea, Source: Drow of the Underdark)

Drow Powers (1/day at 4th level):

Dancing Lights
Faerie Fire
Darkness

Magic Items:

Drow Cloak (75% undetected in shadows) [+6 save vs. fire for cloak only]

Drow Boots (as boots of elvenkind)

Drow Metal Chainmail +1

Drow Metal Buckler +1

Drow Metal Dagger +1

Drow Metal Shortsword +1

20 doses of sleep poison for hand crossbow (save at -4 vs. poison or fall asleep for 2D4 hours, -4 to hit, move at half speed, and +4 to AC during the round hit, sleep occurs at the start of the next round, 1 extra phase to coat a bolt for the practiced and nimble drow [1 round for others])

Treasure:

4D20pp, unholy token (500gp)

Drow Leader (AC -3 (16 DEX), MV 13, CL Wa, LV 5, hp 40, THAC0 16, #ATT 3/2+1, D by weapon, Weapons shortsword (Fa 1D6/1D8 kdD6), dagger (Fa 2/r 2/4/6 1D4/1D3 kdD6), hand crossbow (Av 1/r 4/8/12 1D3/1D2 kdD4), Armour chainmail +2, buckler +2, 16 DEX, proficient in buckler, SA specialized in short sword (+1 to hit, +2 damage 3/2 attacks per round), ambidextrous, drow powers, +1 to hit with missiles (due to DEX), SD surprised on a 1 in 10, vulnerable to bright lights (90% likely to be seen, -2 DEX and -2 to hit, +2 to opponent saves if drow in the light, half that if opponent in the light, cumulative if both in the light), save vs. magic at +2, sense underground phenomenon as dwarves, sense secret doors as elves, MR 60%, AL CE, XP 3000, Source: Drow of the Underdark)

Drow Powers (1/day at 5th level):

Dancing Lights
Faerie Fire
Darkness
Levitate
Know Alignment
Detect Magic

Magic Items:

Drow Cloak (75% undetected in shadows) [+6 save vs. fire for cloak only]

Drow Boots (as boots of elvenkind)

Drow Metal Chainmail +2

Drow Metal Buckler +2

Drow Metal Dagger +2

Drow Metal Shortsword +2

Potion of Healing

20 doses of sleep poison for hand crossbow (save at -4 vs. poison or fall asleep for 2D4 hours, -4 to hit, move at half speed, and +4 to AC during the round hit, sleep occurs at the start of the next round, 1 extra phase to coat a bolt for the practiced and nimble drow [1 round for others])

Treasure:

5D20pp, unholy token (500gp)

10. Inner Guard Post

This chamber houses the commanders of the force in Room 6. They are exceptional warriors who have proven themselves in both loyalty and capability and who have, so far, been able to thwart assassination attempts by their underlings.

The room is furnished spartanly, with 5 beds, 5 wardrobes containing clothing, some washbasins, several chamber pots, a mirror, several tables and chairs, and a few braziers for warmth. Under each bed is a locked footlocker (key on each warrior) containing personal effects.

Drow Elite Warriors (4) (AC -1 (16 DEX), MV 13, CL Wa, LV 4, hp 35 ea, THAC0 17, #ATT 3/2+1, D by weapon, Weapons shortsword (Fa 1D6/1D8 kdD6), dagger (Fa 2/r 2/4/6 1D4/1D3 kdD6), hand crossbow (Av 1/r 4/8/12 1D3/1D2 kdD4), Armour chainmail +1, buckler +1, 16 DEX, proficient in buckler, SA specialized in short sword (+1 to hit, +2 damage 3/2 attacks per round), ambidextrous, drow powers, +1 to hit with missiles (due to DEX), SD surprised on a 1 in 10, vulnerable to bright lights (90% likely to be seen, -2 DEX and -2 to hit, +2 to opponent saves if drow in the light, half that if opponent in the light, cumulative if both in the light), save vs. magic at +2, sense underground phenomenon as dwarves, sense secret doors as elves, MR 58%, AL CE, XP 1400 ea, Source: Drow of the Underdark)

Drow Powers (1/day at 4th level):

Dancing Lights
Faerie Fire
Darkness

Magic Items:

Drow Cloak (75% undetected in shadows) [+6 save vs. fire for cloak only]

Drow Boots (as boots of elvenkind)

Drow Metal Chainmail +1

Drow Metal Buckler +1

Drow Metal Dagger +1

Drow Metal Shortsword +1

20 doses of sleep poison for hand crossbow (save at -4 vs. poison or fall asleep for 2D4 hours, -4 to hit, move at half speed, and +4 to AC during the round hit, sleep occurs at the start of the next round, 1 extra phase to coat a bolt for the practiced and nimble drow [1 round for others])

Treasure:

4D20pp, unholy token (500gp)

Drow Leader (AC -3 (16 DEX), MV 13, CL Wa, LV 5, hp 40, THAC0 16, #ATT 3/2+1, D by weapon, Weapons shortsword (Fa 1D6/1D8 kdD6), dagger (Fa 2/r 2/4/6 1D4/1D3 kdD6), hand crossbow (Av 1/r 4/8/12 1D3/1D2 kdD4), Armour chainmail +2, buckler +2, 16 DEX, proficient in buckler, SA specialized in short sword (+1 to hit, +2 damage 3/2 attacks per round), ambidextrous, drow powers, +1 to hit with missiles (due to DEX), SD surprised on a 1 in 10, vulnerable to bright lights (90% likely to be seen, -2 DEX and -2 to hit, +2 to opponent saves if drow in the light, half that if opponent in the light, cumulative if both in the light), save vs. magic at +2, sense underground phenomenon as dwarves, sense secret doors as elves, MR 60%, AL CE, XP 3000, Source: Drow of the Underdark)

Drow Powers (1/day at 5th level):

Dancing Lights
Faerie Fire (+10' square)
Darkness (+2' radius)
Levitate
Know Alignment
Detect Magic

Magic Items:

Drow Cloak (75% undetected in shadows) [+6 save vs. fire for cloak only]

Drow Boots (as boots of elvenkind)

Drow Metal Chainmail +2

Drow Metal Buckler +2

Drow Metal Dagger +2

Drow Metal Shortsword +2

Potion of Healing

20 doses of sleep poison for hand crossbow (save at -4 vs. poison or fall asleep for 2D4 hours, -4 to hit, move at half speed, and +4 to AC during the round hit, sleep occurs at the start of the next round, 1 extra phase to coat a bolt for the practiced and nimble drow [1 round for others])

Treasure:

5D20pp, unholy token (500gp)

11. Slave Quarters

The door to this chamber is barrable from the outside, though it is not currently so.

Within are the quarters of half of the slaves of the temple. The main chamber is stark, but not filthy, for the high priestess is fastidious about offensive odours. Spartan rothe fur pallets are on the floor and large buckets act as chamber pots. Dented tables and some chairs of various sizes and states of disrepair are also here, along with a hodgepodge of broken mirrors, busted wardrobes, cracked pitchers and bowls, etc. Basically when the drow are finished with furniture they toss it in here and let the slaves have it.

Some 16 slaves dwell here. They are fearful of the priestesses and will not revolt unless victory is absolutely assured. They have seen sacrifices and would rather die by the blade than suffer that fate.

6 goblins
4 humans
2 kobolds
4 blinded duergar

Statistics are not provided for these slaves. Assume they are normal specimens, unarmed and unarmoured. The duergar won't dare use their inherent abilities to try and escape. They know their way around the Level One and level Two of the temple by rote.

Dwelling in 11a are the slave taskmasters. These are still slaves of the temple themselves, but are valued as warriors and set to dominate the slaves in the main chamber.

This area has the best of the discarded furniture, including broken and akilter beds and bunks, once ornate tables and chairs, etc.

6 bugbears are here, lorded over by a single ogre.

Bugbears (6) (AC 4, MV 9, HD 3+1, hp 17 ea, THAC0 17, #ATT 1, D by weapon (+2 due to STR), Weapons footman's mace (Av 1D6+1/1D6 kdD10, +2 vs mail), dagger (Fa 2/r 2/4/6 1D4/1D3 kdD6). Javelins (Fa 1/r 4/8/12 1D6/1D6 kdD6), Armour chainmail and large shield, SA surprise (-3 to opponent surprise rolls), AL CE, XP 120 ea, Source: Monstrous Manual)

Ogre (AC 1, MV 9, HD 4+1, hp 29, THAC0 17, #ATT 1, D by weapon (+6 due to STR), Weapons two handed axe (Sl 1D10/2D8 kdD12), Armour drow chainmail +1, AL CE, XP 270 ea, Source: Monstrous Manual)

Magic Items:

Drow Metal Chainmail +1 (ogre sized)

12. Slave Quarters

The door to this chamber is barrable from the outside, though it is not currently so.

Within are the quarters of half of the slaves of the temple. The main chamber is stark, but not filthy, for the high priestess is fastidious about offensive odours. Spartan rothe fur pallets are on the floor and large buckets act as chamber pots. Dented tables and some chairs of various sizes and states of disrepair are also here, along with a hodgepodge of broken mirrors, busted wardrobes, cracked pitchers and bowls, etc. Basically when the drow are finished with furniture they toss it in here and let the slaves have it.

Some 16 slaves dwell here. They are fearful of the priestesses and will not revolt unless victory is absolutely assured. They have seen sacrifices and would rather die by the blade than suffer that fate.

8 goblins
4 humans
2 kobolds
2 orcs
2 blinded deep gnomes

Statistics are not provided for these slaves. Assume they are normal specimens, unarmed and unarmoured. The deep gnomes have not forgotten their origins and would welcome rescue. They are able to fight fairly well even while blinded due to keep senses and time spent blinded. They can negotiate all of level One and level Two of the temple. They know better than to use their innate powers while still in drow captivity.

Dwelling in 12a are the slave taskmasters. These are still slaves of the temple themselves, but are valued as warriors and set to dominate the slaves in the main chamber.

This area has the best of the discarded furniture, including broken and akilter beds and bunks, once ornate tables and chairs, etc. In one corner, several beds have been lashed together into one sized for the lord of this chamber.

6 bugbears are here, lorded over by a fearsome two-headed troll.

Bugbears (6) (AC 4, MV 9, HD 3+1, hp 17 ea, THAC0 17, #ATT 1, D by weapon (+2 due to STR), Weapons footman's mace (Av 1D6+1/1D6 kdD10, +2 vs mail), dagger (Fa 2/r 2/4/6 1D4/1D3 kdD6). Javelins (Fa 1/r 4/8/12 1D6/1D6 kdD6), Armour chainmail and large shield, SA surprise (-3 to opponent surprise rolls), AL CE, XP 120 ea, Source: Monstrous Manual)

Two-headed Troll (AC 4, MV 12, HD 10, hp 56, THAC0 11, #ATT 4, D 5-8/5-8/1-12/1-12, SD regenerate (1hp per round 3 rounds after first blood, severed limbs do not reattach), surprised on a 1 in 10, AL CE, XP 3000 ea, Source: Monstrous Manual)

13. Stairs

These stairs, one set going up, the other down, are made of black obsidian and decorated with silver tracerie to form spider web patterns. Each stair is guarded by a gargantuan black widow spider, who will attack all intruders or unescorted strangers. Slaves (from Rooms 11 and 12) may pass unmolested. If one spider is attacked, the other will likely hear and join the fray.

Gargantuan Spiders (2) (AC 4, MV 9 wb12, HD 8+8, hp 59 ea, THAC0 11, #ATT 1, D 2-12, SA silent (-5 to opponent surprise rolls), web (shoot strands 20' to bind a foe, attacks AC 10 and substitute's for melee attack, victim caught is treated as if in a Web spell), poison (save vs poison at -2 or fall into a coma for 2D4 turns and suffer 30 points of damage), SD flatten (becomes 80% undetectable), webs (form traps and shapes), AL CE, XP 3000 ea, Source: Monstrous Manual)

14. The Great Chapel

The floor here is of traceried black obsidian, but at its centre appears to be a 20' diameter pool of clear amber liquid, in the middle of which floats a huge black spider with human forearms instead of legs and a drow face between the multiple spider eyes of the head.

As a person approaches the pool, it seems to slowly rise above the level of the floor, until the likeness of Lolth is apparently floating in an amber column which extends from floor to ceiling. Its exact height varies by its distance from the closest living creature). This is a projection, an image of the real Lolth, although one without senses.

This is as close to the actual as most drow care to come. Those making great offerings or needing to speak with Lolth personally (or summoned by her!) are permitted to come to this area escorted the clerics.

The wall to the south of the image bears what appears to be a strange mural, flanked by two silver braziers gently giving forth smoke of incense. The smoke goes drifting to this mural and into it, as if drawn by a draft. The mural itself is a scene resembling a starry sky, but a tunnel of webs stretches into space. The effect appears dimensional, but can be touched and felt to be flat. The mural radiates a strong magic but has no evil aura.

If any individual is bold enough to move through the projection of Lolth and then touch the mural, he will be instantly drawn into the tunnel vortex and brought to the demi-plane where Lolth makes her residence. The mural is actually a gate between the two planes.

Dungeon Level:

1. Stair Landing

The air here has a grayish light instead of the mauve one common elsewhere in the temple. The walls are covered with luminescent frescoes of spiders feeding upon prey and lesser demons dragging sacrifices (horror stricken duergar, humans, and goblins) to torture and death. These murals are everywhere on the walls of this level.

2. Sacrificial Area

This area is where only the high priestess and her two assistants (the warden and the assistant priestess) may enter and sacrifice to Lolth. Such sacrifices are usually left here (at the alter, see Room 3) and Lolth emerges from her demi-plane to feed upon them. Now that she is away to the war, this place is merely a staging area for feeding the holy children of Lolth (room 5).

The floor is a webbing of silver inlaid on pure onyx, and the walls in the area show only likenesses of Lolth.

All creatures of other than evil alignment must save vs spells or be overcome by fear when they enter this area (treat as the Fear spell as cast by a 14th level wizard).

An aura of evil and uneasiness is tangible here, even if saves vs fear are successful.

3. Sacrificial Altar

Here stands an altar stone of jet, hollowed so as to hold a man-sized form of up to 8 feet in length. It has inlays of skeletons and spiders made of bones, silver, and precious stones (20 rubies worth 1000gp each).

Any creature lain into the hollow will be instantly enmeshed in webs which spring forth from tiny holes on either side of the hollowed depression. These webs are like the Web spell as if cast by a 14th level wizard, except they cannot be burned.

To either side of the altar are small silver cages just large enough to accept a creature of bugbear size or smaller. Each has a padlock that is openable by a key in the personal possessions of the high priestess. Into these cages are thrust additional sacrifice victims when an especially great offering is demanded by the Spider Queen, and Lolth will paralyze those victims and then take them to feed upon at her leisure.

In the cage to the right of the altar is a male drow placed into captivity and awaiting sacrifice to the spiders in Room 5. His name is Nilonim, and he is a dissident drow captured in the city where he plotted to set several noble houses into a civil war against the Lolth priesthood. He is an exceptional drow, being slightly inclined towards goodness. His family was sacrificed to Lolth when he was a young child, and he always blamed the priesthood for his hard life. This led him to view the priesthood critically, and this opened his eyes to the evil about him.

If rescued, Nilonim could be convinced to aid the PCs and flee the Underdark.

Nilonim (AC 6, MV 14, CL Wa/Wi, LV 4/4, hp 28, THAC0 17, #ATT 3/2 or 1, D by weapon, Weapons none, Armour 18 DEX, SA expertise in short sword (3/2 attacks per round), ambidextrous, drow powers, +2 to hit with missiles (due to DEX), SD surprised on a 1 in 10, vulnerable to bright lights (90% likely to be seen, -2 DEX and -2 to hit, +2 to opponent saves if drow in the light, half that if opponent in the light, cumulative if both in the light), save vs. magic at +2, sense underground phenomenon as dwarves, sense secret doors as elves, MR 58%, Spell Points (18 INT): 32, AL N(G), XP 975, Source: Drow of the Underdark)

Statistics:

STR 12 INT 18 WIS 9 DEX 18 CON 15 CHA 13

Spells Memorized:

Magic Missile (4), Shield (4), Sleep (4), Charm Person (4), Change Self (4), Invisibility (6), Detect Invisibility (6)

Note; Many of these spells require material components, which Nilonim does not currently possess.

Drow Powers (1/day at 4th level):

Dancing Lights
Faerie Fire
Darkness

4. Webbed Passage

The passage here is totally screened off by thick webs cast by Lolth herself. While these webs appear to be normal giant spider strands, they will not burn. They are, of course, sticky and cause 1-4 points of damage per round of contact due to a flesh-corrosive slime covering them (spiders are immune to this secretion). A victim may save vs poison to avoid taking this damage.

A tunnel down the centre of the webbing permits spider beings to come and go at will. This tunnel is 10' in diameter and is in the exact centre of the passageway, meaning it is also 10' off of the ground.

5. Children of Lolth

This horrid chamber is strewn with more of the horrendous webbing of Lolth (see Room 4). Within dwell the special spider children of Lolth. These are various spider types that have been imbued with intelligence, unnatural vitality, and malevolence (due to the mating of Lolth and various other creatures). They will attack anyone but Lolth entering this area. They will also be attracted to anyone left as a sacrifice in Room 2 or to anyone stuck in the webs in Room 4.

The floor of this chamber is littered with the husks of previous victims as well as spider droppings, egg cases, and the dead carcasses of spiders.

The children of Lolth often quarrel amongst each other and kill one another, a situation Lolth would have no other way.

Wraith-Spiders (10) (AC 5, MV 15 wb18, HD 3+2, hp 26 ea, THAC0 17, #ATT 1, D1-4, SA energy drain (bite causes energy drain as wight), poison (bite injects a poison which is active for 2-5 rounds and drains 1 CON per round, save for each round to avoid that round's loss, CON is regained at 1/week with a Heal spell restoring 1-4, victims drained of all CON die and have a 25% chance of becoming a wraith-spider, characters slain by the poison must have a Heal and Resurrection to be returned to life), webs (eerie dim green glowing strands causing 1-4 damage on touch and force a save vs paralyzation or be immobilized in the web for 1-6 rounds, webs are immune to normal weapons, only silver or enchanted can cut them or broken by a bend bars roll), SD immune to sleep, charm, and hold, affected only by silver or +1 or better weapons, affected by holy water (2-8 damage), immune to Raise Dead, turned as shadows, MR 15%, AL LE, XP 1400 ea, Source: Monstrous Compendium 2)

Hook Spiders (8) (AC 5, MV 9 wb9 jp6, HD 4+4, hp 36 ea, THAC0 17, #ATT 3, D 1-4/1-4/1-6+poison, SA leap (60' giving -2 to opponent surprise rolls if from concealment), hook (size M or smaller hit with both claws is held pinned and helpless and a bite attack always succeeds, held victim can escape with an open doors check), poison (save or suffer 25 damage, otherwise suffer 2-8 damage, onset time is 2 rounds), psionics 9see below), SD psionic powers (see below), AL LE, XP 975 ea, Source; Planescape Compendium 2)

Psionics:

Level: 3
Dis/Sci/Dev: 2/2/9
Attack/Defense: none/MB, M-
Score: 12
PSP: 45

Psychometabolic - Sciences: shadow form, Devotions: body control, body equilibrium, chameleon power, reduction

Telepathy - Sciences: mindlink, Devotions: contact, attraction, invisibility, mental barrier, mind blank

Giant Spiders (16) (AC 4, MV 6 wb12, HD 4+4, hp 36 ea, THAC0 15, #ATT 1, D 1-8, SA poison (type F, save immediately or die), webs (break free in number of rounds equal to 19-STR, held victims are +4 to hit and lose all DEX bonuses), AL CE, XP 650 ea, Source: Monstrous Manual)

Large Spiders (64) (AC 8, MV 6 wb15, HD 1+1, hp 9 ea, THAC0 19, #ATT 1, D 1, SA poison (type A, onset 15 minutes, take 15 damage or no damage if a save at +2 is made), webs (break free in number of rounds equal to 19-STR, held victims are +4 to hit and lose all DEX bonuses), AL N, XP 175 ea, Source: Monstrous Manual)

Warding over these is a yochlol. This is usually in wpider form and its duty is to teach the children of Lolth and to protect them from outside threats.

Yochlol (AC 10 (4 as spider), MV 12 (wb6 as spider), HD 6+6, hp 47, THAC0 15, #ATT 8 or 3/2 or 1, D nil or 5-8 (x8) or by weapon (+4 due to STR) or 1-8, Weapons nil, SA psionics, stinking cloud (when gaseous, its touch operates like a Stinking Cloud spell and it may extend up to 8 pseudopods to touch victims), specialized in shortsword (+1 to hit and +2 damage), poison bite (in spider form, save vs poison or die at the end of the round), +2 to hit when in humanoid form due to STR, yochlol powers (see below), SD psionics, +2 or better weapon to hit, healed 3-12 hp by Stinking Cloud spell when gaseous, Gust of Wind causes 6-36 damage by touch in gaseous form, destroyed by a Wind Walk by touch while in gaseous form (no magic resistance or save allowed), half damage from cold, magic fire, immune to nonmagical fire, electricity, corrosive or poisonous gas effects, and poisons, in gaseous form takes no damage from physical attacks and can only be injured by magical cold, magical fire, or magic missile, MR 50%, AL CE, XP 6000, Source: Planescape Compendium 2)

Yochlol Powers (1/round unless specified, as 6th level caster):

Darkness 15' radius
Infravision
Teleport Without Error (5/week)
Charm Person
Spider Climb
Stone Shape
Web
May change its form 1/round in addition to performing other actions

Psionics:

Level: 6
Dis/Sci/Dev: 1/4/13
Attack/Defense: MT, II, EW / All
Score: 14
PSP: 90

Telepathy - Sciences: domination, mindlink, probe, tower of iron will, Devotions: attraction, contact, ego whip, ESP, id insinuation, intellect fortress, invisibility, mental barrier, mind blank, mind thrust, phobia amplification, psychic impersonation, thought shield

6. Cells

Along the west wall of this corridor are 11 slaves (i.e. sacrifices) imprisoned in five locked and barred cells. Along the east wall are six cubicles wherein dwell the guards who watch over these prisoners, 16 ghouls and 8 ghasts of tremendous size. These creatures are always alert and cannot be surprised.

Ghouls (16) (AC 6, MV 9, HD 2, hp 16 ea, THAC0 19, #ATT 3, D 1-3/1-3/1-6, SA paralyzation (save or be paralyzed for 3-8 rounds except for elves, SD kept at bay by Protection from Evil, undead immunities, AL CE, XP 175 ea, Source: Monstrous Manual)

Ghasts (8) (AC 4, MV 15, HD 4, hp 32 ea, THAC0 17, #ATT 3, D 1-4/1-4/1-8, SA stench (10' r save vs poison or attack at -2 to hit), paralyzation (effects elves, 5-10 rounds unless save), SD undead immunities, cold iron inflicts double damage, Protection from Evil requires cold iron to keep at bay, AL CE, XP 650 ea, Source: Monstrous Manual)

In addition, guarding the northern double doors of the passageway (which lead into Room 5), is a spiderstone golem, under the command of the yochlol in Room 5 or the drow high priestess and her two assistants. The golem will attack intruders on sight.

Spiderstone Golem (AC 3, MV 9, HD 11, hp 55 ea, THAC0 9, #ATT 4, D 1-12 (x4), SA web spit (in lieu of melee attacks, range of 90 yards with an attack roll, a hit means everyone within 20' is subject to a Web spell, with the being hit gaining no save, if the attack roll fails the spit splatters using the grenade-like missile table but dissipates after 1d4 rounds, SD immune to all spells except those cast by drow priestesses of invocation/evocation spells, +1 or better weapon to hit, Spider Climb at will, chance of going wild (1% per week in this case), MR 50%, AL CE, XP 8000 ea, Source: Monstrous Compendium 1)

7. Lower Chamber

Steps lead down to a chamber that is the dwelling place of 2 bebiliths. These horrendous creatures are bound into service for Lolth for a period of 10 years. Then they are replaced by 2 others of their kind. Such is the agreement forged between Lolth and the bebiliths. What the bebiliths gain from this bargain is not known, though it may be that their poison was granted to them by Lolth.

The chamber contains the bones of sacrificial victims and is adorned with draperies of bebilith webbing. The bebiliths generally dwell high up in the webbing, but will emerge into Room 2 if a commotion is made.

Bebiliths (2) (AC -5, MV 9 wb18, HD 12, hp 82 ea, THAC0 9, #ATT 3, D 2-8/2-8/2-12, SA poison (save vs poison at -2 or die in 1-4 rounds, if poisoned body is not Blessed within 1 turn of death the body bursts into flame and disintegrates), webs (4/day can shoot webs over 8000 cubic feet starting next to the bebilith and extending up to 60' away, as Web spell but permanent and fire burns only 25% per round of contact), armour destruction (each foreleg hit may ruin armour, roll a D6, on a 1-2 the shield may be ruined, on a 3-6 the armour may be ruined, nonmagical items are ruined 40%, less 10% per plus of magic), SD +2 weapons to hit, Plane Shift to the astral plane at will (and may pull a victim it is in melee with unless the victim saves vs wand), always covered by protection from Evil or Good at will, MR 50%, AL CE, XP 13000 ea, Source: Planescape Compendium)

Level Two:

1. Sergeant Quarters

This room is richly carpeted, tapestried, and furnished with a soft couch, inlaid metal table, padded chairs, and so forth. Behind a curtain of velvet are two beds, wardrobes, chamber pots, a copper bathtub, a silver mirror, and washbasin.

Two drow sergeants dwell within. These are proven leaders in battle and are canny tacticians.

Drow Sergeants (2) (AC -3 (16 DEX), MV 13, CL Wa, LV 6, hp 50 ea, THAC0 15, #ATT 3/2+1, D by weapon, Weapons shortsword (Fa 1D6/1D8 kdD6), dagger (Fa 2/r 2/4/6 1D4/1D3 kdD6), hand crossbow (Av 1/r 4/8/12 1D3/1D2 kdD4), Armour chainmail +2, buckler +2, 16 DEX, proficient in buckler, SA specialized in short sword (+1 to hit, +2 damage 3/2 attacks per round), ambidextrous, drow powers, +1 to hit with missiles (due to DEX), SD surprised on a 1 in 10, vulnerable to bright lights (90% likely to be seen, -2 DEX and -2 to hit, +2 to opponent saves if drow in the light, half that if opponent in the light, cumulative if both in the light), save vs. magic at +2, sense underground phenomenon as dwarves, sense secret doors as elves, MR 62%, AL CE, XP 4000, Source: Drow of the Underdark)

Drow Powers (1/day at 6th level):

Dancing Lights (+1 light)
Faerie Fire (+20' square)
Darkness (+4' radius)
Levitate
Know Alignment
Detect Magic

Magic Items:

Drow Cloak (75% undetected in shadows) [+6 save vs. fire for cloak only]

Drow Boots (as boots of elvenkind)

Drow Metal Chainmail +2

Drow Metal Buckler +2

Drow Metal Dagger +2

Drow Metal Shortsword +2

Potion of Healing

2 Darts of Screaming

2 Darts of Silencing

1 Dart of Stunning

1 Spider Dart

20 doses of sleep poison for hand crossbow (save at -4 vs. poison or fall asleep for 2D4 hours, -4 to hit, move at half speed, and +4 to AC during the round hit, sleep occurs at the start of the next round, 1 extra phase to coat a bolt for the practiced and nimble drow [1 round for others])

Treasure:

6D20pp, unholy token (500gp)

2. Sergeant Quarters

This room is richly carpeted, tapestried, and furnished with a soft couch, inlaid metal table, padded chairs, and so forth. Behind a curtain of velvet are two beds, wardrobes, chamber pots, a copper bathtub, a silver mirror, and washbasin.

Two drow sergeants dwell within. These are proven leaders in battle and are canny tacticians.

Drow Sergeants (2) (AC -3 (16 DEX), MV 13, CL Wa, LV 6, hp 50 ea, THAC0 15, #ATT 3/2+1, D by weapon, Weapons shortsword (Fa 1D6/1D8 kdD6), dagger (Fa 2/r 2/4/6 1D4/1D3 kdD6), hand crossbow (Av 1/r 4/8/12 1D3/1D2 kdD4), Armour chainmail +2, buckler +2, 16 DEX, proficient in buckler, SA specialized in short sword (+1 to hit, +2 damage 3/2 attacks per round), ambidextrous, drow powers, +1 to hit with missiles (due to DEX), SD surprised on a 1 in 10, vulnerable to bright lights (90% likely to be seen, -2 DEX and -2 to hit, +2 to opponent saves if drow in the light, half that if opponent in the light, cumulative if both in the light), save vs. magic at +2, sense underground phenomenon as dwarves, sense secret doors as elves, MR 62%, AL CE, XP 4000, Source: Drow of the Underdark)

Drow Powers (1/day at 6th level):

Dancing Lights (+1 light)
Faerie Fire (+20' square)
Darkness (+4' radius)
Levitate
Know Alignment
Detect Magic

Magic Items:

Drow Cloak (75% undetected in shadows) [+6 save vs. fire for cloak only]

Drow Boots (as boots of elvenkind)

Drow Metal Chainmail +2

Drow Metal Buckler +2

Drow Metal Dagger +2

Drow Metal Shortsword +2

Potion of Healing

2 Darts of Screaming

2 Darts of Silencing

1 Dart of Stunning

1 Spider Dart

20 doses of sleep poison for hand crossbow (save at -4 vs. poison or fall asleep for 2D4 hours, -4 to hit, move at half speed, and +4 to AC during the round hit, sleep occurs at the start of the next round, 1 extra phase to coat a bolt for the practiced and nimble drow [1 round for others])

Treasure:

6D20pp, unholy token (500gp)

3. Sergeant Quarters

This room is richly carpeted, tapestried, and furnished with a soft couch, inlaid metal table, padded chairs, and so forth. Behind a curtain of velvet are two beds, wardrobes, chamber pots, a copper bathtub, a silver mirror, and washbasin.

Two drow sergeants dwell within. These are proven leaders in battle and are canny tacticians.

Drow Sergeants (2) (AC -3 (16 DEX), MV 13, CL Wa, LV 6, hp 50 ea, THAC0 15, #ATT 3/2+1, D by weapon, Weapons shortsword (Fa 1D6/1D8 kdD6), dagger (Fa 2/r 2/4/6 1D4/1D3 kdD6), hand crossbow (Av 1/r 4/8/12 1D3/1D2 kdD4), Armour chainmail +2, buckler +2, 16 DEX, proficient in buckler, SA specialized in short sword (+1 to hit, +2 damage 3/2 attacks per round), ambidextrous, drow powers, +1 to hit with missiles (due to DEX), SD surprised on a 1 in 10, vulnerable to bright lights (90% likely to be seen, -2 DEX and -2 to hit, +2 to opponent saves if drow in the light, half that if opponent in the light, cumulative if both in the light), save vs. magic at +2, sense underground phenomenon as dwarves, sense secret doors as elves, MR 62%, AL CE, XP 4000, Source: Drow of the Underdark)

Drow Powers (1/day at 6th level):

Dancing Lights (+1 light)
Faerie Fire (+20' square)
Darkness (+4' radius)
Levitate
Know Alignment
Detect Magic

Magic Items:

Drow Cloak (75% undetected in shadows) [+6 save vs. fire for cloak only]

Drow Boots (as boots of elvenkind)

Drow Metal Chainmail +2

Drow Metal Buckler +2

Drow Metal Dagger +2

Drow Metal Shortsword +2

Potion of Healing

2 Darts of Screaming

2 Darts of Silencing

1 Dart of Stunning

1 Spider Dart

20 doses of sleep poison for hand crossbow (save at -4 vs. poison or fall asleep for 2D4 hours, -4 to hit, move at half speed, and +4 to AC during the round hit, sleep occurs at the start of the next round, 1 extra phase to coat a bolt for the practiced and nimble drow [1 round for others])

Treasure:

6D20pp, unholy token (500gp)

4. Regular Quarters

The room contains spartan beds for six guards, along with a footlocker for each (locked, keys on each guard, filled with personal effects). Several tables and chairs are here, as well as chamber pots and several weapon racks.

Drow Warriors (6) (AC -1 (16 DEX), MV 13, CL Wa, LV 3, hp 24 ea, THAC0 18, #ATT 3/2+1, D by weapon, Weapons shortsword (Fa 1D6/1D8 kdD6), dagger (Fa 2/r 2/4/6 1D4/1D3 kdD6), hand crossbow (Av 1/r 4/8/12 1D3/1D2 kdD4), Armour chainmail +1, buckler +1, 16 DEX, proficient in buckler, SA specialized in short sword (+1 to hit, +2 damage 3/2 attacks per round), ambidextrous, drow powers, +1 to hit with missiles (due to DEX), SD surprised on a 1 in 10, vulnerable to bright lights (90% likely to be seen, -2 DEX and -2 to hit, +2 to opponent saves if drow in the light, half that if opponent in the light, cumulative if both in the light), save vs. magic at +2, sense underground phenomenon as dwarves, sense secret doors as elves, MR 56%, AL CE, XP 975 ea, Source: Drow of the Underdark)

Drow Powers (1/day at 4th level):

Dancing Lights
Faerie Fire
Darkness

Magic Items:

Drow Cloak (75% undetected in shadows) [+6 save vs. fire for cloak only]

Drow Boots (as boots of elvenkind)

Drow Metal Chainmail +1

Drow Metal Buckler +1

Drow Metal Dagger +1

Drow Metal Shortsword +1

20 doses of sleep poison for hand crossbow (save at -4 vs. poison or fall asleep for 2D4 hours, -4 to hit, move at half speed, and +4 to AC during the round hit, sleep occurs at the start of the next round, 1 extra phase to coat a bolt for the practiced and nimble drow [1 round for others])

Treasure:

3D20pp, unholy token (500gp)

5. Regular Quarters

The room contains spartan beds for six guards, along with a footlocker for each (locked, keys on each guard, filled with personal effects). Several tables and chairs are here, as well as chamber pots and several weapon racks.

Drow Warriors (6) (AC -1 (16 DEX), MV 13, CL Wa, LV 3, hp 24 ea, THAC0 18, #ATT 3/2+1, D by weapon, Weapons shortsword (Fa 1D6/1D8 kdD6), dagger (Fa 2/r 2/4/6 1D4/1D3 kdD6), hand crossbow (Av 1/r 4/8/12 1D3/1D2 kdD4), Armour chainmail +1, buckler +1, 16 DEX, proficient in buckler, SA specialized in short sword (+1 to hit, +2 damage 3/2 attacks per round), ambidextrous, drow powers, +1 to hit with missiles (due to DEX), SD surprised on a 1 in 10, vulnerable to bright lights (90% likely to be seen, -2 DEX and -2 to hit, +2 to opponent saves if drow in the light, half that if opponent in the light, cumulative if both in the light), save vs. magic at +2, sense underground phenomenon as dwarves, sense secret doors as elves, MR 56%, AL CE, XP 975 ea, Source: Drow of the Underdark)

Drow Powers (1/day at 4th level):

Dancing Lights
Faerie Fire
Darkness

Magic Items:

Drow Cloak (75% undetected in shadows) [+6 save vs. fire for cloak only]

Drow Boots (as boots of elvenkind)

Drow Metal Chainmail +1

Drow Metal Buckler +1

Drow Metal Dagger +1

Drow Metal Shortsword +1

20 doses of sleep poison for hand crossbow (save at -4 vs. poison or fall asleep for 2D4 hours, -4 to hit, move at half speed, and +4 to AC during the round hit, sleep occurs at the start of the next round, 1 extra phase to coat a bolt for the practiced and nimble drow [1 round for others])

Treasure:

3D20pp, unholy token (500gp)

6. Regular Quarters

The room contains spartan beds for six guards, along with a footlocker for each (locked, keys on each guard, filled with personal effects). Several tables and chairs are here, as well as chamber pots and several weapon racks.

Drow Warriors (6) (AC -1 (16 DEX), MV 13, CL Wa, LV 3, hp 24 ea, THAC0 18, #ATT 3/2+1, D by weapon, Weapons shortsword (Fa 1D6/1D8 kdD6), dagger (Fa 2/r 2/4/6 1D4/1D3 kdD6), hand crossbow (Av 1/r 4/8/12 1D3/1D2 kdD4), Armour chainmail +1, buckler +1, 16 DEX, proficient in buckler, SA specialized in short sword (+1 to hit, +2 damage 3/2 attacks per round), ambidextrous, drow powers, +1 to hit with missiles (due to DEX), SD surprised on a 1 in 10, vulnerable to bright lights (90% likely to be seen, -2 DEX and -2 to hit, +2 to opponent saves if drow in the light, half that if opponent in the light, cumulative if both in the light), save vs. magic at +2, sense underground phenomenon as dwarves, sense secret doors as elves, MR 56%, AL CE, XP 975 ea, Source: Drow of the Underdark)

Drow Powers (1/day at 4th level):

Dancing Lights
Faerie Fire
Darkness

Magic Items:

Drow Cloak (75% undetected in shadows) [+6 save vs. fire for cloak only]

Drow Boots (as boots of elvenkind)

Drow Metal Chainmail +1

Drow Metal Buckler +1

Drow Metal Dagger +1

Drow Metal Shortsword +1

20 doses of sleep poison for hand crossbow (save at -4 vs. poison or fall asleep for 2D4 hours, -4 to hit, move at half speed, and +4 to AC during the round hit, sleep occurs at the start of the next round, 1 extra phase to coat a bolt for the practiced and nimble drow [1 round for others])

Treasure:

3D20pp, unholy token (500gp)

7. Regular Quarters

The room contains spartan beds for six guards, along with a footlocker for each (locked, keys on each guard, filled with personal effects). Several tables and chairs are here, as well as chamber pots and several weapon racks.

Drow Warriors (6) (AC -1 (16 DEX), MV 13, CL Wa, LV 3, hp 24 ea, THAC0 18, #ATT 3/2+1, D by weapon, Weapons shortsword (Fa 1D6/1D8 kdD6), dagger (Fa 2/r 2/4/6 1D4/1D3 kdD6), hand crossbow (Av 1/r 4/8/12 1D3/1D2 kdD4), Armour chainmail +1, buckler +1, 16 DEX, proficient in buckler, SA specialized in short sword (+1 to hit, +2 damage 3/2 attacks per round), ambidextrous, drow powers, +1 to hit with missiles (due to DEX), SD surprised on a 1 in 10, vulnerable to bright lights (90% likely to be seen, -2 DEX and -2 to hit, +2 to opponent saves if drow in the light, half that if opponent in the light, cumulative if both in the light), save vs. magic at +2, sense underground phenomenon as dwarves, sense secret doors as elves, MR 56%, AL CE, XP 975 ea, Source: Drow of the Underdark)

Drow Powers (1/day at 4th level):

Dancing Lights
Faerie Fire
Darkness

Magic Items:

Drow Cloak (75% undetected in shadows) [+6 save vs. fire for cloak only]

Drow Boots (as boots of elvenkind)

Drow Metal Chainmail +1

Drow Metal Buckler +1

Drow Metal Dagger +1

Drow Metal Shortsword +1

20 doses of sleep poison for hand crossbow (save at -4 vs. poison or fall asleep for 2D4 hours, -4 to hit, move at half speed, and +4 to AC during the round hit, sleep occurs at the start of the next round, 1 extra phase to coat a bolt for the practiced and nimble drow [1 round for others])

Treasure:

3D20pp, unholy token (500gp)

8. Trainee Quarters

This room houses trainees learning to be temple warriors. They are in the process of being initiated and, as such, are not yet trusted with sleep poison or hand crossbows.

There are bunk beds for 8 drow, along with a single table and six chairs. There are no other furnishings aside from chamber pots. The trainees are expected to live in the most spartan of conditions until they are formally initiated into the temple hierarchy.

Drow Trainees (AC 0 (16 DEX), MV 13, HD 2, hp 12 ea ea, THAC0 19, #ATT 3/2+1, D by weapon, Weapons shortsword (Fa 1D6/1D8 kdD6), dagger (Fa 2/r 2/4/6 1D4/1D3 kdD6), javelins (Fa 1/r 4/8/12 1D6/1D6 kdD6), Armour chainmail +1, buckler +1, 16 DEX, SA ambidextrous, drow powers, +1 to hit with missiles (due to DEX), SD surprised on a 1 in 10, vulnerable to bright lights (90% likely to be seen, -2 DEX and -2 to hit, +2 to opponent saves if drow in the light, half that if opponent in the light, cumulative if both in the light), save vs. magic at +2, sense underground phenomenon as dwarves, sense secret doors as elves, MR 50%, AL CE, XP 650 ea, Source: Drow of the Underdark)

Drow Powers (1/day at 4th level):

Dancing Lights
Faerie Fire
Darkness

Magic Items:

Drow Cloak (75% undetected in shadows) [+6 save vs. fire for cloak only]

Drow Boots (as boots of elvenkind)

Drow Metal Chainmail +1

Drow Metal Buckler +1

Drow Metal Dagger +1

Drow Metal Shortsword +1

Treasure:

D20pp, unholy token (500gp)

9. Trainee Quarters

This room houses trainees learning to be temple warriors. They are in the process of being initiated and, as such, are not yet trusted with sleep poison or hand crossbows.

There are bunk beds for 8 drow, along with a single table and six chairs. There are no other furnishings aside from chamber pots. The trainees are expected to live in the most spartan of conditions until they are formally initiated into the temple hierarchy.

Drow Trainees (AC 0 (16 DEX), MV 13, HD 2, hp 12 ea, THAC0 19, #ATT 3/2+1, D by weapon, Weapons shortsword (Fa 1D6/1D8 kdD6), dagger (Fa 2/r 2/4/6 1D4/1D3 kdD6), javelins (Fa 1/r 4/8/12 1D6/1D6 kdD6), Armour chainmail +1, buckler +1, 16 DEX, SA ambidextrous, drow powers, +1 to hit with missiles (due to DEX), SD surprised on a 1 in 10, vulnerable to bright lights (90% likely to be seen, -2 DEX and -2 to hit, +2 to opponent saves if drow in the light, half that if opponent in the light, cumulative if both in the light), save vs. magic at +2, sense underground phenomenon as dwarves, sense secret doors as elves, MR 50%, AL CE, XP 650 ea, Source: Drow of the Underdark)

Drow Powers (1/day at 4th level):

Dancing Lights
Faerie Fire
Darkness

Magic Items:

Drow Cloak (75% undetected in shadows) [+6 save vs. fire for cloak only]

Drow Boots (as boots of elvenkind)

Drow Metal Chainmail +1

Drow Metal Buckler +1

Drow Metal Dagger +1

Drow Metal Shortsword +1

Treasure:

D20pp, unholy token (500gp)

10. Kitchen

This room is used as a kitchen for the temple. The temple maintains no well room because, in a pinch, water can be created by the priesthood. Usually, however, water is brought in by slaves from the streams within the vault.

The room is empty unless food is being prepared, then some of the slaves from Level One are here, watched over by a bugbear guard and often a drow trainee to make sure the slaves don't ruin or poison the food.

There is a drow oven here, the drow disliking fire such that they generally keep red hot coals in a metal kiln. The result is smokeless for the most part, though a metal pipe does vent out of one of the carved creature's mouth on the temple exterior. Also here are cupboards and shelves holding spices, dried fungi, and seasonings as well as utensils. To one corner are many place settings, ranging from ornate and semi-precious ones to plain ones.

11. Pantry

This room contains the larder of the temple. It includes various meats hanging from hooks, including rothe, various giant insects, and other exotic and fairly dubiously appetizing victuals. Also here are salted bins of curing meats, dried fungi, and other "fruits" of the underdark. Rothe cheese is here in big round wheels whose waxy covering is stamped with the sigil of Lolth.

12. Lieutenant Quarters

This room quarters two drow fighters, one of whom is in charge of the trainees and slaves and the other commanding the balance of the drow soldiery herein. The area is very richly furnished, with two soft couches covered with silks. A table and chairs sits between the couches, as does a large silver mirror. A weapon rack stands nearby.

Behind a curtained off area is the bedroom, two beds, wardrobes, and washbasins each separated from the other by a bone partition delicately painted with Drow runes to Lolth and scenes of spiders in webs. Each commander has a locked chest under her bed (keys on the commanders) which holds personal effects.

Another curtained section bears chamber pots and a copper bath with unguents on shelves nearby.

Drow Lieutenants (2) (AC -4 (17 DEX), MV 14, CL Wa, LV 8, hp 69 ea, THAC0 13, #ATT 2+3/2, D by weapon, Weapons shortsword (Fa 1D6/1D8 kdD6), dagger (Fa 2/r 2/4/6 1D4/1D3 kdD6), hand crossbow (Av 1/r 4/8/12 1D3/1D2 kdD4), death lance (Av 1/r 2/4/6 1D6/1D8 kdD6), Armour chainmail +2, buckler +2, 17 DEX, proficient in buckler, SA mastery in short sword (+3 to hit, +3 damage 2 attacks per round), ambidextrous, drow powers, +2 to hit with missiles (due to DEX), SD surprised on a 1 in 10, vulnerable to bright lights (90% likely to be seen, -2 DEX and -2 to hit, +2 to opponent saves if drow in the light, half that if opponent in the light, cumulative if both in the light), save vs. magic at +2, sense underground phenomenon as dwarves, sense secret doors as elves, MR 66%, AL CE, XP 6000, Source: Drow of the Underdark)

Drow Powers (1/day at 8th level):

Dancing Lights (+2 lights)
Faerie Fire (+40' square)
Darkness (+8' radius)
Levitate
Know Alignment
Detect Magic

Magic Items:

Drow Cloak (75% undetected in shadows) [+6 save vs. fire for cloak only]

Drow Boots (as boots of elvenkind)

Drow Metal Chainmail +2

Drow Metal Buckler +2

Drow Metal Dagger +2

Drow Metal Shortsword +2

Death Lance (4 charges, do listed damage plus 3-12 chill damage, any victim struck must save vs poison or a charge is used draining 1d4 points from every characteristic from energy drain [roll once and apply to every characteristic], radiates evil)

Potion of Extra Healing

2 Darts of Screaming

2 Darts of Silencing

1 Dart of Stunning

1 Spider Dart

20 doses of sleep poison for hand crossbow (save at -4 vs. poison or fall asleep for 2D4 hours, -4 to hit, move at half speed, and +4 to AC during the round hit, sleep occurs at the start of the next round, 1 extra phase to coat a bolt for the practiced and nimble drow [1 round for others])

Treasure:

8D20pp, unholy token (500gp)

13. Arsenal

This room is locked at all times, with the key being amongst the personal possessions of the lieutenants in Room 12.

Within are racks and racks of weaponry and armour, including:

30 hand crossbows
30 cases of darts (60 each)
30 javelins
A chest containing 500 applications of drow sleep poison
12 drow metal shortswords +1
12 drow metal daggers +1
8 drow metal bucklers +1
6 suits of drow metal chainmail +1
6 drow metal footman's maces +1

Many racks are empty, including obviously lockable cabinets that likely contained powerful magic weaponry that was taken with the drow armies to the surface.

14. Dining Area

This open area serves as the dining hall for the temple. There are three large metal tables here, each set higher than the other and the higher being more ornate. Various chairs surround the tables, and these also reflect the station of the seated.

Shelves along the walls hold bottles of fine mushroom wine and other distilled spirits.

The stairs leading up are reserved for the priesthood and highest officers of the temple guard and is warded by a Sacred Glyph set upon the middle step of the stairs. Anyone passing over it (even if flying) sets off the glyph. Refer to Drow of the Underdark page 103 should an attempt be made to disarm or dispel the glyph.

The glyph causes a Forcecage to appear around the triggering creature and any other beings within a 20' radius and lasts for 12 turns. The cage may be burst out of as it is forming, requiring a save vs spells. Success still causes 2D4+8 damage to the escapee. Otherwise, the cage can be defeated by way of Dispel Magic, a means to pass through the bars, or a single magic resistance roll.

In addition, the glyph activates a shrieker sound which can be heard throughout the entire temple complex, alerting the temple that a person forbidden to ascend the stairs has so attempted. The glyph can only be bypassed by a drow priestess of Lolth or by a secret command word whispered as the glyph is touched. The glyph is invisible, so one must know where it is to deactivate it. Deactivation lasts for that person only. The glyph will activate once per round and than takes 1 round to reactivate. It was set at 14th level.

Level Three:

1. Cleric Quarters

Two priestesses dwell in this room. They assist in the more common rituals but are too low level in the temple hierarchy to venture into the Dungeon level or to stand before Lolth herself.

The room is richly carpeted and the walls are hung with fine tapestries, all of black or mauve and all with spidery motifs.

The chamber is divided into two sections, divided by a single black curtain. The southern portion contains a small living area, with a divan, low table, and several chairs. Two braziers provide warmth.

North of the curtain are two luxurious beds, two ornate wardrobes holding vestments and spare clothing, a silver mirror, and two washbasins and chamber pots.

Drow Underpriestesses (AC 0 (16 DEX), MV 13, CL Pr, LV 8, hp 24 ea, THAC0 18, #ATT 1, D by weapon, Weapons footman's mace (Av 1D6+1/1D6 kdD10, +2 vs mail), dagger (Fa 2/r 2/4/6 1D4/1D3 kdD6), Armour chainmail +1, buckler +1, 16 DEX, SA ambidextrous, drow powers, +2 to hit with missiles (due to DEX), SD surprised on a 1 in 10, vulnerable to bright lights (90% likely to be seen, -2 DEX and -2 to hit, +2 to opponent saves if drow in the light, half that if opponent in the light, cumulative if both in the light), save vs. magic at +2, sense underground phenomenon as dwarves, sense secret doors as elves, MR 58%, Spell Points (15 WIS) 40, AL CE, XP 3000, Source: Drow of the Underdark)

Priestly Powers:

Command Undead (as turning)

Priest Spells Memorized [All (Major), Animal (Major), Charm (Minor), Combat (Major), Creation (Minor), Divination (Minor), Elemental (Major), Guardian (Major), Healing (Major), Necromantic (Major), Protection (Major), Summoning (Major), Weather (Minor)]:

Bless (4), Command (4), Cure Light Wounds (4), Hold Person (10), Aid (6), Chill Metal (6), Cure Moderate Wounds (6)

Drow Powers (1/day at 4th level):

Dancing Lights
Faerie Fire
Darkness
Clairvoyance
Detect Lie
Suggestion
Dispel Magic

Magic Items:

Drow Cloak (75% undetected in shadows) [+6 save vs. fire for cloak only]

Drow Boots (as boots of elvenkind)

Drow Metal Chainmail +1

Drow Metal Buckler +1

Drow Metal Dagger +1

Drow Metal Footman's Mace +1

Potion of Extra Healing

Potion of Stinking Cloud (thrown up to 40', bursts into a Stinking Cloud as per the spell as if cast by a 6th level wizard)

Treasure:

8D20pp, unholy token (500gp)

2. Cleric Quarters

Two priestesses dwell in this room. They assist in the more common rituals but are too low level in the temple hierarchy to venture into the Dungeon level or to stand before Lolth herself.

The room is richly carpeted and the walls are hung with fine tapestries, all of black or mauve and all with spidery motifs.

The chamber is divided into two sections, divided by a single black curtain. The southern portion contains a small living area, with a divan, low table, and several chairs. Two braziers provide warmth.

North of the curtain are two luxurious beds, two ornate wardrobes holding vestments and spare clothing, a silver mirror, and two washbasins and chamber pots.

Drow Underpriestesses (AC 0 (16 DEX), MV 13, CL Pr, LV 4, hp 24 ea, THAC0 18, #ATT 1, D by weapon, Weapons footman's mace (Av 1D6+1/1D6 kdD10, +2 vs mail), dagger (Fa 2/r 2/4/6 1D4/1D3 kdD6), Armour chainmail +1, buckler +1, 16 DEX, SA ambidextrous, drow powers, +2 to hit with missiles (due to DEX), SD surprised on a 1 in 10, vulnerable to bright lights (90% likely to be seen, -2 DEX and -2 to hit, +2 to opponent saves if drow in the light, half that if opponent in the light, cumulative if both in the light), save vs. magic at +2, sense underground phenomenon as dwarves, sense secret doors as elves, MR 58%, Spell Points (15 WIS) 40, AL CE, XP 3000, Source: Drow of the Underdark)

Priestly Powers:

Command Undead (as turning)

Priest Spells Memorized [All (Major), Animal (Major), Charm (Minor), Combat (Major), Creation (Minor), Divination (Minor), Elemental (Major), Guardian (Major), Healing (Major), Necromantic (Major), Protection (Major), Summoning (Major), Weather (Minor)]:

Bless (4), Command (4), Cure Light Wounds (4), Hold Person (10), Aid (6), Chill Metal (6), Cure Moderate Wounds (6)

Drow Powers (1/day at 4th level):

Dancing Lights
Faerie Fire
Darkness
Clairvoyance
Detect Lie
Suggestion
Dispel Magic

Magic Items:

Drow Cloak (75% undetected in shadows) [+6 save vs. fire for cloak only]

Drow Boots (as boots of elvenkind)

Drow Metal Chainmail +1

Drow Metal Buckler +1

Drow Metal Dagger +1

Drow Metal Footman's Mace +1

Potion of Extra Healing

Potion of Stinking Cloud (thrown up to 40', bursts into a Stinking Cloud as per the spell as if cast by a 6th level wizard)

Treasure:

8D20pp, unholy token (500gp)

3. Chamber

This room is the quarters for a lama, one of the priestesses entrusted with most matters except those involving Lolth herself. These lamas are also trained in the ways of wizardry, so as to serve as battle mages for the clergy in time of need. Their position elevated them to noble status and allows them to use their innate abilities more than 1/day.

The chamber includes a living area richly furnished with the finest drow furniture, including plush ornate divans, tables inlaid with precious metals and engravings, silver mirrors framed in gems and precious metals, and ornate braziers from which waft the cloying scent of incense.

Behind curtains are areas for sleep, including an ornate round bed with spidersilk sheets, a garish wardrobe full of ritual vestments and drow clothing, a table and washbasin, and shelves to hold personal effects, and an area for bath, including an ornate chamber pot, a large copper bath, and shelves filled with various soaps and perfumes.

Hidden in a niche behind a large silver mirror in the living room, and protected by a scything blade trap (3-18 damage and on a D20 roll of 16 or higher severs the member) coated with poison (type F, save or die instantly) is the lama's spellbooks, which contain the spells memorized plus D4+1 spells per level castable plus Read magic and Detect Magic.

In addition, various pouches and boxes containing spell components for the lama's repertoire of spells are here.

The blade trap can be turned off by flicking a hidden catch nearby and can be reset by the same catch being manipulated in the opposite direction.

Drow Lama (AC 0 (16 DEX), MV 13, CL Pr/Wi, LV 9/9, hp 34, THAC0 16, #ATT 1, D by weapon, Weapons staff of striking (Fa 1D6/1D6 kdD10), dagger (Fa 2/r 2/4/6 1D4/1D3 kdD6), Armour chainmail +3, 16 DEX, SA ambidextrous, drow powers, +1 to hit with missiles (due to DEX), SD surprised on a 1 in 10, vulnerable to bright lights (90% likely to be seen, -2 DEX and -2 to hit, +2 to opponent saves if drow in the light, half that if opponent in the light, cumulative if both in the light), save vs. magic at +2, sense underground phenomenon as dwarves, sense secret doors as elves, MR 68%, Spell Points [Priest/Wizard] (17 WIS/19 INT) 155/128, AL CE, XP 11000, Source: Drow of the Underdark)

Priestly Powers:

Command Undead (as turning)
Immunity to Spider Venoms
Spiderform (as spell 1/day)

Priest Spells Memorized [All (Major), Animal (Major), Charm (Minor), Combat (Major), Creation (Minor), Divination (Minor), Elemental (Major), Guardian (Major), Healing (Major), Necromantic (Major), Protection (Major), Summoning (Major), Weather (Minor)]:

Bless (4), Curse (4), Command (4), Invisibility to Animals (4), Hold Person (10), Chant (6), Aid (6), Silence 15' radius (6), Prayer (10), Summon Insects (10), Spellweb (15), Protection from Fire (15), Recitation (15), Poison (15), Flame Strike (30), 1 free orison

Wizard Spells Memorized:

Magic Missile (4), Shield (4), Chromatic Orb (4), Colour Spray (4), Invisibility (6), Web (6), Improved Phantasmal Force (6), Mirror Image (6), Stinking Cloud (6), Lance of Disruption (10), Slow (10), Protection from Normal Missiles (10), Vitriolic Sphere (15), Phantasmal Killer (15), Wall of Bones (22)

Drow Powers (9/day at 9th level):

Dancing Lights (+2 lights)
Faerie Fire (+50' square)
Darkness (+10' radius)
Levitate
Know Alignment
Detect Magic
Clairvoyance
Detect Lie
Dispel Magic
Suggestion

Magic Items:

Drow Cloak (75% undetected in shadows) [+6 save vs. fire for cloak only]

Drow Boots (as boots of elvenkind)

Drow Metal Chainmail +3

Drow Metal Dagger +3

Staff of Striking (27 charges)

Whip of Fangs (4 heads)

Potion of Extra Healing

Ring of Fire Elemental Command (the ring has been activated and the wearer can utilize all of its powers)

Treasure:

18D20pp, unholy token (500gp)

4. Chamber

This room is the quarters for a lama, one of the priestesses entrusted with most matters except those involving Lolth herself. These lamas are also trained in the ways of wizardry, so as to serve as battle mages for the clergy in time of need. Their position elevated them to noble status and allows them to use their innate abilities more than 1/day.

The chamber includes a living area richly furnished with the finest drow furniture, including plush ornate divans, tables inlaid with precious metals and engravings, silver mirrors framed in gems and precious metals, and ornate braziers from which waft the cloying scent of incense.

Behind curtains are areas for sleep, including an ornate round bed with spidersilk sheets, a garish wardrobe full of ritual vestments and drow clothing, a table and washbasin, and shelves to hold personal effects, and an area for bath, including an ornate chamber pot, a large copper bath, and shelves filled with various soaps and perfumes.

Hidden inside one of the divans in the living room, and protected by a poison gas trap (unless the secret compartment is opened in a specific fashion, gas in a bladder inside the divan is released in a 10' radius cloud, this gas is lethal poison, save or die in 1-3 rounds) is the lama's spellbooks, which contain the spells memorized plus D4+1 spells per level castable plus Read magic and Detect Magic.

In addition, various pouches and boxes containing spell components for the lama's repertoire of spells are here.

The blade trap can be set off by flicking a hidden catch nearby and can be reset by the same catch being manipulated in the opposite direction.

Drow Lama (AC -4 (16 DEX), MV 13, CL Pr/Wi, LV 9/9, hp 36, THAC0 16, #ATT 1, D by weapon, Weapons footman's mace (Av 1D6+1/1D6 kdD10, +2 vs mail), dagger (Fa 2/r 2/4/6 1D4/1D3 kdD6), Armour chainmail +3, buckler +3, 16 DEX, SA ambidextrous, drow powers, +1 to hit with missiles (due to DEX), SD surprised on a 1 in 10, vulnerable to bright lights (90% likely to be seen, -2 DEX and -2 to hit, +2 to opponent saves if drow in the light, half that if opponent in the light, cumulative if both in the light), save vs. magic at +2, sense underground phenomenon as dwarves, sense secret doors as elves, MR 68%, Spell Points [Priest/Wizard] (17 WIS/16 INT) 155/125, AL CE, XP 11000, Source: Drow of the Underdark)

Priestly Powers:

Command Undead (as turning)
Immunity to Spider Venoms
Spiderform (as spell 1/day)

Priest Spells Memorized [All (Major), Animal (Major), Charm (Minor), Combat (Major), Creation (Minor), Divination (Minor), Elemental (Major), Guardian (Major), Healing (Major), Necromantic (Major), Protection (Major), Summoning (Major), Weather (Minor)]:

Bless (4), Curse (4), Command (4), Invisibility to Animals (4), Hold Person (10), Chant (6), Aid (6), Silence 15' radius (6), Prayer (10), Summon Insects (10), Spellweb (15), Cause Blindness (15), Recitation (15), Poison (15), Slay Living (30), 1 free orison

Wizard Spells Memorized:

Magic Missile (4), Shield (4), Chromatic Orb (4), Invisibility (6), Web (6), Ray of Enfeeblement (6), Mirror Image (6), Acid Arrow (6), Haste (10), Flame Arrow (10), Flame Arrow (10), Vitriolic Sphere (15), Ice Storm (15), Cone of Cold (22)

Drow Powers (9/day at 9th level):

Dancing Lights (+2 lights)
Faerie Fire (+50' square)
Darkness (+10' radius)
Levitate
Know Alignment
Detect Magic
Clairvoyance
Detect Lie
Dispel Magic
Suggestion

Magic Items:

Drow Cloak (75% undetected in shadows) [+6 save vs. fire for cloak only]

Drow Boots (as boots of elvenkind)

Drow Metal Chainmail +3

Drow Metal Buckler +3

Drow Metal Dagger +3

Mace of Evil +2 (causes +1D6 damage to good aligned victims, +2D6 to paladins and good-aligned priests, +3D6 to good aligned extra-planar creatures, imbues a Protection from Good spell upon the caster at all times as if cast by a 12th level priest)

Whip of Fangs (3 heads)

Potion of Extra Healing

Diadem of Delight (a diadem with what appears to be a living eye set into its fore crown, this device can, 1/round as a free action, attempt to instill delight in any single intelligent [i.e. with an INT of 1+] being within 60' who can see the diadem, delight effect forces a save vs spell [with appropriate WIS bonuses] or the victim will be filled with delight [both mental and physical] at the wearer, victims so affected cannot attack the wearer at all and can only take harmful actions against anyone if another save vs spells is made each round, delight lasts 1-12 rounds, and someone whom the diadem attempts to delight cannot be re-delighted for 24 hours, delight is a mind-affecting charm effect, so elves gain a 90% resistance to it)

Treasure:

18D20pp, unholy token (500gp)

5. Suite

This chamber holds the warden of command, a position of honour specifically charged with seeing to the defense of the temple. The warden is always a warrior-priestess who has proven herself in combat for many decades. Her special status allows her to use her innate drow abilities more than 1/day.

The suite proper is composed of a living area, bedecked with fabulously ornate and expensive drow furniture, including even a few wooden items (exceedingly rare in drow society and even rarer in this city). Furniture includes several low tables, plush couches, all atop a spidersilk carpet of deep black with mauve spiders crawling across it. Tapestries hang on the walls showing drow in underground battles with duergar (and winning, naturally).

Another area of the suite (marked area b) is devoted to bed and bath. Here is a large round bed, ornately decorated with carvings of arms and armour and bedecked with spidersilk linens. A garish wardrobe stands nearby, filled with drow clothing appropriate to the warden's station. Near that is a weapon rack and armour stand and hanging from the wall is a large ornate silver mirror. At the foot of the bed is a locked chest (key on the warden) which holds her personal effects, which certainly include D20 pieces of jewelry in the drow style ranging in value from 100-1000gp each.

Separated from the bedroom is the garedrobe (marked area a) which holds a copper bathtub, chamber pots, and a table with washbasin upon it.

Drow Warden (AC -5 (16 DEX), MV 13, CL Pr/Wa, LV 10/10, hp 67, THAC0 11, #ATT 3 or 2 (due to magic item), D by weapon, Weapons footman's mace (Av 1D6+1/1D6 kdD10, +2 vs mail), dagger (Fa 2/r 2/4/6 1D4/1D3 kdD6), Armour chainmail +3, buckler +3, 16 DEX, proficiency in buckler, SA expertise in footman's mace (2 attacks per round), ambidextrous, drow powers, +1 to hit with missiles (due to DEX), SD surprised on a 1 in 10, vulnerable to bright lights (90% likely to be seen, -2 DEX and -2 to hit, +2 to opponent saves if drow in the light, half that if opponent in the light, cumulative if both in the light), save vs. magic at +2, sense underground phenomenon as dwarves, sense secret doors as elves, MR 70%, Spell Points (15 WIS): 175, AL CE, XP 10000, Source: Drow of the Underdark)

Priestly Powers:

Command Undead (as turning)
Immunity to Spider Venoms
Spiderform (as spell 1/day)

Priest Spells Memorized [All (Major), Animal (Major), Charm (Minor), Combat (Major), Creation (Minor), Divination (Minor), Elemental (Major), Guardian (Major), Healing (Major), Necromantic (Major), Protection (Major), Summoning (Major), Weather (Minor)]:

Bless (4), Curse (4), Cure Light Wounds (4), Command (4), Cause Fear (6), Hold Person (10), Aid (6), Darkfire (6), Heat Metal (6), Silence 15' radius (6), Prayer (10), Cause Blindnesss (10), Summon Insects (10), Spellweb (15), Recitation (15), Cure Serious Wounds (15), Flame Strike (22), Slay Living (22)

Drow Powers (10/day at 10th level):

Dancing Lights (+3 lights)
Faerie Fire (+60' square)
Darkness (+12' radius)
Levitate
Know Alignment
Detect Magic
Clairvoyance
Detect Lie
Dispel Magic
Suggestion

Magic Items:

Drow Cloak (75% undetected in shadows) [+6 save vs. fire for cloak only]

Drow Boots (as boots of elvenkind)

Drow Metal Chainmail +3

Drow Metal Buckler +3

Drow Metal Dagger +3

Drow Metal Footman's Mace +3

Whip of Fangs (3 heads)

Potion of Extra Healing

Bracers of Quick Strike (allows wearer an extra attack during the round, but cannot be used in conjunction with any other speed-inducing magic [such as Haste or other magic items with a similar effect])

Treasure:

20D20pp, unholy token (500gp)

6. Suite

This chamber holds the assistant priestess of the temple, second ranking priestess in the temple. She holds great sway over the inner workings of the temple, as the high priestess is often too busy communing directly with Lolth and her minions.

The suite proper is composed of a living area, bedecked with fabulously ornate and expensive drow furniture, including even a few wooden items (exceedingly rare in drow society and even rarer in this city). Furniture includes several low tables, plush couches, all atop a spidersilk carpet of deep black with mauve spiders crawling across it. Tapestries hang on the walls showing drow in underground battles with duergar (and winning, naturally).

Another area of the suite (marked area b) is devoted to bed and bath. Here is a large round bed, ornately decorated with carvings of arms and armour and bedecked with spidersilk linens. A garish wardrobe stands nearby, filled with drow clothing appropriate to the assistant priestess' station. Near that is a small shrine to Lolthon a pedestal shaped like climbing spiders and hanging from the wall is a large ornate silver mirror. At the foot of the bed is a locked chest (key on the priestess) which holds her personal effects, which certainly include D20 pieces of jewelry in the drow style ranging in value from 100-1000gp each.

Usually perched on the shrine is the priestess' familiar, a quasit.

Quasit (AC2, MV 15, HD 3, hp 16, THAC0 17, #ATT 3, D 1-2/1-2/1-4, SA toxin (claw hits force a save vs poison or lose 1 point of DEX for 2-12 rounds), fear (unleash a blast of fear in a 30' radius 1/day, effects as the Fear spell cast at 7th level), SD quasit powers (see below), regenerate 1hp per round, Commune with patron power [Lolth or a yochlol] 1/week for up to 6 questions, iron or magic weapons to hit, save as 7HDmonster, immune to cold, fire, and lightning, MR 25%, AL CE, XP 2000, Source: Monstrous Manual)

Secreted in a niche behind the shrine are the priestess' spellbooks and pouches of material components. The niche is warded by a Glyph of Warding which will cause anyone but the priestess who reaches into the niche to save vs petrifaction or be turned to stone. The spell books include all of the wizard spells she has memorized, plus D6+1spells per level she can cast, plus Read Magic, Finf Familiar, and Detect Magic.

Separated from the bedroom is the garedrobe (marked area a) which holds a copper bathtub, chamber pots, and a table with washbasin upon it.

Drow Assistant Priestess (AC -7 (16 DEX), MV 13, CL Pr/Wa/Wi, LV 12/11/12, hp 54, THAC0 10, #ATT 2 or 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, buckler +4, 16 DEX, proficiency in buckler, SA expertise in footman's mace (2 attacks per round), ambidextrous, drow powers, +1 to hit with missiles (due to DEX), SD regenerate 1hp per round, 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 [Priest/Wizard] (15 WIS/17 INT): 255/256, AL CE, XP 13000, Source: Drow of the Underdark)

Note: The assistant priestess is normally an 11th level priest and wizard who gained a level in each from her quasit familiar. She also gains regeneration. She loses 4 levels of wizard and priest levels if the quasit dies.

Priestly Powers:

Command Undead (as turning)
Immunity to Spider Venoms
Spiderform (as spell 1/day)

Priest Spells Memorized [All (Major), Animal (Major), Charm (Minor), Combat (Major), Creation (Minor), Divination (Minor), Elemental (Major), Guardian (Major), Healing (Major), Necromantic (Major), Protection (Major), Summoning (Major), Weather (Minor)]:

Invisibility to Animals (4), Cure Light Wounds (4), Cause Fear (6), Command (4), Bless (4), Curse (4), Hold Person (10), Aid (6), Chant (6), Silence 15' radius (6), Prayer (10), Protection from Fire (10), Summon Insects (10), Protection from Good 10' radius (15), Recitation (15), Cure Disease (15), True Seeing (22), Cure Critical Wounds (22), Flame Strike (22), Blade Barrier (30), Heal (30)

Wizard Spells Memorized:

Magic Missile (4), Magic Missile (4), Shield (4), Protection from Good (4), Reduce(4), Grease (4), Web (6), Mirror Image (6), Blur (6), Summon Swarm (6), Ray of Enfeeblement (6), Fly (10), Minute Meteors (10), Flame Arrow (10), Fire Shield (15), Minor Globe of Invulnerability (15), Ice Storm (15), Wall of Stone (22), Cone of Cold (22), Feeblemind (22), Chain Lightning (30), Disintegrate (30), 1 free cantrip

Drow Powers (12/day at 12th level):

Dancing Lights (+4 lights)
Faerie Fire (+80' square)
Darkness (+16' radius)
Levitate
Know Alignment
Detect Magic
Clairvoyance
Detect Lie
Dispel Magic
Suggestion

Magic Items:

Lurker Cloak

Drow Boots (as boots of elvenkind)

Drow Metal Chainmail +4

Drow Metal Buckler +4

Drow Metal Dagger +4

Drow Metal Footman's Mace +4

Whip of Fangs (4 heads)

Potion of Extra Healing

Spider Wand (17 charges)

Scroll with priest spells: Passweb, Control Vapour, Summon Spider, Repulsion, Venom Immunity, Raise Dead, and Unholy Word at 14th level

Treasure:

24D20pp, unholy token (500gp)

7. Dining Room

This area is where the priestesses dine and generally relax. There are numerous couches, small tables, cushions, braziers, etc. scattered about. There are eight gold services (plate, bowl, flagon, and utensils), all pieces set with small gems, worth 5000gp each.

Level Four:

1. Common Room

This is the administrative and relaxation area for the top officers of the temple soldiery. Herein are three desks, six chairs, one large and two small tables, and four couches. Weapon racks and armour stands line the walls, competing with elaborate maps of the vault, the city, the fane hollows, the dungeons, the low and high temples, and the Drow Empire. Many of these maps show planned raids and defensive maneuvers.

A particularly large map shows the surface world (Western Jerranq) and the combat maneuvers of large bodies of troops for the Deceiver and the Free Folk. A close examination by those knowledgeable of military matters and with access to Drow Elvish translation can determine that the Free Folk forces are thrusting along the Dead Coast towards Mordasht, while great sweeping armies of the Deceiver have hooked down through the unguarded War Plains and thrust deeply into southern Jaggarth and northern Antorium.

2. Captains

This is the dayroom and quarters of two drow warriors, the captains of the guard. Their chambers are hung with costly, lewd tapestries showing well-endowed drow males in all sorts of bizarre sexual acts with female drow, yochlols, and spiders. The tapestries are clearly woven by a master loom master and are quite valuable to anyone not repulsed by their subject matter.

The living section of the chamber contains divans, a table, and several chairs.

Beyond that is a metal screen partitioning the bedroom. It is of note that there is a single bed here…the two warriors are lovers and close companions, especially loyal to each other even for drow. Also here are a wardrobe, weapon rack, armour stands, and two chests that are locked (keys on the warriors) and hold personal effects.

To the far south of the chamber is the privy, containing chamber pots and a large porcelain bathtub big enough for two.

Drow Captain (AC -7 (16 DEX), MV 13, CL Wa, LV 10, hp 69, THAC0 11, #ATT 2+3/2, D by weapon, Weapons shortsword (Fa 1D6/1D8 kdD6), dagger (Fa 2/r 2/4/6 1D4/1D3 kdD6), hand crossbow (Av 1/r 4/8/12 1D3/1D2 kdD4), death lance (Av 1/r 2/4/6 1D6/1D8 kdD6), Armour chainmail +4, buckler +4, 16 DEX, proficient in buckler, SA mastery in short sword (+3 to hit, +3 damage 2 attacks per round), ambidextrous, drow powers, +2 to hit with missiles (due to DEX), SD surprised on a 1 in 10, vulnerable to bright lights (90% likely to be seen, -2 DEX and -2 to hit, +2 to opponent saves if drow in the light, half that if opponent in the light, cumulative if both in the light), save vs. magic at +2, sense underground phenomenon as dwarves, sense secret doors as elves, MR 70%, AL CE, XP 8000, Source: Drow of the Underdark)

Drow Powers (1/day at 10th level):

Dancing Lights (+3 lights)
Faerie Fire (+60' square)
Darkness (+12' radius)
Levitate
Know Alignment
Detect Magic

Magic Items:

Drow Cloak (75% undetected in shadows) [+6 save vs. fire for cloak only]

Drow Boots (as boots of elvenkind)

Drow Metal Chainmail +4

Drow Metal Buckler +4

Drow Metal Dagger +4

Drow Metal Shortsword +4

Death Lance (4 charges, do listed damage plus 3-12 chill damage, any victim struck must save vs poison or a charge is used draining 1d4 points from every characteristic from energy drain [roll once and apply to every characteristic], radiates evil)

Potion of Extra Healing

2 Darts of Screaming

2 Darts of Silencing

1 Dart of Stunning

1 Spider Dart

20 doses of sleep poison for hand crossbow (save at -4 vs. poison or fall asleep for 2D4 hours, -4 to hit, move at half speed, and +4 to AC during the round hit, sleep occurs at the start of the next round, 1 extra phase to coat a bolt for the practiced and nimble drow [1 round for others])

Treasure:

10D20pp, unholy token (500gp), spider brooch of gold and emeralds worth 4000gp

Drow Captain (AC -7 (16 DEX), MV 13, CL Wa, LV 12, hp 70, THAC0 9, #ATT 2+3/2, D by weapon, Weapons shortsword (Fa 1D6/1D8 kdD6), dagger (Fa 2/r 2/4/6 1D4/1D3 kdD6), hand crossbow (Av 1/r 4/8/12 1D3/1D2 kdD4), death lance (Av 1/r 2/4/6 1D6/1D8 kdD6), Armour chainmail +4, buckler +4, 16 DEX, proficient in buckler, SA mastery in short sword (+3 to hit, +3 damage 2 attacks per round), ambidextrous, drow powers, +2 to hit with missiles (due to DEX), SD surprised on a 1 in 10, vulnerable to bright lights (90% likely to be seen, -2 DEX and -2 to hit, +2 to opponent saves if drow in the light, half that if opponent in the light, cumulative if both in the light), save vs. magic at +2, sense underground phenomenon as dwarves, sense secret doors as elves, MR 74%, AL CE, XP 10000, Source: Drow of the Underdark)

Drow Powers (1/day at 12th level):

Dancing Lights (+4 lights)
Faerie Fire (+80' square)
Darkness (+16' radius)
Levitate
Know Alignment
Detect Magic

Magic Items:

Drow Cloak (75% undetected in shadows) [+6 save vs. fire for cloak only]

Drow Boots (as boots of elvenkind)

Drow Metal Chainmail +4

Drow Metal Buckler +4

Drow Metal Dagger +4

Drow Metal Shortsword +4

Death Lance (4 charges, do listed damage plus 3-12 chill damage, any victim struck must save vs poison or a charge is used draining 1d4 points from every characteristic from energy drain [roll once and apply to every characteristic], radiates evil)

Potion of Extra Healing

2 Darts of Screaming

2 Darts of Silencing

1 Dart of Stunning

1 Spider Dart

20 doses of sleep poison for hand crossbow (save at -4 vs. poison or fall asleep for 2D4 hours, -4 to hit, move at half speed, and +4 to AC during the round hit, sleep occurs at the start of the next round, 1 extra phase to coat a bolt for the practiced and nimble drow [1 round for others])

Treasure:

12D20pp, unholy token (500gp), spider brooch of gold and emeralds worth 4000gp

3. Commander's Quarters

This is the dayroomand quarters of Commander Pallirdirstra, who commands the entirety of the temple troops. He apartment is very expensively and elaborately furnished, including several lewd statuettes and equally lewd tapestries favouring glabezru and hezrou demons raping drow malesand females.

The main room contains the living room, consisting of several fine throw rugs, a low table inset with semi-precious gems, plush spidersilk couches, silver braziers, and a weapon rack.

The niche to the southeast holds the bedroom, including a lush spidersilk covered canopied bed, agarish wardrobe containing clothing appropriate to the commander's station, a washbasin atop a small table, and a small silver wall mirror. An armour stand sits nearby.

Beneath the bed are chamberpots.

Drow Commander (AC -11 (18 DEX), MV 14, CL Wa, LV 14, hp 85, THAC0 7, #ATT 5/2+2, D by weapon, Weapons shortsword (Fa 1D6/1D8 kdD6), dagger (Fa 2/r 2/4/6 1D4/1D3 kdD6), hand crossbow (Av 1/r 4/8/12 1D3/1D2 kdD4), death lance (Av 1/r 2/4/6 1D6/1D8 kdD6), Armour chainmail +5, buckler +5, 18 DEX, proficient in buckler, SA high mastery in short sword (+3 to hit, +3 damage, 5/2 attacks per round, critical on a 16), ambidextrous, drow powers, +2 to hit with missiles (due to DEX), SD surprised on a 1 in 10, vulnerable to bright lights (90% likely to be seen, -2 DEX and -2 to hit, +2 to opponent saves if drow in the light, half that if opponent in the light, cumulative if both in the light), save vs. magic at +2, sense underground phenomenon as dwarves, sense secret doors as elves, MR 78%, AL CE, XP 12000, Source: Drow of the Underdark)

Non-Weapon Proficiencies:

Bravery (5), Frighten (6)

Drow Powers (1/day at 14th level):

Dancing Lights (+5 lights)
Faerie Fire (+100' square)
Darkness (+20' 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 +5

Drow Metal Buckler +5

Drow Metal Dagger +5

Drow Metal Shortsword +5

Death Lance (5 charges, do listed damage plus 3-12 chill damage, any victim struck must save vs poison or a charge is used draining 1d4 points from every characteristic from energy drain [roll once and apply to every characteristic], radiates evil)

Spider Mask (refer to Drow of the Underdark)

Potion of Extra Healing

2 Darts of Screaming

2 Darts of Silencing

1 Dart of Stunning

1 Spider Dart

20 doses of sleep poison for hand crossbow (save at -4 vs. poison or fall asleep for 2D4 hours, -4 to hit, move at half speed, and +4 to AC during the round hit, sleep occurs at the start of the next round, 1 extra phase to coat a bolt for the practiced and nimble drow [1 round for others])

Treasure:

14D20pp, unholy token (500gp), spider brooch of gold and diamonds worth 10000gp

4. Weapons Cache

This chamber is locked, with the key on the commander. It is also warded by a Glyph of Warding that is set to go off if anyone other than the commander or high priestess enters the chamber. The glyph activates a wall of force that blocks the passageway 15' east of the door to this chamber. The wall of force lasts 10 turns and it and the glyph are treated as having been cast by a 14th level caster.

Within are many valuable weapons and armour kept in reserve for the temple. The loot includes:

24 suits of Drow Metal Chainmail +1
12 suits of Drow Metal Chainmail +2
6 suites of Drow Metal Chainmail +3
1 suit of Drow Metal Chainmail +4
16 Drow Metal Bucklers+1
6 Drow Metal Bucklers +2
2 Drow Metal Bucklers+3
10 Drow Metal Footman's Maces +1
4 Drow Metal Footman's Maces +2
6 Drow Metal Daggers +1
6 Drow Metal Daggers +2
1 Drow Metal Dagger +3
14 Drow Metal Shortswords +1
10 Drow Metal Shortswords +2
6 Drow Metal Shortswords +3
1 Drow Metal Shortsword +4
5 Death Lances (5 charges each)
30 Light Pellets

5. Prison

Kept for the personal amusement of the commander, this chamber is both a prison and a torture chamber. Shcakles dotthe walls and hang fromchains of varying lengths from the ceiling. Many of these are connected to pulleys and cranks.

A metal rack is here, along with a bizarre variety of ingenious and heinopus implements and mechanisms of pain. The chamber clearly bespeaks of use by one who considers herself an artisan in the mysteries of torture.

Hanging from the wall in shackles is an insane human warrior. He was a general of one of the armies of the Free Folk and was brought here as a captive because the commander wished to torture and bed a surface human of some stature. However, her ministrations, not finely calibrated yet to the human psyche and physique, have broken the man, and he is now raving, with spittle and drool dribbling down his chin and a wide eyed look in his gaze.

The man, who cannot recall his former station or name (his name is General Oristoril), will likely scream and rave at the party and if they free him, he is likely to run or scream or attack the party with his bare hands. If cured of insanity, however, he will prove a stalwart companion.

General Oristoril (AC 10, MV 12, CL Wa, LV 9, hp 78 (26 left), THAC0 12, #ATT 2or 3/2, D by weapon, Weapons none (+1 due to STR), Armour none, SA specialized in longsword (+1 to hit, +2 damage, 2 attacks per round), double specialized in 1H melee fighting style (-2 to AC when in melee with a 1H weapon), +1 to hit due to STR, AL LN (CN while insane), XP 1400, Source: Monstrous Manual)

Level Five:

This level is the private domain of Adinira, acting high priestess of Lolth.

Drow High Priestess (AC -8 (16 DEX), MV 13, CL Pr/Wi, LV 14/14, hp 50, 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 +5, buckler +5, 16 DEX, SA ambidextrous, drow powers, +1 to hit with missiles (due to DEX), SD surprised on a 1 in 10, vulnerable to bright lights (90% likely to be seen, -2 DEX and -2 to hit, +2 to opponent saves if drow in the light, half that if opponent in the light, cumulative if both in the light), save vs. magic at +2, sense underground phenomenon as dwarves, sense secret doors as elves, MR 78%, Spell Points [Priest/Wizard] (17 WIS/18 INT) 370/357, AL CE, XP 16000, Source: Drow of the Underdark)

Note: Word of Recall takes her to the Temple of Lolth in Q'wilinthos-eresti.

Non-Weapon Profiencies:

Signature Spell - Lance of Disruption, Eminence (8), Divine Will (6)

Priestly Powers:

Command Undead (as turning)
Immunity to Spider Venoms
Spiderform (as spell 1/day)

Priest Spells Memorized [All (Major), Animal (Major), Charm (Minor), Combat (Major), Creation (Minor), Divination (Minor), Elemental (Major), Guardian (Major), Healing (Major), Necromantic (Major), Protection (Major), Summoning (Major), Weather (Minor)]:

Cure Light Wounds (4), Invisibility to Animals (4), Command (4), Cause Fear (6), Bless (4), Curse (4), Protection from Good (4), Hold Person (10), Aid (6), Chant (6), Produce Flame (6), Cure Moderate Wounds (6), Cause Blindness (10), Prayer (10), Summon Insects (10), Bestow Curse (10), Poison (15), Protection from Good 10' radius (15), Recitation (15), Quench Fire (15), Flame Strike (22), Wall of Fire(22), Word of Recall (30), Heal (30), Whirlwind (30), Blade Barrier (30), Unholy Word (40), 2 free orisons

Wizard Spells Memorized:

Magic Missile (4), Shield (4), Protection from Good (4), Chromatic Orb (4), Spook (4), Charm Person (4), Web (6), Stinking Cloud (6), Spectral Hand (6), Invisibility (6), Acid Arrow (6), Pyrotechnics (6), Lance of Disruption (10), Lance of Disruption (signature spell - 0), Spectral Force (10), Suggestion (10), Fireball (10), Charm Monster (15), Confusion (15), Fumble (15), Fire Shield (15), Cloudkill (22), Wall of Iron (22), Wall of Force (22), Death Spell (30), Death Fog (30), Monster Summoning IV (30), Prismatic Spray (40), 1 free cantrip

Drow Powers (14/day at 14th level):

Dancing Lights (+5 lights)
Faerie Fire (+100' square)
Darkness (+20' radius)
Levitate
Know Alignment
Detect Magic
Clairvoyance
Detect Lie
Dispel Magic
Suggestion

Magic Items:

Drow Cloak (75% undetected in shadows) [+6 save vs. fire for cloak only]

Drow Boots (as boots of elvenkind)

Drow Metal Chainmail +5

Drow Metal Buckler +5

Drow Metal Dagger +5

Drow Metal Footman's Mace +5

Whip of Fangs (5 heads)

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

Amulet of Protection from ESP and Scrying

Fire Elemental Gem (as Brazier of Commanding Fire Elementals - refer to Drow of the Underdark)

Treasure:

28D20pp, unholy token (500gp)

1. Alarm

At this location is set a Glyph of Warding on the ceiling which will activate against anyone passing under except for the high priestess and anyone she is touching. The glyph operates at 14th level and will operate a Shout spell down the hall to the north emanating from the south wall here. The shout is loud enough to alert the high priestess, who will likely then spy on the party and potentially cast spells from Room 3 into Room 2.

2. Lounge

This area is decorated with innumerable perverted and lewd paintings, tapestries, and statues. Even the carpets are obscene. At intervals are silver threaded hangings which have a spider embroidered upon them with 2 rubies set as eyes. Each tapestry is worth 2000gp and there are 8 of them in total.

If any creature other than the high priestess touches one of the spider tapestries, the spider emerges from the tapestry and comes to life as a giant black widow spider. The high priestess can command any of the tapestries to life by an incantation which has a casting time of 3. Spiders so summoned emerge from the tapestries 1 phase later.

Giant Spiders (8) (AC 4, MV 6 wb12, HD 4+4, hp 36 ea, THAC0 15, #ATT 1, D 1-8, SA poison (type F, save immediately or die), webs (break free in number of rounds equal to 19-STR, held victims are +4 to hit and lose all DEX bonuses), AL CE, XP 650 ea, Source: Monstrous Manual)

There are various containers for wine and spirits scattered about, and several sorts of drugs (mushroom powders, distilled minerals, etc.) are contained in gold and crystal dishes on a bone and silver stand.

Debauchery is the keynote of the place.

The door to Room 3 is Wizard Locked at 14th level and contains a spy slit through which the high priestess can observe and cast spells.

3. Bed Chamber

Refer to Room 2 for the wards on the door to this room and Room 4 for details regarding the secret door in the northwest corner of the room.

This room is as lewdly and evilly decorated as the outer room. There are no spider tapestries here, merely opulent furnishings, including various jeweled objects of great value (a dozen items worth 1000-8000gp each). There is a massive round bed with demonic carvings and a spiderweb canopy dominating the place, along with a wardrobe filled with the finest drow clothing and vestments, many studded with gems or set with silver and gold threading.

A large silver mirror framed in goldand amethyst hangs along one wall, under which is set a table and washbasin. Nearby is a curtained privy with a magical toilet that teleports away waste (it will only teleport waste) and a drow metal tub that will fill with water instantly of a type denoted by uttering a command word, in Drow Elvish, for "cold", "warm" or "hot".

Hanging on a chain from one of the bedposts is a strange platinum rune set with black opals. If the rune is touched, a nalfeshnee tanar'ri will appear. The demon usually renders advice in exchange for payment or sacrifice and will react to the party with hostility, though the high priestess may not summon the demon to fight for her.

Nalfeshnee (AC -8, MV 12 fl15[D], HD 11, hp 67 , THAC0 9. #ATT 3, D 1-4/1-4/2-8, SA magical spray (3/day and must concentrate for an entire round though hits do not break the spell, all creatures within 60' suffer 15 damage [save vs spell for half] and must save vs spell again at -2 or be stricken dumb and wander in a trance for 1-10 rounds while envisioning one's greatest fears), nalfeshnee powers (see below), SD never surprised, +2 weapons to hit, MR 70%, AL CE, XP 17000, Source: Planescape Compendium)

Nalfeshnee Immunities:

Acid: Full
Cold: Half
Electricity: None
Fire (magical): Half
Fire (normal): None
Gas: Half
Iron Weapon: Full
Magic Missile: Full
Poison: None
Silver Weapon: Full (greater/true take half damage)

Nalfeshnee Powers (at 11th level):

Alter Self
Bind
Call Lightning
Chill Touch
Detect Invisibility (always active)
Distance Distortion
ESP (always active)
Feeblemind
Forget
Giant Insect
Invisibility
Know Alignment (always active)
Mirror Image
Protection from Good (always active)
Raise Dead
Slow
Web

4. Secret Room

This room is accessed by way of a secret door set behind the wardrobe in Room 3. The entire wardrobe pivots open when a catch is manipulated on the wardrobe.

The only item visible in this chamber is a small metal idol of a spider. The idol is palm sized and is set upon a silver pedestal shaped like twisting spiderwebs. The idol radiates both magic and evil. Inscribed on the top of the pedestal is the following in Drow Elvish:

You are the ward of the way above.Only she who rules all can open the way. She feeds on that which her children feed

If a drop of blood is placed on the idol (the blood must be from a living sentient creature) a 10' diameter hole in the ceiling in the west end of the room will magically open and remain open for 1 turn. The hole leads upward to the Chamber of Lolth. There is no mundane access to the hole, so those wishing to pass through must levitate or fly or devise some other egress. Standing in the hole when it closes is not healthy.

There are four chests herein, but these have been covered by a Permanent Illusion such that they appear to be nothing more than cobwebs and dust.

The four chests are all of silver inlaid drow metal and are lined with lead. All are locked (keys on the high priestess) and all bear poison needle traps (save or die). They contain:

Chest #1 - 11230gp and 3 packets of Dust of Disappearance

Chest #2 - 4389pp and a set of spellbooks of the high priestess including all the spells she has memorized plus 2D4 per level plus Read Magic, Fire Trap, Wizard Lock, Knock and Detect Magic

Chest #3 - 12 Potions of Healing, 8 Potions of Extra Healing, 4 Potions of Superior Healing (refer to Encyclopedia Magica V3 pg 891), and 4 Potions of Sweet Water

Chest #4 - contains 30 pieces of jewelry (most of spidery motif) worth 5D10x100gp each, a sack, and an ivory box.

The sack contains:

100 gems worth 10gp each
40 gems worth 50gp each
30 gems worth 100gp each

The ivory box is warded by a Fire Trap spell at 14th level. Within the box is lined with satin and contains 13 diamonds worth 5000gp each and a Talisman of Pure Good wrapped in a thick velvet cloth.

How Do We Manage This?

The party has a very tough time ahead of it once it enters the vault. The DM should inform the players that they are now in the heart of drow power and that they should proceed with EXTREME CAUTION. There are no more mechanisms to pull the party out of the frying pan. One slip up can mean death.

The first thing the party must manage is how to move among the drow. This can be accomplished by way of various magics, illusionary or otherwise. Of course, actual shape changing (e.g. polymorph) is harder to detect than illusions, so that method is preferable.

Many drow go about with magic spells cast upon their person and even though many drow have the ability to Detect Magic and Know Alignment, they certainly don't walk around randomly casting such spells. Unless the party gives a reason to cause suspicion, they should be able to maneuver around the vault and into the city proper.

However, keep in mind that drow act like…drow. If the party shows mercy to an inferior creature or seems not to delight in cruelty, then they may be suspected. Similarly, malesgiving orders to females and/or not showing proper deference can cause all sorts of suspicions. It is under these suspicious circumstances that drow may start to question the party, and if inappropriate answers are given, it is then that they will resort to using their detection magicks on the party.

The party should be able to maneuver into the city easily and get lost in the crowds, as long as they stay to the city floor. Anyone attempting to use the noble walkways and platforms above the city had better be dressed like and act like a noble. Even then, most of the nobles are known by other drow, so it would be difficult to pull off such a charade unless the party was disguised to look like a particular drow noble (which can cause other problems!).

The DM has been given a good idea of the nature of drow society and politics by this time and so should be able to run the city and the party's infiltration thereof. The city portion should basically be one of good roleplaying and interaction with all sorts of depraved and interesting persons. It is a chance for the DM to let his imagination and characterizations run wild!

The next issue is how to get into the High Temple. The party could query drow or slaves discretely. They could also speak to duergar or deep gnomes and question them. If the DM wants to run the dungeon portion of the Fane, he can have someone tell them about a secret door leading into the dungeons. Otherwise, the party could ascend the steps and enter the Low Temple hollow in that fashion, which is how most drow manage it. If the party has successfully impersonated drow nobles, they might, with a little luck and a lot of very good roleplaying, be able to simply walk up the elevated walkway right into the High Temple hollow.

However, the party is going to be in deep trouble without a special spider token needed in order to pass the Forbiddance spell cast on the High Temple. These can be taken or gained from the guards at the upper end of the passageway from the Lower Temple hollow to the High Temple hollow (see the Lower Temple hollow area 4). Otherwise, the party could stake out the place and wait for a priestess to emerge and then steal the token or slay the priestess to gain it (discretely hopefully!).

Once within the temple, it is unlikely that the party will be able to keep up its disguise. Remember that a True Seeing spell is always up in the temple, so most disguises will fail because of that. In any case, all of the priestesses and soldiers in the temple are well known to each other and all are female! More likely is that the party will have to reveal itself and begin a running fight in the High Temple until they find the tunnel leading to the Chamber of Lolth and then the surface.

The temple will eventually rouse. At the very least, even should the party make it through the entire High Temple without alerting the drow, Lolth's avatar will be very difficult to bypass and she will telepathically alert the drow temple and eventually the entire drow temple force (i.e. including the Lower Temple hollow temple and barracks) will be roused and converge on this place. The DM can introduce horns blaring and drums tom-tom-ing in the distance as the drow rouse and begin to close on the High Temple. Any party members foolish enough to do something like rest for spells after alerting the temple will be overwhelmed and likely captured. What happens then is up to the DM.

Clever parties can come up with ways that bypass most of the temple entirely. In the historic campaign, the party cast Invisibility 10' radius to cover the entire party and then Fly spells to fly the entire group to the point where the stalactite meets the spire of the temple. They then cast Passwalls and Disintegrate spells to burrow into the stalactitie above the temple proper. In this way they bypassed the entirely of the temple. Players should be rewarded for such creativity. However, DMs who really are itching to throw the drow at the party can certainly have levitating drow with Detect Invisibility patrol the area around the stalactite. Simply having such patrols might be enough to deter the party from trying what was historically done if such a thing bothers the DM.



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