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

 

Level Two - This level serves as the living and functioning quarters of the outpost. It contains the main barracks, the smithy, the mess hall, supplies and stores, etc.

Dashed lines on the map indicate sections where pits and drops from level 1 descend to this level (and perhaps beyond). This is important for those instances where characters turn stone to mud or walk through walls or what have you.

While there are no wandering encounter tables presented for this level, the DM should take account of the fact that this is a functioning living area and there is constant activity. For example, the acolytes in Rooms 10-13 are often wandering to and from the barracks and to and from the mess hall. Soldiers may be wandering the halls on errands or simply visiting with friends while off duty. The DM should take note of what residents dwell in the rooms near to the party and there should rarely be more than a quick moment when one of the main hallways is empty of traffic.

1. East Main Barracks

This voluminous room is one of two main barracks for the outpost. Within, along all of the walls, are triple rows of bunk beds attached to the walls by iron chains. Each bed can be folded up to set flush against the wall and can be latched into that position. In addition, each bed has a 2' square niche carved into the wall which holds each soldier's personal effects. There are also several square stone columns in the room which also serve as anchors for still more bunks.

In the room's center are a variety of stone tables and chairs, weapon racks with duergar weapons upon them, weapon care and maintenance supplies, stone cups and mugs, plates, dice, board games, clay tablets and styluses, armour suits, etc. In one 20' square section there is a sort of "sandbox" that is used for wrestling matches and training sessions. Several targets are set on various stands and these are used to practice hurling axes and shooting crossbows.

There are also 13 stand-alone beds covered in rothe furs set against various walls. These beds belong to the officers of the barracks.

In several corners of the room are stone seats which are used as privies. The duergar in the upstairs barracks use these toilets when necessary. There are no accommodations for privacy.

Two sets of stairs are present in this chamber. One to the south descends to level 3 of the complex. In the north, stairs turn and ascend to the smaller barracks on level 1.

At any given time, roughly one-third of the duergar in here will be asleep. The rest will be in various states of armour or out of armour and will be engaged in typical barracks activities, including honing weapons, wrestling, gambling, etc. A few even have instruments. Many read stories from stone tablets.

There are a total of 150 duergar soldiers here, though some may be found in the Mess Hall (Room 3).

Duergar Soldiers (150) (AC 4, MV 6, HD 2+4, hp 16 ea, THAC0 17, #ATT 1, D by weapon, Weapons footman's pick (Av 1d6+1 / 2d4 kdD8 +2 vs plate), warhammer (Fa 1/r 2/4/6 1d4+1 / 1d4 kdD8 +1 vs plate), light crossbow (Av 1/r 12/24/36 1d6+1 / 1d8+1 kdD6 reduce AC by 2 at medium and 5 at short), Armour chainmail, target shield, SA enlarge 1/day (4th level), invisibility 1/day (4th level), surprise (-2 to opponent's rolls), SD senses (surprised 1 in 10), magic (save vs magic at +4), immune to paralysis, illusion/phantasm spells, poisons, if attacking brightly illuminated foes [i.e. Continual Light] -1 to hit and opponents gain +1 to saves, AL LE, XP 650 ea, Source: Monstrous Manual)

Treasure: D100sp, D10gp.

Duergar Warleaders (8) (AC 2, MV 10, CL Wa, LV 5, hp 49, 55, 53, 43, 48, 40, 53, 34 [CON 16], THAC0 16, #ATT 3/2 or 1, D by weapon type (+1 for STR), Weapons warhammers (x3) (Fa 1/r 2/4/6 1d4/1d4+1 kdD8 +1 vs plate), Armour platemail, target shield, SA specialized in warhammer (+1 to hit, +2 damage in melee, +1 to hit when thrown), enlarge 1/day (10th level), invisibility 1/day (10th level), surprise (-2 to opponent's rolls), SD senses (surprised 1 in 10), magic (save vs magic at +4), immune to paralysis, illusion/phantasm spells, poisons, if attacking brightly illuminated foes [i.e. Continual Light] -1 to hit and opponents gain +1 to saves, AL LE, XP 3000 ea, Source: Monstrous Manual)

Magic Items:

Potion of Healing

Treasure: D100sp, D100gp, a silver diadem mounted with a hematite worth 400gp.

Duergar Captains (4) (AC 1, MV 9, CL Wa, LV 7, hp 66, 59, 71, 61 [CON 16], THAC0 14, #ATT 2+1 or 3/2+1, D by weapon type, Weapons footman's pick (Av 1D6+1/2D4 kdD8 +2 vs plate), warhammer (Fa 1/r 2/4/6 1D4/1D4+1 kdD8 +1 vs plate), light crossbow (Av 1/r 12/24/36 1D6+1/1D8+1 kdD6 reduce AC by 2 at medium and 5 at short), Armour platemail, target shield, SA specialized in shield and weapon style (may get a shield bash as an offhand attack), ambidextrous and specialized in 2 weapon style (suffer no penalty when using offhand), specialized in footman's pick (+1 to hit, +2 damage), enlarge 1/day (14th level), invisibility 1/day (14th level), surprise (-2 to opponent's rolls), SD proficient in small shield (+1 to AC), senses (surprised 1 in 10), magic (save vs magic at +4), immune to paralysis, illusion/phantasm spells, poisons, if attacking brightly illuminated foes [i.e. Continual Light] -1 to hit and opponents gain +1 to saves, AL LE, XP 5000 ea, Source: Monstrous Manual)

Magic Items:

Captain #1 -

Potion of Healing

Footman's Pick +1

Captain #2 -

Potion of Healing

Amulet of Darkness (casts Darkness 15' radius as 6th level priest 1/day)

Captain #3 -

Potion of Healing

Exploding Warhammer (when it hits [use grenade-like missile chart if it misses] it does hammer damage and then explodes in a 30' radius doing 6D6 of fire damage [save vs breath for half damage]. The explosion destroys the warhammer).

Captain #4 -

Potion of Healing

Potion of Invulnerability

Potion of Heroism

Treasure:

D100gp, silver diadem mounted with a sapphire worth 4,000gp.

Duergar Commander (AC 0, MV 12, CL Wa, LV 8, hp 89 [CON 18], THAC0 13, #ATT 2+1 or 3/2+1, D by weapon type (+1 due to 17 STR), Weapons footman's pick (Av 1D6+1/2Dd4 kdD8 +2 vs plate), warhammer (Fa 1/r 2/4/6 1D4/1D4+1 kdD8 +1 vs plate), light crossbow (Av 1/r 12/24/36 1D6+1/1D8+1 kdD6 reduce AC by 2 at medium and 5 at short), Armour platemail, target shield, 15 DEX, SA +1 to hit due to STR, specialized in shield and weapon style (may get a shield bash as an offhand attack), ambidextrous and specialized in 2 weapon style (suffer no penalty when using offhand), specialized in footman's pick (+1 to hit, +2 damage), enlarge 1/day (16th level), invisibility 1/day (16th level), surprise (-2 to opponent's rolls), SD proficient in small shield (-1 to AC), senses (surprised 1 in 10), magic (save vs magic at +4), immune to paralysis, illusion/phantasm spells, poisons, if attacking brightly illuminated foes [i.e. Continual Light] -1 to hit and opponents gain +1 to saves, AL LE, XP 6000, Source: Monstrous Manual)

Magic Items:

2 Potions of Extra-healing

2 Gems of Dispelling (may be crushed in hand or thrown, when contact is made, operates as a Dispel Magic centered on the gem as if cast by a 10th level priest)

Treasure:

10xD100gp, silver diadem mounted with sapphires and diamonds worth 15,000gp.

2. West Main Barracks

This voluminous room is one of two main barracks for the outpost. Within, along all of the walls, are triple rows of bunk beds attached to the walls by iron chains. Each bed can be folded up to set flush against the wall and can be latched into that position. In addition, each bed has a 2' square niche carved into the wall which holds each soldier's personal effects. There are also several square stone columns in the room which also serve as anchors for still more bunks.

In the room's center are a variety of stone tables and chairs, weapon racks with duergar weapons upon them, weapon care and maintenance supplies, stone cups and mugs, plates, dice, board games, clay tablets and styluses, armour suits, etc. In one 20' square section there is a sort of "sandbox" that is used for wrestling matches and training sessions. Several targets are set on various stands and these are used to practice hurling axes and shooting crossbows.

There are also 13 stand-alone beds covered in rothe furs set against various walls. These beds belong to the officers of the barracks.

In several corners of the room are stone seats which are used as privies. The duergar in the upstairs barracks use these toilets when necessary. There are no accommodations for privacy.

Two sets of stairs are present in this chamber. One to the south descends to level 3 of the complex. In the north, stairs turn and ascend to the smaller barracks on level 1.

The double doors to the north, leading to Room 7, are of unadorned iron and are securely locked. See Room 7 for a description of the doors.

At any given time, roughly one-third of the duergar in here will be asleep. The rest will be in various states of armour or out of armour and will be engaged in typical barracks activities, including honing weapons, wrestling, gambling, etc. A few even have instruments. Many read stories from stone tablets.

There are a total of 120 duergar soldiers here, though some may be found in the Mess Hall (Room 3).

Duergar Soldiers (120) (AC 4, MV 6, HD 2+4, hp 16 ea, THAC0 17, #ATT 1, D by weapon, Weapons footman's pick (Av 1D6+1/2D4 kdD8 +2 vs plate), warhammer (Fa 1/r 2/4/6 1D4+1/1D4 kdD8 +1 vs plate), light crossbow (Av 1/r 12/24/36 1D6+1/1D8+1 kdD6 reduce AC by 2 at medium and 5 at short), Armour chainmail, target shield, SA enlarge 1/day (4th level), invisibility 1/day (4th level), surprise (-2 to opponent's rolls), SD senses (surprised 1 in 10), magic (save vs magic at +4), immune to paralysis, illusion/phantasm spells, poisons, if attacking brightly illuminated foes [i.e. Continual Light] -1 to hit and opponents gain +1 to saves, AL LE, XP 650 ea, Source: Monstrous Manual)

Treasure:

D100sp, D10gp.

Duergar Warleaders (8) (AC 2, MV 10, CL Wa, LV 5, hp 51, 49, 46, 51, 50, 49, 44, 47 [CON 16], THAC0 16, #ATT 3/2 or 1, D by weapon type (+1 for STR), Weapons warhammers (x3) (Fa 1/r 2/4/6 1D4/1D4+1 kdD8 +1 vs plate), Armour platemail, target shield, SA specialized in warhammer (+1 to hit, +2 damage in melee, +1 to hit when thrown), enlarge 1/day (10th level), invisibility 1/day (10th level), surprise (-2 to opponent's rolls), SD senses (surprised 1 in 10), magic (save vs magic at +4), immune to paralysis, illusion/phantasm spells, poisons, if attacking brightly illuminated foes [i.e. Continual Light] -1 to hit and opponents gain +1 to saves, AL LE, XP 3000 ea, Source: Monstrous Manual)

Magic Items:

Potion of Healing

Treasure:

D100sp, D100gp, a silver diadem mounted with a hematite worth 400gp.

Duergar Captains (3) (AC 1, MV 9, CL Wa, LV 7, hp 71, 62, 69 [CON 16], THAC0 14, #ATT 2+1 or 3/2+1, D by weapon type, Weapons footman's pick (Av 1D6+1/2D4 kdD8 +2 vs plate), warhammer (Fa 1/r 2/4/6 1D4/1D4+1 kdD8 +1 vs plate), light crossbow (Av 1/r 12/24/36 1D6+1/1D8+1 kdD6 reduce AC by 2 at medium and 5 at short), Armour platemail, target shield, SA specialized in shield and weapon style (may get a shield bash as an offhand attack), ambidextrous and specialized in 2 weapon style (suffer no penalty when using offhand), specialized in footman's pick (+1 to hit, +2 damage), enlarge 1/day (14th level), invisibility 1/day (14th level), surprise (-2 to opponent's rolls), SD proficient in small shield (+1 to AC), senses (surprised 1 in 10), magic (save vs magic at +4), immune to paralysis, illusion/phantasm spells, poisons, if attacking brightly illuminated foes [i.e. Continual Light] -1 to hit and opponents gain +1 to saves, AL LE, XP 5000 ea, Source: Monstrous Manual)

Magic Items:

Captain #1 -

Potion of Healing

Potion of Speed

Captain #2 -

Potion of Healing

Potion of Mud (when poured or thrown, splashes in a 15' radius and turns natural rock to mud as the wizard spell up to a depth of 15')

Captain #3 -

Potion of Healing

Potion of Aid (as the priest spell as if cast at 12th level)

Potion of Fire Resistance

Treasure:

D100gp, silver diadem mounted with a sapphire worth 4,000gp.

Duergar Commander (AC 0, MV 12, CL Wa, LV 8, hp 81 [CON 16], THAC0 13, #ATT 2+1 or 3/2+1, D by weapon type (+1 due to 17 STR), Weapons footman's pick (Av 1D6+1/2Dd4 kdD8 +2 vs plate), warhammer (Fa 1/r 2/4/6 1D4/1D4+1 kdD8 +1 vs plate), light crossbow (Av 1/r 12/24/36 1D6+1/1D8+1 kdD6 reduce AC by 2 at medium and 5 at short), Armour platemail, target shield, 15 DEX, SA +1 to hit due to STR, specialized in shield and weapon style (may get a shield bash as an offhand attack), ambidextrous and specialized in 2 weapon style (suffer no penalty when using offhand), specialized in footman's pick (+1 to hit, +2 damage), enlarge 1/day (16th level), invisibility 1/day (16th level), surprise (-2 to opponent's rolls), SD proficient in small shield (+1 to AC), senses (surprised 1 in 10), magic (save vs magic at +4), immune to paralysis, illusion/phantasm spells, poisons, if attacking brightly illuminated foes [i.e. Continual Light] -1 to hit and opponents gain +1 to saves, AL LE, XP 6000, Source: Monstrous Manual)

Magic Items:

2 Potions of Extra-healing

Potion of Fire Giant Strength

Treasure:

10xD100gp, silver diadem mounted with sapphires and diamonds worth 15,000gp.

3. Mess Hall

This chamber serves as the mess for the duergar soldiery, and at times some 30-50 of them from both barracks will be here. In addition, food is brought up to the two barracks on the upper level. If it is determined that a meal is being served, subtract the duergar present evenly from Rooms 1 and 2. In addition, during meals, serving slaves (see Room 4) will be scurrying in and out of the doors to the kitchen.

There is a huge stone table in the centre of the room, flanked by stone chairs. A few of the chairs are set higher and are more ornate than the rest, and these serve as the seats for the higher ranking officers and priests. There are also stone shelves holding spare mugs and platters and utensils and there are torch sconces set into the walls around the room (these are made of dried fungus stems and are slow-burning). These are always alight, as the duergar prefer to see what they are eating in full colour as opposed to in infravision.

Several stone barrels along the south wall hold fresh water and duergar fungus ale.

4. Kitchen

This room is the personal kingdom of the chief duergar cook and his 2 assistants. Although trained as soldiers, these duergar have been given the honoured positions of cooks for the outpost and they take their duties very seriously, for duergar love hearty fare (and like most dwarves require very substantial and nutritious meals to keep their sturdy frames going).

The room is cluttered with stone ovens and hearths, stone counters and shelves, chopping blocks, and racks holding all sorts of finely crafted knives, spoons, and cleavers.

Hooks hold several carcasses, and although some are butchered enough to be unidentifiable, it is clear none are humanoid or sentient-looking beings. At least a few are identifiable as rothe carcasses.

Other food prepared includes a wide variety of fungi, various meats of giant insects and bats, and some other exotica like piercers in the shell.

Duergar Chief Cook (AC 4, MV 6, HD 3+4, hp 23, THAC0 15, #ATT 1, D by weapon, Weapons footman's pick (Av 1D6+1/2D4 kdD8 +2 vs plate), warhammer (Fa 1/r 2/4/6 1D4+1/1D4 kdD8 +1 vs plate), light crossbow (Av 1/r 12/24/36 1D6+1/1D8+1 kdD6 reduce AC by 2 at medium and 5 at short), Armour chainmail, target shield, SA enlarge 1/day (4th level), invisibility 1/day (4th level), surprise (-2 to opponent's rolls), SD senses (surprised 1 in 10), magic (save vs magic at +4), immune to paralysis, illusion/phantasm spells, poisons, if attacking brightly illuminated foes [i.e. Continual Light] -1 to hit and opponents gain +1 to saves, AL LE, XP 650 ea, Source: Monstrous Manual)

NWP:

Cooking (for duergar) (16)

Treasure:

D100sp, D10gp, a silver bracer on one arm sized for dwarves and engraved with a stampeding rothe herd (worth 175gp).

Duergar Assistant Cooks (2) (AC 4, MV 6, HD 2+4, hp 16 ea, THAC0 17, #ATT 1, D by weapon, Weapons footman's pick (Av 1D6+1/2D4 kdD8 +2 vs plate), warhammer (Fa 1/r 2/4/6 1D4+1/1D4 kdD8 +1 vs plate), light crossbow (Av 1/r 12/24/36 1D6+1/1D8+1 kdD6 reduce AC by 2 at medium and 5 at short), Armour chainmail, target shield, SA enlarge 1/day (4th level), invisibility 1/day (4th level), surprise (-2 to opponent's rolls), SD senses (surprised 1 in 10), magic (save vs magic at +4), immune to paralysis, illusion/phantasm spells, poisons, if attacking brightly illuminated foes [i.e. Continual Light] -1 to hit and opponents gain +1 to saves, AL LE, XP 650 ea, Source: Monstrous Manual)

NWP:

Cooking (for duergar) (13 and 12)

Treasure:

D100sp, D10gp.

It is important to note that the chief cook and his assistants are not normally armed and armoured as listed above. When found in the kitchen, they will wear no armour and will have knives and cleavers (treat as hand axes and daggers and assume their cooking experience makes them proficient with these utensils).

Behind two doors at area 'a' is the larder. This is a holding area for provisions brought from the storage areas on the 3rd level. Here the room is stuffed full of tubers, fungus, cut and cured meats, ales, condiments, etc. Of special note is a high shelf holding 5 bottles of an extremely fine and ancient vintage of drow fungus wine. These would be priceless to a drow elf and were captured in a raid many years ago. The bottles belong to the Commander-in-Chief of the outpost and he is saving them for some extremely special occasion.

The two doors to the north are pierced by a small window at duergar eye-height, this window being blocked by iron bars. Within are two cells, filled with fungus caps and ratty rothe furs, but still rather clean for a slave quarters. Within are held the serving slaves of the kitchen. These are trusted slaves who eat well for their service and dedication. The doors are locked from without by two stout iron bars for each door.

Cell 'b' holds 6 kobolds, which have been slaves for quite a while and most of whom had parents who were slaves to the duergar as well. These creatures actually somewhat enjoy their position and will not aid the party in any way.

Kobolds (6) (AC 10, MV 6, HD 1/2, hp 3 ea, THAC0 20, #ATT 1, D unarmed or 1-2 with utensils/plates, AL LE, XP 15 ea, Source: Monstrous Manual)

Cell 'c' holds 2 quaggoths. These were captured as pups from drow service (where they were already being trained as watchdogs) and were inculcated as slaves for the duergar. These quaggoths now remember almost nothing of the drow, except their youthful conditioning will cause them to greatly fear drow (and possibly surface elves as well).

Quaggoths (2) (AC 6, MV 12, HD 2+2, hp 12 ea, THAC0 19, #ATT 2, D 1-4/1-4, SA berserk rage (if reduced to 25% hit points, attacks at +2 to hit and damage until dead or enemies are out of sight), SD immune to poison, AL N, XP 175 ea, Source: Monstrous Manual)

The quaggoths are not mistreated much by the duergar, as the dwarves are well aware of their berserker tendencies and do not wish to lose two valuable slaves. The quaggoths will not seek to escape, as they believe life with the duergar is the natural order of things, as they have never known any life but one of servitude.

5. Spy Room

This room serves to observe Room 6 when it has descended to this level. The holes are pinprick sized, and spells cannot be cast through them in either direction. There is also a lever here which operates the elevator room exactly like the lever in Room 9 of level 1. When that lever is altered, this lever follows and vice versa. Thus the two levers are always in the same position. This synchronization also occurs with the lever on level 3. Should different people on different levels try to operate the elevator, the lower-most lever always has priority.

When room 6 is occupied, at least 4 soldiers from Room 2 and a priest from Rooms 10-13 will be present, the priest noting all that is said on clay tablets with a stone stylus.

6. Elevator Room

This room is fully described in Room 6 of level 1. Its position is noted here simply for those occasions when the room has been sent to this level. When the room is gone, the doorways as shown on this level are actually open arches that look into the elevator shafts.

7. Holding Pen

This room is the location into which victims of the drop in Room 7 on level 1 will fall.

The room is spartan, including some very ratty rothe pallets and a few stone bowls and buckets filled with dried dung or dried remains of food from former "guests".

The doors to the south are unadorned and made of thick iron. They are locked from the other side, which faces the West Barracks at Room 2. The doors are locked by 5 thick iron bars, each of which would require a bend bars roll to sunder, and because a Knock spell only affects two means of locking, it would take 3 Knock spells to open the door (it also takes 5 duergar to open the doors in a single round).

There are small slits in the door that can be opened. These are each 2 inches tall by 12" wide and the iron slat that opens and closes the slits is secured by a single small latch. These are used to spy on victims and to shoot crossbows into the room.

For particularly troublesome guests, the duergar are capable of guiding the Juggernaut (from Room 5 level 1) into Room 7 of level 1 and then dump it into this room. Or the duergar can pile a bunch of gas globes (see Room 3 on level 1 for details) and then flip the floor in Room 7 on level 1, causing the glass globes to drop to this location en masse.

8. Audience Chamber

This is the chamber where the duergar receive trusted guests, emissaries, and when the Commander-in-Chief holds court and other official functions of the Outpost.

The room is always in attendance by an honour guard of 8 duergar elite soldiers. These are set 2 to each side of the double doors to the south (where they are unlikely to be noticed immediately as the doors open into Room 8), and 2 flanking each of the doors to the west and east. The duergar flanking the double doors will try to backstab intruders who are unaware of their presence behind the opened doors.

The double doors to the south are of iron and can be barred by triple iron bars from this side.

The room itself is adorned with blood-friezes depicting great duergar battles against drow, dragons, and bugbears. Many of these friezes depict strange, ominous looking machinery being rolled or launched down passageways at enemies and grinding, dicing, or slicing their victims in assorted ways. Many of these blood-friezes are adorned with gems of all sorts, including rubies, sapphires, opals, diamonds, amethyst, beryl, onyx, and topaz. Most of these seem to be inset into the heads or eyes of prominent duergar, as if a way of denoting heroes or important honours. There are a total of 150 gems in the chamber, and they would total some 45,000gp in value if all were taken. If the party desires some of these for spell components, assume that there are no more than 5,000gp of any one type of gem.

At the center of the north part of the chamber is a high stone seat. The seat is sized normally for humans, which means it is slightly oversized for duergar, and it is set atop a stone platform from 3' high. Small steps lead up to the chair. The back of the chair is high and ornately carved with duergar holding crossbows in a sort of sunburst pattern out from the chair back. Each crossbow bolt tip is fashioned from a large ruby (8 such rubies worth 8,000gp each).

The chair is magical. It has been enchanted to give anyone sitting in it the benefits of a Mind Blank spell, but only so long as he is sitting in the chair. The power for this magic is a huge diamond set into the base of the stone chair (which can only be accessed by cracking open the chair). The diamond is worth 15,000gp but if the chair is cracked the diamond and the chair cease to function magically.

The floor is of polished marble shot with inlays of jet and onyx, these forming rigid geometric patterns that occasionally flourish into simple creature shapes like snakes and rothe and bats.

Ornate golden braziers flank the throne, and these are always simmering and if their covers are removed the room can be dimly lit.

Behind the throne dwell the two pets of the Commander-in-Chief. These are two fire toads, which are smart enough to distinguish between intruders and friendlies. These are the favoured pets of the chief, and they are the reason that the braziers are kept alight in this room, for the toads like the warmth. The toads lair in a small niche cut into the rock in the wall to the back of the throne, and from this niche they can peak around the stone platform and see the entirety of Room 8 proper. Should trouble arise, they will maintain 90% cover behind the throne and exhale fireballs at the party. They are have been trained specifically to target spellcasters with their fireballs, as the chief wants them to be of use against the drow.

Fire Toads (2) (AC 10, MV 6 hop6, HD 4+1, hp 30, 28, THAC0 17, #ATT 1, D variable, SA fireballs (exhale 1/round to 30' which does 2-16 damage in a 5' radius, half if save vs spell is made, SD -1 per die from fire attacks, +1 per die from cold or water attacks, water thrown at it will cause it to exhale twice in 1 round at the thrower and then retreat, AL CN, XP 270 ea, Source; Monstrous Manual)

Elite Duergar Soldiers (8) (AC 3, MV 6, CL Wa/Ro, LV 4/5, hp 40 ea, THAC0 17, #ATT 3/2 or 1, D by weapon, Weapons footman's pick (Av 1D6+1/2D4 kdD8 +2 vs plate), warhammer (Fa 1/r 2/4/6 1D4+1/1D4 kdD8 +1 vs plate), light crossbow (Av 1/r 12/24/36 1D6+1/1D8+1 kdD6 reduce AC by 2 at medium and 5 at short), Armour leather armour, target shield, 18 DEX, SA specialized in footman's pick (+1 to hit, +2 damage), backstab for x3 damage and +4 to hit, enlarge 1/day (10th level), invisibility 1/day (10th level), surprise (-2 to opponent's rolls), SD senses (surprised 1 in 10), magic (save vs magic at +4), immune to paralysis, illusion/phantasm spells, poisons, if attacking brightly illuminated foes [i.e. Continual Light] -1 to hit and opponents gain +1 to saves, AL LE, XP 1400 ea, Source: Monstrous Manual)

Thief Skills:

PP 25 OL 40 FRT 25 MS 80 HS 75 DN 65 CW 50 RL
05

Treasure:

D100sp, D10gp.

9. Clerics' Antechamber

This room serves as the common room for the outpost's priests. The room is furnished with a single stone table in the centre of the room and various stone divans with rothe fur around the walls. The walls are decorated with blood-friezes depicting duergar summoning earth elementals, calling forth chthonic horrors, and bowing to an indistinct figure that towers over prostrate duergar and wields a menacing triple flail.

Several stone tablets and scrolls of rothe vellum are scattered on the table and at various other points in the room. These are religious tracts to Yeenoghu and hymns declaring allegiance to the duergar race above all else. Notably, the hymns proclaim allegiance to race even above allegiance to Yeenoghu.

Within the room are 8 fell ghoul guards, who stand at attention and are accoutered with ornate plate armour. These will attack all intruders, including any duergar non-priests who are not escorted by a priest. These ghouls are duergar sized, and therefore attack in Very Fast. Their claws and teeth glow a dull black sheen, for they have been blessed permanently to attack as +3 weapons.

Fell Ghouls (8) (AC 3, MV 9, HD 5, hp 30 ea, THAC0 15, #ATT 3, D 1-3/1-3/1-6, Armour platemail, SA +3 to hit with teeth and claws, paralyzation (all but elves must save or be paralyzed for 3-8 rounds), howl (all within 60' must save vs petrifaction or become demoralized, which translates into -2 to hit and damage, demoralization lasts for 2 turns, once demoralized, a victim may not be re-demoralized for 1 day, those saving are immune to demoralization for 1 day), SD turned as ghasts, immune to Sleep and Charm, affected by Protection from Evil, those slain unless Blessed arise as normal ghouls, AL CE, XP 650 ea, Source: Special)

10. Novice Acolytes' Room

This smallish room is the dwelling of six duergar acolytes. There are six beds made of stone with rothe fur and several shrunken drow heads hang by their silvery hair from nails set into the walls. The walls are decorated of rothe hide hangings decorated with paintings of ghouls eating black drow flesh and copulating with drow.

A stone table site in the centre of the room, along with several stone chairs. Each bed has a stone chest set at its foot, and a small table holding each acolyte's personal effects. There is also a toilet here, a mirror and washbasin, and a stone wardrobe holding various vestments. The room is cramped and the living is fairly spartan, though the diminutive size of the duergar makes the space much more efficient.

The six acolytes who dwell here are low on the priestly hierarchy, and are often immersed in mundane activities such as cleaning the chapel (on level 1) or administering blessings to the soldiers. Nevertheless, they are fanatically loyal to their race, though from the starting of their teaching they are at best only somewhat devoted to their deity.

The acolytes do not normally go around in full armour unless expecting trouble. They usually wear their priestly vestments.

Duergar Novice Acolytes (6) (AC 2, MV 6, CL Pr, LV 1, hp 12 ea (16 CON), THAC0 20, #ATT 1 or 3/2, D by weapon, Weapons triple flail (Av 2D4+1/2D4+1 kdD10 +1 vs shields, +2 to trap or offensive disarm), warhammers (x2) (Fa 1/r 2/4/6 1D4/1D4+1 kdD8 +1 vs plate), Armour platemail, target shield, SA priestly powers (see below), specialized in triple flail (+1 to hit, +2 damage), enlarge 1/day (2nd level), invisibility 1/day (2nd level), surprise (-2 to opponent's rolls), SD senses (surprised 1 in 10), magic (save vs magic at +4), immune to paralysis, illusion/phantasm spells, poisons, if attacking brightly illuminated foes [i.e. Continual Light] -1 to hit and opponents gain +1 to saves, Spell Points: 12 (14 WIS), AL LE, XP 175 ea, Source: Monstrous Manual)

Priestly Powers:

Unholy flail - when a specially blessed triple flail is wielded by the priest a hit forces a save vs spells or be subject to a Cause Fear spell as if cast by the priest. In addition, the flail counts as a magical weapon with a +1 for every 3 levels (or fraction thereof) of the priest. Finally, all priestly touch spells may be cast through the flail (in other words, a hit by the flail causes the touch spell to work).

Spells Memorized [All (Major), Elemental Earth (Minor), Healing (Minor), Necromantic (Major), Charm (Minor), Protection (Minor)]:

Priest #1 - Cure Light Wounds (6), Command (6)

Priest #2 - Bless (4), Dispel Fatigue (4), Curse (4)

Priest #3 - Protection from Evil (6), Cure Light Wounds (6)

Priest #4 - Command (6), Strength of Stone (6)

Priest #5 - Cure Light Wounds (6), Endure Heat (6)

Priest #6 - Detect Magic (4), Cause Fear (6)

Magic:

Each priest has a Potion of Fire Resistance and a Potion of Healing.

Treasure:

Each priest has a silver unholy symbol to Yeenoghu and 2D100sp and D100gp. Each stone chest is locked (with a key on a chain around each acolyte's neck) and holds D100gp worth of semi precious stones and jewelry.

11. Initiate Acolytes' Room

This smallish room is the dwelling of four duergar acolytes. There are four beds made of stone with rothe fur and several shrunken drow heads hang by their silvery hair from nails set into the walls. The walls are decorated of rothe hide hangings decorated with paintings of ghouls eating black drow flesh and copulating with drow.

A stone table site in the centre of the room, along with several stone chairs. Each bed has a stone chest set at its foot, and a small table holding each acolyte's personal effects. There is also a toilet here, a mirror and washbasin, and a stone wardrobe holding various vestments. The room is cramped and the living is fairly spartan, though the diminutive size of the duergar makes the space much more efficient.

The four acolytes who dwell here are higher up in the hierarchy than the novice acolytes in Room 10, and they spend less time performing mundane tasks and more times actually ministering to the troops on Level 1 and the craftsmen on level 3.

The acolytes do not normally go around in full armour unless expecting trouble. They usually wear their priestly vestments.

Duergar Initiate Acolytes (4) (AC 2, MV 6, CL Pr, LV 3, hp 26 ea (16 CON), THAC0 20, #ATT 1 or 3/2, D by weapon, Weapons triple flail (Av 2D4+1/2D4+1 kdD10 +1 vs shields, +2 to trap or offensive disarm), warhammers (x2) (Fa 1/r 2/4/6 1D4/1D4+1 kdD8 +1 vs plate), Armour platemail, target shield, SA priestly powers (see below), specialized in triple flail (+1 to hit, +2 damage), enlarge 1/day (6th level), invisibility 1/day (6th level), surprise (-2 to opponent's rolls), SD +1 save vs mental attacks due to WIS, senses (surprised 1 in 10), magic (save vs magic at +4), immune to paralysis, illusion/phantasm spells, poisons, if attacking brightly illuminated foes [i.e. Continual Light] -1 to hit and opponents gain +1 to saves, Spell Points: 30 (15 WIS), AL LE, XP 650 ea, Source: Monstrous Manual)

Priestly Powers:

Unholy flail - when a specially blessed triple flail is wielded by the priest a hit forces a save vs spells or be subject to a Cause Fear spell as if cast by the priest. In addition, the flail counts as a magical weapon with a +1 for every 3 levels (or fraction thereof) of the priest. Finally, all priestly touch spells may be cast through the flail (in other words, a hit by the flail causes the touch spell to work).

Spells Memorized [All (Major), Elemental Earth (Minor), Healing (Minor), Necromantic (Major), Charm (Minor), Protection (Minor)]:

Priest #1 - Bless (4), Command (6), Cure Light Wounds (6), Chant (6), Aid (6), 1 free orison

Priest #2 - Command (6), Protection from Evil (6), Cause Fear (6), Mystic Transfer (6), Aid (6)

Priest #3 - Cure Light Wounds (6), Bless (4), Invisibility to Undead (4), Command (6), Hold Person (10)

Priest #4 - Detect Magic (4), Strength of Stone (6), Endure Cold (6), Mystic Transfer (6), Chant (6), 2 free orisons

Magic:

Each priest has a Potion of Fire Resistance and a Potion of Healing.

Treasure:

Each priest has a silver unholy symbol to Yeenoghu and 2D100sp and 2D100gp. Each stone chest is locked (with a key on a chain around each acolyte's neck) and holds 3D100gp worth of semi precious stones and jewelry.

12. Adept Acolytes' Room

This smallish room is the dwelling of four duergar acolytes. There are four beds made of stone with rothe fur and several shrunken drow heads hang by their silvery hair from nails set into the walls. The walls are decorated of rothe hide hangings decorated with paintings of ghouls eating black drow flesh and copulating with drow.

A stone table site in the centre of the room, along with several stone chairs. Each bed has a stone chest set at its foot, and a small table holding each acolyte's personal effects. There is also a toilet here, a mirror and washbasin, and a stone wardrobe holding various vestments. The room is cramped and the living is fairly spartan, though the diminutive size of the duergar makes the space much more efficient.

The four acolytes who dwell here are well along in the priestly hierarchy, and are often sent out to lead warbands or to procure exotic ingredients for potions and rituals.

The acolytes do not normally go around in full armour unless expecting trouble. They usually wear their priestly vestments.

Duergar Initiate Acolytes (4) (AC 2, MV 6, CL Pr, LV 4, hp 34 ea (16 CON), THAC0 18, #ATT 1 or 3/2, D by weapon, Weapons triple flail (Av 2D4+1/2D4+1 kdD10 +1 vs shields, +2 to trap or offensive disarm), warhammers (x2) (Fa 1/r 2/4/6 1D4/1D4+1 kdD8 +1 vs plate), Armour platemail, target shield, SA priestly powers (see below), specialized in triple flail (+1 to hit, +2 damage), enlarge 1/day (8th level), invisibility 1/day (8th level), surprise (-2 to opponent's rolls), SD +1 save vs mental attacks due to WIS, senses (surprised 1 in 10), magic (save vs magic at +4), immune to paralysis, illusion/phantasm spells, poisons, if attacking brightly illuminated foes [i.e. Continual Light] -1 to hit and opponents gain +1 to saves, Spell Points: 40 (15 WIS), AL LE, XP 975 ea, Source: Monstrous Manual)

Priestly Powers:

Unholy flail - when a specially blessed triple flail is wielded by the priest a hit forces a save vs spells or be subject to a Cause Fear spell as if cast by the priest. In addition, the flail counts as a magical weapon with a +1 for every 3 levels (or fraction thereof) of the priest. Finally, all priestly touch spells may be cast through the flail (in other words, a hit by the flail causes the touch spell to work).

Ghoul flail - the same special flail may, 1/day, be invoked to instead paralyze by touch. This invocation lasts only 6 rounds or when a hit is scored. The victim must save vs paralyzation or be paralyzed as if touched by a ghoul for 3-12 rounds (elves are immune to this effect)

Spells Memorized [All (Major), Elemental Earth (Minor), Healing (Minor), Necromantic (Major), Charm (Minor), Protection (Minor), Guardian (Minor)]:

Priest #1 - Command (6), Cause Fear (6), Cure Light Wounds (6), Silence 15' radius (10), Chant (6), Aid (6)

Priest #2 - Detect Magic (4), Cure Light Wounds (6), Protection from Good (6), Curse (4), Soften Earth and Stone (10), Hold Person (10)

Priest #3 - Cure Light Wounds (6), Cause Fear (6), Dispel Fatigue (4), Invisibility to Undead (4), Detect Magic (4), Mystic Transfer (6), Music of the Spheres (10)

Priest #4 - Protection from Good (6), Cure Light Wounds (6), Remove Fear (6), Aid (6), Chant (6), Hold Person (10)

Magic:

Each priest has a Potion of Fire Resistance and a Potion of Healing.

In addition, each priest has the following magical items:

Priest #1 - A Potion of Speed

Priest #2 - A scroll with Cloak of Fear at 9th level, and a Ring of Magic Missiles (like a Wand of Magic Missiles, usable by any class, but casts as a 7th level wizard [i.e. 4 missiles] and has 13 charges left, with each casting consuming a single charge)

Priest #3 - A Wand of Dispel Magic (as a 6th level priest, 1 charge per use and with 25 charges left)

Priest #4 - An amulet made of malachite set into a golden mount shaped like a hand (this amulet allows the wearer to save vs spell to avoid Magic Missiles [and all related effects such as Mordenkainen's Force Missiles]; if multiple Magic Missiles are targeted at the wearer, each one must be saved for separately). Note this is a duergar priestly magic item and will not malfunction when used by a dwarf.

Treasure:

Each priest has a gold unholy symbol to Yeenoghu and 3D100sp and 3D100gp. Each stone chest is locked (with a key on a chain around each acolyte's neck) and holds 4D100gp worth of semi precious stones and jewelry.

13. Full Acolytes' Room

This smallish room is the dwelling of four duergar acolytes. There are four beds made of stone with rothe fur and several shrunken drow heads hang by their silvery hair from nails set into the walls. The walls are decorated of rothe hide hangings decorated with paintings of ghouls eating black drow flesh and copulating with drow.

A stone table site in the centre of the room, along with several stone chairs. Each bed has a stone chest set at its foot, and a small table holding each acolyte's personal effects. There is also a toilet here, a mirror and washbasin, and a stone wardrobe holding various vestments. The room is cramped and the living is fairly spartan, though the diminutive size of the duergar makes the space much more efficient.

The four acolytes who dwell here are well along in the priestly hierarchy, and are often sent out to lead warbands or to procure exotic ingredients for potions and rituals.

The acolytes do not normally go around in full armour unless expecting trouble. They usually wear their priestly vestments.

Duergar Full Acolytes (4) (AC 2 (#4 has AC1 due to magic amulet), MV 6, CL Pr, LV 5, hp 42 ea (16 CON), THAC0 18, #ATT 1 or 3/2, D by weapon, Weapons triple flail (Av 2D4+1/2D4+1 kdD10 +1 vs shields, +2 to trap or offensive disarm), warhammers (x2) (Fa 1/r 2/4/6 1D4/1D4+1 kdD8 +1 vs plate), Armour platemail, target shield, SA priestly powers (see below), specialized in triple flail (+1 to hit, +2 damage), enlarge 1/day (10th level), invisibility 1/day (10th level), surprise (-2 to opponent's rolls), SD +2 save vs mental attacks due to WIS, senses (surprised 1 in 10), magic (save vs magic at +4), immune to paralysis, illusion/phantasm spells, poisons, if attacking brightly illuminated foes [i.e. Continual Light] -1 to hit and opponents gain +1 to saves, Spell Points: 60 (16 WIS), AL LE, XP 1400 ea, Source: Monstrous Manual)

Priestly Powers:

Unholy flail - when a specially blessed triple flail is wielded by the priest a hit forces a save vs spells or be subject to a Cause Fear spell as if cast by the priest. In addition, the flail counts as a magical weapon with a +1 for every 3 levels (or fraction thereof) of the priest. Finally, all priestly touch spells may be cast through the flail (in other words, a hit by the flail causes the touch spell to work).

Ghoul flail - the same special flail may, 1/day, be invoked to instead paralyze by touch. This invocation lasts only 6 rounds or when a hit is scored. The victim must save vs paralyzation or be paralyzed as if touched by a ghoul for 3-12 rounds (elves are immune to this effect)

Spells Memorized [All (Major), Elemental Earth (Minor), Healing (Minor), Necromantic (Major), Charm (Minor), Protection (Minor), Guardian (Minor)]:

Priest #1 - Command (6), Cure Light Wounds (6), Chant (6), Hold Person (10), Aid (6), Dispel Magic (10), Protection from Evil 10' radius (15), 1 free orison

Priest #2 - Bless (4), Cause Fear (6), Cure Light Wounds (6), Aid (6), Resist Fire (10), Dispel Magic (10), Dictate (15), 3 free orisons

Priest #3 -Cure Light Wounds (6), Protection from Good (6), Command (6), Chant (6), Dispel Magic (10), Emotion Control (15), Dispel Magic (10), 1 free orison
Priest #4 - Bless (4), Detect Magic (4), Curse (4), Sanctuary (6), Protection from Evil (6), Aid (6), Hold Person (10), Dispel Magic (10), Remove Paralysis (10)

Magic:

Each priest has a Potion of Fire Resistance and two Potions of Healing.

In addition, each priest has the following magical items:

Priest #1 - Potion of Flying, Potion of Fire Breath (4 draughts)

Priest #2 - Scroll with Adamantite Mace and Cure Serious Wounds at 9th level, Potion of Polymorph Self

Priest #3 - Scroll with Transmute Rock to Mud at 10th level, Potion of Flying

Priest #4 - Potion of Extra-healing, Potion of Speed, Amulet of Protection +1

Treasure:

Each priest has a gold unholy symbol to Yeenoghu and 4D100sp and 4D100gp. Each stone chest is locked (with a key on a chain around each acolyte's neck) and holds 5D100gp worth of semi precious stones and jewelry.

14. Priestly Workshop

The floor of the small hallway leading to the workshop proper is of polished marble inlaid with various Duergar Runes of gold and silver.

This room is warded by a Glyph of Warding set into the floor approximately 10' down the small hallway from the door to the room proper. The glyph is set amidst all of the other runes and so is unlikely to be noticed until it activates, which it will do if anyone passes the hallway beyond 10' (even in the air) unless a duergar priest or accompanied by same.

The glyph causes paralysis. All within 20' of the glyph must save vs paralyzation or become paralyzed for 2D6 turns. This paralysis is as the touch of a ghast and is not a Hold type spell nor a Charm or Enchantment effect.

Within the chamber are a bewildering variety of workshop items for the duergar priests. These include a small forge covered in runes and powered by a bound weak fire elemental. If the forge is broken apart the fire elemental will be freed. The elemental is quite insane by now and will attack anyone it can and will keep on attacking until it is slain. It is fully bound to this plane and is no longer an enchanted or summoned creature and cannot be dismissed. Protection from Evil/Good spells do not ward it.

Weakened Fire Elemental (AC 2, MV 12, HD 6, hp 36, THAC0 15, #Att 1, D 2-16, SA flammable object struck must save vs magical fire at -2 or ignite, -1 damage per die when attacking fire based creatures, SD cannot cross water or non-flammable liquids, AL N, XP 1000, Source: Monstrous Manual)

Hung next to the forge are many smithing tools, most made of precious metals and engraved with runes.

A pedestal in the centre of the chamber is carved to look like two snakes coiling upwards. In their opened mouths they hold a fount made of iron with runes of silver and gold inlaid around it. Within the fount is enough unholy water for 10 full vials.

A counter and shelf unit made of stone hold the alchemical tools of the duergar. There are many glass and stone and ceramic vials containing various exotic materials for the brewing of potions. All of these are labelled with Duergar Runes. There are also several large bound rothe-vellum scrolls and various stone tablets written in Duergar which contain the recipes for potions. Unfortunately for the party, not only are these written in Duergar, but being priestly recipes, they are specific to priests of Yeenoghu and contain blessings to that god. They could be used however as part of an alchemical library to help research other recipes.

On the counter of the alchemical station are weights, measuring tools, alembics, flasks, and other tools of the trade.

On a long shelf next to the alchemical station are some completed potions. These include:

Potion of Absorption (refer to Encyclopedia Magica V3 pg 853) with 4 doses

Potion of Agility (refer to Encyclopedia Magica V3 pg 854)

10 Potions of Anti-Sleep (refer to Encyclopedia Magica V3 pg 855)

2 Potions of Anti Magic (refer to Encyclopedia Magica V3 pg 855)

Potion of Bubbles (refer to Encyclopedia Magica V3 pg 856)

5 Potions of the Corrosive Touch (refer to Encyclopedia Magica V3 pg 858)

Potion of Deep Dragon Control

4 Potions of ESP

4 Potions of Flying

4 Potions of Extra-healing

10 Potions of Healing

6 Potions of Fire Resistance

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

Potion of Worm Calling (refer to Encyclopedia Magica V3 pg 897)

All of these potions are labelled in Duergar Runes. The duergar keep such labels in the workshop, but when such brews are allocated to the end users they are placed into unmarked vials…this so that enemies who capture the potions will not immediately know their use.

At several points around the workshop are stone barrels of flammable oil. There are a total of four such barrels, and standing next to each is a drow or bugbear zombie. These zombies are tasked with removing the lids of these barrels should the Gyph of Warding go off or should they or the giant skeletons in this chamber be attacked. The zombies start with their hands clasped around the handle of the barrels lids and so will be able to remove the lids almost immediately (assume in the Average phase). If they are able, they are then instructed to dump the stone barrels over (by kicking them with their feet), spilling the oil towards the hallway with the glyph. Each barrel can coat 200' square feet (a tipped barrel will usually make a stream 10' wide by 20' long). They are then ordered to attack.

Zombies (4) (AC 8, MV 6, HD 2, hp 13 ea, THAC0 19, #ATT 1, D 1-8, SD strike in Very Slow phase and always lose initiative, undead immunities, AL N, XP 65 ea, Source: Monstrous Manual)

The room is also guarded by 2 giant skeletons. These appear as 12' tall duergar skeletons with large shields in one hand and a bone mace in the other. A fire burns in their pelvis and chest area.

These skeletons will attack any intruders, including those who set off the Glyph of Warding. They have been given free reign to use their fireball powers, even though it would likely ruin many of the magical potions in this room (specifically for that reason, as the duergar do not wish intruders to gain access to the magical brews).

Should the barrel tops be removed from the oil barrels by the zombies, then when a fireball contacts an open barrel the barrel will ignite. This will send a further fireball centered on the barrel rushing out doing 3D6 damage.

Should a fireball contact spilled oil it will ignite it like normal burning oil.

Giant Skeletons (2) (AC 3, MV 12, HD 4+4, hp 30 ea, THAC0 15, #ATT 1, D 1-12, SA fireball 1/6 turns for 8D6 damage (by reaching into their chest and hurling the fire), SD immune to all fire damage, undead immunities, half damage from cold, half damage from edged or piercing weapons, 1 point of damage from arrows, quarrels, or missiles, AL N, XP 975 ea, Source: Monstrous Manual)

15. Priestly Chambers

This is the chamber for the two full priests of the outpost. There is a single ornate bed here, made of stone clearly shaped by master artisans using Stone Shape spells. The bed is made to look like two giant mushrooms with tiny ghouls dancing around the stem. Various semi-precious stones stud the stonework (approximately 100 total stones averaging 10gp per stone). Piles of rothe fur blankets and pillows adorn the beds.

A stone privy sits off to one corner, screened by a folding partition made of bone and drow skin. A stone wardrobe holds two compartments, one with male duergar priestly garb and the other with female garb.

There is also a table and chairs and two settees. The later are made of died spider silk and are very luxurious.

A married duergar priestly couple dwells here. They are the main priests of the outpost and are second in religious hierarchy to the outpost's high priest. This couple generally runs most of the important ceremonies for the outpost. They are also expert steeder breeders. These two are famously in love, and should one be slain, the other will go into a frenzy, gaining the benefits of a Prayer spell until the battle is over. Should either of these be charmed or confused, any result that forces them to attack the other allows a saving throw vs magic to break the spell effect entirely.

These two priests are actually members of an organization of duergar society called The Watchers of Breed. This is an organization analogous to the KGB in Communist Russia. They are political commissars who are to keep an eye on loyalty and to report any problems to superiors. No one in the outpost knows of their membership in this elite organization.

Male Duergar Priest (AC 1 (or AC 0 when within 100' of companion medallion), MV 6, CL Pr, LV 8, hp 66 (17 CON), THAC0 16, #ATT 1 or 3/2, D by weapon, Weapons triple flail (Av 2D4+1/2D4+1 kdD10 +1 vs shields, +2 to trap or offensive disarm), warhammers (x2) (Fa 1/r 2/4/6 1D4/1D4+1 kdD8 +1 vs plate), Armour platemail, target shield, diadem of protection, SA priestly powers (see below), specialized in triple flail (+1 to hit, +2 damage), enlarge 1/day (16th level), invisibility 1/day (16th level), surprise (-2 to opponent's rolls), SD +2 save vs mental attacks due to WIS, senses (surprised 1 in 10), magic (save vs magic at +4), immune to paralysis, illusion/phantasm spells, poisons, if attacking brightly illuminated foes [i.e. Continual Light] -1 to hit and opponents gain +1 to saves, Spell Points: 110 (16 WIS), AL LE, XP 3000, Source: Monstrous Manual)

Priestly Powers:

Unholy flail - when a specially blessed triple flail is wielded by the priest a hit forces a save vs spells or be subject to a Cause Fear spell as if cast by the priest. In addition, the flail counts as a magical weapon with a +1 for every 3 levels (or fraction thereof) of the priest. Finally, all priestly touch spells may be cast through the flail (in other words, a hit by the flail causes the touch spell to work).

Ghoul flail - the same special flail may, 1/day, be invoked to instead paralyze by touch. This invocation lasts only 6 rounds or when a hit is scored. The victim must save vs paralyzation or be paralyzed as if touched by a ghoul for 3-12 rounds (elves are immune to this effect)

Ripper flail - the same special flail may, level divided by 2/day, be invoked to cause grievous mystical wounds. Each invocation lasts for a single swing (or 3 rounds) and is used whether the swing hits or not. If the swing hits, the flail causes an extra 3-18 points of unholy damage. Such damage is corrupt and may not be healed by any means without first having a Remove Curse spell cast on the wound (1 spell will allow all such wounds on a given being to be healed)

Spells Memorized [All (Major), Elemental Earth (Minor), Healing (Minor), Necromantic (Major), Charm (Minor), Protection (Minor), Guardian (Minor)]:

Bless (4), Cure Light Wounds (6), Command (6), Hold Person (10), Aid (6), Chant (6), Dispel Magic (10), Cause Deafness (15), Cloak of Fear (22), Cause Serious Wounds (22), 3 free orisons

Magic:

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

Potion of Extra-healing

Potion of Flying

Potion of Fire Resistance

Scroll with Heal and Harm at 14th level

Wand of Magic Stones (shoots from 1-3 magic stones as per the Magic Stone spell for 1 charge per stone) with 86 charges

Diadem of Protection +1 (which is at +2 if within 100' of the wearer of its companion medallion). Note this is a duergar priestly magic item and will not malfunction when used by a dwarf.

Treasure:

Platinum unholy symbol to Yeenoghu, a gold and jasper wedding ring in the shape of spiders and snakes (5,500gp), silver bracers in the shape of spider webs and limned with platinum (1,500gp), a ruby pendant set into gold on an electrum chain (2,000gp), 2D100gp, D100pp.

Female Duergar Priest (AC -2 (or AC -3 when within 100' of companion diadem), MV 6, CL Pr, LV 8, hp 57 (16 CON), THAC0 16, #ATT 1 or 3/2, D by weapon, Weapons triple flail (Av 2d4+1/2d4+1 kdD10 +1 vs shields, +2 to trap or offensive disarm), warhammers (x2) (Fa 1/r 2/4/6 1D4/1D4+1 kdD8 +1 vs plate), Armour platemail, target shield, medallion of protection, 16 DEX, SA priestly powers (see below), specialized in triple flail (+1 to hit, +2 damage), enlarge 1/day (16th level), invisibility 1/day (16th level), surprise (-2 to opponent's rolls), SD +3 save vs mental attacks due to WIS, senses (surprised 1 in 10), magic (save vs magic at +4), immune to paralysis, illusion/phantasm spells, poisons, if attacking brightly illuminated foes [i.e. Continual Light] -1 to hit and opponents gain +1 to saves, Spell Points: 120 (17 WIS), AL LE, XP 3000, Source: Monstrous Manual)

Priestly Powers:

Unholy flail - when a specially blessed triple flail is wielded by the priest a hit forces a save vs spells or be subject to a Cause Fear spell as if cast by the priest. In addition, the flail counts as a magical weapon with a +1 for every 3 levels (or fraction thereof) of the priest. Finally, all priestly touch spells may be cast through the flail (in other words, a hit by the flail causes the touch spell to work).

Ghoul flail - the same special flail may, 1/day, be invoked to instead paralyze by touch. This invocation lasts only 6 rounds or when a hit is scored. The victim must save vs paralyzation or be paralyzed as if touched by a ghoul for 3-12 rounds (elves are immune to this effect)

Ripper flail - the same special flail may, level divided by 2/day, be invoked to cause grievous mystical wounds. Each invocation lasts for a single swing (or 3 rounds) and is used whether the swing hits or not. If the swing hits, the flail causes an extra 3-18 points of unholy damage. Such damage is corrupt and may not be healed by any means without first having a Remove Curse spell cast on the wound (1 spell will allow all such wounds on a given being to be healed)

Spells Memorized [All (Major), Elemental Earth (Minor), Healing (Minor), Necromantic (Major), Charm (Minor), Protection (Minor), Guardian (Minor)]:

Detect Magic (4), Bless (4), Invisibility to Undead (4), Protection from Good (6), Chant (6), Hold Person (10), Withdraw (10), Silence 15' radius (10), Dispel Magic (10), Bestow Curse (10), Cure Serious Wounds (22), Poison (22), 2 free orisons

Magic:

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

Potion of Extra-healing

Potion of Flying

Potion of Fire Resistance

Medallion of Protection +1 (+2 if its companion diadem is within 100'). Note this is a duergar priestly magic item and will not malfunction when used by a dwarf.

Small Shield +1

Treasure:

Platinum unholy symbol to Yeenoghu, a gold and jasper wedding ring in the shape of two duergar walking hand in hand along a bridge made of dead drow bodies (7,500gp), gold and emerald teardrop earrings (500gp), a golden charm bracelet with 6 exquisitely crafted charms in the shape of underground denizens (a jasper beholder, a ruby ettercap, a jet drow, a diamond duergar, a jade troll, and a jacinth jermlaine) worth 15,000gp), 2D100gp, D100pp.

A large stone chest lies in a secret niche in the floor of the wardrobe. The niche is warded by a scything blade trap which is coated with poison. The blade will attack as a 10th level warrior (THAC0 11) and will cause 3D6 damage, with a critical result meaning the reaching member is severed. The poison is vicious, milked from steeders and concentrated so that the victim must save vs poison at -1 or die within D3 rounds. A save indicates 1-12 damage is taken for each of D3 rounds.

Within the niche are the chest and a small secret compartment in the wall of the niche that holds the key for the chest.

Without the key, the chest is locked by a very cunning lock (-35% to pick). The chest itself is of stone backed by iron, and so is very heavy and very strong.

The chest is warded by a trap. Anyone failing to open the lock with the key or with a pick locks attempt will activate the trap. The trap is a jet of gas that puffs out into a 20' square area for 10 rounds. Anyone within must save vs poison or suffer paralysis. In addition, anyone within must make a second save vs poison or suffer 2D10 damage. A save must be made each round. The gas is squirted through a reed mechanism which also produces a very loud siren-like wailing when the trap is sprung.

Within the chest is the following:

A stone tablet containing instructions for the two priests to observe the outpost and seek any signs of sedition, laziness, lack of efficiency, or disloyalty.

A glowing signet ring which produces a magical seal in wax or clay which is the sigil of the Watchers of Breed. The ring's magic slightly animates such impressions so that they move, making it almost impossible to forge.

20 vials of poison for the scything blade.

10 Potions of ESP

A Medallion of Lie Detection (detects any lie told within 30' in any language)

2 Amulets of Proof Against Detection and Location. Note this is a duergar priestly magic item and will not malfunction when used by a dwarf.

A small mirror which when held contacts another such mirror in the Watchers of Breed headquarters deep in the Duergar Empire. Each person may see and speak through the mirror. Spells may not be cast through. If one person holds the mirror, then the other mirror glows and hums until picked up.

5000gp, 1000pp in coins

16. High Priest's Living Chamber

This chamber is sumptuously appointed with rothe skin tabards depicting duergar at war with drow. Stone and iron divans sit in a circle around a magnificent spidersilk carpet depicting duergar attacking a drow-headed spider figure in the centre of a black web. The spider figure is bleeding from many wounds and her face is contorted in agony.

Atop this carpet is a large round table and chairs, the former of which is piled with scrolls, tablets, remains of meals, and personal effects…the sings of a busy head of religious administration for the outpost.

Stone shelves along the north wall hold rolled up rothe-vellum scrolls, literally hundreds of them, which are the religious records of the priesthood. If a specific scroll is pushed in and then up, part of the shelf slides aside revealing a secret passage beyond.

Standing at attention in the room is a drow skeleton warrior. This drow was once an important male warrior who was captured in battle. Through agonizing rituals and tortures his soul was bound into a magical circlet (which the high priest wears) and he was transformed into a skeleton warrior.

The warrior is always within 240' of the high priest. When the high priest travels through the complex or even out of the complex, the warrior accompanies him. Despite the normal description in the Monstrous Manual of skeleton warriors, this one can be commanded to follow while in active mode and then will continue to follow while in passive mode. In addition, even while in passive mode the warrior will continue to obey any commands given when last active (for example, to guard a room from all except the circlet holder).

This warrior is commanded to guard the room against any but the high priest or those accompanying the high priest. For this reason, no other duergar enter this room without first knocking and gaining the permission of the high priest.

The warrior is dressed in drow metal chain (which has long ago lost its magical properties) and wields two drow metal weapons (at no penalty for off-hand). The short sword is coated with poison.

Skeleton Warrior (AC 2, MV 6, HD 9+12, hp 69, THACO 11, #ATT 2, D by weapon, Weapons drow metal footman's mace (Av 1D6+1/1D6 kdD10), drow metal short sword (Fa 1D6/1D8 kdD6), SA +3 to hit, poison (on the shortsword, good for one hit, forces a save vs poison at -2 or suffer 30hp of damage in D6 rounds, half if a save is made), fear (all creatures of less than 5HD flee in panic), SD undead immunities, controllable by special circlet, immune to non-magical weapons, cannot be turned by priests, MR 90%, AL NE, XP 4000, Source: Monstrous Manual)

17. High Priest's Bedchamber

This is the sleeping chamber for the high priest of the outpost. Although nominally subordinate to the Commander-in-Chief of the outpost, his prodigious magical powers make him a respected personage and in fact both he and the Commander-in-Chief jointly run the outpost.

This chamber is as well appointed as is the high priest's living room (Room 16).

There is an ornate stone wardrobe carved with figures showing industrious duergar mining the earth's riches. Within this wardrobe are the various ornate priestly vestments of the high priest. Many of these are extremely decorated affairs, with hats that rise up a good 2' or more when worn upon the priest's brow.

To one corner is a privy, set off from the rest of the room by a curtain of bones. Near to that is a small bath with an ingenious niche below the bath where glowing coals can be set to keep the water within constantly warm.

A large bed made of iron dominates most of the east portion of the room. It is a four-poster bed with a spidersilk canopy and is set with plush rothe fur blankets which have been trimmed in spidersilk. The bed itself is engraved with triple flail motifs and also shows ghouls paralyzing and eating elves (which is of course something that does not happen).

Near the bed are a small table and several chairs. Upon the table are some scrolls (religious tracts), the remains of a meal, and an opened bottle of mushroom ale.

In the far south of the room a statue stands against the wall. The statue appears as a gnoll headed ghoul wielding a triple flail. It has two topaz for eyes (worth 500gp each).

The statue can be animated by the high priest's rod. If so, use the following statistics:

Animated Statue (AC 0, MV 6, 72hp, THAC0 14, #ATT 1, D 1-2 x12)

The high priest can be found here, or in Room 16 much of the time when not about his duties.

Altha'k'dur - Duergar High Priest (AC -3 (no helm if actively controlling the skeleton warrior, so head is AC 8 in that case), MV 8, CL Pr, LV 10, hp 75, THAC0 14, #ATT 1 or 3/2, D by weapon, Weapons triple flail (Av 2D4+1/2D4+1 kdD10 +1 vs shields, +2 to trap or offensive disarm), warhammers (x2) (Fa 1/r 2/4/6 1D4/1D4+1 kdD8 +1 vs plate), Armour platemail +2, target shield +1, 16 DEX, SA priestly powers (see below), specialized in triple flail (+1 to hit, +2 damage), enlarge 1/day (20th level), invisibility 1/day (20th level), surprise (-2 to opponent's rolls), SD +3 save vs mental attacks due to WIS, senses (surprised 1 in 10), magic (save vs magic at +4), immune to paralysis, illusion/phantasm spells, poisons, if attacking brightly illuminated foes [i.e. Continual Light] -1 to hit and opponents gain +1 to saves, Spell Points: 190 (17 WIS), AL LE, XP 5000, Source: Monstrous Manual)

Priestly Powers:

Unholy flail - when a specially blessed triple flail is wielded by the priest a hit forces a save vs spells or be subject to a Cause Fear spell as if cast by the priest. In addition, the flail counts as a magical weapon with a +1 for every 3 levels (or fraction thereof) of the priest. Finally, all priestly touch spells may be cast through the flail (in other words, a hit by the flail causes the touch spell to work).

Ghoul flail - the same special flail may, 1/day, be invoked to instead paralyze by touch. This invocation lasts only 6 rounds or when a hit is scored. The victim must save vs paralyzation or be paralyzed as if touched by a ghoul for 3-12 rounds (elves are immune to this effect)

Ripper flail - the same special flail may, level divided by 2/day, be invoked to cause grievous mystical wounds. Each invocation lasts for a single swing (or 3 rounds) and is used whether the swing hits or not. If the swing hits, the flail causes an extra 3-18 points of unholy damage. Such damage is corrupt and may not be healed by any means without first having a Remove Curse spell cast on the wound (1 spell will allow all such wounds on a given being to be healed)

Death flail - the same special flail may, 1/week, be invoked to cause death. The invocation lasts for a single swing or 3 rounds and is used whether the swing hits or not. If the hit swings, the victim suffers the effects of a Slay Living spell (reverse of Raise Dead).

Spells Memorized [All (Major), Elemental Earth (Minor), Healing (Minor), Necromantic (Major), Charm (Minor), Protection (Minor), Guardian (Minor)]:

Bless (4), Cure Light Wounds (6), Cure Light Wounds (6), Strength of Stone (6), Cause Fear (6), Chant (6), Aid (6), Withdraw (10), Dispel Magic (10), Dispel Magic (10), Cure Serious Wounds (22), Slay Living (22), Impregnable Mind (30), Cure Critical Wounds (22), True Seeing (22), 2 free orisons

Magic:

Platemail +2

Small Shield +1

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

2 Potions of Flying

Potion of Fire Resistance

2 Potion of Absorption (refer to Encyclopedia Magica V3 pg 853) with 4 doses

Potion of Agility (refer to Encyclopedia Magica V3 pg 854)

Potion of Anti Magic (refer to Encyclopedia Magica V3 pg 855)

Scroll with Conjure Earth Elemental and Confusion at 15th level

A Rod of Rocks (this rod, shaped like a twisted tube of stone atop which rests a large emerald, allows casting of an Animate Rock spell at 12th level ability [which is under the minimum casting level of the spell normally] for 1 charge) with 8 charges left. Note this is a duergar priestly magic item and will not malfunction when used by a dwarf.

A Gem of Light Absorption (this gem when commanded will absorb all light sources within a 100' radius, including Continual Light spells, the gem then glows red and slowly consumes the light over time such that it cannot absorb light again for another day).

A Brooch of Shielding with 45 charges in the shape of a clawed hand. This item will only function if it is dipped in the fresh blood of a victim sacrificed upon an altar to Yeenoghu once per week. Note this is a duergar priestly magic item and will not malfunction when used by a dwarf.

A platinum rune covered circlet which controls the skeleton warrior in Room 16.

Treasure:

Platinum unholy symbol to Yeenoghu, 2D100pp, a platinum and diamond ring of office worth 12000gp, a ruby and gold armband inset with drow teeth (3,500gp), a golden belt buckle shaped like a triple flail (150gp), a silver and amethyst ring (275gp), an amber cloak clasp set into copper worth 160gp. He also wears a key to his treasure chest on a metal chain around his neck.

Hidden in a secret niche under the bed is the high priest's treasure. The chest is large and of iron and has a complex lock (-20% to pick). It also has a glyph of warding on it that will affect anyone who is not the high priest who even touches the chest (even through gloves or gauntlets). The glyph invokes a hail of spike stones which does 10D4 damage in a 20' radius, save vs spells for half damage.

Within the chest are the following:

3000sp, 4000gp, 3000pp

A pouch filled with large diamonds (10 of them worth 7,500gp each)

A Robe of Eyes (done in mauve drow weave and embroidered with spider eyes) the high priest captured from a drow wizard

The Spellbook of Bats (refer to Encyclopedia Magica V3 pg 1143) taken from the same drow wizard

A scroll with a complex priestly ritual for binding demons. The spell on the scroll is a ritual spell, meaning the text of the scroll is required in order to cast the spell.

Sixth Level Priest Spell
DEMONIC PRISON
(Conjuration/Summoning)
Sphere: Summoning Components: V, S, M
Range: 0 Casting Time: 1 day
Duration: See Below Saving Throw: See Below
Area of Effect: Special

This spell allows a priest to imprison a Tanar'ri. The ritual is exacting and time-consuming and requires that the entire ritual be present and available to the caster in written form at all times during the casting of the spell.

The ritual only works upon a specific Tanar'ri, and the priest must know the true name of the Tanar'ri in question. This must be enscribed upon a plaque of cold iron, which letters are set in the purest red ruby dust (the entire plaque being worth at least 2,500gp). A circle of power must be drawn onto the floor, and it is best if this is of metal inlaid into the floor, though in a pinch such a circle may simply be scrawled upon the floor (though this makes disrupting the circle much easier). This circle must be drawn with ink or liquid metal that is infused with the dust from diamonds worth at least 5,000gp.

Finally, 1 sentient being must be sacrificed in a horrible ritual using a specially prepared knife (worth at least 1,500gp) per full hit die of the Tanar'ri being imprisoned.

The spell operates in two phases. The first summons the Tanar'ri from its current location (whether in the nether planes or on the material plane) into the protective circle. The second then constructs a mystical prison around the being.

The summoning is subject to the magic resistance of the demon. However, this percentage is lowered by 5% per additional sentient being sacrificed and by 1% per level of the priest casting the ritual. Should the demon's adjusted magic resistance succeed, then the demon resists the attempt. In addition, it knows that such an attempt was made and has an insight into who made the attempt. Alternatively, the demon that succeeds in its magic resistance check may submit to the summoning but sidestep the protective circle. Needless to say, this can have detrimental effects for the summoning priest.

Should the demon fail its magic resistance check, then it will be summoned inside the circle. This circle wards the demon, but only temporarily. For 1 round per level of the priest casting the ritual, the entrapped demon may not attack across or cast spells through or use spell-like powers or innate abilities through the circle. It may also not break the circle of its own accord nor summon a creature to break it on its behalf.

At the end of each round, the demon may attempt to break the circle. The chance is equal to its magic resistance, but at -70% on the first round and with a 5% better chance each round thereafter.

The second phase of the spell involves building the mystical prison. The priest may attempt to construct the prison over the course of several rounds. Successful construction of the prison involves the priest rolling a 20 on a D20 die roll. The die roll may be attempted each round, and is modified as follows:

+1 per 3 full levels of the priest
+1 per point of Charisma of the priest above 15
+1 per round spent concentrating
-1 per previous failed attempt

If the demon breaks the protective circle, then the prison cannot be constructed.

Should the demon be freed, it will either attack the priest or flee as the situation warrants.

Should the prison be successfully constructed, then the protective circle will be preserved along with the prison and both must be broken for the demon to be set free. The circle can be broken by disrupting its form. The mystic prison may be broken only by using the knife that was used to sacrifice the sentient beings used to imprison the demon in the first place (or by another such knife specifically created for the purpose and which has been used to ritually sacrifice a number of sentient beings equal to the number of full hit dice of the Tanar'ri).

The mystic prison is otherwise permanent and is treated in most ways like Wall of Force except that sound may pass through the prison. Thus the trapped demon may be conversed with and bargains can be made.

18. Command Room

This is the meeting chamber for the Commander-in-Chief of the outpost. It is where he confers with his troop leaders and formulates plans of battle and stratagems against the drow and other racial enemies.

The walls of the room are adorned with blood-friezes showing huge masses of duergar battling drow in some huge cavern. Images of Yeenoghu and Lolth watch the combat from above, and Yeenoghu is smiling while Lolth looks angry.

The room is dominated by a stone conference table flanked by over a dozen chairs. Various maps are here, most of which concern specific areas within the Duergar Empire and which would have no relevance to the party. However, one map is a very accurate rendition of the local area. The DM should show the party a copy of the Entrance to the Underdark Map, but with the encounter numbers obscured and instead each location would be labelled by Duergar Runes. The secret DROW TEMPLE would not be represented nor would the secret passage from there to the DROW OUTPOST be depicted.

Set into a clay tablet in Duergar is a report from a spy in the DROW OUTPOST claiming that there is some sort of internal dissension amongst the drow of the outpost, and it seems to be above and beyond the normal dissension. The spy cannot yet place his finger on the exact cause, but he does state that he observed one drow priest cast a spell that he had never seen before nor heard of having been cast by any drow. The spell summoned up a strange mauve snake or tentacle, but the spy could not observe more before fleeing.

A stone cabinet set against the south wall contains various bottles of mushroom wine and mushroom ale and fermented rothe milk (a form of kvass), along with mugs and goblets made of silver and copper.

A stone desk is nearby, with writing ink and rothe bone pens and plenty of rolls of rothe-vellum. On the desk also is a magnifying glass, a tiny bone pen (possibly made from a mite finger), tiny scraps of vellum, and several small metal tubes less than an inch long which can be strapped to a bat's leg for communication purposes.

19. Commander's Living Chamber

This room is where the Commander-in-Chief resides when not on duty. The walls are adorned with trophies, including flayed drow skins, bugbear heads, orc heads, a troll head, even an umber hulk visage. Old weapons and shields of enemies are also mounted, all a tribute to the prowess of the Commander-in-Chief.

Stone shelves along the east wall contain a myriad of vellum scrolls and stone tablets, most of these being tracts on warfare, including the tactics of drow, deep gnomes, orcs, and kuo-toans. Many also contain ingenious duergar-designed implements of war, all with complex schematics. Needless to say, all of these are written in Duergar.

A low broad stone table sits in the centre of the room, and upon it is a complex chess-type board with beautifully crafted lead pieces resembling various duergar (some dressed as soldiers and others as royalty or priests). A few of the pieces are shaped like steeders.

Next to the low table is a divan of spidersilk and silver studded with amethyst and onyx. The piece is valuable but very heavy (10000gp).

Eight bugbear zombies guard the chamber. These stand at attention and are instructed to obey the Commander-in-Chief and to attack intruders who enter these chambers unescorted.

Zombies (8) (AC 4, MV 6, HD 2, hp 12 ea, THAC0 19, #ATT 1, D 1-8, SA strike last in the round, SD undead immunities, AL N, XP 65 ea, Source: Monstrous Manual)

20. Commander's Bedchamber

If not encountered anywhere else in the outpost, the Commander-in-Chief will be found here.

This chamber is well-appointed. A stone bed covered in rothe furs dominates the centre of the room. The bed has been masterfully Stone Shaped to appear as if drow and bugbears are bearing the bed and anyone sleeping in it, and all are carved in positions of straining.

A weapon rack and armour dummy are set against one wall, and in the far corner is a privy set off by a moveable screen of bone and fur. A small bath is nearby, and it is rigged with a small chamber underneath for hot coals to heat the water.

A stone wardrobe sits against the south wall, and a small table and mirror are nearby, the latter is silver but unadorned.

The armour dummy will hold the Commander-in-Chief's armour when not in use. Likewise the weapon rack will have his weapons.

The back of the wardrobe is a secret door which opens by turning a hidden catch in the wardrobe. The secret door is a one-way door of stone and cannot be opened from the other side (Room 18). The door closes a few seconds after it is opened.

The Commander-in-Chief's pet is always here. The pet is a bizarre cross between a fire toad and a steeder spider.

Fire Steeder (AC 4, MV 12 wb12, HD 4+4, hp 36, THAC0 15, #ATT 1, D 1-8, SA stickiness (when in melee, an attack to cling vs AC10 [adjusted for DEX and magic only] will cling spider to victim, suffering -2 to hit and damage and allowing automatic bite; cling may be broken with a STR or DEX roll at -10), poison (save or die), leap (240' with rider, counts as a charge), breathe fireball (30 yards, blast radius of 5', damage is 2-16, half if a save vs spell is made), SD move on walls and ceilings at half rate with rider, -1 per die of damage from fire attacks, AL CE, XP 975 ea, Source: Monstrous Manual)

The Commander-in-Chief is an extremely canny warrior, well educated and well-versed in the ways of combat and tactics. He is patient when caution is needed, but can also mount lightning offensives when the initiative is his. He is also extremely loyal to his superiors and his race. Nada'dur is a war hero of the duergar, and his posting here on the frontier is actually an honour bespeaking the trust placed in him to act properly without direct oversight (little does he know that the Watchers of Breed have sent 2 commissars to his outpost).

Nada'dur - Duergar Commander in Chief (AC -5, MV 8, CL Wa, LV 11, hp 104 (17 CON), THAC0 10, #ATT 3/2 or 2, D by weapon (+1 for 17 STR), Weapons war pick (Fa 1D6+1/2D4 kdD8 +2 to hit vs plate armour), light crossbow (Av 1/r 12/24/36 1D6+1/1D8+1 kdD6 reduce AC by 2 at medium and 5 at short), Armour platemail +2, target shield +2, 16 DEX, SA +1 to hit (17 STR), high mastery in war pick (+3 to hit, +3 damage, increases speed by 1 phase, critical on 16+), enlarge 1/day (22nd level), invisibility 1/day (22nd level), surprise (-2 to opponent's rolls), specialized in light crossbow (+1 to hit, +2 damage at 60' range or less, special covering shot), specialized in shield and weapon style (may get a shield bash as an offhand attack), SD proficient in small shield (+1 to AC), +1 save vs mental attacks due to WIS, senses (surprised 1 in 10), magic (save vs magic at +4), immune to paralysis, illusion/phantasm spells, poisons, if attacking brightly illuminated foes [i.e. Continual Light] -1 to hit and opponents gain +1 to saves, MR 10%, AL LE, XP 5000, Source: Monstrous Manual)

Magic:

Platemail +2 which gives the wearer 10% Magic Resistance

Small Shield +2

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

2 Potions of Flying

Potion of Fire Resistance

An Amulet of Clear Thinking (the wearer is immune to Charm, Feeblemind, Confusion, Chaos, Suggestion, Domination, and other such spells)

War pick +3 (named Ar'ingu'kul [or Drow Spike], an ancient weapon of renown by the duergar, its head is shaped like a striking snake and a drow skull is carved into the metal where it joins the rune-carved metal shaft)
Light Crossbow +1 (made of rune carved duergar bones)

Treasure:

A platinum set of bracers engraved with silver inlays depicting war picks sticking from cloven elf skulls (2,500gp), a golden diadem engraved with Duergar Runes of crushed diamonds telling of Nada'dur's most famous exploits (5,000gp), a pin or medal made of platinum and diamonds in the shape of a crowned duergar with emerald eyes and diamonds set into the crown (10,000gp), a silver cloak brooch in the shape of a steeder set with a large orange sard (800gp), a pouch with 60gp and 250pp.

21. Scout Room

This small room serves as the quarters for the two master scouts of the outpost. Scouts in duergar parlance equates to thieves in the normal scheme of things, but as befits duergar society, these rogues do not practice their skills against their own race. They are instead skilled as spies, assassins, scouts, and hunters.

The room is plainly furnished, with two stone platforms bedecked with rothe furs serving as beds. The walls include rothe fur hangings, many of which have darts or daggers thrown into them as target practice. There are also two stone privies set on a stone bench and a washbasin and mirror.

A stone table and 2 stone chairs are in the center of the room, and there are several dismantled iron locks and two sets of thieves' tools of keen manufacture (+5% to all applicable skill checks) set upon the table.

A wardrobe sits against one wall, and it contains a variety of duergar clothing, many of them outlandish and others tattered rags. The bewildering variety of clothing suggests, in fact, either dramatic presentation upon a stage or (as is actually the case) a proficiency in disguise. Indeed, make-up made from fungus and minerals are also here, and many of these are designed to disguise heat signatures as well as normal sight. Anyone with a disguise proficiency can use this kit to gain a +1 to their ability as long as the DM determines the kit supplies last.

A chest sits near the wardrobe. It is made of iron and steel and is surrounded on the inside with a coating of lead, thereby spoiling most Detection spells. The lock of the chest is complex (-35% to pick) and the keys are on the person of the two scouts.

The chest is warded by a spray of needles which will activate if the lock is not correctly picked. Out of each side of the chest and the lid will spray 25 needles (5 from each face), which will strike at high speed. These needles are thin enough to go through joints in armour and slits in visors. Each person within 5' of each face will be subject to an attack by 2-5 needles (start with the closest person and stop when 5 needles have struck from each face). Each needle attacks as a 6th level warrior and each is coated with a virulent mineral poison (onset time is D3 minutes, save vs. poison at -2 or die, a save means 4D6 damage is taken).

Within the chest are the following:

· 12 vials of the poison used to coat the needles
· 6 vials of ingestive poison (save at -3 or die in D6 rounds, a save results in 2D6 damage)
· 3 vials of contact poison (anyone touching anything coated by this poison must save vs. poison at +1 or die in D4 minutes, a save means no damage is taken), with each vial able to coat approximately 10 square feet.
· 4 books of stone that hold the ciphers and keys for a duergar secret code. The code is written and is double encrypted.
· 6 Potions of Detect Invisibility (as per the Wizard Spell at 6th level of ability)
· 3 Stone Bombs (3 amber coloured gems that are hemi-spherical in shape and burn with a flickering inner flame. When placed onto a relatively flat surface they will stick and if the person who places the stone calls out a number, that many rounds will elapse until the stone explodes. The explosion is like a Fireball spell as cast by an 8th level wizard. Once set the bomb cannot be removed except by a Dispel Magic, and once touched and a time is set nothing but a Dispel Magic can halt the process. A dispel magic will stop the bomb from exploding and unstick it so that it may be used again. Once a bomb explodes it is destroyed utterly).

Huenth'ertin - Duergar Scout (AC 4, MV 8, CL Ro, LV 7, hp 37, THAC0 17, #ATT 1, D by weapon, Weapons short sword (Fa 1D6/1D8 kdD6), Armour cloak of protection +1, 17 DEX, double specialized in 1-handed fighting style, SA backstab (+4 to hit and x3 damage), enlarge 1/day (14th level), invisibility 1/day (14th level), surprise (-2 to opponent's rolls), SD +1 on all saves (due to cloak), senses (surprised 1 in 10), magic (save vs magic at +4), immune to paralysis, illusion/phantasm spells, poisons, if attacking brightly illuminated foes [i.e. Continual Light] -1 to hit and opponents gain +1 to saves, AL LE, XP 2000, Source: Monstrous Manual)

Thief Skills:

PP 50 OL 60 FRT 50 MS 55 HS 50 DN 35 CW 60 RL 35

Additional NWP:

Alchemy, Herbalism, Fungus Lore

Magic:

Short Sword +1

Potion of Healing

Cloak of Protection +1

Scroll of Protection from Magic

Treasure:

100gp, 50pp, 6 small gems worth 25gp each, fine thieves' tools (+5% on applicable skill checks), a small silver mirror, a brooch in the shape of a shrieker made of silver and amethyst (600gp), a key to the chest in Room 21, a key to the roost in Room 23.

Nil'aradin - Duergar Scout (AC 5, MV 7, CL Ro, LV 6, hp 41, THAC0 18, #ATT 1, D by weapon, Weapons short sword (Fa 1D6/1D8 kdD6), Armour cloak of protection +1, 16 DEX, double specialized in 1-handed fighting style, SA backstab (+4 to hit and x3 damage), enlarge 1/day (12th level), invisibility 1/day (12th level), surprise (-2 to opponent's rolls), SD +1 on all saves (due to cloak), senses (surprised 1 in 10), magic (save vs magic at +4), immune to paralysis, illusion/phantasm spells, poisons, if attacking brightly illuminated foes [i.e. Continual Light] -1 to hit and opponents gain +1 to saves, AL LE, XP 1000, Source: Monstrous Manual)

Thief Skills:

PP 40 OL 50 FRT 50 MS 60 HS 50 DN 35 CW 50 RL 30

Additional NWP:

Alchemy, Herbalism, Fungus Lore

Magic:

Blessed Short Sword (while not magical per se, this sword has been blessed to affect creatures as if it were a +2 weapon)

Potion of Healing

Cloak of Protection +1

Scroll of Protection from Gas

Treasure:

100gp, 50pp, 4 small gems worth 25gp each, fine thieves' tools (+5% on applicable skill checks), a small silver mirror, a brooch in the shape of a shrieker made of silver and amethyst (600gp), a key to the chest in Room 21, a key to the roost in Room 23.

22. Poison Workroom

Unlike the priestly workshop in Room 14, this chamber is dedicated to the making of the various duergar poisons. Even more so than the drow, duergar rely on poisons simply by virtue of the fact that their natural immunity to poison strips it of any stigma it might have had in a society other than the duergar. To the duergar, poison is a useful and, to duergar, completely safe tool. In fact, the duergar consider poison to be a gift from their ancestors, given to them to allow them to dominate and defeat non-duergar.

This room is in appearance very similar to a typical alchemical workshop. Counters and tables are filled with alembics, flasks, vials, measuring spoons, scales, weights, scoops, etc.

The walls are dominated by tall stone cabinets and shelving, accessed by way of cunningly crafted stone ladders set on tracks to move around all the wall units. The wall units are stocked full of exotic ingredients. Enough to brew a bewildering variety of poisons and probably a fair many potions as well. Nevertheless, the duergar currently feel they have enough poison on hand, and so there are no finished poisons anywhere in this chamber.

A chest of stone is hidden behind a secret stone panel at the bottom of one of the wall units. The stone panel is guarded by a Glyph of Warding which is set to activate against any non-priest duergar unless he is one of the scouts from Room 21. The glyph is, fittingly enough, a poison glyph, and all within 30' of the panel when it is opened must save vs. poison or suffer the effects of a type D poison (onset time 1-2 minutes, suffer 30 points of damage if a save is failed, otherwise suffer 2-12 damage).

The chest itself is warded by a stone dial with 24 sigils carved into it. This is a combination lock accessed by a specific set of 6 numbers and a specific sequence of clockwise and counterclockwise turns. There are tumblers involved, so a thief may use the average of his Open Locks and Detect Noise roll at a -15% penalty. Should any turn or sigil be done incorrectly, the entire chest will explode, sending stone shards in all directions to up to 60'. All within the blast radius must save vs breath weapon or suffer 3-18 damage (save for half damage). Those failing a save may also have worn or exposed items subject to a save versus normal blow.

Should the chest explode, the contents within will be obliterated, though certain divination magicks might be able to reconstruct the contents. Within the chest are two dozen stone tablets written upon in the Duergar language which are recipes for a variety of poisons. The DM is left to actually work up the recipes, but the poisons produced should be similar to those found within the Outpost.

23. Bat Room

The duergar use specially trained bats as "carrier pigeons" to relay messages through the Underdark. Given the ubiquitous nature of bats in the underworld and the fact that these bats are specifically trained to travel in such a manner that if being observed they will revert to normal bat-like behaviour, it has proven almost impossible for enemies of the duergar to intercept these bats.

This chamber serves as a roost. Obviously, the training process for these bats is a long and complicated process, and such is not performed at an outpost like this. Message bats are imported here from the Duergar Empire itself.

Bats regularly fly reports to and from the outpost and bats coming to the outpost are taught to wait in a secret location a few hundred yards from the front gates of the Outpost. It is standard practice not to allow newly arrived message bats to proceed directly into the Outpost because of the possibility of polymorphed enemies trying to gain access in that fashion. Message bats are usually subjected to detection magicks or trained responses to visual and verbal signals that verify their authenticity.

The chamber itself has given its eastern half over entirely to a roost. An iron grating proceeds from floor to ceiling and bisects the room in twain from south to north. A gate in this grating allows access to the roost. The key to such gate is with the scouts in Room 21.

Some 24 bats rest within, hanging upside down for the most part from a series of guano covered iron bars set at varying heights around the roost. The floor of the roost is littered with guano and several normal sized beetles and grubs can be seen burrowing into the offal.

Outside of the roost is a table and shelving unit made of stone which holds 100 small containers of metal that can be fastened to the inner leg of a bat. Also here are several metal headbands sized for duergar which bear an adjustable metal arm that ends in a lens. Worn on the head, the lens may be brought down over one eye and magnify what one is seeing. These allow the duergar to enscribe messages on the tiny parchments folded into the bats' leg containers.

Fine rothe vellum rolls stand to one side. These are exquisitely prepared and wafer-thin, yet tough as well. A metal rack holds some of the tiniest pens with the finest nibs the party has ever seen, and special bottles of an extremely fine and splatter-proof ink sit nearby. A few razors used to slice off pieces of the vellum are handy.

The bats are, except for their training, normal bats, and they will flee bright lights and strangers. They are accustomed to duergar and will not be afraid of any duergar. They are trained to recognize duergar by scent as well as sight and sonar, and so it is very difficult to fool these bats by simply illusion or polymorphing magicks.

24. Breeders' Chamber

This chamber holds the breeders of the steeders. These are 12 duergar who have devoted their lives to the study and handling of steeder spiders. Their valuable and exacting profession accords them some respect amongst the duergar, and this account for their separation from the rest of the soldiery. These breeders are the only ones able to safely approach the female spiders in Room 24 of 1evel 1.

The chamber contains 12 iron bunk beds bedecked with rothe furs. Twelve stone chests holding the personal effects and clothing of the breeders are kept in storage niches adjacent to each bunk.

A stone table and 4 chairs are in the center of the room. In the far corners of the room are the various equipment of the breeders. These include metal goads, several metal poles with a strong metal wire lasso on one end which can be operated from the far end, various tough leather harnesses for the steeders, many stone tablets with names and numbers of individual spiders, health reports, birthing records, etc.

A rather intimidating mock steeder stands along the west wall. It is set on the floor and seems to be looking with its eight eyes at the door to this chamber. The mock is life size and life-like, though it turns out to be made of stone and metal cunningly crafted and painted. It is certainly enough to convince invaders that a steeder spider stands before them. The mock has several doors that can be opened, revealing further mockups within of the internal organs of a steeder. The breeders use this to train new breeders and to hone their breeding skills.

At any time, at least 6 breeders will be here, and usually 8-9 are here. Of these, fully half will be asleep, with the others engaged in relaxation or repairing harnesses or smoking pipes. The remaining breeders will be found within the spider tunnels or somewhat rarer, in the breeder chamber in Room 24 on level 1.

Duergar Breeders (12) (AC 4, MV 6, HD 2+4, hp 18 ea, THAC0 17, #ATT 1, D by weapon, Weapons footman's pick (Av 1D6+1/2D4 kdD8 +2 vs plate), warhammer (Fa 1/r 2/4/6 1D4+1/1D4 kdD8 +1 vs plate), light crossbow (Av 1/r 12/24/36 1D6+1/1D8+1 kdD6 reduce AC by 2 at medium and 5 at short), Armour chainmail, target shield, SA enlarge 1/day (4th level), invisibility 1/day (4th level), surprise (-2 to opponent's rolls), SD senses (surprised 1 in 10), magic (save vs magic at +4), immune to paralysis, illusion/phantasm spells, poisons, if attacking brightly illuminated foes [i.e. Continual Light] -1 to hit and opponents gain +1 to saves, AL LE, XP 650 ea, Source: Monstrous Manual)

Additional NWP:

Spider Handling, Spider Lore, Specialized in Spider Catchers [Mancatcher] (Av kdD6 ignore armour pull/trip)

Treasure: D100sp, D10gp, a copper armband engraved with onyx spiders (225gp), a key to the steeder caves (Room 29).

25. Storage Chamber

This chamber is full of weapons for the duergar. There is essentially an unlimited (as far as the party should be concerned) supply of warhammers, footman's picks, spears, light crossbows, crossbow bolts, tough leather quivers, short swords, etc. These are all set neatly upon stone weapon racks. Also here are various weapon care items, including crossbow strings, whetstones, metal polish, et al.

26. Storage Chamber

This chamber holds the spare armour and accoutrements of the duergar soldiery. Contained herein, in an orderly fashion, are suits of studded leather, ringmail, chainmail, and a few suits of platemail. Many bucklers and target shields hang from pegs. Scores of leather and metal caps and open helms (along with a few closed helms) sit in rows on stone tables. Individual metal rings, studs, rivets, and leather pieces are contained in bins. Also here are leather care items and armour polish.

27. Storage Chamber

Stacked in neat piles or within orderly blocks of stone crates and bins are a myriad of miscellaneous supplies for the duergar. These include ropes, iron spikes, boots, cloaks, razors, torches, tinder and flint, steeder harnesses and saddles, rags, cloths, belts, girdles, tunics, trousers, leggings, pumice, unguents, salves, etc.

28. Storage Chamber

Intended as a reserve for a siege, this room contains non-perishable foodstuffs. Included are various well-preserved dried meats, dried fish, dried fungus, salt bins, spore-nuts (nuts from mushrooms), etc. All of it is edible and can be treated as iron rations. There is enough food here for 300 man-months on standard rations, twice that on reserve rations.

29. Steeder Cave

This and Room 30 serve as the main lair of the steeder spiders bred by the Outpost. These serve faithfully as mounts and shock troops and the relationship is certainly a voluntary and mutually beneficial one, and there is genuine affection between the duergar and their steeders.

The double doors to this room are engraved with scenes of large spiders devouring drow and pulling driders to pieces leg first. The doors are locked and opened by keys held by the breeders in Room 24.

The steeders here will attack any non-duergar or non-ghoul unless accompanied by the duergar. Although they will not molest any duergar, they ignore most duergar unless summoned to serve as a mount or to attack an enemy, but should one of the breeders from Room 24 enter, the spiders will swarm over him lovingly, awaiting his scratches and pats and his tasty treats.

A latched stone bin past the doors holds the current treats and foodstock for the steeders. These are a wriggling mass of insects, including giant centipedes, hairy spiders, fire beetles, and many smaller creatures. Several pairs of thick gloves with long arms, like a falconer's gauntlets, hang next to the bin, for reaching in and pulling out treats for the steeders.

Some two dozen steeders dwell here, both male and female and all are adult or adolescent.

Steeder Spiders (24) (AC 4, MV 12 wb12, HD 4+4, hp 30 ea, THAC0 15, #ATT 1, D 1-8, SA stickiness (when in melee, an attack to cling vs AC10 [adjusted for DEX and magic only] will cling spider to victim, suffering -2 to hit and damage and allowing automatic bite; cling may be broken with a STR or DEX roll at -10), poison (save or die), leap (240' with rider, counts as a charge), SD move on walls and ceilings at half rate with rider, AL CE, XP 975 ea, Source: Monstrous Manual)

There are no webs here, as steeders only form webs when pregnant or nursing young. However, steeders will be found along the walls and even high up near the ceiling.

Aside from the spiders, droppings litter the cave as well as the husks of previous victims.

30. Steeder Cave

Similar to Room 29, this cave serves as home to another 36 steeders.

Steeder Spiders (36) (AC 4, MV 12 wb12, HD 4+4, hp 30 ea, THAC0 15, #ATT 1, D 1-8, SA stickiness (when in melee, an attack to cling vs AC10 [adjusted for DEX and magic only] will cling spider to victim, suffering -2 to hit and damage and allowing automatic bite; cling may be broken with a STR or DEX roll at -10), poison (save or die), leap (240' with rider, counts as a charge), SD move on walls and ceilings at half rate with rider, AL CE, XP 975 ea, Source: Monstrous Manual)

There are no webs here, as steeders only form webs when pregnant or nursing young. However, steeders will be found along the walls and even high up near the ceiling.

Aside from the spiders, droppings litter the cave as well as the husks of previous victims.

31. Ghoul Cave

Due to their veneration of Yeenoghu, duergar have an affinity with ghouls. Most ghouls will not attack duergar, unless under the direct control of a powerful evil force, and the ghouls that dwell here have been well conditioned to appreciate the treatment given them by duergar.

The ghouls exhibit a variety of pre-death origins, including duergar, deep gnome, drow, orc, and goblin.

These ghouls are also friendly with the steeder spiders and the two will not attack or molest each other. The ghouls are even well trained enough not to swarm over and consume a steeder spider that dies within the caverns.

The ghouls will attack intruders, including anyone not a duergar and not escorted by same. They are not mindless zombies and will emerge from their cavern if they know that trouble is afoot.

There are 32 ghouls here, living amidst the usual stench and offal that accompanies ghoul lairs. Gnawed upon bones and gibbets of flesh and rotted internal organs are in evidence everywhere here.

Ghouls (32) (AC 6, MV 9, HD 2, hp 12 ea, THAC0 19, #ATT 3, D 1-3/1-3/1-6, SA paralyzation (save or be paralyzed for 3-8 rounds except for elves, SD kept at bay by Protection from Evil, undead immunities, AL CE, XP 175 ea, Source: Monstrous Manual)

32. Ghast Cave

This smaller cave is lair to the leaders of the ghouls, a pack of ghasts loyal to the duergar. These will lead the ghouls in times of crisis.

There are 12 ghasts here, and they live in much the same squalor as the ghouls.

Ghasts (12) (AC 4, MV 15, HD 4, hp 24 ea, THAC0 17, #ATT 3, D 1-4/1-4/1-8, SA paralyzation (save or be paralyzed for 5-10 rounds), stench (10' radius, save vs poison or attack at -2), SD cold iron does double damage, Protection from Evil only keeps them at bay if used with powdered iron or an iron ring, undead immunities, AL CE, XP 650 ea, Source: Monstrous Manual)

33. Cells

This area is the gaol of the outpost, and it is designed to hold both the rare recalcitrant duergar and more dangerous prisoners.

The gaol hallway is manned by a troop of 8 duergar soldiers which rotate from the stock in Room 2. These have loud whistles they can use to alert those in Room 2 of trouble immediately.

Duergar Gaolers (8) (AC 4, MV 6, HD 2+4, hp 16 ea, THAC0 17, #ATT 1, D by weapon, Weapons footman's pick (Av 1D6+1/2D4 kdD8 +2 vs plate), warhammer (Fa 1/r 2/4/6 1D4+1/1D4 kdD8 +1 vs plate), light crossbow (Av 1/r 12/24/36 1D6+1/1D8+1 kdD6 reduce AC by 2 at medium and 5 at short), Armour chainmail, target shield, SA enlarge 1/day (4th level), invisibility 1/day (4th level), surprise (-2 to opponent's rolls), SD senses (surprised 1 in 10), magic (save vs magic at +4), immune to paralysis, illusion/phantasm spells, poisons, if attacking brightly illuminated foes [i.e. Continual Light] -1 to hit and opponents gain +1 to saves, AL LE, XP 650 ea, Source: Monstrous Manual)

Treasure:

D100sp, D10gp.

A set of 4 iron keys on a key ring sits on a fully enclosed latch hung from the south wall near the doorway to this room. The latch prevents anyone from levitating or telekinesing the keys off of the hook and to the cells.

Each cell is a 10' square affair of solid stone covered by a 1" thick cube of lead and then an inner shell of iron (which is another 2" thick). Each cell has a permanent Dispel Magic on it, and this will essentially attack all potions, magic items, and effects every round. Further, anyone wishing to cast a spell while in a cell or use a spell-like ability or innate magic power must combat the dispel magic effects. The dispels occur as if cast by a 14th level priest.

The cell doors are stone sheathed by lead and iron just as the cell walls. They do not swing out or in and are not hinged, but instead slide into the wall to the left (from the outside facing the door). Each is locked by four locks, though each lock is openable by the same key. However, each cell is glyphed such that anyone opening less than all four locks simultaneously will set off the glyph (of note, the glyph is enscribed just outside of the dispel magic area on the lintel of the doorway).

The glyph will cause a loud shrieker-like wail to sound for 3 rounds. In addition, it will paralyze all within the cell unless they save at -2 versus paralyzation. Such effect will last for 5-10 rounds. The sound of the glyph is what causes the paralyzation effect, and it is focused only intensely enough within the cell to cause this effect, though its wail can be heard throughout this level of the complex. Because the glyph originates outside the dispel magic and because it is effected by the sound, those within the cell will not be shielded from the glyph effects by the permanent dispel magic.

The proper way to open a cell door is to have at least 2 duergar take 4 keys from the key ring and open all four locks simultaneously.

Should there be manacles within a cell, they may be opened by any one of the keys that opens the cell door.

The occupants of each cell are as follows:

A - This cell contains an orc from the ORC LAIR. He has been caught and is being interrogated regarding the intentions of the orcs and how reliable an ally they are for the drow.

The cell is appointed with a tattered rothe fur pallet hopping with vermin, a stone bowl with water in it, a stone covered pot with waste, and a set of iron manacles set into the wall. These manacles bind the orc's wrists together and allow him to range only across half of his cell.

Should this orc be freed, he will aid the party in an escape and then attempt to flee back to his own kind to tell them what he has seen of the duergar.

Orc Warrior [Kurgash] (AC 7 (16 DEX, specialized in 1H fighting style), MV 10, CL Wa/Ro, LV 4/5, hp 42 [16 CON], THAC0 17, #ATT 3/2, D by weapon type (+1 for 16 STR), SA specialized in battle axe (3/2 attacks, +1 to hit, +2 damage), backstab (x3 damage, +4 to hit), SD -1 to hit and morale in direct sunlight, AL LE, XP 1400, Source: Monstrous Manual)

Thief Abilities:

PP 45 OL 35 FRT 15 MS 50 HS 45 DN 35 CW 80 RL 00

Orc Abilities:

60' Infravision, Spot new or unusual construction 35%, spot slopes 25%

NWP:

Alertness, Looting, Set Snares, Tracking, Close-Quarter Fighting

Languages:

Orc, Common, Undercommon, Goblin, Drow Elvish

B = This cell is empty and contains only dried blood on one of the walls and a hook in the wall that perhaps once held manacles.

C = This cell contains a bugbear prisoner captured by the duergar on a recent raid. He is being questioned and the duergar have been fairly brutal in this. The bugbear has had both of his eyes put out and several fingers on each hand hacked off. His fur is matted and his breath comes in gasping wheezes. He is likely not long for the world.

The cell is appointed with a single stone cask filled with spoiled water. Waste and filth reek the cell.

While the bugbear would be grateful for a release, he would not wish to return to drow lands, for he would be tortured and slain by his former masters for being taken alive. He will not be much good for anything and cannot travel far or long, even when cured of his wounds, until he has a long period of rest or a Heal spell cast upon him. If so taken care of, he will actually prove a loyal and grateful companion and will serve masters who treat him well to the end of his days.

This bugbear knows of the DROW OUTPOST and the BUGBEAR LAIR.

Tortured Bugbear [Hasafahl] (AC 10, MV 4 [9 when Healed], HD 3+1, hp 16 [4 currently], THAC0 17, #ATT 1, D by weapon type (+2 due to strength when Healed, -1 to damage otherwise), SA -4 to hit due to current condition, -3 to opponent surprise rolls when Healed, SD hurt and exhausted (unable to engage in prolonged exertions), AL N, XP 120, Source: Monstrous Manual)

D = This cell contains a manacled skeleton of a goblinoid creature (of around 4' in height).

E = This cell contains a drow elf male. He is a prized prisoner, as it is difficult to take them alive. The prisoner is manacled by the wrists and ankles, and these sets are themselves chained on a short set of links so that he may not even stand but must remain seated on his rothe fur pallet. A stone cup filled with water and some dried edible fungus is within reach. The drow's are blindfolded and there are wax plugs in his ears. When the party finds him he will likely be rocking slowly back and forth and singing a drow elvish ditty to himself.

This is Y'arnixr'ey, a lowly male merchant driver who was the subject of a raid by the duergar. His caravan mates were slain or fled but he was knocked unconscious and taken.

As a lowly male and as one now tainted by capture by drow enemies, Y'arnixr'ey knows that should he return to his home he will be tortured, enslaved, or put into the arena. As such, he is entirely not for returning home, and he will only bargain with the party if they allow him his freedom (upon which he will go rogue and try to find a place to dwell by himself).

If forced to accompany the party, he will attempt to escape at all opportunity, becoming ever more frantic as the drow lands are approached. Like all of his kind, he is treacherous and cunning and will betray any word given whenever it suits his purposes.

Y'arnixr'ey will not tell the party what his station or house affiliation is, as he considers himself now cut off from drow society.

Drow Merchant [Y'arnixr'ey] (AC 10, MV 12, HD 2, hp 10, THAC0 19, #ATT 1, D by weapon type, SA standard elven abilities, drow powers, SD +2 to surprise rolls) expecting attack), +2 saves vs magic, -2 to DEX and attack rolls in bright light, -2 to attack and +2 to opponent save if target in bright light, MR 54$, AL CE, XP 650, Source: Monstrous Manual)

Drow Abilities:

Dancing Lights 1/day
Faerie Fire 1/day
Darkness 1/day

F = This cell contains a deep gnome female. She and her child were taken unawares by the duergar and she is being held here as a hostage for the chance that, at some future date, the duergar may need something from the svirfneblins. The child was taken into slavery and now serves on level 3.

Deep Gnome Female (Pandaramaron) (AC 9 (15 DEX), MV 9, HD 3+6, hp 25, THAC0 17, #ATT 1, D by weapon, SA surprise opponents 90%, +2 to hit with special darts (40' range), SD detect underground features (slopes 5 in 6, depth 4 in 6, direction 3 in 6, unsafe stonework 7 in 10), +3 save vs all except poison, +2 save vs poison, illusionist powers, 90% friendly to elemental earth creatures, freeze in place (60% undetectable if still), surprise 1 in 10, MR 20%, AL N(G), XP 420, Source: Monstrous Manual)

Illusionist Powers:

Non-detection (constant)
Blindness 1/day
Blur 1/day
Change Self 1/day

Pandaramaron is devoted to finding her son and will not leave the outpost without him. If the son is slain and proof is brought to her she will become inconsolable and take on a fatalistic air. Only by rescuing her son will she consent to leave the outpost.

Should she and/or her son be brought to other deep gnomes, she will speak on behalf of the party and it is likely they will be favourably inclined to aid the party.

G = This cell is empty and clean of all debris. A pair of iron manacles hangs from a ring set into the wall.

H = This cell holds a largish iron cage, some 3' square. The cage has no lock and is forged shut. Within are entrapped 4 jermlaine. These are captured from the JERMLAINE WARRENS and if freed they will seek to abandon their rescuers and make for their home. The duergar keep them simply because although they do not make good slaves, they might prove useful at some future date.

Jermlaine (4) (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)

I = This cell contains a very dangerous captive, a drider priest taken in a skirmish with the drow. The drider is without its unholy symbol, which means many of its spells are useless, and it has been fed only a bare minimum of blood, which has kept it weak and low on hit points.

Nevertheless, the beast is manacled by special chains of tempered steel that claps its wrists together before it and clasp all eight of its spidery legs into a cinch underneath its body. Thus the drider is unable to rise. Its mouth is covered by an iron muzzle that stops it from biting, casting verbal spells, or spitting poison.

Should the drider be set free, it will at first seek to slay as many duergar as it can find. Lacking this, it will then likely try to flee the complex to brood angrily on its misfortunes. However, if it deems that it can slay a party members quickly and easily and to some gain, it will not hesitate to do so.

Drider (AC 3, MV 12, CL Pr, LV 6, HD 6+6, hp 44 [15 current], THAC0 13, #ATT 2 or 1, D by weapon type x2 (with +1 to damage due to STR 17) or 1-4 (bite), SA +1 to hit (17 STR), poison bite (save at -2 or be paralyzed for 1-2 turns), spit poison on weapons (same as bite), SD immune to poison, +4 save vs fear, no morale checks, MR 15%, Spell Points: 59 (13 WIS), AL CE, XP 5000, Source: Monstrous Manual)

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

Detect Magic (4), Command (4), Cure Light Wounds (4), Dispel Fatigue (4), Invisibility to Undead (4), Create Unholy Symbol (10), Aid (6), Dispel Magic (10), Animate Dead (10), 3 free orisons (3)

J = Occasionally, pounding can be heard thundering upon this cell door from the inside.

The stone veneer of this cell has been magicked away by its inhabitant, exposing the metal shell. Within the cell is a bi-nou, taken from the FUNGUS GROTTO cavern. It is hostile and will care nothing for its rescuers, attacking them on sight.

There are no furnishings here and no apparent means to provide food to the bi-nou, but it also seems as if the beast may not need eat or drink.

Bi-nou (AC 1, MV 6, HD 5+5, hp 30, THAC0 15, #ATT 2, D 1-8/1-8, SA squeeze (if both claws hit the bi-nou squeezes for 1-8 per round until the victim frees itself with a bend bars roll), camouflage (70% unnoticed underground), powers, SD powers, immune to blinding effects, immune to mind-affecting and psionic attacks, Passwall stuns them for D4 rounds, Rock to Mud kills instantly, Stone Shape casts as a Heal spell, MR 20%, AL CE, XP 975, Source: Monstrous Compendium 2)

Bi-nou Powers (at 10th level, each usable 1/day): Slow, Dig, Stone Shape, Wall of Stone

K = This cell is empty and contains a rough fur pallet and two pairs of manacles, each set into an iron ring bound into the wall of the cell.

34. Storage Chamber

This chamber is full of weapons for the duergar. There is essentially an unlimited (as far as the party should be concerned) supply of warhammers, footman's picks, spears, light crossbows, crossbow bolts, tough leather quivers, short swords, etc. These are all set neatly upon stone weapon racks. Also here are various weapon care items, including crossbow strings, whetstones, metal polish, et al.

35. Storage Chamber

Stacked in neat piles or within orderly blocks of stone crates and bins are a myriad of miscellaneous supplies for the duergar. These include ropes, iron spikes, boots, cloaks, razors, torches, tinder and flint, steeder harnesses and saddles, rags, cloths, belts, girdles, tunics, trousers, leggings, pumice, unguents, salves, etc.

36. Storage Chambers

Intended as a reserve for a siege, this room contains non-perishable foodstuffs. Included are various well-preserved dried meats, dried fish, dried fungus, salt bins, spore-nuts (nuts from mushrooms), etc. All of it is edible and can be treated as iron rations. There is enough food here for 300 man-months on standard rations, twice that on reserve rations.

37. Well Rooms

Although these rooms are protected by secret doors, all duergar in the outpost know of their existence. These are the well rooms and serve the water needs of the top two levels of the outpost. They are not well watched since the duergar are immune to poison, but they are a tactically vital location for the outpost since the duergar priests are unable to create food and water magically.

Within is a deep stone shaft, sinking some 200' into the stone below. These shafts are between 1/2 and 3/4 filled with clean water, depending upon the time of year and the availability of runoff from the surface. A cunning network of small channels and stone pipes brings the water from their natural courses through the rocks to the well.

Each well also has 4 buckets on long 200' chains attached to iron hand cranks. These are used to gather water.

Finally, each well is equipped with a metal cover which slides in grooves cut along the top of the well rim which allows for even a single duergar to open and close it.

The rims of the wells are stone and are 1' high.



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