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

KUO-TOA OUTPOST:

This outpost is a small one set up by the kuo-toa to keep a watch on the upper surface of the underground lake. The force here is certainly not strong enough to resist a full scale assault by either surface worlders or by the drow, but continued reports from the outpost to the nearest kuo-toa city (which exists on a far deeper underground level) at least assure the city that all is well.

Reaction to the Party:

Although the kuo-toa in no way serve the Deceiver, and are, in fact, enemies of the drow (and not very friendly to the orcs nearby), they are also hateful of humans and surface beings (due to their being driven from the surface world aeons ago). As such, they will view the party as slaves and sacrifices to their strange deity. Parley with the kuo-toans is almost impossible.

The kuo-toans do not speak Common. They speak their own language, a religious language that is a perversion of the tongue of Water Elementals, and most of the leaders are proficient in Drow Evish as well.

Refer to the Kuo-Toa Outpost map.

Unless otherwise indicated, rooms and hallways are 12' high and are of worked stone that is covered with a greenish slimy secretion that reflects the party's light into emerald hues. This secretion has the magical effect of allowing any water elementals (including those conjured by the party) to be treated as if they were in water. Thus water elementals may roam anywhere within the complex that is within 60' of the worked kuo-toan stonework.

Note: The first encounter occurs a mile or so from the outpost.

Kuo-Toan vision: DMs should keep in mind that kuo-toans have the ability to see movement by invisible, astral, and ethereal beings.

Kuo-Toan Roster:

Kuo-toan Guards (AC 4, MV 9 sw18, HD 2, hp 12 ea, THAC0 19, #ATT 1 or 2, D by weapon type (+1 for strength) and bite for 2-5, Weapons stone dagger (Fa 1D4+1/1D4+1 kdD4), Harpoon (Av 1/r 6/12/18 2D6/2D6 kdD8 victim must roll 13+ on D20 to avoid being snagged, snagged man-sized or smaller are jerked off their feet and stunned for D4 rounds), Armour shield (attack from the front has a 25% chance of sticking the weapon requiring an open door roll to remove), SA +1 to hit due to strength, SD skin secretion (25% chance to web, tie, or grapple), spot hidden movement, surprised 1 in 10, immune to poison and paralysis, immune to humanoid only spells, half or no damage from electricity, immune to illusions, magic missiles cause 1 damage, -1 to hit in bright light, save at -2 vs fire, AL NE, XP 175 ea, Source: Monstrous Manual)

Note: Only certain guards have harpoons. This will be noted in the room description.

Kuo-toan Warriors (AC 4, MV 9 sw18, CL Wa, LV 3, hp 27 ea, THAC0 18, #ATT 1 or 2, D by weapon type (+1 for strength) and bite for 2-5, Weapons stone dagger (Fa 1D4+1/1D4+1 kdD4), Harpoon (Av 1/r 6/12/18 2D6/2D6 kdD8 victim must roll 13+ on D20 to avoid being snagged, snagged man-sized or smaller are jerked off their feet and stunned for D4 rounds), Armour shield (attack from the front has a 25% chance of sticking the weapon requiring an open door roll to remove), SA +1 to hit due to strength, SD skin secretion (25% chance to web, tie, or grapple), spot hidden movement, surprised 1 in 10, immune to poison and paralysis, immune to humanoid only spells, half or no damage from electricity, immune to illusions, magic missiles cause 1 damage, -1 to hit in bright light, save at -2 vs fire, AL NE, XP 270 ea, Source: Monstrous Manual)

Kuo-toan Sub-leaders (AC 4, MV 9 sw18, CL Wa, LV 4, hp 33 ea, THAC0 17, #ATT 1 or 2, D by weapon type (+1 for strength) and bite for 2-5, Weapons stone dagger (Fa 1D4+1/1D4+1 kdD4), Harpoon (Av 1/r 6/12/18 2D6/2D6 kdD8 victim must roll 13+ on D20 to avoid being snagged, snagged man-sized or smaller are jerked off their feet and stunned for D4 rounds), Armour shield (attack from the front has a 25% chance of sticking the weapon requiring an open door roll to remove), SA +1 to hit due to strength, SD skin secretion (25% chance to web, tie, or grapple), spot hidden movement, surprised 1 in 10, immune to poison and paralysis, immune to humanoid only spells, half or no damage from electricity, immune to illusions, magic missiles cause 1 damage, -1 to hit in bright light, save at -2 vs fire, AL NE, XP 270 ea, Source: Monstrous Manual)

Kuo-toan Leaders (AC 4, MV 9 sw18, CL Wa, LV 5, hp 42 ea, THAC0 16, #ATT 1 or 2, D by weapon type (+1 for strength) and bite for 2-5, Weapons stone dagger (Fa 1D4+1/1D4+1 kdD4), Harpoon (Av 1/r 6/12/18 2D6/2D6 kdD8 victim must roll 13+ on D20 to avoid being snagged, snagged man-sized or smaller are jerked off their feet and stunned for D4 rounds), Armour shield (attack from the front has a 25% chance of sticking the weapon requiring an open door roll to remove), SA +1 to hit due to strength, SD skin secretion (25% chance to web, tie, or grapple), spot hidden movement, surprised 1 in 10, immune to poison and paralysis, immune to humanoid only spells, half or no damage from electricity, immune to illusions, magic missiles cause 1 damage, -1 to hit in bright light, save at -2 vs fire, AL NE, XP 420 ea, Source: Monstrous Manual)

Kuo-toan High Leaders (AC 4, MV 9 sw18, CL Wa, LV 6, hp 52 ea, THAC0 15, #ATT 1 or 2, D by weapon type (+1 for strength) and bite for 2-5, Weapons stone dagger (Fa 1D4+1/1D4+1 kdD4), Harpoon (Av 1/r 6/12/18 2D6/2D6 kdD8 victim must roll 13+ on D20 to avoid being snagged, snagged man-sized or smaller are jerked off their feet and stunned for D4 rounds), Armour shield (attack from the front has a 25% chance of sticking the weapon requiring an open door roll to remove), SA +1 to hit due to strength, SD skin secretion (25% chance to web, tie, or grapple), spot hidden movement, surprised 1 in 10, immune to poison and paralysis, immune to humanoid only spells, half or no damage from electricity, immune to illusions, magic missiles cause 1 damage, -1 to hit in bright light, save at -2 vs fire, AL NE, XP 420 ea, Source: Monstrous Manual)

Kuo-toan Captain (AC 4, MV 9 sw18, CL Wa, LV 8, hp 79, THAC0 11, #ATT 3/2 or 5/2, D by weapon type (+1 for strength) and bite for 2-5, Weapons stone dagger (Fa 1D4+1/1D4+1 kdD4), Harpoon (Av 1/r 6/12/18 2D6/2D6 kdD8 victim must roll 13+ on D20 to avoid being snagged, snagged man-sized or smaller are jerked off their feet and stunned for D4 rounds), Armour shield (attack from the front has a 25% chance of sticking the weapon requiring an open door roll to remove), SA +1 to hit due to strength, SD skin secretion (25% chance to web, tie, or grapple), spot hidden movement, surprised 1 in 10, immune to poison and paralysis, immune to humanoid only spells, half or no damage from electricity, immune to illusions, magic missiles cause 1 damage, -1 to hit in bright light, save at -2 vs fire, AL NE, XP 3000, Source: Monstrous Manual)

Kuo-toan Lieutenants (AC 4, MV 9 sw18, CL Wa, LV 8, hp 64, THAC0 13, #ATT 3/2 or 5/2, D by weapon type (+1 for strength) and bite for 2-5, Weapons stone dagger (Fa 1D4+1/1D4+1 kdD4), Harpoon (Av 1/r 6/12/18 2D6/2D6 kdD8 victim must roll 13+ on D20 to avoid being snagged, snagged man-sized or smaller are jerked off their feet and stunned for D4 rounds), Armour shield (attack from the front has a 25% chance of sticking the weapon requiring an open door roll to remove), SA +1 to hit due to strength, SD skin secretion (25% chance to web, tie, or grapple), spot hidden movement, surprised 1 in 10, immune to poison and paralysis, immune to humanoid only spells, half or no damage from electricity, immune to illusions, magic missiles cause 1 damage, -1 to hit in bright light, save at -2 vs fire, AL NE, XP 1400, Source: Monstrous Manual)

Kuo-toan Whips (AC 4, MV 9 sw18, CL Wa/Ro, LV 3/3, hp 23 ea, THAC0 18, #ATT 1 or 2, D by weapon type (+1 for strength) and bite for 2-5, Weapons stone dagger (Fa 1D4+1/1D4+1 kdD4), Harpoon (Av 1/r 6/12/18 2D6/2D6 kdD8 victim must roll 13+ on D20 to avoid being snagged, snagged man-sized or smaller are jerked off their feet and stunned for D4 rounds), Armour shield (attack from the front has a 25% chance of sticking the weapon requiring an open door roll to remove), SA +1 to hit due to strength, backstab for x2 damage, SD skin secretion (25% chance to web, tie, or grapple), spot hidden movement, surprised 1 in 10, immune to poison and paralysis, immune to humanoid only spells, half or no damage from electricity, immune to illusions, magic missiles cause 1 damage, -1 to hit in bright light, save at -2 vs fire, AL NE, XP 420 ea, Source: Monstrous Manual)

Thief Abilities:

PP05 OL10 FRT05 MS60 HS55 DN35 CW70 RL00

Kuo-toan Monitor (AC 1, MV 18 sw36, CL Wa, LV 7, hp 56, THAC0 14, #ATT 4, D 2D4 x2 and D4+1 x2, SA +1 to hit due to strength, attacks one claw and bite at initiative and the other at round end, may subdue (half real damage, at zero hp victim is unconscious for 3D4 rounds), claws do 4D4 damage for subdual attacks, SD skin secretion (25% chance to web, tie, or grapple), spot hidden movement, surprised 1 in 10, immune to poison and paralysis, immune to humanoid only spells, half or no damage from electricity, immune to illusions, magic missiles cause 1 damage, -1 to hit in bright light, save at -2 vs fire, AL NE, XP 975, Source: Monstrous Manual)

Kuo-toan Minor Assassin (AC 4, MV 9 sw18, CL Pr/Ro, LV 4/4, hp 25, THAC0 18, #ATT 2, D by weapon type (+1 for strength) and bite for 2-5, Weapons stone dagger (Fa 1D4+1/1D4+1 kdD4), Armour shield (attack from the front has a 25% chance of sticking the weapon requiring an open door roll to remove), SA +1 to hit due to strength, backstab for x2 damage, lightning bolt (2 or more priests joined hands, 2' wide affects one target in sight, causes 6 pts per priest, half with save vs spell, occurs 10% cumulative per caster per round), backstab for x2 damage, SD skin secretion (25% chance to web, tie, or grapple), spot hidden movement, surprised 1 in 10, immune to poison and paralysis, immune to humanoid only spells, half or no damage from electricity, immune to illusions, magic missiles cause 1 damage, -1 to hit in bright light, save at -2 vs fire, Spell Points: 25, AL NE, XP 420, Source: Monstrous Manual)

Thief Abilities:

PP05 OL10 FRT25 MS65 HS60 DN35 CW70 RL00

Spells Memorized [All (Major), Water (Major), Combat (Major), Charm (Major), Healing (Major), Protection (Major)]:

Curse (4), Cure Light Wounds (4), Magical Stone (4), Watery Fist (6), Hold Person (6), 1 Free Orison (1)

Kuo-toan Assassin (AC 4, MV 9 sw18, CL Pr/Ro, LV 6/6, hp 35, THAC0 18, #ATT 2, D by weapon type (+1 for strength) and bite for 2-5, Weapons stone dagger (Fa 1D4+1/1D4+1 kdD4), Armour shield (attack from the front has a 25% chance of sticking the weapon requiring an open door roll to remove), SA +1 to hit due to strength, backstab for x3 damage, lightning bolt (2 or more priests joined hands, 2' wide affects one target in sight, causes 6 pts per priest, half with save vs spell, occurs 10% cumulative per caster per round), backstab for x3 damage, SD skin secretion (25% chance to web, tie, or grapple), spot hidden movement, surprised 1 in 10, immune to poison and paralysis, immune to humanoid only spells, half or no damage from electricity, immune to illusions, magic missiles cause 1 damage, -1 to hit in bright light, save at -2 vs fire, Spell Points: 55, AL NE, XP 650, Source: Monstrous Manual)

Thief Abilities:

PP05 OL10 FRT35 MS80 HS75 DN40 CW85 RL00

Spells Memorized [All (Major), Water (Major), Combat (Major), Charm (Major), Healing (Major), Protection (Major)]:

Darkness (4), Invisibility to Animals (4), Cure Light Wounds (4), Magical Stone (4), Watery Fist (6), Hold Person (6), Aid (6), Dispel Magic (10), Dispel Magic (10), 1 Free Orison (1)

Kuo-toan Major Assassins (AC 4, MV 9 sw18, CL Pr/Ro, LV 7/7, hp 40 ea, THAC0 16, #ATT 2, D by weapon type (+1 for strength) and bite for 2-5, Weapons stone dagger (Fa 1D4+1/1D4+1 kdD4), Armour shield (attack from the front has a 25% chance of sticking the weapon requiring an open door roll to remove), SA +1 to hit due to strength, backstab for x3 damage, lightning bolt (2 or more priests joined hands, 2' wide affects one target in sight, causes 6 pts per priest, half with save vs spell, occurs 10% cumulative per caster per round), backstab for x3 damage, SD skin secretion (25% chance to web, tie, or grapple), spot hidden movement, surprised 1 in 10, immune to poison and paralysis, immune to humanoid only spells, half or no damage from electricity, immune to illusions, magic missiles cause 1 damage, -1 to hit in bright light, save at -2 vs fire, Spell Points: 70, AL NE, XP 975 ea, Source: Monstrous Manual)

Thief Abilities:

PP05 OL10 FRT40 MS85 HS80 DN60 CW80 RL00

Spells Memorized [All (Major), Water (Major), Combat (Major), Charm (Major), Healing (Major), Protection (Major)]:

Darkness (4), Cure Light Wounds (4), Cure Light Wounds (4), Magical Stone (4), Cause Fear (4), Aid (6), Chant (6), Hold Person (6), Silence 15' radius (6), Dispel Magic (10), Poison (15), 1 Free Orison (1)

Kuo-toan Minor Priests (AC 4, MV 9 sw18, CL Pr, LV 3, hp 23 ea, THAC0 20, #ATT 2, D by weapon type (+1 for strength) and bite for 2-5, Weapons stone dagger (Fa 1D4+1/1D4+1 kdD4), Armour shield (attack from the front has a 25% chance of sticking the weapon requiring an open door roll to remove), SA +1 to hit due to strength, lightning bolt (2 or more priests joined hands, 2' wide affects one target in sight, causes 6 pts per priest, half with save vs spell, occurs 10% cumulative per caster per round), SD skin secretion (25% chance to web, tie, or grapple), spot hidden movement, surprised 1 in 10, immune to poison and paralysis, immune to humanoid only spells, half or no damage from electricity, immune to illusions, magic missiles cause 1 damage, -1 to hit in bright light, save at -2 vs fire, Spell Points: 15, AL NE, XP 270 ea, Source: Monstrous Manual)

Spells Memorized [All (Major), Water (Major), Combat (Major), Charm (Major), Healing (Major), Protection (Major)]:

Darkness (4), Cure Light Wounds (4), Silence 15' radius (6), 1 Free Orison (1)

Kuo-toan Priest (AC 4, MV 9 sw18, CL Pr, LV 4, hp 26, THAC0 18, #ATT 2, D by weapon type (+1 for strength) and bite for 2-5, Weapons stone dagger (Fa 1D4+1/1D4+1 kdD4), Armour shield (attack from the front has a 25% chance of sticking the weapon requiring an open door roll to remove), SA +1 to hit due to strength, lightning bolt (2 or more priests joined hands, 2' wide affects one target in sight, causes 6 pts per priest, half with save vs spell, occurs 10% cumulative per caster per round), SD skin secretion (25% chance to web, tie, or grapple), spot hidden movement, surprised 1 in 10, immune to poison and paralysis, immune to humanoid only spells, half or no damage from electricity, immune to illusions, magic missiles cause 1 damage, -1 to hit in bright light, save at -2 vs fire, Spell Points: 25, AL NE, XP 420, Source: Monstrous Manual)

Spells Memorized [All (Major), Water (Major), Combat (Major), Charm (Major), Healing (Major), Protection (Major)]:

Darkness (4), Cure Light Wounds (4), Magic Stone (4), Hold Person (6), Silence 15' radius (6), 1 Free Orison (1)

Kuo-toan Main Priest (AC 4, MV 9 sw18, CL Pr, LV 6, hp 36, THAC0 18, #ATT 1 or 2, D by weapon type (+1 for strength) and bite for 2-5, Weapons stone dagger (Fa 1D4+1/1D4+1 kdD4), pincer staff (Av traps both arms 10% and one arm 40%, if one arm, 75% the off hand is trapped), Armour shield (attack from the front has a 25% chance of sticking the weapon requiring an open door roll to remove), SA +1 to hit due to strength, lightning bolt (2 or more priests joined hands, 2' wide affects one target in sight, causes 6 pts per priest, half with save vs spell, occurs 10% cumulative per caster per round), SD skin secretion (25% chance to web, tie, or grapple), spot hidden movement, surprised 1 in 10, immune to poison and paralysis, immune to humanoid only spells, half or no damage from electricity, immune to illusions, magic missiles cause 1 damage, -1 to hit in bright light, save at -2 vs fire, Spell Points: 55, AL NE, XP 975, Source: Monstrous Manual)

Spells Memorized:

Darkness (4), Magical Stone (4), Cure Light Wounds (4), Bless (4), Silence 15' radius (6), Hold Person (6), Aid (6), Dispel Magic (10), Prayer (10), 1 Free Orison (1)

1. The Entryway

The outpost is approached by a type C passageway that is dotted with cracks and niches where man-sized creatures can hide. Many of these actually connect to each other by very narrow passageways, while others simply squeeze a ways and then dead end.

Haunting this area, generally a good mile or so from the outpost proper, is an insane kuo-toan who was driven from the outpost by the monitor, but managed to survive. He will almost certainly see the party and is likely to attempt to steal from the rear of the party. If caught, he will dash into a bolthole and use it to lose the party. He will only attack if cornered.

Insane Kuo-toan Whip (AC 4, MV 9 sw18, CL Wa/Ro, LV 5/5, hp 29, THAC0 16, #ATT 2, D by weapon type (+1 for strength) and bite for 2-5, Weapons stone dagger (SA +1 to hit due to strength, backstab (x3 damage), SD skin secretion (25% chance to web, tie, or grapple), spot hidden movement, surprised 1 in 10, immune to poison and paralysis, immune to humanoid only spells, half or no damage from electricity, immune to illusions, magic missiles cause 1 damage, -1 to hit in bright light, save at -2 vs fire, AL CE, XP 650, Source: Monstrous Manual)

Thief Abilities:

PP65 OL10 FRT05 MS60 HS55 DN35 CW70 RL00

2. Entry Room

This room is empty save for the skeletons and accoutrements of 3 orcs from the nearby orc tribe. These have been dead for some time and have been left here as a warning to intruders.

This room is always watched by kuo-toans in Room 3, who peer through the slits to the north of this room. Each kuo-toan guard at a slit will throw his harpoon at a party member crossing his line of fire (he will cover the squares before him) and then attempt to drag the party member up to the slit to stab him with a dagger.

In the meantime, the other kuo-toan guards will take up a conch shell horn and wind it. The shell is a magical heirloom of the kuo-toans from times when they had access to the seas, and it sounds a call that only other kuo-toans can hear, and that infallibly for all kuo-toans within 1 mile.

Once the alarm is raised, the kuo-toans will use the secret passageways and the like to lure the party into Room 4 or Room 7 and then attempt to surround them. The priests will stay behind the main soldiery to generate lightning strokes. Should the party prove formidable, the kuo-toans will scatter to begin hit and run attacks as the party explores the complex. Should things go even more badly still, the kuo-toans will flee into the Underground Lake.

3. Guard Chamber

This room houses 12 kuo-toan guards, led by a warrior and a sub leader. The room contains a total of 30 harpoons each with stout fungal cords attached. Also here are 14 hammocks of fungal netting attached to the walls, which serve as bedding for the troops and a stone table with 6 round flat stone chairs shaped like pedestals.

4. Main Chamber

This large chamber is decorated in a mosaic floor showing a lobster-headed nude woman with crab claw hands. This represents the elemental demon worshipped by the kuo-toans, named Blibdoolpoolp. Blibdoolpoolp is not a goddess per se, but is a princess of elemental evil on par with some of the lesser Maugs in power. She is able to receive and support worshippers and can grant her clerics spells from the spheres of Water, Combat, Charm, Healing, and Protection.

The ceiling is decorated in what appears to be conch shells imbedded into the rock, but the shells are actually polished and painted bones.

To the west, an ornate archway depicts squids and other sea creatures consuming the sun.

The chamber itself is empty of furnishings, used by the kuo-toans to train and drill and hold contests of martial prowess. There are usually 12 guards along with a whip, a warrior, and a sub leader here. There will also usually be a slave here for the kuo-toans to practice on, to the eventual demise of the slave. In this case, the chosen victim is a ragged orcish female, captured during a tryst with an orcish male that took place in a secluded cave outside of the orcish tribal areas. The orc will gladly side with her rescuers until such time as she can flee for good, preferably back to her tribe if they are still in power.

5. Slave Pens

These cells hold the slaves of the kuo-toan outpost, including an insane kuo-toan. The occupants of the cells are listed below. Each cell is warded by a stone door that latches with a heavy stone and metal latch from the outside.

a = This cell holds a dead orc male and is also the holding cell for the orcish female being victimized in Room 4.

b = This cell holds an insane kuo-toan guard. This being will be heard to beat against his prison door with a dull thud, blooding his hands. The kuo-toan will attack anyone or anything that opens the door and will then rampage killing anything it encounters until it is slain.

c = Within this cell is a drow elf. This drow was taken by the kuo-toan assassins from the DROW OUTPOST and they are in the process of deciding whether to torture him, use him for sport, or to try and ransom him back to someone who cares about him. Unfortunately for the drow, he is merely a minor functionary of a minor merchant house, and he will not be missed.

Should he be rescued, the drow will ingratiate himself to the party and swear allegiance to them if necessary. He will, if questioned, lie about the location and makeup and disposition of his people, making up elaborate and false tales. He will then promptly lead the party to the BEHOLDER LAIR (claiming it is wherever the party wishes to go) and ditch them in an effort to have them slain by the beholder.

Drow Merchant [W'ardisnal of House Y'red-luthui] (AC 9 (15 DEX), MV 12, HD 2, hp 9, THAC0 19, #ATT 1, D by weapon, SA dancing lights 1/day, faerie fire 1/day, darkness 1/day, SD +2 save vs spells and magical devices, sense underground phenomenon as dwarves, detect secret doors as elves, surprised only on a 1 in 10, harmed by bright light, MR 54%, AL CE, XP 650, Source: Monstrous Manual)

d = 3 troglodyte males are here, and the cell is awash in their foul stench. They tend to stay camouflaged most of the time (in a vain hope of surprising their captors) and so may be able to trick the party into thinking the cell is empty. The troglodytes will then try to rush out and escape, knocking down the party in the process if necessary to make good their escape.

Male Troglodytes (3) (AC 5, MV 12, HD 2, hp 11 ea, THAC0 19, #ATT 3, D 1-2/1-2/2-5, SA chameleon ability (-4 penalty to opponent surprise rolls), +3 to hit with javelins, SD stench (humans and demi-humans save vs poison or lose 1D6 STR for 10 rounds), AL CE, XP 120 ea, Source: Monstrous Manual)

e = This cell is empty and may be used to hold captured party members.

f = This cell holds 2 bugbears, slaves of the same drow merchant clan that the drow in cell C belongs to. These bugbears know if they return to the drow they will be slain out of hand for not protecting their master, and so they will likely attempt to flee and offer their services to the orcs.

The bugbears speak their own language, Drow Elvish, and Orcish.

Assuming communication can be established, they will offer their services to the party as mercenaries if the party seems strong and capable of gaining them some loot, but they will not enter the drow lands.

They can tell the party the way to the DROW OUTPOST and can warn of the deep dragon nearby.

These individuals will desert the party once they get close to drow lands. They will also certainly be tempted to turn on the party before then, but only if it is very apparent they can get away with it.

Bugbears (2) (AC 10, MV 9, HD 3+1, hp 18, 16, THAC0 17, #ATT 1, D 2-8 or by weapon (+2 damage due to strength), SA -3 to opponent surprise rolls, AL CE, XP 120 ea, Source: Monstrous Manual)

g = This cell holds 3 live jermlaines as well as 2 dead ones. These were caught attempting to steal food from the outpost; the remainder of their raiding party has been eaten or electrocuted. These gremlins are quite out of sorts and will do nothing but flee the minute the door is opened as long as no kuo-toans are present. The kuo-toans actually are smart enough to eventually let one of the jermlaines go free and return home after a heinous stay with the fish men in order to have him warn his fellows to keep away from the kuo-toan outpost.

None of these beings speaks Common and they will not parley with the party unless magically compelled to do so.

Jermlaines (3) (AC 7, MV 15, HD 1/2, hp 3,2,4, THAC0 20, #ATT 1, D 1-2, SA opponents get -5 to surprise roll, SD 75% undetectable, smell or hear invisible 50%, AL NE, XP 15 ea, Source: Monstrous Manual)

6. Assassins' Quarters

Note: Please note the glyph on the archway into this room. It is described later in the room description.

The archway into this chamber is decorated with depictions of hooked nets, stone daggers, harpoons, and pincer staves.

This chamber is the dwelling place of the assassins of the outpost, including 1 minor assassin, 1 assassin, and 2 major assassins (i.e. clerics/thieves). These assassins fulfill the role of commandos and enforcers in the kuo-toan society. They do not, like the drow, practice assassination amongst their own fellows, but they would be used to steal an enemy magic item or to slay an enemy leader while he sleeps.

At this outpost, the assassins are also responsible for acquiring slaves, keeping and maintaining them, and eventually disposing of them. Their latest scheme is to get the pesky jermlaine out of their scales. This involves brutally mistreating them, and then having two survive. One will be set free to return to the JERMLAINE WARRENS, presumably with such tales of atrocity that the jermlaines will never wish to set foot near the outpost again. The other will be kept in reserve for a time in case the first ploy does not work. Then, the second will be fixed with a contact poison and a special gas bomb and returned to the warrens, there to spread death and havoc.

The room itself is decorated with mosaics of polished stone showing kuo-toans gathering all sorts of Underdark creatures in nets.

There are 4 mesh hammocks attached to the walls to serve as beds, and a stone table and the flat round chairs that these creatures use. There are also various utensils and accoutrements of rothe leather and stone.

Along one wall is a weapon rack containing weapons from previous foes. These include:

An orcish scimitar

3 troglodyte javelins

A drow metal mace +3

Drow metal elven-sized chainmail +2

A battle axe

A Beholder Mouthpick of the Fangpick variety (refer to Encyclopedia Magica V1 pg 166) taken from the beholder to the north. This item can be seen to be actually hovering a fraction of an inch off of the weapon rack (due to its levitation ability). This item was the pinnacle mission for the two master assassins and assured them much respect and glory. The beholder knows who has taken its mouthpick and would like to get it back (see the BEHOLDER LAIR and the Set Encounter for Zone C).

Every kuo-toan assasssin, before ascending to the rank of assassin, must perform a "pinnacle mission". This usually involves a mission to assassinate a creature of some power. However, in some cases, such as when the kuo-toans do not wish to actually anger a neighbour by assassinating someone, the assassin candidates will instead be sent on a mission to retrieve an item personal to the "victim". Successful retrieval of such a mark is regarded as proof that the would-be assassin got close enough to his mark to have killed him had he so desired.

These assassins are aware of the fact that some of their enemies have divination and may find out about their activities and try to reverse the circumstances upon them. That is why they have taken extra precautions.

First, a Glyph of Warding has been enscribed on the lintel of the archway into this chamber. The glyph is a favoured one of Blibdoolpoolp. Anyone crossing the archway activates the glyph unless they are a kuo-toan assassin, priest, or escorted by same.

The glyph has two effects. First, it creates a snake-like tendril of water similar to a water weird. The tendril forms immediately and attacks immediately the person who crosses the arch, thereafter striking anyone within range (10') who would have activated the glyph in the first place. The tendril operates in all respects like a water weird and can be slain in combat. It will also dissipate when it drowns someone. Unlike a water weird, this one will not reform if brought to zero hit points.

Water Weird (AC 4, MV 12, HD 3+3, hp 27, THAC0 15, #ATT 0, D nil, SA drowning (hit causes a save vs paralyzation or the weird has entered the lungs of the victim who drowns instantly. Once hit a save must be made each round by the victim), usurp control of a water elemental 50%, SD 1 hp of damage from piercing and slashing weapons, half or no damage from fire, cold acts as a slow spell, purify water kills it instantly, AL N, XP nil, Source: Monstrous Manual)

Note: This weird gives no experience because it is a part of a spell.

In addition, the glyph emits a sound like the crashing of waves on a shore, which serves to alert nearby kuo-toans.

Second, a huge net has been attached to the ceiling, this releasable by a cord in the northwest corner of the room. In a pinch the assassins will try to lure the party into the centre of the room and then drop the net. The net is heavy and weighted and made of giant spider webs stolen from the drow. The webs have been treated by oils to negate their stickiness and the oils also make the strands transparent, making it 90% likely that anyone looking up will not see the web.

The web effectively covers a 20' wide swath that is 30' long and proceeds from the archway north to the northern wall. Anyone in this area is subject to being caught. The web will catch opponents unaware and by surprise (with requisite attack bonuses) unless they have seen it. The assassins are always aware of the web.

The web attacks as a 6HD monster, and victims may only count dexterity bonuses to their AC. Those caught are immobilized to some extent. The weights will keep the web on the floor and difficult to shrug off.

Tiny creatures can slip through the weaves (anything 6" or less in height). Huge and gargantuan creatures can shrug the net off. Others are trapped. If they have a small slicing weapon in hand they can slice the net. It takes 12 damage to cut a strand and 4 strands must be cut by a single person to allow him to escape (double this for a large creature). Otherwise, it will take a dexterity check each round to grab a handy short slashing weapon like a dagger or to grab something from a backpack. Victims cannot attack in the net, and lose shield and dexterity bonuses and are considered prone (for to hit purposes, but do not give attacks of opportunity). A person can also struggle out of the net, but this will take 3 successful dexterity rolls and gives opponents automatic attacks of opportunity. Spells with somatic components cannot be cast when trapped within the net.

Creatures trapped in the net will be attacked until they surrender or are knocked unconscious, in which case they will be taken prisoner.

7. Rust Pet

This area of the outpost is a natural cavern, probably the first portion discovered by the kuo-toans which was later expanded to include the rest of the outpost.

Currently, the kuo-toans have captured a rust monster and have it leashed here. The kuo-toans, who do not use metal, are really not afraid of the beast, but they find it very useful when having to deal with drow or orcs. The kuo-toans feed it scraps of metal they pick up here and there, but they purposefully keep it hungry.

Although the beast is not tame, the kuo-toans simply drag it into battle and then release it. The beast is not really a guard while it is leashed, but it has the same effect.

The rust monster is held on a triple braided rothe leather leash tied to a ring of stone set into the niche in the northern wall. This stone was created by a Stone Shape spell and is a part of the surrounding wall (after all, a metal ring wouldn't work!). The rust monster usually sleeps or rests, curled up in a ball in its niche. As such, it is unlikely the party will notice it until it springs out of its niche, having woken up at the smell of all the metal the party is likely to be carrying. The rust monster will give the party a -1 to their surprise roll because of this.

The leash is 100' long, enough to reach far outside of this cavern, but the kuo-toans do not care, since the beast cannot harm them.

Rust Monster (AC 2, MV 18, HD 5, hp 24, THAC0 15, #ATT 2, D nil, SA rust, attacks do not count metal armour in AC, AL N, XP 270, Source: Monstrous Manual)

8. Gem Cavern

This smallish cave is devoid of stalactites and stalagmites. The walls are covered with ashes, such that he walls are pitch black. Set into the walls all over this cavern are gems, tourmalines, rubies, onyx, agate, and topaz. Anyone with an astrology NWP can, on a successful roll, determine that the gems are set into a crude representation of the night sky. Even more interestingly, a roll under half the NWP will determine that the sky includes some features and positions that may indicate that it is a representation of a very ancient night sky.

The gems number in the hundreds and are quite small and uncut. They are worth a total of 5,000gp uncut, with an increase in value depending upon the skill of a gem cutter.

There is a secret door to the northeast, which opens when a largish green star is pushed into the wall.

9. Escape Cave

This cave was the first discovered by the kuo-toans when they initially swam up the Underground Lake. An opening to the northwest, merely a wide crack in the stone, overlooks the lake, opening about 6' above the level of the lake surface.

The kuo-toans can now use this cave as an escape route should the need arise.

The cave itself is empty except for a trap set to guard egress from the lake into the outpost.

There is a tough transparent spider web (the same as in the net in Room 6) stretched across the crack leading to the lake, perhaps 2' in from the opening. The ends of this cord are attached to loose vertical pieces of the walls. When the cord is tripped it dislodges these vertical pieces, which in turn support a crosspiece on the ceiling. The crosspiece is heavy in and of itself and it supports a dozen large boulders in a niche in the ceiling.

The gist is that all of the above will come tumbling down on the being that tripped the cord. Damage is 5D6 with half if a save vs. breath weapon is made. The falling stones will also cause enough noise to alert the outpost.

10. Temple to Blibdoolpoolp

The long hallway leading to this room from Room 4 is painted in deep lustrous greens, starting from a bright green near Room 4 and progressing to deeper hues until a bluish emerald hue occurs near the entry to Room 10 proper.

Within the room, mosaics show a lobster-headed nude woman with crab claws. One mosaic shows her and the kuo-toans on the surface under the sun, fighting humans and elves. Another shows half of the kuo-toans swimming to the bottom of the sea, while others enter a cave led by the lobster-headed deity figure. The remainder show the kuo-toans who went with the deity figure into the caves built cities by an underground lake or sea. The ones who went into the deep sea show as skeletons.

In the centre of the room is a square pedestal made of what looks to be ancient coral. Atop this pedestal is a large bowl made of lapis lazuli and carved with water elementals attacking humans.

To the north, the room is open, overlooking the underground lake. The lake is approximately 6' below the level of the floor of this room. Stone steps shot through with lapis lazuli wave-like inlays lead down into the water and continue 6' down into the lake. On the platform formed by the first step, overlooking the water, is a large statue of Blibdoolpoolp, the human female torso-ed, lobster headed and crab clawed deity of the kuo-toans.

The bowl atop the pedestal is a Bowl of Watery Death. The kuo-toans leave this bowl out in order to punish defilers of their temple. Please note that, unlike the description in the DM Guide, those killed by this bowl cannot be Raised from the Dead but may be Resurrected or revived by a Wish spell.

Should the coral pedestal be lifted (this takes a strength of 18 or two beings with 17 strength) a small niche in the floor will be seen to contain a large malachite bowl covered with magical runes of water and summoning.

This is a Modified Bowl Commanding Water Elementals. It is a priestly variant and is usable by priests and wizards. The bowl is attuned to a single water elemental, and it always summons the same elemental. Such an elemental need not be concentrated on and will not go out of control. It is in the mental command of the summoner. The elemental may only be summoned once per day and then for a maximum of 10 turns. Should the elemental be slain, the bowl may attune to a new elemental, but this requires a water elemental to be summoned and bound into the bowl with a priest casting Conjure Water Elemental, Bless, Speak with Monsters, and Abjure. Note that a priest casting the spell Conjure Elemental is required, a wizard doing the same will not suffice. An elemental summoned by a different method will not attune.

Attunement takes 1 turn and may only be attempted once per month. The elemental gets a save vs spells to resist the attunement.

A wounded elemental will always appear fully healed when re-summoned the next day.

The kuo-toans will, if alerted, send a priest to this room with a whip to help lift the pedestal. They will then use water from the lake to summon their water elemental.

Water Elemental (AC 2, MV 6 sw18, HD 12, hp 60, THAC0 9, #ATT 1, D 5-30, SA overturn seacraft, cannot move farther than 60 yards from the bowl if out of water, -1 damage per die if out of water, SD +2 or better weapon to hit, AL N, XP 6000, Source: Monstrous Manual)

11. Fish Pen

Surrounding the steps and statue of Blibdoolpoolp in Room 10 is a fish pen set up by the kuo-toans to keep in friendly fish and to keep out hostile creatures. The area marked as Room 11 on the map is a tough net of woven spider silk and fungal fibres, braided into a strong cord and woven into a net. The net is floated at its top by buoyant bladders filled with gas (as a side note these bladders, if hit by fire, will erupt in a radius of a fireball doing 4D6 damage [save for half damage]). The net is closed at the bottom, and the mesh is tight enough that anything more than half an inch in diameter cannot get through it.

The net can be cut if needed, treat as a double strength version of the net in Room 6.

Within the pen are various fishes, including many used for food and ceremonies, and some used as guards. Remember that kuo-toans have an empathic connection with fish and can cooperate with them. The dangerous fish herein are well treated by the kuo-toans and have the status of guard dogs and are loyal to the fish men. They will obey the basic commands of kuo-toan priests.

The dangerous fish will attack any non-kuo-toans entering the net area, though they will not attack together unless directly commanded by a kuo-toan priest. Instead, the wattley will usually swarm first, with the lemon fish waiting to pick off paralyzed victims. The dangerous fish feed on the many non-aggressive fish herein, and the lemon fish will also avail himself of a wattley now and again.

Wattley (12) (AC 8, MV sw18, HD 1, hp 5 ea, THAC0 19, #ATT 1, D 1-2, SA bite causes paralysis (automatic in 2HD or less creatures, others must save or fall unconscious for 3D6 rounds minus their HD), AL N, XP 35 ea, Source: Monstrous Compendium 2)

Lemon Fish (AC 6, MV sw24, HD 9, hp 48, THAC0 11, #ATT 2, D 2-16 (bite)/9hp plus poison (tail barb), SA tail barb poison (save or suffer 1D6 damage per round for 9 rounds, SD sphere of filmy liquid (if wounded by a puncturing or slashing weapon, releases a liquid sphere in a 12' radius. All within must save vs poison at -4 or be stunned for 1D4 rounds), AL N, XP 1400, Source: Monstrous Compendium 2)

12. Lake Entrance

This room is the formal egress into the underground lake. The room is situated some 6' above the surface of the lake, and its northeastern corner is open, showing a set of stairs descending towards the lake.

6 kuo-toan guards stand duty here, often on the steps themselves or splashing in the water nearby. They are led by a warrior. These kuo-toans will raise an alarm by simply screaming, as they have no magical conch horn as do the guards of the landward entrance. However, the kuo-toans are not much worried about an assault from the lake area as they tend to be friendly to most water-dwelling creatures and believe they could easily defeat any land-based foe who dares to combat them in the lake.

Visitors from the kuo-toan city deep below the ground enter the outpost here, by swimming up from the depths of the lake and climbing the stairs at Room 13.

Also, visitors from the ixzan ixitxachitl also come this way to treat with the kuo-toans.

13. The Lake

Carved stone steps lead down a rocky slope before reaching the precipitous drop-off that makes the underground lake. The end of the stairs is some 20' below the surface of the lake.

The lake itself is extremely deep (some 500' deep) and fed and drained by many sources, including the rivers indicated on the Entrance to the Underdark map. The lake water is fresh, has a high mineral content, and is very very cold.

It is also home to a good many underground water creatures, many quite dangerous. Such an excursion is beyond the scope of this area description, but a list of potential creatures to be encountered includes:

Fish, Subterranean, Wattley (MC2)
Fish, Subterranean, Lemon Fish (MC2)
Fish, Subterranean, Irridescent Plecoe (MC2)
Ixitxachitl, Ixzan (MC3)
Snake, Sea, Giant (MM) - an albino underdark variety

14. Priests' Chamber

This room is the living quarters of the priests of the outpost. These include 2 minor priests, 1 priest, and 1 main priest. They dwell in 4 hammocks hung to the walls, with the main priest's strung all the way across the eastern portion of the room, from north to south. In addition, a folding stone partition decorated with 5 black pearls (worth 1500gp each) inset into carvings of lemon fishes separates the main priest's area from the rest of the room.

To the south is a small ritual bath, big enough to fit one kuo-toan at a time. Runes are carved into the floor around the bath. The bath is filled with what appears to be ocean saltwater, but is actually lake water steeped with mined salt deposits.

A stone chest unlocked nearby holds large chunks of salt.

15. Warrior Barracks

This room is home to the elite warriors of the outpost. 3 leaders and 2 high leaders dwell here, as evidenced by the 5 hammocks slung along the walls here. In the centre of the room are a stone table and the squat round chairs used by the kuo-toans.

Hung to the south wall is a large mushroom cap with gouges forming a target. There is evidence of many harpoon punctures in the target.

A stack of 12 harpoons lies against the western portion of the south wall, spares for use in battle.

16. Guard Barracks

This large room is the common area for the outpost's guards. 30 of the guards are to be found elsewhere (Room 3, Room 4, and Room 12). The remaining 10 guards will be found here, along with 3 whips (the other whip is in Room 4), 2 warriors (the others are in Rooms 3, 4, and 12), and 2 sub-leaders (the others are in Rooms 3 and 4). The room is a clutter of items, including 45 hammocks, several stone tables and squat round chairs, weapon racks with a few stone daggers and harpoons on them (6 of each), personal weapons laying near the occupied hammocks, stone tools and implements, bone needles, half woven nets, drying fungus fibres, spider webs being treated in tubs of kuo-toan oily secretions, rothe hides being scraped and dried and cured in fish oil, fish being butchered and/or dried.

There is nothing of immense value in this chamber, although the fish is edible and the rothe leather can be used to repair leather or to component Armour spells. The fungal strands can be salvaged into about 60' of rope. The spider webs are not yet ready and are still very sticky and not transparent yet. It would be difficult to make any use of them. The kuo-toan secretions could be used to brew Oil of Slipperiness or to make a Ring of Free Action. However, simply wiping the oil on oneself will not work because it would be absorbed into the skin too quickly.

17. Monitor Cell

The hallway to this room ends in an archway decorated with fin-like hands. Within is a plain barren 10' square room. Herein lives the kuo-toan monitor, in absolute privity. He only emerges to drink and eat occasionally, and when he is needed.

Monitors spend their time in meditation and it is rumoured they even travel astrally to the zElemental Plane of Water to commune with their goddess.

There is nothing of value in this cell.

18. Lieutenants' Quarters

This room is accessed through an archway decorated with crossed harpoons. Within are 2 hammocks slung against the walls, a stone table and squat round chairs, and carved into the north wall a map of the area (see the Kuo-Toa map illustration and give this to the players as a handout).

A weapon rack of stone holds 6 harpoons.

The archway to Room 19 is screened by a curtain formed of treated spider silk beaded with quartz and other semi-precious gems.

The 2 kuo-toan lieutenants dwell here.

19. Captain's Quarters

This room, which is where the captain of the outpost will be found, is decorated in deep blue-green hues vaguely done in wave patterns. A curtain of spider silk and beaded semi-precious stones obscures the archway into Room 20.

A large hammock is strung up in the northwest corner, and a small stone table and a single squat round chair are in the centre of the room.

Set into a small niche in the west wall is a small statue of Blibdoolpoolp made entirely of lapis lazuli (worth 7000gp purely as a jewel, it is 3' tall and weighs 40 pounds). This is a magical device allowing the captain to communicate with the chief whip of the kuo-toan city deep beneath the lake. The captain merely concentrates on the statue for 1 turn and he may telepathically communicate with the whip who has another such statue in the city.

Should a party member attempt to meditate on the statue, they have a 5% chance of contacting the whip. The whip will not be pleased to contact an alien mind and a very strong kuo-toan warparty led by the chief whip will head up from the city at once. The warparty will consist of at least 100 kuo-toan guards and an 8th level priest and a 10th level warrior, along with the usual retinue of subordinates. It takes a good 12 hours for such a war party to reach the outpost.

In addition, should the captain not report once per week as he is supposed to, then a similar war party will be sent. These will include priests with divinatory abilities, and these will attempt to track the party down to wreak vengeance.

A weapon rack holds 6 harpoons and 3 stone daggers.

20. Treasury

Although the kuo-toans are not rapacious treasure hoarders by any means, they have accumulated some items simply by looting their victims or to use when trading and bribery are needed.

The room is guarded by a Glyph of Warding cast by the outpost priests. It operates in all ways similar to the glyph in Room 6.

Within are the following treasures (most of the coins are either unminted, or of drow or orcish mint):

1600cp, 450sp, 100ep, 600gp, 35pp

A pouch of purple cloth holding 10 eye agates worth 25 gp each.

A Signal Speculum (see Drow of the Underdark AD&D supplement)

6 Light Pellets (see Drow of the Underdark)

A Scroll of Protection from Earth and Stone

The secret door here leads to a combination of secret passages that allows the captain and the lieutenants to maneuver around the complex or to escape. All such doors open by pressing a stone near the door (except for the door in Room 8, which is as described in that room description).

The Ixzan Ixitxachitl:

The kuo-toans are allied with an Underdark freshwater variant of the sea-going ixitxachitl. These intelligent manta rays have a large lair at the bottom of this lake, and are the undisputed masters of its depths. They are rarely seen upriver. They regard the kuo-toans as pets almost, and will not hesitate to protect them.

The ixzans are too far below the lake to react to an immediate attack on the kuo-toans, but should the party engage in a prolonged assault or retreat to rest, the kuo-toans will summon the ixzans for help. The ixzans will send a fairly strong warparty and will wait in the lake, near the various openings. The kuo-toans will then lure the party near those openings so that the ixzans can join in the fray.

These ixzans speak their own corrupted form of Ixitxachitl, Drow Elvish, and Kuo-Toan.

The Ixzan warparty will include the following members:

10 Ixzans (AC 4, MV 3 sw12, HD 1+1, hp 7 ea, THAC0 19, #ATT 1, D 2-8, SD half damage from blunt weapons [unless +3 enchantment or better], +4 save vs illusions and water spells and effects, AL CE, XP 65 ea, Source: Monstrous Compendium 3)

10 Ixzans (AC 4, MV 3 sw12, HD 2+2, hp 14 ea, THAC0 19, #ATT 1, D 2-8, SD half damage from blunt weapons [unless +3 enchantment or better], +4 save vs illusions and water spells and effects, AL CE, XP 120 ea, Source: Monstrous Compendium 3)

6 Ixzans (AC 4, MV 3 sw12, HD 3+3, hp 20 ea, THAC0 17, #ATT 1, D 2-8, SD half damage from blunt weapons [unless +3 enchantment or better], +4 save vs illusions and water spells and effects, AL CE, XP 175 ea, Source: Monstrous Compendium 3)

4 Ixzan Sub Leaders (AC 4, MV 3 sw12, HD 4+4, hp 26 ea, THAC0 15, #ATT 1, D 3-12, SD half damage from blunt weapons [unless +3 enchantment or better], +4 save vs illusions and water spells and effects, AL CE, XP 270 ea, Source: Monstrous Compendium 3)

2 Ixzan Lieutenants (AC 4, MV 3 sw12, HD 5+5, hp 32 ea, THAC0 15, #ATT 1, D 3-12, SD half damage from blunt weapons [unless +3 enchantment or better], +4 save vs illusions and water spells and effects, AL CE, XP 420 ea, Source: Monstrous Compendium 3)

Ixzan War Leader (AC 4, MV 3 sw12, HD 6+6, hp 39, THAC0 13, #ATT 1, D 3-12, SD half damage from blunt weapons [unless +3 enchantment or better], +4 save vs illusions and water spells and effects, AL CE, XP 650, Source: Monstrous Compendium 3)

2 Ixzan Priests (AC 4, MV 3 sw12, HD 4+4, CL Pr, LV 6, hp 24 ea, THAC0 15, #ATT 1, D 3-12, SD half damage from blunt weapons [unless +3 enchantment or better], +4 save vs illusions and water spells and effects, +2 save vs mental attacks (16 WIS), Spell Points: 55, AL CE, XP 650 ea, Source: Monstrous Compendium 3)

Spells Memorized:

#1 - Detect Magic (4), Faerie Fire (4), Darkness (4), Cure Light Wounds (4), Resist Acid and Corrosion (6), Aid (6), Watery Fist (6), Dispel Magic (10), Dictate (10), 1 Free Orison (1)

#2 - Curse (4), Bless (4), Protection from Good (4), Darkness (4), Soften Earth and Stone (6), Watery Fist (6), Aid (6), Dispel Magic (10), Emotion Control (10), 1 Free Orison (1)

1 Ixzan Wizard (AC 4, MV 3 sw12, HD 5+5, CL Wi, LV 8, hp 30, THAC0 13, #ATT 1, D 3-12, SA spells require no vocal or material components and are cast 1/day at a time of 2 less than normal, SD usually will have stoneskin up, half damage from blunt weapons [unless +3 enchantment or better], +4 save vs illusions and water spells and effects, Spell Points: 101 (17 INT), AL CE, XP 2000, Source: Monstrous Compendium 3)

Spells Memorized:

Colour Spray (4), Charm Person (4), Magic Missile (4), Mirror Image (6), Invisibility (6), Levitation (6), Slow (10), Fly (10), Haste (10), Air Breathing (10), Stone Skin (15), Ice Storm (15)

1 Mutant Ixzan (AC 4, MV 3 sw12, HD 6+6, hp 48, THAC0 13, #ATT 1, D 3-12, SA secretes corrosive slime (out of water an attack splashes victim with slime for 1D6 extra damage which then coats victim for 1D4+2 rounds for 1D4 damage per round or until an oil or alcohol based solvent is used for 1 round), SD half damage from blunt weapons [unless +3 enchantment or better], +4 save vs illusions and water spells and effects, Spell Points: 101 (17 INT), AL CE, XP 650 ea, Source: Monstrous Compendium 3)

Should this warparty not return, then a truly large army, comprised of at least 60 ixzans including their highest mage (12th level) and a vampiric high priest (8th level) and at least 3 mutants will assault the outpost in approximately 1 day after the first ixzan warparty is not heard from (or if they flee back to the ixzan city for help). Should this stronger warband be defeated, the ixzans will not dare send any further members to bother the party.

The ixzan city is a large pyramidal structure at the bottom of the lake. The DM is free to create adventures based on this city. Perhaps the ixzans take a party member captive (maybe one falls off of the BRIDGE and survives the trip into the lake).

THE BRIDGE:

The bridge is an important strategic position in this area of the underworld. It is a natural stone bridge, apparently gouged out by the river millennia ago when it was higher.

The bridge is some 75' above the raging river, and the sound of a large waterfall can be heard to the north (between the FERRY and the BRIDGE). It is 100' long, crossing the river and emerging into a passageway, and is between 10' and 20' wide.

The BRIDGE is often the subject of fighting and quarrels between the residents of the area, and is a favoured ambush spot for both intelligent and unintelligent creatures alike.

However, none of the nearby residents has ever had the will or force available to actually hold and control the BRIDGE for any length of time. It doesn't really interest the kuo-toans, and the orcs are too afraid of the deep dragon to post large standing guards there.

Nevertheless, as a nexus for the area, there will almost always be something here. Allow a 75% chance that a wandering encounter is here. Each turn, allow a 1 in 6 chance that another encounter occurs.

Anyone falling from the bridge will take 4D6 damage from falling into the water and hitting many of the rocks and outcroppings at river level. Thereafter, they will be carried along by the river to eventually reach the Underground Lake described in the KUO-TOA OUTPOST. The only problem is that several portions of the river are entirely submerged (assume 3 such areas and force 1D6 CON rolls per area, a failed CON roll results in D8 damage unless the victim can breathe underwater or does not need to breathe at all). In addition, the river will smash victims against the rocks and drag them across sharp stones for an additional 4D6 damage (save vs. paralyzation for half damage).

Of course, anyone severely encumbered or in metal armour will likely have an even harder time staying afloat. It would be impossible to remove armour during the river trip…only once in the lake can armour be removed. Heavy characters and those that fail swim NWP rolls should be subject to an extra D6 of CON rolls and an extra D6 of abrasion damage for each such factor (i.e. +2D6 CON rolls and +2D6 abrasion damage if heavily armoured and failing a swim roll).

THE FERRY:

The sound of a waterfall rumbles to the south of this area. The waterfall is located between the FERRY and the BRIDGE and drops some 75'. Anyone caught by the river here will suffer all of the effects of falling from the BRIDGE (see that section for details) plus an extra D6 from the fall for rocks at the bottom of the falls, plus an extra D6 of CON rolls for a submerged area between the FERRY and the BRIDGE plus another D6 of abrasion damage for the space between the FERRY and the BRIDGE.

At this point in the passage, where it crosses the river, is a ferry. This ferry was created ages ago by dwarves, and it still functions. The ferry consists of a circular mithril chain on pulleys on both sides of the river. The chain suspends a steel cupola that can hold up to 8 man-sized creatures at one time. The passageway is some 10' above the river and the chain is another 6' above that. The cupola hangs down 3' from the chain.

The ferry is powered by a hammer golem. This golem has been modified by the ancient dwarves to include only a single hammer hand. The other hand is an articulated hand with 4 fingers and an opposable thumb.

The golem operates the ferry by pulling on the chain, which carries the cupola across the river to the other side, where a landing has been worked into the stone.

The golem will begin to operate the ferry when beings appear on one side of the river or the other. It will then move the cupola to their side, wait for a time (usually about a minute), and then cross the cupola to the other side. A crossing takes a full 2 minutes to cross the 100' river.

The cupola might be found on either side of the river when the party arrives.

The golem's only task is to operate the ferry. It will fight to protect the ferry equipment from harm. The chain is very strong and the cupola has been enchanted by the dwarves to never rust or corrode.

The golem will only attack if it or the ferry is threatened. It will also attack any orcs, goblins, or hobgoblins it encounters, for it has been so programmed by the dwarves to do so. However, it will not leave beyond a mile of its ferry to do so and will always ignore such creatures if its ferry is being threatened. However, it will attack such creatures in preference to actually operating the ferry.

The ferry is very heavy and would take a strength of at least 20 or two 19 STR creatures to operate it.

The golem is programmed to repair the ferry should a pulley be dislodged.

Hammer Golem (AC 0, MV 6 br6, HD 14, hp 60, THAC0 7, #ATT 2, D 2-20 / 2-16, SA pounding force (Repulsion spell plus inflicts 4D6 damage [save vs spells for half] once per turn), SD +1 or better weapons to hit, immune to all spells except wish and stone to flesh, immune to poison, AL N, XP 13000, Source: Monstrous Compendium 1)

Just like the BrRIDGE, the FERRY is a strategic point in the underworld. As such, it tends to attract creatures. The only creatures that will not be found here are those that are attacked by the golem (i.e. the orcs). Allow a 75% chance of a wandering encounter here, and replace orcs with no encounter. Allow a 1 in 6 per turn of a wandering encounter to occur here as well, but treat orcs as no encounter.

Note: "Orcs" means orogs, ogrillons, and other half orcs, including any half-orcs in the party.

ZONE B:

WANDERING MONSTERS:

Consult the following tables. There is a table for each passage type present in the zone (usually types B, C, and D). The table should be checked for once per square of travel on the Entrance to the Underdark map or once per 3 hours if encamped. Encounters will occur on a 1 on a D6. If a 1 is rolled, the DM should immediately roll again, and if another 1 is indicated, it means a second encounter occurs within that square or time period. The DM should keep rolling and accruing encounters until a 1 is not rolled. Multiple encounters may either be combined into a larger more intricate encounter, or may be spaced apart at any interval the DM wishes. Otherwise, a simple percentile die roll can determine how far into the square or hour the next encounter(s) occur.

Roll 

Type B Encounter 

01-02 
Bat, Deep, Werebat 

03-08 
Bat, Common 

09-11 
Bat, Large 

12-13 
Bat, Huge 

14-16 
Dragon, Deep 

17-23 
Beetle, Giant, Fire 

24-25 
Fungus, Violet 

26-32 
Fungus, Shrieker 

33-34 
Giant, Fomorian 

35-38 
Gremlin, Jermlaine 

39-41 
Gremlin, Mite 

42-43 
Gremlin, Snyad 

44-45 
Meazel 

46 
Ooze, Slithering Tracker 

47-48 
Pudding, Deadly Black 

49-56 
Rat, Osquip 

57-59 
Rust Monster 

60-66 
Stirge 

67-72 
Troll 

73-75 
Troll, Two-Headed 

76-78 
Troll, Giant 

79-85 
Roll on the Table for Type C passages 

86-91 
Roll on the Table for Type D passages 

92-95 
Roll on the Table for Zone C 

96-98 
Roll on the Table for Zone A 

99-00 
Roll on the Table for Zone D 


Roll 

Type C Encounter 

01-05 
Bat, Common 

06-08 
Bat, Large 

09-10 
Bat, Huge 

11-16 
Beetle, Giant, Fire 

17-20 
Carrion Crawler 

21-23 
Cave Fisher 

24-25 
Dragon, Deep 

26-31 
Fungus, Shrieker 

32-33 
Fungus, Violet 

34-38 
Lizard, Subterranean 

39-40 
Mimic, Common 

41-42 
Mold, Brown 

43-47 
Rat, Osquip 

48-49 
Roper 

50-62 
Rothe, Deep 

63-66 
Scorpion, Large 

67-69 
Scorpion, Huge 

70-71 
Scorpion, Giant 

72-73 
Slug, Giant 

74-78 
Whipsting 

79-85 
Roll on the Table for Type B passages 

86-91 
Roll on the Table for Type D passages 

92-95 
Roll on the Table for Zone C 

96-98 
Roll on the Table for Zone A 

99-00 
Roll on the Table for Zone D 


Roll 

Type D Encounter 

01-04 
Beetle, Dragon 

04-10 
Beetle, Giant, Fire 

11-13 
Blindheim 

14-16 
Bulette, Gohlbrorn 

17-18 
Cildabrin 

19-22 
Gambado 

23-24 
Mold, Deep 

25-26 
Ooze, Green Slime 

27-42 
Rat, Osquip 

43-55 
Rothe, Deep 

56-57 
Scamille 

58-60 
Umber Hulk 

61-64 
Worm, Lukhorn 

65 
Worm, Purple Worm 

66-67 
Worm, Giant Bloodworm 

68-70 
Worm, Slime Worm 

71-72 
Worm, Fyrsnaca 

73-75 
Worm, Red Worm 

77-76 
Xorn 

78 
Xorn, Xaren 

79-85 
Roll on the Table for Type C passages 

86-91 
Roll on the Table for Type B passages 

92-95 
Roll on the Table for Zone C 

96-98 
Roll on the Table for Zone A 

99-00 
Roll on the Table for Zone D 

Bat, Deep, Werebat (1) - This solitary creature retains much of its former personality, though it appears as a large bat, and therefore it is necessary for the DM to determine what the werebat's former race was.

01-15 Drow Elf
16-45 Bugbear
46-75 Orc
76-95 Duergar
96-00 Other

Werebats retain the intelligence, hit dice, alignment, and speech possessed by their other identity. For drow assume 2-4HD. For bugbears assume 3+1HD, for orcs assume 1HD, for duergar assume 1+4HD.

They will almost certainly only be encountered in bat form as a wandering monster, as they spend their non-bat form time amongst their other racial members.

Bitter at their condition, werebats are prone to try and infect others with their misery, in a sort of warped "misery loves company". This bloodlust is very difficult to fight and is not a rational reaction.

Those bitten by a werebat must have a Cure Disease or Neutralize Poison cast within 9 turns [or longer with a Slow Poison] or have an 80% chance of becoming a werebat over the next month or so. Werebats always change into bat form at night and attain a strong lust for blood at this time. All statistics are given for bat form.

Werebat (AC 7, MV 1 fl14[C], HD varies, hp varies, THAC0 13, #ATT 1, D 1-2, SA bite (causes enfeeblement like the spell for 1-4 rounds), SD immune to bat-controlling magic, AL varies, XP 975 ea, Source: Drow of the Underdark)

Note: The underdark Werebat is different from the werebats that lair in forests and are outlined in the Monstrous Manual.

Bat, Common (1-100) - These rodents will generally be roused by light, including even torchlight, and will likely swarm. Such a swarm puts out torches 1% per bat per round and inhibits weapon wielding (-2 to hit) and confusing spell casting (WIS roll required to cast). This is likely not dangerous unless the rout occurs coincidentally with another encounter. Otherwise, the bats will simply perch on the ceiling and the party will have to trudge through the guano on the floor.

Common Bat (AC 8 [AC 4 under ideal flying conditions], MV 1 fl24[B], HD 1/4, hp 2 ea, THAC0 20, #ATT 1, D 1, SA swarm (see above), AL N, XP 15 ea, Source: Monstrous Manual)

Bat, Large (3-18) - These large creatures are genuinely dangerous, though they will tend to go after mules and beasts of burden over humanoids. Nevertheless, a lone humanoid in distress or heavily outnumbered might be in big trouble from these beasts.

Large Bat (AC 8, MV 3 fl18[C], HD 1, hp 5 ea, THAC0 19, #ATT 1, D 1-4, SA rabies (1% chance of contraction per point of damage done), SD AC bonus of 3 when an opponent of DEX 13 or less fires a missile weapon at it, AL N, XP 35 ea, Source: Monstrous Manual)

Rabies: 1% chance of contracting the disease per point of damage done by the large bat. The disease incubates for D4+6 days. 10 days after incubation, the victim dies. During the 10 days, the victim may not eat or drink and is very irritable. If the victim is irritated (i.e. a loud noise at night) he must save vs WIS or attack those around him until killed or knocked unconscious.

Bat, Huge (1-8) - These evil mammals are certainly dangerous and will delight in attacking the party, though they can be driven off with determined resistance.

Huge Bat (AC 7, MV 3 fl15[C], HD 5, hp 24 ea, THAC0 15, #ATT 1, D 2-8, SA surprise (-3 to opponent surprise rolls), screech in 20' radius (causes pain which forces a save vs paralyzation or victim must cover his ears rather than fight), SD AC of 2 when in ideal flying conditions, AC 7 in crowded flying conditions, and AC 10 when not flying, AL NE, XP 650 ea, Source: Monstrous Manual)

Beetle, Dragon (2-16) - These creatures are very territorial and will hiss at intruders and attack anyone coming within 10' of them. If less than 7 are encountered, they are a group wandering, scavenging for food. If more than 6 are encountered, the party has stumbled across a nest of the beetles, and they will swarm to attack. Such a nest will always have an extra beetle of larger size. A nest will also have a corpse of some sort into which from 0-11 eggs have been laid.

Dragon Beetle (AC 7, MV 15, HD 1, hp 6 ea, THAC0 20, #ATT 1, D 1-4, SA poison sting (affects dragon and dragon-kin only for 2-20 [save for half damage]), AL N, XP 65 ea, Source: Monstrous Compendium 2)

Nest Leader (AC 5, MV 15, HD 3, hp 24, THAC0 17, #ATT 1, D 1-6, SA poison sting (affects dragon and dragon-kin only for 2-24 [save for half damage]), AL N, XP 120, Source: Monstrous Compendium 2)

Each beetle can produce 1-4 doses of dragon-affecting venom if milked or extracted.

Beetle, Giant, Fire (3-12) - These will generally be found on the walls or floor, often chewing on rotted material. Their glowing lights mean it will be almost impossible for the party not to notice them from a distance.

Giant Fire Beetle (AC 4, MV 12, HD 1+2, hp 7 ea, THAC0 19, #ATT 1, D 2-8, AL N, XP 35 ea, Source: Monstrous Manual)

Blindheim (1-4) - In this area of the Underdark, the blindheim encountered will always be of the animal intelligence variety, and they will have the standard eye powers. These creatures are not above attacking larger parties, being used to their eyes blinding the group so that they can quickly attack an individual and kill him and tear away chunks to eat before the rest of the group recovers its sight.

Blindheim (AC 3, MV 9, HD 4+2, hp 29 ea, THAC0 17, #ATT 1, D 1-8, SA swallow (size T creatures on a roll 4 greater than needed to hit, such beings take 2-8 damage per round from digestive juices), stare (anyone within 30' of the searchlight eyes must save vs wand or be blinded for D10+10 rounds, infravisual creatures save at -3, those who save cannot look at the blindheim and attack at -2), SD immune to bright lights, AL CE, XP 270 ea, Source: Monstrous Compendium 4)

Bulette, Gohlbrorn (3-6) - These cunning hunters will almost certainly test the party's mettle to see if they can grab some tasty morsels (i.e. the party members). Their usual method is to use their camouflage to hide in a passageway waiting for passersby. They will let the passersby pass, silently observing their numbers and potential strength. If the party seems assailable, the beasts will then tunnel ahead of the party and dig their tunnels near to the surface of the passageway, preparing an ambush.

The bulettes will attack intelligently, converging from all directions and concentrating on spellcasters if possible. They can recognize that figures in no armour and perhaps wearing robes and carrying staves are likely spellcasters. They will try to spring from their tunnels to be directly at melee. If a spellcaster extricates himself from the melee, the bulettes will spit stones at them.

If an attack goes badly, these creatures are not finished yet. They will turn and burrow into the solid earth. They burrow so fast that they will likely lose their pursuers. Should someone follow, the bulettes are not above circling around and coming at their erstwhile pursuers from the rear or even from above or below! Smart persons stay out of bulette tunnels.

Gohlbrorn Bulette (AC 3, MV 9, HD 5, hp 30 ea, THAC0 15, #ATT 2 + special, D 2-12/3-18 + special, SA surprise (opponents suffer a -3 to surprise rolls if the bulettes spring from tunnels), spew rocks (60' range doing D8+1 damage, stores 2-8 missiles in its gullet), SD camouflage (45% undetectable amongst stones), AL LE, XP 975 ea, Source: Monstrous Compendium 4)

Carrion Crawler (1-6) - These beasts will often lurk hidden at the top of a long stalactite or column and then, as prey approaches, rush down to be within grabbing range as the victim passes by. They are relentless scavengers, and the ones wandering the passageways usually have no lairs.

Carrion Crawler (AC 3/7, MV 12, HD 3+1, hp 17 ea, THAC0 17, #ATT 1 or 8, D 1-2 or special, SA paralysis (save or be paralyzed for 2-12 turns), AL N, XP 420 ea, Source: Monstrous Manual)

Cave Fisher (1-4) - These insectoid creatures lair in small crevices and cavelets that pockmark the walls of the passageways. The fishers will not usually attack a large well-armed party, but they are certainly apt to take turns at stragglers. They will approach from the walls and shoot their filaments down at their victim, seeking to pull him up into their lair to feed themselves and their young.

Cave Fisher (AC 4, MV 1, HD 3, hp 17 ea, #ATT 2, D 2-8/2-8, SA adhesive trapline (shoot up to 60', 20% chance of noticing the strand at 10' or less, no chance at greater distances, may only be cut by +1 or better edged weapons, strikes as 6HD monster and draws up to 400 pounds 15' per round with a STR of 18/00), AL N, XP 175 ea, Source: Monstrous Manual)

Cildabrin (1-2) - If 2 cildabrin are encountered, there will be a nest nearby. These creatures seek to capture and consume those they can catch, and use their webs and silence to isolate individuals from their fellows and to neutralize spellcasters.

If a nest is nearby, it will contain 10-40 purplish eggs and will be well concealed, usually high up near a ceiling.

At any place where a cildabrin is encountered, it will likely leave a lure to force the party to stop and investigate. This will often be a corpse, often a bugbear or orc or troglodyte. The cildabrin will often sprinkle a few coins around the corpse to further entice. While the party investigates, the creature will use web and silence to attack the rear of the party.

Cildabrin (AC 5, MV 15 wb12, HD 11, hp 59, 57, THAC0 9, #ATT 3, D 1-12/1-12/1-6, SA crush (if a pincer hits the victim must make a bend bars to escape [monsters without STR may save vs paralysis with a -2 if man-sized or smaller] or take 7-12 crushing damage each round thereafter, bend bars may be made each round), poison (stinger injects type O poison - save or suffer paralysis after an onset time of 2-12 rounds for a duration of 2-12 hours), Silence 15' r 3/day, Web 3/day, Darkness 15' r 3/day, SD Spider Climb at will, immune to webs, MR 20%, AL NE, XP 7000 ea, Source: Monstrous Compendium 3)

Dragon, Deep (1) - This is the deep dragon as described in the DEEP DRAGON area. When wandering the dragon is often (50%) in humanoid form, appearing as a drow elf or a duergar with no armour or weapons. Should the dragon come upon the party by surprise, it may seek to change shape to a dwarf or deep gnome and attempt to parley with the party, seeking to determine who they are, why they are here, how powerful they are, etc. The dragon might even pretend to befriend the party and accompany them for a time, pretending to be lost or escaped from the drow.

Ultimately though, the dragon is likely to attack or betray the party. The DM should consult the Reaction to the Party section of the DEEP DRAGON area for further details. Obviously, should the dragon be defeated here, it will not be found in its lair.

Fungus, Violet (1-4) - These will be 75% encountered with 1-4 shriekers (see below). These will attack any warm-blooded creatures that enter within range of their tentacles.

Violet Fungi (AC 7, MV 1, HD 3, hp 15 ea, THAC0 17, #ATT 1-4, D nil, SA rot (each branch will range from 1'-4' equal to the height of the fungus minus 3', hit requires a save vs poison or the flesh rots in 1 round), AL N, XP 175 ea, Source: Monstrous Manual)

Fungus, Shrieker (2-8) - These fungi will shriek loudly when activated, causing a 50% chance of another wandering encounter which will arrive within D10 rounds.

Shrieker (AC 7, MV 1, HD 3, hp 15 ea, THAC0 17, #ATT 0, D nil, SD noise, AL N, XP 120 ea, Source: Monstrous Manual)

Gambado (1-8) - These "springing skulls of doom" will be found set in their pits along the passageway with skulls attached to their heads and appearing as the site of some conflict or battle. To help this out they will sprinkle other bones near the skulls and bits of worthless armour and weapons. The skulls will be a mixture of duergar, orc, troglodyte, and rothe, a strange enough combination to perhaps alert wary party members that something is not quite right.

Typically, the gambado will place the most interesting bits of armour and weapons near the centre of the group, and will sprinkle some coins (perhaps a tenth of the total horded amount) to entice victims into their midst.

When the party reaches to within 10' of a skull (or the centre skull) they will leap to the attack.

Gambado (AC 6, MV spring 12' horizontally and 14' vertically, HD 4, hp 25 ea, THAC0 17, #ATT 3, D 1-8/1-4/1-4, SA attacks only with the bite on the initial spring, which is treated as a CHARGE move, AL CN, XP 175 ea, Source: Monstrous Compendium 1)

These creatures will have in their pits (less the 10% scattered as bait) 2D10gp, D6x10ep, D6pp and 2D4 ornamental gems worth 10gp each.

Giant, Fomorian (1-2) - These brutes will be from the FOMORIAN GIANT area. They are always hungry and malicious and will try to attack the party, sneaking up on them in order to strike quickly and decisively in the first few rounds, though they will certainly flee if outmatched, though possibly to gather others from their lair to attack the party again. Determine which giant(s) is(are) encountered randomly, though the matron will never be encountered. Obviously, any giants defeated here will not be found in the lair. In addition, once 2 such giants are defeated, no further will be encountered outside the lair.

Gremlin, Jermlaine (2-16) - These miniscule dangers will always be roving parties sent out from the JERMLAINE WARRENS area, often to hunt or to steal valuables for their elder. There are no other jermlaine lairs in the Entrance to the Underdark area. These beings will be riding or have accompanying them 1-12 osquips 35% of the time.

Jermlaine will be likely to simply observe powerful parties to make sure they do not approach the warrens. Eventually a couple of their number will be sent to their leader with intelligence about the party even if they are not approaching the warrens.

Should they encounter a lone character, they might then, if in sufficient numbers, attempt to capture him and drag him back to the JERMLAINE WARRENS.

Jermlaine (AC 7, MV 15, HD 1/2, hp 3 ea, THAC0 20, #ATT 1, D 1-2 or 1-4, Weapons darts (120 yard range or 24/48/72), small pikes (1.5 feet long), blackjacks (ineffective against splint, banded, or platemail, causes 2% cumulative chance of unconsciousness), SA smell and hear invisible creatures 50%, stealth (-5 to opponent surprise rolls), cut straps which break D12 turns later, SD 75% undetectable if hiding, treated as 4HD monsters for saves, escape all damage from attacks that normally do half damage if save is successful, AL NE(L), XP 15 ea, Source: Monstrous Manual)

Osquip (AC 7, MV 12 br1/2, HD 3+1, hp 18 ea, THAC0 16, #ATT 1, D 2-12, SA surprise (-5 to opponent surprise rolls if able to attack from a tunnel), SD no fear of fire, poor swimmers (50% drown, 50% paddle at a rate of 1), AL N, XP 120 ea, Source: Monstrous Manual)

Gremlin, Mite (6-24) - These little pests wander throughout the underdark causing trouble. If less than 12 are encountered, they will be a band of wanderers far from their lair and up to no good. These will likely not attack or even harass an entire party, but woe betides the lone straggler, especially if wounded.

If more than 12 are encountered, their lair will be nearby. It will be well hidden and accessed by small concealed tunnels (treat as secret doors) only 2' in diameter. In the centre of the lair, in a large chamber with a low ceiling, will be the local mite king with 4-24 females and 4-24 children, dressed in oversized clothes made for his victims.

Man-sized creatures suffer -4 to hit and an AC penalty of 4 due to the small tunnel size.

The king's chamber will also contain the group's treasure, consisting of 3D6sp, 2D4gp and D4 gems worth 1-50gp each.

A standard mite attack is, when they scout a lone traveller, to string a trip wire across the passageway and then climb up high with their net. When the person falls over the trip wire the net is released and, if the victim is caught, he is then pummeled and robbed or dragged to the lair if it is not far.

Mite (AC 8, MV 3, HD 1-1, hp 4 ea, THAC0 20, #ATT 1, D 1-3, SA pummel (2% chance cumulative per club of stunning a victim is worse than AC 3 on the head), net (takes 6 mites to wield and they must be higher in elevation than the victim, save vs paralysis or be caught), trip wires (DEX check or fall prone), AL LE, XP 35 ea, Source: Monstrous manual)

Mite King (AC 8, MV 3, HD 1+1, hp 9, THAC0 19, #ATT 1, D 1-4, SA pummel (2% chance cumulative per club of stunning a victim is worse than AC 3 on the head), net (takes 6 mites to wield and they must be higher in elevation than the victim, save vs paralysis or be caught), trip wires (DEX check or fall prone), AL LE, XP 35 ea, Source: Monstrous manual)

Mite Female (AC 8, MV 3, HD 1-2, hp 3 ea, THAC0 20, #ATT 1, D 1-3, AL LE, XP 35 ea, Source: Monstrous manual)

Gremlin, Snyad (1-8) - These annoying critters will always be found near their lair, which consists of small concealed tunnels (usually concealed by a curtain of rothe fur with rocks glued on it - findable on a 1 in 3 for elves and a 1 in 4 for others) that lead to a single small den where the Snyad family lives. There will be at least 2 other escape routes from this den, so it will be very difficult to corner the gremlins. The tunnels to a Snyad den are only 2' in diameter and so man-sized creatures suffer a -4 to hit and an AC penalty of 4 while maneuvering them.

Snyads do not fight. They instead like to run past a victim making a grab for an item. They can snatch an item out of a surprised victim's hand unless he makes a WIS roll. The Snyad can perform this maneuver while on the run (it is considered a CHARGE maneuver) so they will usually sprint out, grab, and in the same round run around a corner and zip into one of the tunnels leading to their lair.

If a Snyad is captured, it will kick and scream and squirm but will not bite. If all else fails the snyads would be willing to give back a stolen item in exchange for one of their own. As they have no language, this would be done via gestures.

Snyad (AC -4, MV 21, HD 1-1, hp 4 ea, THAC0 20, #ATT nil, D nil, SA surprise opponents 90% of the time, snatch (if victim is surprised, Snyad may CHARGE and grab an item from the hand unless the victim makes a WIS check), capture (anyone with a STR 11 may capture a Snyad with a successful attack roll), SD +3 to save vs non-area effect spells due to dexterity (includes non-physical spells since it is difficult for the caster to get a good sighting on the snyad)

Snyads will have some treasure in their lair. This consists of 3D8cp, 1D6ep, 1D6pp, D4 gems worth D100gp each, and D3 weapons (usually orcish daggers or bugbear maces but with a 25% chance of a drow shortsword +1).

Lizard, Subterranean (1-6) - These creatures are aggressive hunters, though they are smart enough instinctually to leave alone creatures that have previously given them a hard time. This is unlikely to include the party. Able to run along walls and ceilings with ease, these beasts will often drop from columns and stalactites to attack.

Subterranean Lizard (AC 5, MV 12, HD 6, hp 31 ea, THAC0 15, #ATT 1, D 2-12, SA clamp (natural 20 attack roll means both jaws have clamped for 4-24 damage and the victim suffers 2-12 every round thereafter, AL N, XP 650 ea, Source: Monstrous Manual)

Meazel (1) - These universally despised predators of the Underdark are very cautious and cunning. They will never attack more than one person in combat. Instead, unless they are faced with a long straggler, they will likely attempt to pick some pockets using their thief abilities. A meazel is likely to shadow a party at a discrete distance and wait until they are relaxed or sleeping. If there is a lone guard, it may try to garrote him or her, hoping that the cord will silence his or her screams. The strangled victim will then be dragged to a quiet niche to be eaten and stripped of valuables (which would then be thrown away).

Meazel (AC 8, MV 12, HD 4, hp 21 ea, THAC0 17, #ATT 2, D 1-4/1-4, SA garrote (if the Meazel can approach from behind with surprise it can garrote, a successful hit against the head AC means the cord is around the neck and the victim will die in 2 rounds and cannot scream or vocalize though he may be able to tap or kick items nearby enough to make noise), SD thief abilities (see below), AL CE, XP 120 ea, Source: Monstrous Compendium 3)

Thief Skills:

PP 45 OL 37 FRT 35 MS 33 HS 25 DN 15 CW 88 RL 20

Mimic, Killer (1) - These strange creatures will appear often as a pile of coins or a marble pillar or column scribed with runes. Such runes are often worn smooth so that those wishing to examine them most approach close to the mimic. Despite this amazing ability to mimic, killer mimics are only semi -intelligent and act on an instinctual level only. They mimic that which they have seen or which have been passed onto them by their common ancestor(s).

Killer Mimic (AC 7, MV 3, HD 10, hp 47 ea, THAC0 11, #Att 1, D 3-12, SA surprise (opponents gain a -4 to surprise roll), glue (anything touching the mimic or vice versa is held fast, the victim may break the hold with a one-time open doors attempt as a full round action, alcohol will break the glue down in 3 rounds, and the mimic's death will break the glue down in 5 rounds, the mimic may neutralize its glue at will in any location), SD camouflage, immune to acid, molds, green slime, and puddings, AL N(E), XP 3000 ea, Source: Monstrous Manual)

Mold, Brown (1) - Brown mold will involve a single patch with the telltale bit of coldness in the air if the party is being exceptionally careful.

Brown Mold (AC 9, MV 0, HD n/a, THAC0 n/a, #ATT 0, D n/a, SA freezing (4-32 damage to warm-blooded creatures within 5'), grows from fire and heath sources, SD affected only by cold magic (Ice Storm and Wall of Ice cause it to go dormant for 5D6 turns, Wand of Frost, white dragon breath, or Cone of Cold kills it, AL N, XP 15 ea, Source: Monstrous Manual)

Mold, Deep (1) - Deep mold will generally be most effective when hidden amidst stalactites or at the bottom of a slope or drop. When exposed, it must rely on its pleasing fragrance and beautiful colouration to attract the curious.

Deep Mold (AC 9, MV 0, HD n/a, THAC0 n/a, #ATT 1, D special, SA spores (releases on touch in a cloud 20' wide by 20' high by 30' deep centered on the point of contact, those within must save vs paralyzation or take 1-10 damage and lose 1 STR for 1-10 rounds, save means half damage and no STR loss, victims who fail the save take 1-10 damage per day until dead or a Cure Disease is used, complete rest and exposure to natural sunlight for 24 hours stops that day's damage from occurring and allows natural healing of spore damage, each patch may spray 3 clouds per day), SD immune to weapon attacks, cold based spells stun for 3-18 rounds, heat based spells stun for 4-16 rounds, acid kills the mold (10' per vial or 2-8 damage), Cure Disease kills the mold, MR 20%, AL N, XP 35 ea, Source: Monstrous Compendium 2)

Ooze, Green Slime (1-6) - Green slime typically grows from stalactites or other low overhanging structures and drop on vibrations below them.

Green Slime (AC 9, MV 0, HD 2, hp 9 ea, THAC0 19, #ATT 0, D nil, SA slime (turns victim into green slime 1-4 rounds after the round of attachment, eats through wood (1 inch per hour), eats through metal (plate in 3 rounds), SD may be frozen, burned, or killed with a Cure Disease, immune to all other spells and weapons, AL N, XP 65 ea, Source: Monstrous Manual)

Ooze, Slithering Tracker (1) - These dangerous denizens are extremely patient killers. It will not attack a party straight out, as its attack form is subtle and takes time. Instead, a tracker will track the party, silently trailing some 30' behind it and waiting for a chance to strike. Such a chance usually involves a lone character, or a sleeping character. Should the party strike a camp, the tracker will be almost certain to attack, infiltrating past guards in an attempt to paralyze and then feed silently on a single victim before departing.

Slithering Tracker (AC 5, MV 12, HD 5, hp 23 ea, THAC0 15, #ATT 0, D nil, SA paralyzation (save vs paralyzation or become immobile [including unable to speak or grunt] for 12 hours), drain (drain the fluids from a man-sized creature in 1 hour), SD transparent (5% chance of noticing a tracker), silent movement, AL N, XP 975 ea, Source: Monstrous Manual)

Pudding, Deadly, Black (1) - Black puddings are loners and will often be found lurking high on the ceilings where they can detect the presence of the party 90' below. They will then drop on the party as they pass beneath.

Black Pudding (AC 6, MV 6, HD 10, hp 52 ea, THAC0 11, #ATT 1, D 3-24, SA dissolve (2 inches of wood per round, chain in 1 round, plate in 2 rounds, add 1 round for each magical plus), SD immune to acid, cold, and poison, lightning and blows divide them into smaller puddings, fire and magic missiles cause normal damage, AL N, XP 2000 ea, Source: Monstrous Manual)

Rat, Osquip (2-24) - These large vermin are actually quite dangerous en masse and they tend to be very hungry. That said, they are also opportunists and will flee if they meet determined resistance. They are, of particular, not afraid of fire.

Osquip (AC 7, MV 12 br1/2, HD 3+1, hp 15 ea, THAC0 16, #ATT 1, D 2-12, SA surprise (emerge from tunnels giving opponents a -5 to surprise rolls), SD poor swimmer (50% drown, 50% paddle at MV 1), AL N, XP 120 ea, Source: Monstrous Manual)

Roper (1-3) - Allow a 15% chance that the encounter is instead with storopers.

These horrid beings will appear as boulders, stalagmites, or even flattened boulders. They will shoot out their strands when anyone approaches within 40' or so. Ropers are sometimes found in good hunting spots in clusters, but they do not cooperate in any way, and individual ropers are likely to be separate by 100'-200' from others of their ilk.

Roper (AC 0, MV 3, HD 10-12, hp 52, 57, or 62 ea, THAC0 11 [10HD or 9 11-12HD], #ATT 1, D 5-20, SA strands (range of 50', 6 strands can be deployed 1 per round, drag victims D4+1+10' towards the maw up to 750 pounds, strand can be broken by an open doors roll or cut with AC 0 for 6 points of edged damage from a single hit), weakness (each time a strands hits the victim must save vs poison or lose half STR rounded down, this loss occurring 1-3 rounds after hit and lasts for 2-8 rounds, effects are cumulative), surprise (opponents suffer a -2 to their surprise rolls), SD immune to lightning, half damage from cold, -4 save vs fire, MR 80%, AL CE, XP 10000-12000 ea, Source: Monstrous Manual)

Storopers resemble statues of ropers. Their tentacles are always 20' extended but can shoot the full 50' and can attack with all tentacles at the same time.

Storoper (AC 0, MV 3, HD 6, hp 27 ea, THAC0 15, #ATT 1, D 5-20, SA strands (range of 50', 6 strands can be deployed, drag victims D4+1+10' towards the maw up to 750 pounds, strand can be broken by an open doors roll or cut with AC 0 for 6 points of edged damage from a single hit), weakness (each time a strands hits the victim must save vs poison or lose half STR rounded down, this loss occurring 1-3 rounds after hit and lasts for 2-8 rounds, effects are cumulative), surprise (opponents suffer a -2 to their surprise rolls), venom (2/day the storoper can inject a special venom through its tentacles that force a save vs poison or the victim is paralyzed for 1 round and then fights to aid the storoper for 10 turns), SD immune to lightning, immune to normal missiles, half damage from cold, -4 save vs fire, MR 80%, AL CE, XP 10000-12000 ea, Source: Monstrous Manual)

Ropers and stroropers have gullets with 3D6pp and have a 35% chance of containing 5-20 gems of random value (roll on the Gem Table in the DM Guide page 181).

Rothe, Deep (2-20) - These underground herd beasts form an important part of the eco-system here and will be encountered in herds along with D10-1 young. They can usually be spotted by way of their Dancing Lights ability, which flicker eerily through the underdark.

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

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

Rust Monster (1-2) - These menaces can smell ferrous metals from a distance and will come a-callin', much to the party's chagrin. While they can be driven off with determined resistance, this will be very difficult as long as a lot of metal lies before them. Smart party members can throw iron spikes or other items to distract the rust monsters and then run away.

Allow a 5% chance that if 2 rust monsters are encountered they have a kit with them. This will be a half strength rust monster with a full strength appetite.

Rust Monster (AC 2, MV 18, HD 5, hp 26 ea, THAC0 15, #ATT 2, D nil, SA rust (magic items have a 10% chance per plus of avoiding the effect [or 20% if a non-plus item]), AL N, XP 270 ea, Source: Monstrous Manual)

Rust Monster Kit (AC 2, MV 9, HD 2+2, hp 13 ea, THAC0 17, #ATT 2, D nil, SA rust (magic items have a 10% chance per plus of avoiding the effect [or 20% if a non-plus item]), AL N, XP 120 ea, Source: Monstrous Manual)

Scamille (1-4) - These strange amoeba like beings are not inherently aggressive, though after a constant assault from slimes and other weird creatures, the party may not wait to find this out. If attacked the scamille will defend themselves violently and with extreme prejudice, seeking to kill all within the group that assaulted one of them. Otherwise, the scamille will simply follow the party for a time observing them before leaving.

It is 50% likely that the party will come upon resting scamille. In this case they will appear as stone chairs, doors, a chest, a table, or whatever. It could look as if some creature has its lair here. If sat upon or otherwise used as their form indicates, the scamille will not take offense and may even allow themselves to be sat on or used. Obviously, scamille doors lead nowhere. If peaceful contact is attained (the Scamille can form mouths that speak Common), the scamille may deign to give the party some information or directions. This will usually be given in exchange for party rations, which are a unique taste treat for them.

The scamille know where the drow dwell as well as the deep dragon and the orcs and troglodytes. They are unaware of the deepspawn, calling it the troll lair. They know the general direction of the duergar.

Scamille (AC 5, MV 3, HD 10, hp 50 ea, THAC) 11, #ATT 6, D 3-18, SA surprise (-1 to opponent surprise rolls if in object form), stickiness (one pseudopod may be sticky and will stick a victim successfully attacked, stuck victims can only attack with a weapon if it was in hand and attacks at -4 to hit, a held victim is automatically hit by the remaining 5 pseudopods, to pull free the victim must make a bend bars as a full round action, or the scamille can unstuck or oil of slipperiness or the death of the scamille can release the victim), dissolve (once its victim is dead, the scamille can consume the body and all possessions in 1-4 rounds, SD Light spells cause the scamille to be unable to form pseudopods for one round and causes an object formed scamille to assume its amoeba form, AL N, XP 3000 ea, Source: Mystara Monstrous Compendium)

Scorpion, Large (1-6) - These scavengers, though not particularly large, are still quite dangerous and they are extremely aggressive. Allow a 15% chance that the scorpion den is nearby, usually a niche or crack or small side cave. The lair has a 20% chance of containing 5-20 scorpion eggs. In addition, such a lair is likely to have bones of victims, crushed and thrashed clothing and armour, and perhaps a few oddments of coinage (D10 each of cp, sp, gp, and pp).

Large Scorpion (AC 5, MV 9, HD 2+2, hp 16 ea, THAC0 19, #ATT 3, D 1-4/1-4/1, SA sting (type A poison, save at +2 or take 15 damage in 10-30 minutes, save means no damage), AL N, XP 175 ea, Source: Monstrous Manual)

Scorpion, Huge (1-4) - These creatures will attack aggressively, for food and for territory. Allow a 15% chance that the scorpion den is nearby, usually a niche or crack or small side cave. The lair has a 20% chance of containing 5-20 scorpion eggs. In addition, such a lair is likely to have bones of victims, crushed and thrashed clothing and armour, and perhaps a few oddments of coinage (D100 each of cp, sp, gp, and pp).

Huge Scorpion (AC 4, MV 12, HD 4+4, hp 27 ea, THAC0 15, #ATT 3, D 1-8/1-8/1-3, SA sting (type F save or die immediately), pin (a pincer that hits can squeeze causing pincer damage each round thereafter, victim may fight back and attempt to break out once per combat on a bend bars roll, sting attack always hits a pinned victim), AL N, XP 420 ea, Source: Monstrous Manual)

Scorpion, Giant (1-4) - These large menaces are truly deadly, and most of the denizens of the underdark give these guys a very wide berth. The PCs however, may not be so lucky. Allow a 15% chance that the scorpion den is nearby, usually a niche or crack or small side cave. The lair has a 20% chance of containing 5-20 scorpion eggs. In addition, such a lair is likely to have bones of victims, crushed and thrashed clothing and armour, and perhaps a few oddments of coinage (D100 each of cp, sp, gp, and pp).

Giant Scorpion (AC 3, MV 15, HD 5+5, hp 36 ea, THAC0 15, #ATT 1-10/1-10/1-4, SA sting (type F, save or die), pin (if a pincer hits is will squeeze for pincer damage every round, victim can either fight back or try to escape in a given round, escape can be tried once per combat and requires a bend bars roll, victims being pinned can be stung automatically), frenzy (if reduced to 1 or 2 hp, the scorpion will sting twice per round and will forego its pincers), AL N, XP 650 ea, Source: Monstrous Manual)

Slug, Giant (1) - These tremendous giants are always encountered solitarily and wander seeking food. It will tend to attack any party members seeking to use them to sate its voracious appetite.

Giant Slug (AC 8, MV 6, HD 12, hp 65 ea, THAC0 9, #ATT 1, D 1-12, SA acid (spits every round for 4-32 damage and items must save or be destroyed, first shot hits 10%, thereafter hits 90% at 10 yards with a -10% per 10 yards thereafter, a miss hits 10' from the target, burrow (with tongue through 1 foot of earth or 6 inches of wood per round), SD immune to blunt weapons or impact damage, AL N, XP 5000 ea, Source: Monstrous Manual)

Stirge (3-30) - These voracious bloodsuckers will swam and attack warm-blooded creatures they encounter.

Stirge (AC 8, MV 3 fl18[C], HD 1+1, hp 7 ea, THAC0 17, #ATT 1, D 1-3, SA blood drain (drain 1-4 points each round after bite hits until 12 points are drained), attack as 4HD creatures, SD if an attack vs an attached stirge misses, a roll must be made against the victim's AC to see if the attack hits them instead, AL N, XP 175 ea, Source: Monstrous Manual)

Troll (1-12) - These brutes are 75% likely to be spawns of the deepspawn, though they are not of the group living in the DEEPSPAWN lair. Otherwise, they are remnants of the original trolls that were kicked out of the lair by the deepspawn.

Whatever their origin, the trolls will react the same, attacking the party mercilessly in order to consume them. They will gladly grab nearby stones and sheets of slate to throw as missiles.

Troll (AC 4, MV 12, HD 6+6, hp 36 ea, THAC0 13, #ATT 3, D 5-8/5-8/5-12, SA climb walls 80%, severed limbs can fight, throw stones (20 yards, D8 damage), SD regenerate 3hp per round, limb severed on an opponent roll of 20, AL CE, XP 1400 ea, Source: Monstrous Manual)

Troll, Two-Headed (1-3) - These monstrous creatures are 50% likely to be spawns of the deepspawn, but either way they will likely react the same to the party, attempting to kill or enslave those whom they encounter. Allow, in addition, a 35% chance that 1-12 trolls are also in attendance, serving their two-headed masters (for trolls use the statistics from the entry above).

Giant Two-Headed Troll (AC 4, MV 12, HD 10, hp 58 ea, THAC0 11, #ATT 4, D 5-8/5-8/1-12/1-12, SA throw stones (20 yards, D8 damage), SD regenerate 1 hp per round, cannot reattach limbs, surprised only on a 1, AL CE, XP 3000 ea, Source: Monstrous Manual)

Troll, Giant (1-12) - These fearsome beings travel in loose packs and seek to devour all those weaker than they. Those encountered will likely be a hunting party, not too far from a lair with females and children. There is only a 5% chance that giant trolls encountered are spawn of the deepspawn.

Giant Troll (AC 4, MV 12, HD 8, hp 43 ea, THAC0 13, #ATT 1, D by weapon (+7 due to strength), SA grab and hurl opponents, hurl rocks 3-200 yards away for 2-16 damage, SD catch boulders 25%, regenerate 2 hp per round, cannot be brought below 1 hp unless 10hp of fire damage taken, cannot reattach severed limbs, AL CE, XP 1400 ea, Source: Monstrous Manual)

Umber Hulk (1-4) - These horrible creatures will be encountered in groups of 1-4. If a single is encountered it is a lone male. If more than 1 is encountered, it is a female and her young (all with normal hit dice and abilities). The hulks often like to burrow near to the wall and peek out of a crack, awaiting passersby. They then burst from the wall to attack, hopefully catching victims with their gaze. If pressed, they will burrow to escape, often causing a cave-in behind them to thwart pursuers (25% chance of this per round).

Umber Hulks (AC 2, MV 6 br1-6, HD 8+8, hp 47 ea, THAC0 11, #ATT 3, D 3-12/3-12/1-10, SA confusion (anyone looking into the hulk's eyes must save vs spells or be confused as the spell), surprise (when bursting from a rock wall opponents get a -5 to surprise rolls), AL CE, XP 4000 ea, Source: Monstrous Manual)

Whipsting (1-6) - These strange looking creatures will leap at the party, seeking to envenom and devour them. They will not attack larger than man-sized creatures usually. Allow a 10% chance that the whipstings are actually stingwings, which are the same but have fragile wings which let them glide down from ledges. These wings are destroyed by area of effect fire spells but regenerate in D3 days.

Whipsting (AC 7, MV 9 fl9[D], HD 1+4, hp 10 ea, THAC0 19, #ATT 3, D 1-2/1 x2, SA leap (30' for +4 to hit with one stinger), sting (each tentacle has a stinger which if it hits forces a save vs poison at -2 or suffer nausea [prey shudders on the next round and this ruins all attacks and spells and causes dropping of all carried objects and victim suffers an AC penalty of 1, on subsequent rounds attack and damage rolls are at -3, then -2, then -1, then normal), AL N, XP 175 ea, Source: Monstrous Compendium 1)

Worm, Lukhorn (1) - These extremely dangerous predators often set themselves up at a type D passageway. They will find a point where such a passage intersects with another and will then conform their bodies to the tunnel, with their mouth appearing as an opening into the passageway rimmed by stalactites and stalagmites. The worm will them swallow any who enter its gullet.

Should this ruse not work, the worm will simply lunge out of its place to attack passersby.

Lukhorn Worm (AC 3 [5 interior], MV 9 br9, HD 10, hp 54 ea, THAC0 11, #ATT 1, D special, SA camouflage (when mimicking a passageway, underdark natives spot on a WIS check, surface dwellers get no chance without magical aid), swallow (on a hit on any creature size L or smaller, the victim is swallowed, suffering 4D6 damage per round and dissolving wood and cloth in 2 rounds and metal in 4 rounds, with magic items saving vs acid; victims may cut out vs AC 5 by inflicting 40 damage to an area, but blunt weapons do no damage and others are -2 damage), sonic screech (all within 60' must save vs petrifactions or writhe in agony on the ground for D6 rounds, the screech is very loud and may attract other denizens), AL N, XP 3000 ea, Source: Monstrous Compendium 4)

Worm, Purple Worm (1) - This big bad boy of the underdark often arrives alone to eat shriekers and add a bit of meat to its diet as well. The specimens most likely encountered here will be between 25' and 50' in length and about 4'-6' in diameter.

Purple Worm (AC 6, MV 9 br9, HD 15, hp 78 ea, THAC0 5, #ATT 2, D 2-24/2-8, SA swallow (a hit that hits by 4 or more means the victim is swallowed whole [can devour creatures up to 8' tall and 6' wide], swallowed victims die in 6 rounds and are digested in 2 hours, victim may cut his way out against AC 9 but juices weaken the victim for -1 damage cumulative per round), sting (tail requires a save vs poison or be slain instantly), AL N, XP 13000 ea, Source: Monstrous Manual)

Worm, Giant Bloodworm (1-4) - These beasts dwell in underground pools, so an encounter is likely to occur (95%) in or near such a body. These will attack if the pool is entered and are 50% likely to be hungry enough to attack if the pool is approached.

Giant Bloodworm (AC 4, MV 6 br1, HD 6, hp 31 ea, THAC0 15, #ATT 1, D 1-8, SA blood drain (drain 1-8 per round until removed [successful open doors roll]), SD vulnerable to fire (save at -2 and take double or normal damage), AL N, XP 420 ea, Source: Monstrous Manual)

Worm, Slime Worm (1) - These sticky creatures are always covered with various debris stuck to their skin by their slimy coating. As such, the worm when coiled up appears as a pile of rocks, often with bones, a few coins, and even perhaps a metal weapon or two and some gems. It will very likely look like a treasure pile. The worm can hold very very still. Allow only a 15% chance that the pile will look unusual (perhaps a part of it moves), and if not, then give the party a -5 to its surprise roll.

Slime Worm (AC 5, MV 6, HD 10, hp 55 ea, THAC0 11, #ATT 1, D 2-12, SA camouflage, swallow (on a roll of 18+ that hits or a roll of 20 always, swallow up to size L creature which takes 2-12 damage per round; victim may escape if holding a size S type P/S weapon in hand and doing 10 damage vs AC 8 at -4 to hit and +4 to initiative), gullet (may hold 1 size L, 2 size M, 4 size S, or 8 size T), AL N, XP 2000 ea, Source: Mystara Monstrous Compendium)

Allow any slime worm to have D20 of each coin type, D3 cut gems and D6 uncut gems. For each type, if the maximum is rolled, roll again and keep rolling until the maximum roll is not rolled.

Worm, Fyrsnaca (1-2) - These fire-breathing worms are a peril of the underworld, even though they feed only on rocks and minerals. They are bad tempered and tend to attack those who disturb them aggressively, though they will not go out of their way to ambush others. These creatures may be encountered singly under water, there hibernating for 50 years after reproducing. Such hibernation does not preclude the worm from attacking anything disturbing it, but it will not leave the water in this case.

Fyrsnaca Worm (AC 5, MV 6 br3, HD 10, hp 52 ea, THAC0 11, #ATT 1, D 1-8, SA fiery breath (1/3 rounds in a line 5' wide and 50' long for 2-12 damage or half if a save vs breath is made), AL CN, XP 2000 ea, Source: Mystara Monstrous Manual)

Worm, Red Worm (2-12) - These spawn of the Fyrsnaca worms roam far from their hibernating parent. They are voracious carnivores and unlike their parents, feed on meat in this larval form. They will often lie in wait just below the floor of a passageway and then burst up to attack, giving victims a -3 to surprise rolls.

Red Worm (AC 7, MV 9 br3, HD 2+2, hp 11 ea, THAC0 19, #ATT 1, D 1-4, SA venom (save vs poison or suffer double damage from a bite), surprise (-3 to victim surprise rolls), AL CN, XP 650 ea, Source: Mystara Monstrous Compendium)

Xorn (1-4) - These always (90%) hungry denizens will have one of their number demand payment from the party. Payment will consist of a goodly amount of precious metals, which they can smell from 20' away. Failure to comply will result in attack by all of the xorn. The xorn will use their phase through stone ability to harass the party to no end until they acquiesce.

Xorn (AC -2, MV 9 br9, HD 7+7, hp 42 ea, THAC0 13, #ATT 4, D 1-3x3/6-24, SA surprise (-5 to victim's surprise rolls when emerging from stone), pass through stone, SD immune to fire and cold, half or no damage from electricity, phase door kills one while passing through stone, half damage from type S weapons, Move Earth flings it back 30' and stuns for 1 round, Stone to Flesh or Rock to Mud lowers AC to 8 for 1 round, Passwall inflicts D10+10 damage, AL N, XP 4000 ea, Source: Monstrous Manual)

Xorn, Xaren (1) - These strange visitors to the material plane crave magical metal, and they will demand such from passersby should they smell any within 40'.

Xaren (AC 1, MV 9 br3, HD 5+5, hp 32 ea, THAC0 15, #ATT 4, D 1-3x3/4-16, SA surprise (-5 to victim's surprise rolls when emerging from stone), pass through stone, bite magic items (if attacked with a magic weapon, may attack it vs AC -2 and if hit, bite the weapon which must save vs crushing blow or be destroyed), SD immune to fire and cold, half or no damage from electricity, phase door kills one while passing through stone, half damage from type S weapons, Move Earth flings it back 30' and stuns for 1 round, Stone to Flesh or Rock to Mud lowers AC to 8 for 1 round, Passwall inflicts D10+10 damage, AL N, XP 3000 ea, Source: Monstrous Manual)

The Jermlaine Tour - A Set Encounter:

One characteristic of a scenario of this size and scope is that it relies heavily on wandering monster charts. However, random encounter after random encounter can quickly become dull for the players. For this reason, it is recommended that the DM create his own little mini-scenarios by using the wandering monster charts as inspiration. This is one such example.

The purpose of this set encounter is to induce the party to interact with some of the denizens of the Entrance area. It may be that the party is dead-set on avoiding every encounter they can, wishing to travel as quickly as possible to the Drow Empire. Well, you as the DM can put a stop to that with this set encounter, which will encourage the party to visit with at least a few of the lairs presented in this section.

The idea is simple. A group of jermlaine have come upon the party either as it travels or, better yet, while it beds down for the night. They have snuck into camp and stolen an item. They have also cut the straps on some key items of the party. Some 10 rounds after the jermlaine have performed their deeds, the straps will break. If the party is traveling, a pack or pouch will plop to the ground, or a shield will fall from someone's back, etc. If the party is encamped, this will happen to a guard.

This strap breakage should alert the party that someone has been tampering with their things. As they check their things they will notice an important magic item is missing. The exact choice is up to the DM. It could theoretically even be the box holding the Gem of Power (this is what happened historically)! This might teach the party to place Magic Mouth or other protective spells on the box holding the Gem. In any case, the item chosen should be relatively accessible to the jermlaine, important enough for the party not to want to shrug it off, and also easily transportable by the diminutive gremlins. Remember, a single jermlaine had to be able to heft the item.

Also, the DM will have to evaluate what precautions the party has taken. If Alarm spells or Faithful Hound spells guard the party's camp, then the jermlaine will have to do their deed while the party travels.

The DM can take some dramatic license here and not require any success rolls on the party of the jermlaine. After all, the idea is to get the party involved in the chase.

Once the party is missing the item, they have to figure out what has happened. What has happened is this:

A group of jermlaine has decided to do two misdeeds in one blow. First, they have stolen a magic item from the party. With this item, two of their number will quickly spirit back to their warrens to present it to their elder (see JERMLAINE WARRENS section). The remaining 10 will stay behind with the intention of leading the party on a merry chase!

The goal of the remaining 10 jermlaine is to lead the party into as many dangerous encounter areas as possible. The thought of watching the party get killed or maimed by blundering into a dangerous creature while chasing the jermlaine is hilarious to the little gremlins.

For this reason, the jermlaine will "help" the party to discover them and chase them. It will essentially work like this:

Near the site of the stealing cam be found concealed small passageways burrowing into the rock. These lead from the passageway and travel for a ways before intersecting another passageway or perhaps re-emerging into the same one.

The jermlaine will, if the party cannot find their passageway, run out into the hall, act surprised to see the party and then scamper back into their holes.

From this point on, the jermlaines will always, should the party lose their trail, appear just at the edge of the party's sight and scamper away, leading the party onward. Remember that jermlaine can detect invisible creatures 50% of the time, and so with 10 of them in the group, no invisible party members should be able to catch them. They can also have convenient tiny side tunnels to dash into whenever the DM deems it necessary.

The jermlaine will likely be encountered after the party makes its crossing of the underground river, either at the TROLL BRIDGE, the BRIDGE, or the FERRY. They will likely lead the party to the following areas:

DEEPSPAWN
DEEP DRAGON
FOMORIAN GIANTS

They could theoretically also lead the party back across the river to the KUO-TOAN OUTPOST, TROGLODYTE DEN, or ORC LAIR, though these are far enough away and back across the river that it is unlikely.

How does the party get its item back?

Well, assuming they survive the three encounter areas, they will have to figure out a way to capture one of the gremlins and to interrogate it, This will have to be done magically, as they will not betray their warren mates to the party. Charm Person does nicely, as does ESP et al.

Should the party make it to the WARRENS tunnels with a captive jermlaine, the jermlaine in the tunnels will know they have been betrayed and their first action will be to slay the jermlaine helping the party so that the exact location of their warren cannot be determined.

From that point on it will be up to the party to negotiate the jermlaine tunnels, find the warren, and either bargain for or take by force their lost item.

As the jermlaine in the warrens have escape routes, the DM must decide whether the party can ever actually recover the magic item stolen. To do it properly, they would have to somehow shrink down in size, secretly enter the Jermlaine tunnels, find their way to the elder jermlaine, and defeat the elder to recover the item. A main assault on the WARRENS, even if it succeeds, will simply prompt the elder to escape and flee with the magic item before the party can get to it. This is not necessarily a bad outcome, as there are many more magic items to be gained by the party. However, if the jermlaine stole the Gem of Power, it would not do for the party to finally arrive at the elder's lair and have him escape at MV 18 down into the maze of jermlaine tunnels. In this case the DM can assume that when the party finally entered the warrens and penetrated to within attacking distance of Room 23 in the WARRENS, the elder ran down the passageway and, in a fit of vengeance, tried to drain the special box holding the Gem of Power of its magic. Needless to say, the energies in the box holding the Gem are far too powerful to drain away by a mere mortal, and the energies absorbed by the jermlaine burned it to ashes. In this way the party, after dispatching the elder's osquips, will hurry down the passageway and after a while smell burned flesh. They will then come upon a pile of ashes and the box with the Gem sitting on top of the pile. It will be for the party to puzzle out what happened. Remember that the elder has a magical ring, which will be buried within the pile of ashes.

TROLL BRIDGE:

At this point in the passageway is an ornate and marvelously constructed arched stone bridge, crafted of fine dwarven workmanship and decorated with faded bas reliefs of dwarves mining with picks and ore carts. The bridge spans some 75' and is 15' above the river at its end points and 25' above at its apex. The bridge must have magical support of some sort, for it has no supporting columns of any type and its ends seem to meld with the passageway floors. In addition, the bridge seems impervious to harm as well as to spells normally affecting stone. The bridge is a uniform 20' wide and bears guard walls of 3' in height.

Trolls guard this bridge. These are the spawn of the deepspawn (see DEEPSPAWN section for details). The trolls have an arrangement with the drow and duergar and the orcs to pay a toll to cross. The toll varies from race to race and fluctuates depending upon the troll's perception of both the wealth and toughness of their mark.

The trolls will certainly seek to slay any dwarves, gnomes and elves they see, and parties with these races have no chance to parley. Parties of humans and halflings may be able to bribe their way past if they possess a tough aura about them and pay handsomely.

When the party first approaches the bridge there will be two normal trolls and a two-headed troll out on the bridge, at its apex. The two-headed troll, being smarter than most trolls, will demand a toll in Drow Elvish and then again in Trollspeak (which is related to Orcish, Goblin and Giantish). The toll will be at least 100gp per person. Should the party refuse to pay the toll, or should there be any gnomes, elves, or dwarves in the party, then the trolls will allow the party to pass across the bridge, first stepping off to the side opposite of where the party is.

The trolls will wait for the party to reach the middle of the bridge before attacking. They will attack in two groups, each group emerging from behind caves and passages near each entrance to the bridge which were concealed by boulders. The trolls are fairly adept at this concealment, and these should be treated as secret doors, but with double the chance of spotting. Each boulder door is 30'-50' from the end of the bridge and the boulder requires a 21 strength or two 20 strength or 3 19 strength beings to roll aside.

The trolls will seek to engage the party on the bridge (or at least as many as possible). They await a signal from one of the three trolls initially on the bridge (a whistle or growl). It will take a round for the trolls at each group to push away the boulder. If a single party member or two cross first, the trolls are likely to allow them to pass unmolested in order to tempt the rest of the party onto the bridge.

When the attack occurs, the normal trolls will swarm onto the bridge, followed by the giant trolls. The latter will attempt to reach over the trolls, pick up party members, and hurl them bodily against the rock walls some 10'-20' away from the openings, and then let them fall into the raging river.

Trolls will simply claw the party, as the guard walls will prevent party members from being easily knocked off of the bridge. Nevertheless, should a party member end up backed against the guard wall a troll will certainly be smart enough to make a grab attack to throw them over the side.

The two-headed troll will generally refrain from combat but will instead duck into the nearest hidden cave and come out with four boulders to hurl at anyone who might be flying or levitating (remember, these trolls have dealt with drow before and are experienced with levitation).

These trolls, being led by the two-headed troll, are not likely to be distracted by food dropped on the ground, as normal trolls would be.

On the bridge:

Trolls (2) (AC 4, MV 12, HD 6+6, hp 36, 41, THAC0 13, #ATT 3, D 5-8/5-8/5-12, SA climb walls 80%, severed limbs can fight, throw stones (20 yards, D8 damage), SD regenerate 3hp per round, limb severed on an opponent roll of 20, AL CE, XP 1400 ea, Source: Monstrous Manual)

Two-Headed Troll (AC 4, MV 12, HD 10, hp 54, THAC0 11, #ATT 4, D 5-8/5-8/1-12/1-12, SA throw stones (20 yards, D8 damage), SD regenerate 1 hp per round, cannot reattach limbs, surprised only on a 1, AL CE, XP 3000, Source: Monstrous Manual)

Group #1 (south side):

Trolls (8) (AC 4, MV 12, HD 6+6, hp 37, 35, 34, 40, 31, 37, 35, 34, THAC0 13, #ATT 3, D 5-8/5-8/5-12, SA climb walls 80%, severed limbs can fight, throw stones (20 yards, D8 damage), SD regenerate 3hp per round, limb severed on an opponent roll of 20, AL CE, XP 1400 ea, Source: Monstrous Manual)

Giant Troll (AC 4, MV 12, HD 8, hp 43, THAC0 13, #ATT 1, D by weapon (+7 due to strength), Weapons large club (Fa 2D6/2D4 kdD6), SA grab and hurl opponents, hurl rocks 3-200 yards away for 2-16 damage, SD catch boulders 25%, regenerate 2 hp per round, cannot be brought below 1 hp unless 10hp of fire damage taken, cannot reattach severed limbs, AL CE, XP 1400, Source: Monstrous Manual)

Group #2 (north side):

Trolls (8) (AC 4, MV 12, HD 6+6, hp 38, 29, 39, 35, 30, 36, 40, 40, THAC0 13, #ATT 3, D 5-8/5-8/5-12, SA climb walls 80%, severed limbs can fight, throw stones (20 yards, D8 damage), SD regenerate 3hp per round, limb severed on an opponent roll of 20, AL CE, XP 1400 ea, Source: Monstrous Manual)

Giant Troll (AC 4, MV 12, HD 8, hp 41, THAC0 13, #ATT 1, D by weapon (+7 due to strength), Weapons large club (Fa 2D6/2D4 kdD6), SA grab and hurl opponents, hurl rocks 3-200 yards away for 2-16 damage, SD catch boulders 25%, regenerate 2 hp per round, cannot be brought below 1 hp unless 10hp of fire damage taken, cannot reattach severed limbs, AL CE, XP 1400, Source: Monstrous Manual)

These trolls have a total of 150gp, 500ep, and 100pp secreted in their hidden caves, which are also filled with troll dung and bones and victims and scraps of meat. Assume half of the coins are in each cave. All magic items have been taken back to their elder and the deepspawn.

These trolls are spawn of the deepspawn and cannot be made to attack or betray it. Being entities with no real independent existence, they will never retreat from a combat voluntarily (they are subject to fear magicks and the like).


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