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

 

Level Three - This level serves as the entrance to the duergar lands proper as well as the crafts halls of the outpost. Here, mining is done and fungus gardens provide nourishment for the outpost. Rothe herds are also kept here.

Dashed lines on the map indicate sections where pits and drops from level 2 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 area and its inhabitants are prone to wander from place to place as is applicable to their daily function.

1. Entry Cavern

This large cavern is some 35' to 45' high and its floor is relatively clean of debris and structures. The ceiling bears a smattering of stalactites, but the longer ones have clearly been shorn so that they do not interfere with traffic.

The cavern is accessed from level 2 via two long stone stairways that descend from level 2 above. These make a ninety-degree turn before finding egress in the barracks.

In general, this room is empty. However, a strange oily smelling zephyr appears to emanate from the passageway leading to Room 2. The entryway to this passage is an arch carved with Duergar Runes.

The elevator room (Room 6) descends into this cavern, and its walls are as noted on the map. The doorways are only present if the room is at this level. Otherwise they are open archways looking into the elevator shaft.

2. Cave of the Blades

This small cavern is a gate to the lair of some rather powerful allies of the duergar. The gate sits in the cave at the end of the passageway from Room 1, and it appears as a permanent Blade Barrier spell, except that within the center of the razor sharp vortex can be seen an opening to a strange bleak forest which trees are scored by cuts and which seem to bleed red blood. Between the trees can be seen a fell tower adorned with gleaming metal blades and sharp spires.

The gate leads to a realm within the Astral Plane from whence the bladelings come. Long have the bladelings and the duergar been allies, finding common understanding in their outlooks on life and their respect for nation and territory. In addition, as the bladelings fight with the tanar'ri favoured by the drow, these two allies invoke the "enemy of my enemy" principle.

The gate acts in all ways like a Blade Barrier spell and may not be dispelled or shut as its enchantments are too powerful and are maintained by the bladelings, not by the duergar. The former may close the gate at will, but in doing so the gate will disappear and may not be easily reopened.

Should the party seek to enter the gate, having survived the Blade Barrier, they will find themselves in the Forest of Blood on a demi-plane that houses the Tower of Zoronor, where the bladelings dwell.

Such an excursion is beyond the scope of this adventure, but suffice to say that Zoronor is inhabited by the following bladelings:

The Bladeling Queen (a 11th level Warrior/Priestess)

The Bladeling High Priestess (a 10th level Priestess)

The Bladeling Archimage (a 11th level Conjurer)

The High General (a 10th level Warrior/Conjurer)

20 Priestesses (from 2nd to 8th level)

40 Adepts (1st level Priestesses)

24 Mages (from level 2 to level 8 Conjurers)

12 Apprentices (1st level Conjurers)

150 High Warriors (from level 5 to level 8 Warriors)

500 Warriors (from level 2 to level 4 Warriors)

50 War Mages (Warrior/Conjurers of level 2/2 to level 8/8)

35 War Priestesses (Warrior/Priests of leve1 2/2 to 8/8)

1000 Bladelings (2 HD workers)

The bladelings have the ability to look through the gate and to hear through it as well. Should the duergar alarm be raised, and should duergar come into Room 2 and request aid, aid will be sent. The aid will be commensurate to the threat, and it is possible if a first group is defeated, another will be sent.

A total of 3 bladelings may emerge from the gate per round, and they can stand within the blades without suffering any harm.

In general, for a party of adventurers attacking, the bladelings are likely to send the following strike force:

Bladeling High Warrior (1) (AC 2, MV 12, CL Wa, LV 8, HD 8, hp 68, THAC0 13, #ATT 2, D 1-6/1-6, SA razor storm (3-12 damage in a 15' radius, save vs breath for half damage, AC in front torso decreases to 6, attacks hitting front torso do double damage [fire and cold do normal], MR drops to 5%, torso re-grown D4 days later), SD immune to rust, acid, and corrosion, immune to normal piercing missiles or bladed weapons, half damage from fire and cold, heat metal causes double damage, immune to other heat spells, MR 10%, AL LE(N), XP 1400, Source: Monstrous Compendium 3)

Bladeling Warrior Mage (1) (AC 2, MV 12, CL Wa/Wi [Conjurer], LV 8/8, HD 8, hp 58, THAC0 13, #ATT 2, D 1-6/1-6, SA razor storm (3-12 damage in a 15' radius, save vs breath for half damage, AC in front torso decreases to 6, attacks hitting front torso do double damage [fire and cold do normal], MR drops to 5%, torso re-grown D4 days later), -1 to opponent saves vs Conjuration/Summoning, SD +1 save vs Conjuration/Summoning, immune to rust, acid, and corrosion, immune to normal piercing missiles or bladed weapons, half damage from fire and cold, heat metal causes double damage, immune to other heat spells, MR 10%, Spell Points: 135 (16 INT), AL LE(N), XP 2000, Source: Monstrous Compendium 3)

Spells Memorized:

Grease (4), Hold Portal (4), Chromatic Orb (4), Reduce (4), Burning Hands (4), Charm Person (4), Acid Arrow (6), Glitterdust (6), Summon Swarm (6), Levitate (6), Invisibility (6), Flame Arrow (10), Dispel Magic (10), Dispel Magic (10), Slow (10), Minute Meteors (10), Black Tentacles (15), Vitriolic Sphere (15), 1 free cantrip (1)

Bladeling Warrior Mages (4) (AC 2, MV 12, CL Wa/Wi [Conjurer], LV 4/4, HD 4, hp 36 ea, THAC0 17, #ATT 2, D 1-6/1-6, SA razor storm (3-12 damage in a 15' radius, save vs breath for half damage, AC in front torso decreases to 6, attacks hitting front torso do double damage [fire and cold do normal], MR drops to 5%, torso re-grown D4 days later), -1 to opponent saves vs Conjuration/Summoning, SD +1 save vs Conjuration/Summoning, immune to rust, acid, and corrosion, immune to normal piercing missiles or bladed weapons, half damage from fire and cold, heat metal causes double damage, immune to other heat spells, MR 10%, Spell Points: 40 (16 INT), AL LE(N), XP 420 ea, Source: Monstrous Compendium 3)

Spells Memorized:

Grease (4), Chromatic Orb (4), Spook (4), Burning Hands (4), Choke (6), Acid Arrow (6), Mirror Image (6), Ray of Enfeeblement (6)

Bladeling Warrior Priestess (1) (AC 2, MV 12, CL Wa/Pr, LV 8/8, HD 8, hp 70, THAC0 13, #ATT 2, D 1-6/1-6, SA razor storm (3-12 damage in a 15' radius, save vs breath for half damage, AC in front torso decreases to 6, attacks hitting front torso do double damage [fire and cold do normal], MR drops to 5%, torso re-grown D4 days later), SD immune to rust, acid, and corrosion, immune to normal piercing missiles or bladed weapons, half damage from fire and cold, heat metal causes double damage, immune to other heat spells, MR 10%, Spell Points: 110 (16 WIS), AL LE(N), XP 2000, Source: Monstrous Compendium 3)

Spells Memorized [All (Major), Combat (Major), Law (Major), Guardian (Major), Healing (Minor), Astral (Minor), Protection (Minor)]:

Bless (4), Command (4), Protection from Chaos (4), Light (4), Cure Light Wounds (6), Sanctuary (6), Hold Person (6), Silence 15' radius (6), Dispel Magic (10), Dictate (10), Prayer (10), Etherealness (15), Neutralize Poison (22), 3 free orisons (3)

Bladeling Warrior Priestesses (3) (AC 2, MV 12, CL Wa/Pr, LV 4/4, HD 4, hp 34 ea, THAC0 17, #ATT 2, D 1-6/1-6, SA razor storm (3-12 damage in a 15' radius, save vs breath for half damage, AC in front torso decreases to 6, attacks hitting front torso do double damage [fire and cold do normal], MR drops to 5%, torso re-grown D4 days later), SD immune to rust, acid, and corrosion, immune to normal piercing missiles or bladed weapons, half damage from fire and cold, heat metal causes double damage, immune to other heat spells, MR 10%, Spell Points: 45 (16 WIS), AL LE(N), XP 420 ea, Source: Monstrous Compendium 3)

Spells Memorized [All (Major), Combat (Major), Law (Major), Guardian (Major), Healing (Minor), Astral (Minor), Protection (Minor)]:

Bless (4), Command (4), Cure Light Wounds (6), Protection from Chaos (4), Endure Heat (6), Silence 15' radius (6), Hold Person (6), Aid (6), 3 free orisons (3)

Bladeling High Warriors (6) (AC 2, MV 12, CL Wa, LV 6, HD 6, hp 50 ea, THAC0 15, #ATT 2, D 1-6/1-6, SA razor storm (3-12 damage in a 15' radius, save vs breath for half damage, AC in front torso decreases to 6, attacks hitting front torso do double damage [fire and cold do normal], MR drops to 5%, torso re-grown D4 days later), SD immune to rust, acid, and corrosion, immune to normal piercing missiles or bladed weapons, half damage from fire and cold, heat metal causes double damage, immune to other heat spells, MR 10%, AL LE(N), XP 650 ea, Source: Monstrous Compendium 3)

Bladeling High Warriors (12) (AC 2, MV 12, CL Wa, LV 5, HD 5, hp 44 ea, THAC0 15, #ATT 2, D 1-6/1-6, SA razor storm (3-12 damage in a 15' radius, save vs breath for half damage, AC in front torso decreases to 6, attacks hitting front torso do double damage [fire and cold do normal], MR drops to 5%, torso re-grown D4 days later), SD immune to rust, acid, and corrosion, immune to normal piercing missiles or bladed weapons, half damage from fire and cold, heat metal causes double damage, immune to other heat spells, MR 10%, AL LE(N), XP 420 ea, Source: Monstrous Compendium 3)

Bladeling Warriors (15) (AC 2, MV 12, CL Wa, LV 4, HD 4, hp 37 ea, THAC0 17, #ATT 2, D 1-6/1-6, SA razor storm (3-12 damage in a 15' radius, save vs breath for half damage, AC in front torso decreases to 6, attacks hitting front torso do double damage [fire and cold do normal], MR drops to 5%, torso re-grown D4 days later), SD immune to rust, acid, and corrosion, immune to normal piercing missiles or bladed weapons, half damage from fire and cold, heat metal causes double damage, immune to other heat spells, MR 10%, AL LE(N), XP 270 ea, Source: Monstrous Compendium 3)

Bladeling Warriors (25) (AC 2, MV 12, CL Wa, LV 3, HD 3, hp 22 ea, THAC0 17, #ATT 2, D 1-6/1-6, SA razor storm (3-12 damage in a 15' radius, save vs breath for half damage, AC in front torso decreases to 6, attacks hitting front torso do double damage [fire and cold do normal], MR drops to 5%, torso re-grown D4 days later), SD immune to rust, acid, and corrosion, immune to normal piercing missiles or bladed weapons, half damage from fire and cold, heat metal causes double damage, immune to other heat spells, MR 10%, AL LE(N), XP 175 ea, Source: Monstrous Compendium 3)

Bladeling Mages (2) (AC 2, MV 12, CL Wi [Conjurer], LV 6, HD 6, hp 42 ea, THAC0 15, #ATT 2, D 1-6/1-6, SA razor storm (3-12 damage in a 15' radius, save vs breath for half damage, AC in front torso decreases to 6, attacks hitting front torso do double damage [fire and cold do normal], MR drops to 5%, torso re-grown D4 days later), -1 to opponent saves vs Conjuration/Summoning, SD +1 save vs Conjuration/Summoning, immune to rust, acid, and corrosion, immune to normal piercing missiles or bladed weapons, half damage from fire and cold, heat metal causes double damage, immune to other heat spells, MR 10%, Spell Points: 80 (16 INT), AL LE(N), XP 650 ea, Source: Monstrous Compendium 3)

Spells Memorized:

Grease (4), Grease (4), Burning Hands (4), Chromatic Orb (4), Acid Arrow (6), Summon Swarm (6), Invisibility (6), Mirror Image (6), Dispel Magic (10), Flame Arrow (10), Hold Person (10), Band of Sirellyn (10)

Bladeling Mages (2) (AC 2, MV 12, CL Wi [Conjurer], LV 4, HD 4, hp 32 ea, THAC0 17, #ATT 2, D 1-6/1-6, SA razor storm (3-12 damage in a 15' radius, save vs breath for half damage, AC in front torso decreases to 6, attacks hitting front torso do double damage [fire and cold do normal], MR drops to 5%, torso re-grown D4 days later), -1 to opponent saves vs Conjuration/Summoning, SD +1 save vs Conjuration/Summoning, immune to rust, acid, and corrosion, immune to normal piercing missiles or bladed weapons, half damage from fire and cold, heat metal causes double damage, immune to other heat spells, MR 10%, Spell Points: 40 (16 INT), AL LE(N), XP 270 ea, Source: Monstrous Compendium 3)

Spells Memorized:

Grease (4), Chromatic Orb (4), Spook (4), Burning Hands (4), Choke (6), Acid Arrow (6), Mirror Image (6), Ray of Enfeeblement (6)

Bladeling Priestesses (2) (AC 2, MV 12, CL Pr, LV 6, HD 6, hp 38 ea, THAC0 15, #ATT 2, D 1-6/1-6, SA razor storm (3-12 damage in a 15' radius, save vs breath for half damage, AC in front torso decreases to 6, attacks hitting front torso do double damage [fire and cold do normal], MR drops to 5%, torso re-grown D4 days later), SD immune to rust, acid, and corrosion, immune to normal piercing missiles or bladed weapons, half damage from fire and cold, heat metal causes double damage, immune to other heat spells, MR 10%, Spell Points: 75 (16 WIS), AL LE(N), XP 650 ea, Source: Monstrous Compendium 3)

Spells Memorized [All (Major), Combat (Major), Law (Major), Guardian (Major), Healing (Minor), Astral (Minor), Protection (Minor)]:

Bless (4), Detect Magic (4), Cure Light Wounds (6), Command (4), Silence 15' radius (6), Aid (6), Prayer (10), Dispel Magic (10), Dictate (10), Etherealness (15)

Bladeling Priestesses (2) (AC 2, MV 12, CL Pr, LV 4, HD 4, hp 28 ea, THAC0 17, #ATT 2, D 1-6/1-6, SA razor storm (3-12 damage in a 15' radius, save vs breath for half damage, AC in front torso decreases to 6, attacks hitting front torso do double damage [fire and cold do normal], MR drops to 5%, torso re-grown D4 days later), SD immune to rust, acid, and corrosion, immune to normal piercing missiles or bladed weapons, half damage from fire and cold, heat metal causes double damage, immune to other heat spells, MR 10%, Spell Points: 45 (16 WIS), AL LE(N), XP 270 ea, Source: Monstrous Compendium 3)

Spells Memorized [All (Major), Combat (Major), Law (Major), Guardian (Major), Healing (Minor), Astral (Minor), Protection (Minor)]:

Bless (4), Command (4), Cure Light Wounds (6), Protection from Chaos (4), Endure Heat (6), Silence 15' radius (6), Hold Person (6), Aid (6), 3 free orisons (3)

Bladelings (50) (AC 2, MV 12, HD 2, hp 12 ea, THAC0 19, #ATT 2, D 1-6/1-6, SA razor storm (3-12 damage in a 15' radius, save vs breath for half damage, AC in front torso decreases to 6, attacks hitting front torso do double damage [fire and cold do normal], MR drops to 5%, torso re-grown D4 days later), SD immune to rust, acid, and corrosion, immune to normal piercing missiles or bladed weapons, half damage from fire and cold, heat metal causes double damage, immune to other heat spells, MR 10%, AL LE(N), XP 120 ea, Source: Monstrous Compendium 3)

3. The Automatons

The duergar are, like most dwarves, fascinated with machinery and mechanisms, and they have bent their arcane studies in this direction. To that end, they have perfected the automatons. While in standard AD&D these automatons are called triobrands after the wizard who controlled them and made them, in Therra these constructs are the province of the duergar.

In all other ways these operate as listed in the Monstrous Compendium Volume 2. They are controlled by magical Rings of Automata which is worn by the master of this level. These rings are designed especially for duergar, and as such when worn by another race, the magic of the ring fades until once again donned by a duergar.

For dwarves the rings fade in a day. For Humans and halflings and gnomes in D12 hours. For Elves in D12 rounds. For most other creatures, in D12 turns. A faded ring only regains its power after having been worn by a duergar for over a week. The Master Ring can override the others.

In this niche dwells a war machine of the duergar, a large metallic scorpion-like mechanism called a Thanatar. While a construct and mindless, these possess some innate instincts and as such merely telling one to guard against intruders is often enough instruction for the thing to perform effectively. This particular construct does just that, and will likely seek to attack party members not accompanied by a duergar.

Thanatar Automaton (AC 0, MV 12, HD 12, hp 81, THAC0 9, #ATT 3, D 1-20/1-20/1-12, SA hold (hit with a pincer holds unless victim makes a bend bars roll, otherwise pincer damage every round and cannot escape until freed), gas (if both pincers hit can project a sleep gas, save vs poison for fall unconscious for 2-8 hours), SD immune to nonmagical edged weapons, half damage from nonmagical blunt and magical edged weapons, immune to acid, half damage from fire and heat, immune to mind affecting spells and illusions, MR 25%, AL N, XP 9000, Source: Monstrous Compendium 2)

4. Caravansary

This area is the forming place of duergar caravans heading into the Empire as well as those arriving to the outpost. There is usually a cluster of pack beasts here, including a dozen steeders and half a dozen pack lizards. These are usually laden and loitering between this area and the main cavern (Room 5).

Crates and bags and barrels and the like, all made of stone or metal, lie stacked in piles here, many of them bearing the runes of their merchant guilds. The containers hold mostly foodstuffs, spare parts for armour and weaponry, and personal items for the outpost.

Along with the pack beasts, at least half a dozen duergar merchants are usually here, registering their cargo and collecting payment or tablets of credit.

The caravansary itself is run by a team of 4 duergar, elderly merchants who are too old to travel the roads of the Empire and now "count beans". These dwell within the small stone structure set into this area. The structure is a blockhouse with no windows and a single iron door which is locked (each of the counters has a key). Within are the sleeping and eating quarters of the counters as well as their stash of treasure and the ledgers and credit chits of the caravansary.

Duergar Counters (4) (AC 8, MV 6, HD 2+4, hp 13 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 leather, 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:

3D100sp, D100gp.

Duergar Merchants (6) (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:

2D100sp, 3D10gp, D6 pieces of semi-ornamental jewelry worth D100gp each.

Steeder Spiders (12) (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)

The spiders are accoutered with tethers and harness for bearing saddlebags and containers.

Giant Footpad Lizards (6) (AC 6, MV 12 cl 6, HD 2+1, hp 11 ea, THAC0 19, #ATT 1, D 1-6, SD climb walls (with rider cannot traverse more than 60 degree slope), AL N, XP 120 ea, Source: Mystara Monstrous Compendium)

5. Main Cavern

This large cavern is between 45' and 55' high and its floor is well leveled and the ceiling devoid of most protrusions, save the giant supporting columns marked on the map.

This cavern is not the dwelling place of any inhabitants, rather being the main crossway between the gate and the rest of the outpost. As such, the floor is scoured with the traffic of many years and well-worn paths can be espied traversing the cavern.

There is almost always activity in the cave, consisting of duergar coming and going or merchants heading to and from the gate.

A few tame bats perch from the ceiling, these being of ordinary size and usually clustered around the tops of the columns.

The secret door to the northeast, leading via passageway to Room 9, is activated by pressing upon a nearby stone knob.

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. The Main Gates

These are the main gates that lead to the Duergar Empire. As such, they represent the final line of defense of the outpost. In addition, the gates are manned to prevent intrusion from without as well, since there are many tunnels and ways leading into the duergar homeland that do not cross this outpost.

The gates are an amazing work, being of thick iron gilded with silver, gold, and even mithril. The engravings on the gates, both on this side and the other, show duergar triumphant in battle against Lolth herself, recognizable as a huge black widow spider with a drow head and arms.

The gates are easily 40' high and 35' wide and some 1' thick. They are also imbued with a sheeting core of lead to prevent certain magicks from working through the valves. Unlike the gates above, however, these are not anti-magicked. Instead, the gates are locked by a means that tends to foil most normal opening spells, for the gates are actually highly modified iron golems!

The "locks" of the gates are actually the hands of the two golems, reaching to each other and clasping tightly, with a strength to match a very strong giant (24 STR). No Knock spell of other normal means of opening the gates will prevail here, though methods of affecting golems can have an effect, on the discretion of the DM.

The gates can also be attacked and destroyed, but these golems are much stronger than their normal counterparts.

Iron Gate Golems (2) (AC -3, MV 0, HD 36, hp 180 ea, THAC0 3, #ATT 1 (2), D 4-40, SA gas cloud (once every 7 rounds may breathe gas similar to a green dragon breath, save vs breath or suffer 12D6+6 damage, save means half damage, breath covers a 35' wide cloud 45' high and 50' deep, breath emerges from the Lolth carving and may be done on either side of the gate), SD slowed by magical electrical attacks, healed by magical fire (1 hit point healed for each die of damage done), +3 or better weapon to hit, immune to edged or piercing weapons, immune to almost all spells,. AL N, XP 35000 ea, Source: Special)

Each gate can manifest four arms, two on each side. In emergencies, two arms on the side not being attacked usually clasp the arms of the other door as a bar while the 2 arms on the side being assaulted pound at enemies. The arms have a combat reach of 3 squares (15').

The gates will obey the gate commander, each of the level masters, the Commander-in-Chief and any duergar priest of 6th level or better. They will not tend to attack intruders unless the gates themselves are assaulted, otherwise preferring to simply let their function as large massive gates speak for themselves.

Should the gate commander or any of the level masters or the Commander-in-Chief be killed, the gates will automatically recognize whichever duergar is next in line to succeed the fallen one. This is done automatically and without any sort of ritual.

Any assault on the gates will bring a response from the gate guards in Room 8 and Room 9.

8. Gate Guard

This smallish cave is the home of one half of the gate guard, which is commanded to the manning of the gate at Room 7. These are under the command of the gate commander in Room 9, and this garrison is composed of 24 duergar soldiers and commanded by 3 warleaders, 1 captain, and a warpriest.

The door to this cave is iron and barred from the inside. Set into the door and along the entire length of the wall facing out into the hallway at Room 7 are arrowslits which have been crossletted for the firing of crossbows.

Within the cave, which has been smoothed out, are rothe fur pallets enough for the entire garrison as well as a stone table and chairs, barrels for s store of water, several stone bins with food, and a privy set off in one corner. The furnishings are quite spartan but this is by design, for the gate guard is supposed to be on active watch and have no other distractions. The assignation to gate guard is on a rotating basis from the barracks on the level above, and each group serves for a month here before returning to regular duty.

Duergar Soldiers (24)(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 (3) (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 Captain (AC 1, MV 9, CL Wa, LV 7, hp 66 [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, Source: Monstrous Manual)

Magic Items:

Potion of Healing

Potion of Invulnerability

Potion of Fire Breathing

Treasure:

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

Duergar Warpriest (AC 2, MV 9, CL Wa/Pr, LV 6/6, hp 53 [CON 16], THAC0 15, #ATT 3/2 or 1, D by weapon type (+1 for STR), 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 (12th level), invisibility 1/day (12th 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: 70 (15 WIS), AL LE, XP 5000, Source: Monstrous Manual)

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

Bless (4), Strength of Stone (6), Cure Light Wounds (6), Sanctuary (6), Hold Person (10), Chant (6), Resist Fire (10), Dispel Magic (10), Dispel Magic (10), 2 free orisons

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)

Magic Items:

Potion of Extra-healing

Scroll with Priest Spells at 9th level: Recitation, Flame Strike, Dimensional Anchor

Ring of Automata (see Room 3)

Treasure:

D100gp, adamantine holy symbol worn on the neck (shaped like a triple flail)

9. Gate Guard

This chamber holds the other half of the gate guard, along with the overall gate commander. The chamber is appointed as described for Room 8, except that the gate commander position is not rotated, and so there is a small area partitioned from the main portion of the cavern via rothe furs (this area is adjacent to the wall marked with a secret door) where the commander dwells.

Within this screened off area is a rothe fur bed of iron, an iron wardrobe, a weapon rack, a small stone table and chairs, and an iron chest. A secret door in the south wall of this chamber opens onto a small passageway that emerges via another secret door into Room 5.

The wardrobe holds the commander's uniforms and other clothing. The weapon rack stores his weapons. The chest is locked and holds the commander's personal wealth, including 1500gp, 2000sp, a gold plate etched with a spider in its center studded with jet and onyx (of drow make and worth 5000gp).

All of the gate guards know of this secret door, and it can be used to get messages or warnings to the upper levels.

Some 24 duergar soldiers dwell here, along with 3 warleaders, the commander, and a warpriest.

Duergar Soldiers (24)(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 (3) (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 Captain (AC 1, MV 9, CL Wa, LV 7, hp 68 [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, Source: Monstrous Manual)

Magic Items:

Potion of Healing

Potion of Stone Giant Strength

Potion of Flying

Treasure:

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

Duergar Warpriest (AC 2, MV 9, CL Wa/Pr, LV 6/6, hp 53 [CON 16], THAC0 15, #ATT 3/2 or 1, D by weapon type (+1 for STR), 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 1D4/1Dd4+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 (12th level), invisibility 1/day (12th 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: 70 (15 WIS), AL LE, XP 5000, Source: Monstrous Manual)

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

Bless (4), Strength of Stone (6), Cure Light Wounds (6), Sanctuary (6), Hold Person (10), Chant (6), Resist Fire (10), Dispel Magic (10), Dispel Magic (10), 2 free orisons

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)

Magic Items:

Potion of Extra-healing

Rod of Fear (as wand but casts at 12th level) with 12 charges shaped like a ghast's head

Ring of Automata (see Room 3)

Treasure:

D100gp, adamantine holy symbol worn on the neck (shaped like a triple flail)

Duergar Commander (AC 0, MV 12, CL Wa, LV 8, hp 94 [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+1/2D4 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, 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 Speed

Amulet of Protection from Normal Missiles (invoked 1/week for 1 turn)

Master Ring of Automata (see Room 3 and Room 10)

Treasure:

10xD100gp, silver diadem mounted with sapphires and diamonds worth 15,000gp, key to chest in dwelling area

10. The Central Bridge

A swift, cold subterranean stream flows through the cavern at this point. The water is extremely fast flowing and anyone falling in should be subject to the same cold and drowning rules as in the BRIDGE section of the Entrance to the Underdark.

A single bridge spans the river. This is of sturdy duergar construction and forms a slight arch at its apex. The structure is made of stone and must have been partially formed by magic, as it seems to meld at both ends into the stone floor of the cavern.

The bridge has a 3' high stone railing on either side, being a small wall with no adornments.

The bridge is actually imbued with a magical property. The wearer of the Master Ring of Automata (see Room 9) may command the bridge to shunt into the ethereal plane. Only the bridge so shunts. Anything on the bridge is instantly dumped into the river. The same ring wearer may also return the bridge. This power requires a command word known only to the high priest and the various masters of the level (i.e. the level masters, the gate commander, and the Commander-in-Chief). The bridge may be phased or unphased once in a single round and doing so is a FAST action. The range to phase the bridge is unlimited.

11. Under Commons

This large cavern is over 60' high at its center, and some 45' high at its edges. Like Room 5, its floor is smooth and its ceiling relatively clear except for the large supporting columns shown on the map. Small clusters of bats dwell on the ceiling within the protective shadows of the column tops.

Although no creature or guardian dwells here, this place is subject to a lot of traffic with the coming and goings of the miners and crafts-duergar. As such, it is rarely empty for long periods of time.

To the west of the cave is an area penned in by an iron fence some 10' high, with each bar set 4" from the other. A gate is set as indicated on the map. This is barred from the outside but not locked.

Within the pen is a herd of some 240 rothe of all ages (assume 150 adult and 90 young). These are the duergar private herd, though they try to supplement this with others gathered from the hunt. The rothe are used for food, furs, tanning, etc.

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

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

12. Mining Automatons

At this small indentation set in the Under Commons (Room 11) are parked several automatons that assist in the duergar mining operations.

These automatons are passive unless specifically directed into action by a ring holder (see Room 3) or unless attacked or molested.

While these automatons take the form and characteristics of triobrand's automatons from the Monstrous Compendium 2, they are somewhat different in the World of Therra (see Room 3 for notes).

There are 6 ferragam automatons parked here. While normally ferragams have a hammer hand and a grasping hand, these specific models are constructed for mining and have a large mining pick for one hand and a scoop or shovel for the other.

Ferragam Automaton (6) (AC 4, MV 6, HD 5, hp 40 ea, THAC0 15, #ATT 2 + special, D 2-7/2-5, SA acid spray (every other round 6/day, 1 target at range 2/4/6 which does 2-12 damage, if the attack would have hit without a non-magical shield then it hits the shield, if it doesn't hit the shield but it would have hit without non-magical armour and shield, then it hits armour, SD immune to heat, half damage from edged or piercing weapons, immune to all mind-affecting attacks, MR 10%, XP 1400 ea, Source: Monstrous Compendium 2).

13. Mining Camp

While mining is not the primary function of the Outpost, the duergar have managed to find some valuable veins in the vicinity and so mining has taken place.

This cavern is uncluttered by stalagmites and stalactites, but does possess supporting columns as shown on the map. The ceiling is 35' high.

The mining camp is here, consisting of metal huts each 10' square and accessible via a single door blocked off by a rothe fur curtain. Within each hut are crude accommodations for duergar miners. 4 miners dwell within each hut, which contains rothe fur pallets, trunks for personal effects, a small table and chairs, and shelves for personal items.

A larger 20' square hut holds a mess hall (food is brought from the kitchen on level 2), while another holds privies.

A third larger hut holds the quarters of the Master of the Mines, the duergar responsible for the mining operations.

A total of 10 smaller huts are here, clustered around the two non-privy larger huts. The privies are located to the far northeast.

At any given time, half of the duergar miners will be here, and they mostly eating and sleeping. The rest will be working in the mines (Room 14).

Duergar Miners (40)(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 (in addition, each has 2D8 raw uncut gems in their huts worth D6gp each).

Master of the Mines (AC 4, MV 6, HD 4+8, hp 32, 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 (8th level), invisibility 1/day (8th 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, Source: Monstrous Manual)

Magic:

Ring of Automata (see Room 3)

Wand of Metal and Mineral Detection with 26 charges

Potion of Treasure Finding

Potion of Poison (save vs poison or die) that looks exactly the same and is marked the same with duergar runes as the Potion of Treasure Finding (the Master of Mines keeps them straight by location in his pouch, but also being immune to poison he has little worry of a mix-up)

Treasure:

A beard chain of platinum studded with sapphires worth 7500gp (may also be worn in hair), a golden ring inset with amber with a bug trapped within worth 1500gp (twice that in the Underground, as such things are rarer than on the surface), 600gp, 100pp, key to the chest in his hut (he also keeps 50 uncut gems in a chest in his hut worth d100gp each as well as gem cutting tools).

14. Mines

These three passages lead into the duergar mines. The mines are fairly extensive and form a rather bewildering maze that roams for a good 2 miles to the west and a mile north and south. There are indeed some tunnels made by boring creatures that would allow the party to eventually re-enter the non-duergar Underdark passages, but it is left to the DM to improvise this. The duergar miners know the mines intimately, and they would be able to lead duergar warriors to capture and ambush a party lost in the mines.

Occasionally, monsters enter the mines, and this is why the duergar miners are accoutered like the soldiers. The mines are fairly safe for the most part however, as most creatures have learned to stay clear and those that have been inclined to invade the mines have been dealt with.

There are old sinkholes and vertical mineshafts that the duergar have covered over to serve as pit traps. Falling into these would be a death-dealing experience for a non-flyer. There are also purposefully built weak points in the tunnels where the iron support beams can be quickly released, causing cave-ins that are designed to damage invaders and to hinder their advancement through the mines. The duergar thus have the capability of closing off the entire mine area from the Outpost proper.

Usually, some 20 miners are working in the mines (see Room 13 for statistics), often in 2 workgroups of 10 each. There is usually a small base camp near where the work is being done consisting of a rothe fur lean-to and some food and drink, and 3 of the duergar will be resting and keeping watch at this base camp while the others work. Each workgroup will also have 2 ore carts that they will push back to the mining camp (Room 13) when the day's work is done.

15. Entrance to the Crafts Caves

This cavern, which juts off from the Under Common (Room 11) is generally cleared of debris, except for the columns from floor to ceiling as shown on the map. The ceiling is some 30' high here, and there are no bats here as the noise and smells and activity is too great for their liking.

There are twelve zombies here, all of duergar origin and all basically ordered to obey the commands of any duergar. These zombies are mostly used to run errands and to assist with the craftsmen in Rooms 16-18, but they will also attack anyone molesting them or any non-duergar if ordered to do so by a duergar. They will never attack a duergar.

While at rest, the zombies merely stand against the cavern walls.

Zombie Helpers (12) (AC 8, MV 6, HD 2, hp 12 ea, THAC0 19, #ATT 1, D 1-8, SD undead immunities, AL N, XP 65 ea, Source: Monstrous Manual)

Aside from the zombies, the sounds of the various workshops emanates into this area, and the stench of brimstone and tanning pervades the area as well.

16. Forge

This area reeks of brimstone and soot, and the walls of the cave are covered in black ash. Heat comes in waves, though not enough to be anything more than uncomfortable, and a red glow emanates from the forge.

Set against the far wall is the forge, a massive brick and iron kiln and furnace with several off branches that allow up to six craftsmen to work simultaneously. An ingenious arrangement of baffles and sliding compartments allows the heat from a single source to be regulated differently for each of the six workstations. Three large bellows protrude from the forge at regular intervals, and an iron pipe carries smoke into the ceiling and from thence, somewhere in the Underdark.

A variety of crafts take place here, including the forging of weapons, armour, shields, metal steeder tack and harness, utensils, and any other metal items. In addition, molds are available for delicate jewelry work and the crafting of precious metals.

One of the six anvils here is rune covered and, although not magical, is blessed by the priests of the duergar so that it may be used to create enchanted armour, shields, and weaponry. This anvil's destruction would mean a long and costly ritual to replace it.

In addition to the forge, stone tables hold molds and half completed weapons, as well as polishing rags, while shelves hold ingots, and stone jars of various metallic powders and alloys. A huge pile of coal and several shovels sits against a nearby wall.

Racks set along the walls hold hammers, tongs, chisels, and other metal working tools.

12 duergar labour here, of which 6 are craftsmen and 6 are apprentices. They dwell in this very chamber, as is typical for duergar craftsmen, on rothe fur pallets set against the walls away from the forge. There are also a few barrels and a couple of tables and chairs for relaxing. Some of the tables bear stone tablets holding various recipes for forging handed down from master to apprentice over the ages. A small privy sits near the pallets.

Some 6 zombies are also here, working the bellows or hammering out steel. These operate exactly like the zombies in Room 15.

Duergar Craftsmen (6) (AC 4, MV 6, HD 2+4, hp 16 ea, THAC0 17, #ATT 3/2 or 1, D by weapon (+1 due to 17 STR), 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 +1 to hit due to 17 STR, specialized in warhammer (+1 to hit, +2 damage), 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 Apprentices (6) (AC 4, MV 6, HD 2+4, hp 13 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 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)

Zombie Helpers (6) (AC 8, MV 6, HD 2, hp 12 ea, THAC0 19, #ATT 1, D 1-8, SD undead immunities, AL N, XP 65 ea, Source: Monstrous Manual)

The duergar craftsmen and apprentices usually do not wear their armour or carry anything but their warhammers. They do wear aprons of thick hide that provide AC 8.

17. Gemcutters and Stonemasons

This cave is home to the gemcutters and stonemasons. The place is filled with metal tables covered with delicate and minute instruments including oculars for magnifying gems being worked upon. Some 2D100 raw gems are hereabouts, being worth between 1gp and 1000gp each (determine value by rolling a D100 and if the roll is 91+ roll another D10 and multiply the two results together). In addition, locked stone boxes hold the finished products, in this case D50 completed gems worth D10gp times D100gp each.

Aside from the gemcutting, large stone blocks are being worked on by stonemasons. Nearby hang hammers, chisels, diamond saws, drills, and other stoneworking utensils. These stoneworkers craft most of the stone furniture in the Outpost, from barrels to tables, and chairs.

Some 10 stonecutters and gemcutters work here, along with a similar number of apprentices (assume half are Gemcutters and half stonemasons). They are assisted by 3 helper zombies, which pretty much are not involved at all in the business of gemcutting.

Like the other duergar craftsmen, these dwell in their workshop, on rothe fur pallets. Accompanying their bedding are barrels of water, some ornately carved stone tables and chairs, and an ornately carved stone privy.

Duergar Craftsmen (10) (AC 4, MV 6, HD 2+4, hp 16 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 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 Apprentices (10) (AC 4, MV 6, HD 2+4, hp 13 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 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)

Zombie Helpers (3) (AC 8, MV 6, HD 2, hp 12 ea, THAC0 19, #ATT 1, D 1-8, SD undead immunities, AL N, XP 65 ea, Source: Monstrous Manual)

The duergar craftsmen and apprentices usually do not wear their armour or carry anything but their warhammers. They do wear aprons of thick hide that provide AC 8.

18. Tannery

The stench coming from this cavern is effusive, as the tanning process is taking place here. There is a pile of skinned rothe carcasses, which are eventually gathered up and butchered in the kitchen on level one or fed to the steeders.

Within the room are 4 duergar tanners and 2 apprentices. Rothe hides being scrapped and cut are hanging everywhere from metal rods and racks, severely restricting line of sight throughout most of the cavern.

At the far end of the cave, 4 large stone vats hold curing chemicals, which are stirred by large metallic oars. 4 helper zombies stand on stone steps and stir the vats, one at each. Each vat has a hollow at its bottom which can be used to heat the vat, especially for making cuirbolli.

Other racks mounted into the walls hold various tanning tools, including scrapers, shears, awls, strippers, tongs, etc.

On shelves are various chemicals in stone vials and large bolts of wax (rendered from rothe fat or taken from rare Underdark insects).

Set off to one side are low metal tables filled with delicate leatherworking and cobbler tools, and several metal shoe trees stand upright awaiting a new sole.

In this room are made leather goods, including armour, caps, steeder saddles, pouches, belts, boots, and all other sorts of leather items. The tanners are also leatherworkers, and cobblers, so finished products emerge from this chamber.

The tanners and apprentices dwell in this chamber, in rothe fur pallets set on the floor. A few stone barrels of water are nearby for quenching thirst. A small privy sits near the pallets.

Duergar Craftsmen (4) (AC 4, MV 6, HD 2+4, hp 16 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 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 Apprentices (4) (AC 4, MV 6, HD 2+4, hp 13 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 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)

Zombie Helpers (4) (AC 8, MV 6, HD 2, hp 12 ea, THAC0 19, #ATT 1, D 1-8, SD undead immunities, AL N, XP 65 ea, Source: Monstrous Manual)

The duergar craftsmen and apprentices usually do not wear their armour or carry anything but their warhammers. They do wear aprons of thick hide that provide AC 8.

BEHOLDER LAIR:

This is the lair of a beholder that has, for reasons of beholder internecine politics, been driven from its hive many hundreds of miles away from here. The beholder was a part of a heretical faction that believed that beholder-kin and abominations are valid progeny of the Great Mother beholder and should be enslaved and utilized, not destroyed.

This beholder has been resident in its current lair for over 30 years and has purposefully chosen as location for its demesne the hinterlands between the two great underground empires (drow and duergar). Proximity to the empires allows for resources and opportunity, while being far enough away from the centers of power to avoid attention and competition.

Most of the inhabitants of this area know that a beholder and its minions dwell somewhere south of the DUERGAR OUTPOST and north of the DEEP DRAGON demesne. Few know the exact location as, quite simply, few wish to actually be successful at locating the lair.

The beholder is primarily involved in arcane research designed to help defeat its rivals back at the hive (who have some very exotic and powerful enchantments aiding them). Because of this, the beholder has not dominated the area like it could have were that its intentions. The nature of the beholder's research is not detailed here, as it is beyond the scope of this scenario. Suffice to say, however, that any texts of exotic arcane subject matter would be most interesting to this eye tyrant, and might be used as a bargaining chip or even a ransom.

That said, the beholder has made its place very secure, even for what it regards as temporary quarters, and it has gathered quite a small army of charmed slaves to serve it. Although focused upon its research, the beholder is not oblivious to its surroundings.

The beholder has taken as its lair ruins at the end of what used to be one of the main underground passageways through the area. This ruins was once the lair of a clan of deep dwarves (known as urdunnir [see Monstrous Compendium 3[), but these were driven away ages ago by the expanding drow and duergar.

Reaction to the Party:

The beholder is very canny, even for its kind, and it will not make a mistake of underestimating a well-equipped party of adventurers. It knows of magic and spells and knows that only the very foolish or the very strong would venture down here from the surface world. It is inclined to assume of the party is the latter until proven otherwise.

The beholder can be approached peacefully, as it technically has nothing against the party, but such an approach would require a simultaneous show of strength without posing so much of a threat that the beholder feels it must strike first in order to have a chance to prevail. A party that shows weakness will simply be enslaved or demolished. One that shows strength will either cause flight or surprise attack. One that shows stupidity will be manipulated, perhaps into a suicidal quest or perhaps simply on a wild goose chase.

Aside from exotic arcane texts, the beholder most wishes to recover its mouthpick, which was stolen from it by kuo-toan assassins on their pinnacle quest (See KUO-TOA OUTPOST). It would be very much inclined to aid a party that recovers it. Being Lawful Evil, the beholder will keep its word if it strikes a bargain with the party.

The beholder knows of the location of the DROW OUTPOST and the DUERGAR OUTPOST, as well as the ways past it and into the drow lands proper, and it may offer knowledge of these in exchange of retrieval of its mouthpick. It might also seek to trap and hold one party member hostage while forcing the others to recover its mouthpick.

The Main Occupants:

If the party has previously encountered some of these occupants via the wandering encounter charts, then the DM should alter the encounters in the lair accordingly. This might, however, have given warning to the beholder and the party might walk into an ambush.

Deathkisses (2)(AC 4/6/8, MV fl9[B], hp 76 + D8 ea, THAC0 11, #ATT 10, D 1-8x10, SA blood drain (after a 20' long tentacle hits, it drains 2 points per round), SD energy (each point of blood drained stores as 1 point of electrical energy, which may be used to travel for 2 full turns, or to heal 1 damage to each of its 10 tentacles, its central eye, and its body 1/2 rounds at the end of the round, see below, AL NE, XP 8000 ea, Source: I Tyrant)

Hit Locations:

01-75 = Body AC 4 77-84 hp
76-85 = Central Eye AC 8 6 hp
86-95 = Tentacle Stalk AC 2 6 hp
96-00 = Tentacle Mouth AC 4 6 hp

Specific part may be struck at -2 to hit. If the central eye is destroyed, the eye may still attack targets within 10' at no penalty due to smell and vibrations.

If a blow to the stalk does not destroy it, up to 2/round the tentacles will drain blood in a victim immediately to heal it point for point in addition to the normal draining per round.

A bend bars roll can tear a tentacle free, causing 1-6 damage to the victim.

Deathkiss can store 24 energy points in each tentacle and 50 in its body. Assume a given one starts with D20 in each tentacle and 4-40 in the body. If a tentacle is destroyed it discharges, causing 1 damage per energy point stored to whatever touched it at the time. If the body is destroyed, likewise for its energy.

The Deathkiss is normally an implacable enemy of the beholders and other beholder-kin, but this one has been thoroughly conditioned and brainwashed by the beholder (something that evidences the beholder's heretical actions as far as the hive was concerned) into a loyal servant. As long as it is kept well fed it will serve its master eagerly.

Directors (2)(AC 4 (2 when mounted), MV fl3[A] (15 when mounted), HD 8 (12 when mounted), hp 42 (65 when mounted), THAC0 9, #ATT 2, D 2-8 / 2-8, SA eyes (see below), MR 20%, AL LE, XP 10000 ea, Source: I Tyrant)

Eye Powers:

Central - deflection (all frontal attacks suffer -2 to hit and damage is halved, +2 save vs spell from those in field of central eye)

1 - magic missile (2/round otherwise as 8th level)
2 - burning hands (as spell at 8th level)
3 - wall of ice (as spell at 8th level)
4 - slow (as spell at 8th level)
5 - enervation (as spell at 8th level)
6 - improved phantasmal force (as spell at 8th level)

Unmounted Crawler (AC 2 (0 if rolled into a ball), MV 15, HD 4, hp 23 ea, THAC0 17, #ATT 2, D 2-8/2-8, SA poison (save or be paralyzed for 1-4 rounds), SD ball (curl into a ball for AC 0 but no attacks made), disoriented (-4 to hit if unmounted), AL N, XP 270 ea, Source: I Tyrant)

Beholder-kin, Gauth (1) (AC 0/2/7, MV fl9[B], HD 9+9, hp 73, THAC0 11, #ATT 1, D 3-12, SA eye powers, faerie fire on self, grab (4 tentacles with 18 STR), digest magical items (1 charge drained per turn in stomach, permanent items drained in 1 day), SD regenerate 1hp every 2 turns, death (2% chance if killed its magical energies explode doing 4D4 damage to all within 10' with no save), AL NE, XP 9000, Source: I Tyrant)

Eye Powers (all as 10th level caster unless specified):

Central - feeblemind (all who meet gaze, -2 save vs spells)

1 - cause serious wounds (30' range)
2 - repulsion (10' wide path, 40' range)
3 - cone of cold (3d4 damage, 3/day, cone 50' long 20' wide at end)
4 - lightning bolt (4d4 damage, 80' range, 4/day)
5 - paralyzation (40' range, single target, dispel, remove paralysis, free action, or death of gauth to remove)
6 - dweomer drain (40' range, one target one object, stops magic items from functioning that round, and drains 1 charge from a charged item which may be different from the item that is stopped from functioning, in addition, the victim may not cast spells that round))

Hit Locations:

01-85 = Body AC 0 73 hp
86-90 = Central Eye AC 7 included as body
86-95 = Eyestalk/Tendril AC 2 6 hp

Attacker may call a location by suffering -4 to hit and 1 phase of initiative penalty.

Beholder (1) (AC 0/2/7, MV fl3[B], HD 16, hp 75, THAC0 5, #ATT 1, D 2-8, SA eyes (see below), SD eyes (see below), AL LE, XP 14000, Source: I Tyrant)

Eye Powers (all as 12th level caster unless specified):

Central - anti-magic ray (140 yard range, 90 degree arc before beholder)

1 - charm person
2 - charm monster
3 - sleep (single target)
4 - telekinesis (250lbs.)
5 - flesh to stone (30 yards)
6 - disintegrate (20 yards)
7 - fear (as wand)
8 - slow (single target)
9 - cause serious wounds (50 yards)
10 - death ray (as death spell, single target, 40 yards)

Eye Attacks:

90 degrees = D4 eyes
180 degrees = D6 eyes
270 degrees = D8 eyes
360 degrees = 10 eyes
front = central eye
top = 10 eyes
bottom = 0 eyes

Hit Locations:

01-75 = Body AC 0 50 hp
76-85 = Central Eye AC 7 25 hp
86-95 = Eyestalk AC 2 5-12 hp
96-00 = One Smaller Eye AC 7 5-12 hp

Attacker may call a location by suffering -4 to hit and 1 phase of initiative penalty.

Also, note that the beholder can don his Beholder Armour (see Room 16) for additional characteristics.

Fight in the Lair:

The beholder and its kin should be the single deadliest encounter in the Entrance area. In order for this to be so, the DM must play the beholder and its kin to maximum possible effect. This means using their eye powers as often as possible. The simple power of Wall of Ice used by the Directors can completely entrap a party or herd them into a dead end.

Refer to the Beholder Lair map.

Unless specified, all tunnels are 20' in diameter, wide enough for any two of the main occupants to fight side by side. Caves are 35' high unless specified.

h = hidey-holes - these are holes 8' wide and 10' deep that the beholder and beholder kin can use to hide in. They are accessed via passageways (p, see below). Each hidey-hole is covered by a thin crust of stone (about 2" thick) enough to support most normal weights. The stone has 10 2" diameter holes in it, spaced to as to allow a beholder to access the hidey hole via a passageway, stick its eye stalks up through the holes, and observe or attack while gaining the equivalent of 90% cover (-10 AC and +10 to save against physical attacks and suffer half or no damage).

p = passageways - these are small round passageways delved by the beholder using its disintegration power. These serve as boltways and ambush paths, and many of them crawl under the level of the caverns and emerge into the bottom of hidey-holes (h, above). All of these boltholes that emerge into rooms as opposed to hidey-holes are situated high up on the wall indicated, usually near the joint with the ceiling, and most initially slope straight upwards for 10' before curving towards their destination. Only those ends connected to hidey-holes are below ground, and one may assume these passageways slope sharply from above to below cave level about halfway from source to hidey-hole.

Two of the passageways have a Wall of Stone cast in it. This was cast by charmed pech at 16th level. The beholder can pass through by shining his Anti-Magic ray upon it, which removes the wall until the end of the last round that the ray shone upon it. This Wall of Stone looks smoother than the walls of the disintegrated passageways and is straight. Thus, even casual examination will show that wall to be different from the rest,

1. Entryway

The passageway that leads to the front entrance of the beholder lair is well constructed and paved with the remains of what was once probably a flagstone road. The interlocking paving stones have held up fairly well over the ages, though many are missing or broken.

The walls for about an eighth of a mile from the entrance are decorated with vague carvings of dwarven figures and of gems and mining activities. No single carving is intact enough to reveal this, but as the party travels down the passageway, they will see enough partially intact carvings to piece together their general nature. Many of these carvings seem to have had, at one time, gems mounted into them, and perhaps gilding as well, but these are long gone.

2. Front Entrance

This area is lit softly by 3 fire beetles held in 3 iron cages depending from the ceiling on iron chains (marked 'b' on the map). The beetles' illumination is not enough to keep the room from deep shadows, but they are sufficient to allow observers in Room 3 to note passage of anyone not sneaking past.

Fire Beetles (3) (AC 4, MV 12, HD 1+2, hp 7 ea, THAC0 19, #ATT 1, D 2-8, AL N, XP 35 ea, Source: Monstrous Manual)

The walls of this area are adorned with once-cunningly wrought bas reliefs showing Neengrum as an old dwarven matriarch leading dwarven miners to vast deposits of gems. It is apparent that at one time many of the bas-reliefs had actual gems mounted in them to represent these trove finds.

At the entryway to the entrance stand two more or less intact urdunnir statues. These are of iron, and they are 6' tall and show dwarves dressed in plate mail and holding large maul-like hammers of war. The statues are dented in a few places, and the eyes once held gems which have been stolen away.

The floor of this room is trapped. These were traps set and constructed by the urdunnir, and the beholder has re-commissioned them. Each is a pit 20' square and 60' deep. If more than 30 pounds of pressure is placed on a pit, its lid will spring open. All of the charmed denizens of the lair know about these traps.

Each pit is 40' deep. The real problem, however, is that each is also filled with 8 gas spores. These tend to hover near the bottom of the pit, where fresh meat is lowered by telekinesis to feed them. The bottom of the pit is covered with bones and rotted flesh.

Anyone falling into the pit and hitting the bottom is 90% likely to land on a gas spore. This is a very bad thing, for doing so will cause the spore to explode. This will cause every other gas spore in the pit explode as well. This will likely result in catastrophic damage.

Anyone lucky enough to fall in between the spores will be attacked by them, with the spores attempting to inject rhizomes into the victim. This is a slower way to die, but is still a very bad thing.

Should the pit lids be opened but no victim present itself for the spores at the pit bottom, then they will rise out of the pit and seek to attack any warm-blooded creatures they can find nearby. Lacking that, they will either wander deeper into the beholder lair or wander into the passageway and the Underdark proper. Of note, the beholder on occasion, when the spores breed and the pits become too crowded, releases many of them into the Underdark in order to mislead potential rivals and foes as to his numbers and whereabouts.

Gas Spores (16) (AC 9, MV fl3[A], HD 1/4, hp 1, THAC0 20, #ATT 1, D disease, SA disease (attack causes gas spore to die if hit is made, victim is infected and must have Cure Disease within 24 hours or die sprouting 2D4 gas spores), explode (if struck for 1 point of damage spore explodes in a 20' radius doing 6D6 damage [half if save vs wands is made]), SD appears like a beholder (90% from more than 10', 25% from closer than 10'), AL N, XP 120 ea, Source: Monstrous Manual)

The passageway beyond the entrance drops approximately 4' into a sunken passageway that eventually comes to another stone shelf at the far end which climbs back up 4' into Room 4.

Four patches of shriekers dwell in the sunken passageway. These serve as an early warning system for the beholder. Each patch is relatively stationary as indicated on the map, and each patch consists of 3 shriekers and 1 violet fungus. The passageway is littered with decomposed flesh, some bones, and dung, as the minions of the beholder tend to fling their refuse into this hallway.

Shriekers (12) (AC 7, MV 1, HD 3, hp 14 ea, THAC0 17, #ATT 0, SD noise, AL N, XP 120 ea, Source: Monstrous Manual)

Violet Fungi (4) (AC 7, MV 1, HD 3, hp 14 ea, THAC0 17, #ATT 3, D rot, SA branches (2' reach), rot (save vs poison or rot flesh in 1 round unless a Cure Disease is cast before then), AL N, XP 175 ea, Source: Monstrous Manual)

The secret door to the north is of urdunnir make and is very cunningly concealed (check for secret doors on a D12 instead of a D6). There is a tiny spy hole carved into the secret door which allows the minions in Room 3 to peer out into Room 2.

3. Guard Room

This large room is the ruined half of what was possibly a grand urdunnir chamber. The intact portions of the wall show cracked marble that was once shot through with veins of precious metals. A doorway with arched lintel ornately engraved with figures of hammers and picks pierces the wall to the west, but the door that barred the way is long gone.

A large contingent of minions dwells here, serving as a first shock troop for the beholder. A director and its crawler are also usually here, supervising the troops and keeping an eye out for any coming out of their charm enslavement. The director and mount will usually be found atop a naturally formed dais of stone to the northeast.

All of these minions are charmed by the beholder, with the exception of the minotaurs (and, of course, the director), which are loyal minions that the beholder took with him into exile.

Minotaurs (2) (AC 6, MV 12, HD 6+3, hp 40, 36, THAC0 13, #ATT 2, D 2-8/2-8 or 1-4 + by weapon (+2 for STR), Weapons great axe (Sl 1D10/2D6 kdD12 +2 to hit vs plate or mail armour), SA charge (30' away from opponent 6' or taller may charge for double head butt damage), SD immune to Maze spells, +3 to morale score in combat, +2 to surprise rolls, track prey by scent 50%, AL CE, XP 1400 ea, Source: Monstrous Manual)

Bugbears (12) (AC 5, MV 9, HD 3+1, hp 18 ea, THAC0 17, #ATT 1, D 2-8 or by weapon (+2 due to STR), Weapons morningstar (Av 2D4/1D6+1 kdD10 +1 to hit vs plate), SA surprise (-3 to opponent rolls), AL CE, XP 120 ea, Source: Monstrous Manual)

Trolls (4) (AC 4, MV 12, HD 6+6, hp 39 ea, THAC0 13, #ATT 3, D 5-8/5-8/5-12. SA throw stones (20 yards D8 damage), SD regenerate 3hp/round, sever limbs (edged weapon on a roll of 20), AL CE, XP 1400 ea, Source: Monstrous Manual)

Troglodytes (12) (AC 5, MV 12, HD 2, hp 10 ea, THAC0 19, #ATT 3 or 1, D 1-2/1-2/2-5 or weapon, Weapons javelins [6 each] (Fa 1/r 4/8/12 2D4/2D4 kdD6 +3 to hit by troglodytes), SA camouflage (-4 to opponent surprise roll), scent (save vs poison or lose 1D6 STR for 10 rounds), AL CE, XP 120 ea, Source: Monstrous Manual)

Ogres (4) (AC 5, MV 9, HD 4+1, hp 17, 24, 27, 29, THAC0 17, #ATT 1, D 1-10 or weapon (+6 due to STR), Weapons maul (Sl 2D4/1D10 kdD12 +1 to hit vs plate or mail armours), AL CE, XP 270 ea, Source: Monstrous Manual)

Orcish Soldiers (16) (AC 4, MV 12 [proficient in chainmail], HD 1, hp 6 ea, THAC0 19, #ATT 1, D by weapon, Weapons battle axe (Av D8/D8 kdD10), short bow (Av 2/r 10/20/30 D6/D6 kdD6), Armour chainmail, medium shield, AL LE, XP 15 ea, Source: Monstrous Manual)

All of these creatures lair in rothe fur pallets and have no possessions beyond their personal clothing and weapons. A fallen stone block lies in the center of the room and serves as a table, and 3 rothe carcasses lie butchered upon it. The stone is covered in dried blood.

The beholder delved passageway ("p") into this room is well hidden behind an outthrust wall of flagstones from the dwarf ruins. As such, and given its location high up near the ceiling, it is unlikely to be spotted unless a careful examination is given. Elves may treat it as a concealed door for purposes of noticing it by merely passing by it.

4. Giant Guards

This large cave holds two of the three giantish guards the beholder keeps in thrall. It is not clear to the beholder if these giants would continue to serve him should their charm spells break, and it may be that in the past the spells have broken for a time, but the giants either feared their master enough or felt loyalty enough to attempt no escape or betrayal. The giants are stupid enough that they may consider life here, with protection, easy duty, and constant food supply and the ability to boss smaller creatures around a sort of enforced paradise.

The ettin here was captured by the beholder as a youth during the eye tyrant's journey from its hive to this place. The fomorian giant was captured as a youth from the FOMORIAN LAIR in this area of the Underdark. Its parents have long forgotten about its existence, and it has long forgotten about them.

Ettin (AC 3, MV 12, HD 10, hp 55, THAC0 11, #ATT 2, D 1-10 / 2-12 (or if armed with clubs 2-16/3-18), SD surprised only on a 1, AL CE, XP 3000, Source: Monstrous Manual)

Fomorian Giant (AC 3, MV 9, HD 13+3, hp 97, THAC0 9, #ATT 1, D 10-18 or by weapon (x2+8 due to STR), Weapons giant mattock/maul (Sl 2D4x2/1D10x2 kdD12x2 +1 to hit vs plate and mail armours), SA surprise (-2 to enemy surprise rolls), SD surprised only on a 1, AL NE, XP 6000, Source: Monstrous Manual)

The giants rest on two massive mounds of rothe furs, these are infested with fleas and other small vermin and chewed with rat holes.

Buried under the piles are the stashes of each giant, which the beholder has let them accumulate in order to hopefully ensure their loyalty.

Under the ettin's rags are:

400sp, 256gp, a jet diadem with a frontpiece shaped like a spider worth 1200gp, 3 deep dragon scales, a rune carved human-sized thigh bone with no discernible powers or aura, 4 orc skulls, and a duergar skull wearing a great helm which holds a huge garnet worth 250gp.

Under the fomorian giant's rags are:

260cp, 150gp, 40pp, a skeletal arm and hand bearing a Ring of Protection +2 upon it, and a gohlbrorn bulette scale.

5. Giant Chief

The chief over the giants is a cyclops, a slave of the beholder's from its hive days and one that is loyal to the beholder without the use of charming magicks. The beholder has set him as overlord of the other two giants (in Room 4) and the cyclops relishes its position.

Cyclops (AC 2, MV 15, HD 13, hp 75, THAC0 7, #ATT 1, D 6-36, SA hurl boulder (150 yards for 4D10 damage), depth perception (-2 to hit with missile weapons)

The Cyclops lairs atop a huge (5' tall) mound of mouldering rothe furs intermixed with bones of rothe, orcs, bugbears, and other victims. A good pile of 12 large boulders is stacked nearby.

Under the pile of furs is its stash:

1000sp, 570gp, an enchanted chest that bears a carved mouth upon its lid (this chest will ask anyone holding or touching it what the password is, the chest has no lock or handle and will only open to the password, the chest will inform anyone threatening to smash it that it will ensure the destruction of everything inside of it should it be bashed open, magic short of a Wish or Limited Wish will not open it, the password is "wrinkled fist" spoken in Deep Gnome (or Gnomish), the chest is empty), a golden necklace of missiles (the gems are orange sards) with one 6HD two 4HD and two 2HD fireballs.

6. Lake Room

This largish cavern is some 50' high and the ceiling is lost amidst many stony growths reaching down from above. None of these reach down past 25' high and most is 35' above the floor. The cave is damp, and clearly some water source from above collects into this cave via the ceiling. Most of this moisture has collected into a small underground pool that is cloudy with minerals and is a gradually sloping bowl some 15' deep at its center. The water is potable and very cold.

A small trickle of water spills over from the pool and ru9ns down a very slight channel to the north, eventually ending in Room 9.

Two passageways lead out of this cavern and out of the beholder lair proper. These are marked "a" and "b" and they lead into type C passageways that eventually bypass the DROW OUTPOST and allow access to the Drow Empire.

Each passageway is warded by 2 shrieker patches. Each patch is set within an indentation 2' deep from which the fungus cannot escape. Each patch contains 3 shriekers and 1 violet fungus.

Each passageway is also warded by pit traps. These are not of fine dwarven construction, but charmed orcs have been bidden to delve copies of the pits in Room 2, and the orcs have done a decent job of it, aided by the beholder's disintegration powers. There are two traps in passageway "a" and one in passageway "b". These operate exactly like the traps in Room 2 and the largest pit in "a" and the pit in "b" have 8 gas spores in them while the smaller trap in "a" has 4 gas spores within.

Gas Spores (20) (AC 9, MV fl3[A], HD 1/4, hp 1, THAC0 20, #ATT 1, D disease, SA disease (attack causes gas spore to die if hit is made, victim is infected and must have Cure Disease within 24 hours or die sprouting 2D4 gas spores), explode (if struck for 1 point of damage spore explodes in a 20' radius doing 6D6 damage [half if save vs wands is made]), SD appears like a beholder (90% from more than 10', 25% from closer than 10'), AL N, XP 120 ea, Source: Monstrous Manual)

Shriekers (12) (AC 7, MV 1, HD 3, hp 14 ea, THAC0 17, #ATT 0, SD noise, AL N, XP 120 ea, Source: Monstrous Manual)

Violet Fungi (4) (AC 7, MV 1, HD 3, hp 14 ea, THAC0 17, #ATT 4, D rot, SA branches (4' reach), rot (save vs poison or rot flesh in 1 round unless a Cure Disease is cast before then), AL N, XP 175 ea, Source: Monstrous Manual)

7. Hulking Guards

This cavern is the lair of some very horrific enslaved guardians of the beholder, 2 umber hulks. Thus far the beholder has managed to keep these two charmed for several months, though one had to be pursued and caught as it tunneled away. For now, these two are fully under the control of the beholder and serve as guards for the Lake Room and the two passageways leading into it from without.

Umber Hulks (2) (AC 2, MV 6 br 2-12, HD 8+8, hp 45, 61, THAC0 11, #ATT 3, D 3-12/3-12/1-10, SA confusion (if eyes are looked into, save vs spell of be confused as spell), surprise (-5 to opponent roll if burrowing out of the earth), AL CE, XP 4000 ea, Source: Monstrous Manual)

The cavern they lair in contains stony hulk dung and eaten giant centipede carcasses.

8. Intersection

A Wall of Stone spell blocks entry to this hallway. This was cast by charmed pech who have since escaped the beholder. The beholder uses this wall as a quick access barrier between its chambers and those of its minions.

The wall can be bypassed by the beholder by shining its anti-magic ray upon it. This causes the wall to disappear as long as the ray is upon it and for the remainder of the round after the beam has been removed from it. The pech cast the wall at 16th level.

The passageway leading to Room 9 is slick, with moss and fungus that grows in the musk of the offal pool in Room 9 and from the dampness generated by the stream that passes through here.

Anyone moving even to the edge of the passageway leading into Room 9 must make a DEX roll at -2 penalty or slip and fall into Room 9. Those aware of the slickness must make DEX rolls every 20' they attempt to negotiate the passageway to Room 9 or slip and fall.

9. Middens

The passageway from Room 8 slopes steeply down to this rank cave. This is the garbage and refuse dump for the lair, and the offal, combined with the trickle of water from Room 6 make for a sludgy, slimy mess.

Anyone sliding into the muck from Room 8 will splash into the mess, and unless a WIS roll is made the victim will ingest some of the muck, giving a 50% chance of contracting a disease (same as if being bitten by an otyugh).

The thick, viscous pool here is roughly 20' in diameter and is 20' deep. Small cracks and outlets in the bottom of this cave drain the accumulation over time.

Anyone trying to stay afloat in the muck must make a swimming roll at -2. Those making the first roll may swim at half speed in whatever direction they choose. Those failing the first roll must attempt to tread water by making a second roll at -2. Failing this roll results in the victim sinking into the muck and having to hold his breath. Those who sink will have to make two swimming rolls at -2 to resurface and start again.

Vision in the muck is impossible. Fighting is as if fighting underwater, but at double penalties. Those treading water may attack, but with a -2 to hit. No DEX bonuses to AC apply while swimming in the muck.

2 otyughs dwell within the muck. Original lured here by the beholder via charm spells, they now enjoy their predicament and cannot easily climb the slope to Room 8 anyways. They will attack anyone except the beholder who enters the muck or who flies within reach over it. The otyughs are proficient swimmers in the muck and may maneuver and attack without penalty.

Otyughs (2) (AC 3, MV 6, HD 8, hp 50, 43, THAC0 13, #ATT 3, D 1-8/1-8/2-5, SA grapple (2-4 damage per round and bite at +2 to hit, 18 STR may break free after 1 round, others must bend bars successfully), disease (bite is 90% likely to infect with a debilitating disease [80%] or fatal disease [20%]), SD never surprised, AL N, XP 1400 ea, Source: Monstrous Manual)

Note: Rooms 10-18 and the hallways between them are lit by oil lamps in sconces positioned every 40'. This puts these chambers in soft shadowy light which is good enough for the beholders to use their eye attacks but not so bright as to bother orcs and drow. Room 18 is better lit for research and reading and has double the number of oil lamps.

10. Directors' Chamber

This cave is home to the two directors and their mounts, through usually one is on duty in Room 3 supervising the shock troops. That means the other director and its crawler will be found here.

The room is not lavishly appointed. There are some trophies hanging from the walls, mostly the flayed skins of rothe, orcs, giant insects, troglodytes, and bugbears. Several quaggoth heads have been stuffed, preserved, and mounted on the walls as well.

Several metal hooks mounted into the walls hold carcasses, including skinned orcs, bugbears, rothe, and some unidentifiable lumps of flesh.

11. Gauth Chamber

This is the chamber of the gauth, and it will almost always be found here. The gauth specializes in opposing enemy wizards, and it will use its abilities to attack such enemies.

The room contains little adornment, but the floor is littered with drow metal daggers, maces, shortswords, and shields which the gauth has fully drained of enchantment. In addition, some normal warhammers, battle axes, arrows, wands, and 2 golden rings are here, most bearing runes upon them but all drained of magic.

12. Food Storage

This is essentially the kitchen of the beholder and beholder-kin. The walls are lined with statues of rothe, orcs, bugbears, and even a duergar. All of these are life sized and life-like, for they are the victims of the beholder's flesh to stone ray. The beholder's minions capture victims and bring them before the beholder, who questions them and, if it determines the victim has value as food as opposed to thrall it petrifies them. When ready to eat, the beholder simply reverses the flesh to stone with its eye and the meal is consumed. Sometimes if a little practice or sport is called for the victim will be revived with hands and legs unbound.

Should the party seek to un-petrify any of these, the DM should determine the statistics (assume they are ordinary specimens of their kind) and assume the intelligent ones will be at least initially grateful for the rescue. There should be no more than a total of 12 humanoids and 12 rothe and other non-intelligent beasts in the larder.

13. Guard Chamber

The beholder keeps in this chamber those charmed guardians that are not intelligent enough to be allowed to mix with the other minions. These will attack any non-beholders, but they are not able to easily distinguish between the beholder and its kin, and so all beholder-kin are also safe from attack by these creatures as long as they remain charmed.

The ceiling bears clusters of stalactites, though the floor is clear.

8 carrion crawlers dwell on the ceiling here, clinging still within the shadows of the stalactites. In addition, 4 huge piercers are here. The crawlers, even in their uncharmed natural state, know how to avoid piercers and so these stay on the ceiling until the piercers have dropped. All of these creatures are charmed by the beholder.

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

Piercers (4) (AC 3, MV 1, HD 4, hp 25 ea, THAC0 17, #ATT 1, D 4-24, SA surprise (-7 to opponent die rolls), acid (underbelly secretes acid when exposed to air causing 1 point of damage per round), AL N, XP 420 ea, Source: Monstrous Manual)

14. Living Room

This grand chamber is the living quarters for the beholder. It is mostly furnished with life-sized statues posed into various artificial and melodramatic poses. Several are set into a scene or diorama, usually involving combat both physical and magical. Most of the figures are orcs, goblins, troglodytes, and bugbears, though a herd of stone rothe being stalked by a stone troll is off to one side.

All of these creatures have been petrified by the beholder. As with the larder, should they be released, they will generally be grateful for rescue, though the troll is quite berserk and will attack everyone until it is slain. The rothe will simply panic.

A small bulette statue dominates the center of the room, with an orc head with its tongue sticking out in its jaws.

A good number of the statues have been "modified" or "improved", with lines and figures gouged or carved into them, or pieces and limbs moved into awkward and impossible positions. A few are shown as battle casualties, with limbs missing or torn off and on the ground or in a foes' mouth.

All told there are 1 troll, some 24 humanoids, and a herd of 16 rothe that are intact enough to survive being un-petrified. The rest (another 30 or so figures) will simply perish if revived.

Adorning the walls are geometric symbols, magical diagrams, and even strange star charts evident as ancient diagrams of the sky to those who make an astrology NWP check.

The bulette statue is of a charmed gohlbrorn bulette. The beholder charmed it and then petrified it, so that the charm remains in place indefinitely until released. Should combat occur here, the beholder will shine its flesh to stone ray on the bulette to un-petrify it. The bulette will then be still charmed by the beholder and will attack its enemies.

Gohlbrorn Bulette (AC 3, MV 8 br18, HD 5, hp 38, THAC0 15, #ATT 2 + special, D 2-12/3-18 + special, SA launch stones (in addition to normal attacks, may shoot a stone from its gullet 1/round to 60' for 1D8+1 damage, has 8 stones currently in its gullet), surprise (-3 from opponent surprise rolls if bulette attacks from burrowing), SD camouflage (45% indistinguishable from natural stone, AL LE, XP 975 ea, Source: Monstrous Compendium 4)

15. Trophy Room

This long chamber is the trophy room of the beholder. The walls are adorned with the victims and conquests of the beholder. Many of these are from his time before exile, as his attentions have been given to his research thereafter.

Included in this hall are:

· an intact bulette skin
· a red dragon head (juvenile) mounted between small wings which must have belonged to a firedrake
· the head of a giant troll, its neck charred from burning
· the full body of a beholder, its body cut into a spiral so that it mounts flat against the wall
· a wyvern tail
· a surface elf maiden's head
· a flayed human skin, covered with tattoos indicative of the wolf riders
· a skeleton of a githyanki pegged to the wall holding its silver two-handed sword (drained of all magic by the gauth)
· a beard tacked up onto the wall
· a hobgoblin head wearing a leering grimace

Various shields also hang around the walls, these mostly having heraldry of the Deceiver's troops but also including Wolf Rider devices and motifs.

The deathkiss beholder-kins normally dwell here, as guards for the beholder. A stash of blood-drained husks of various humanoid creatures lies off in one corner. The deathkisses will usually be hibernating on the ground near the stash which is located at the place marked "s" on the map. Rothe fur pillows serve as their beds. While resting, it takes an attack causing 5 damage or more to awaken one. The beholder will likely cause serious wounds on them to awaken them quickly, otherwise it will bite them to awaken them.

16. Sanctum and Treasury

The beholder will usually either be here or in Room 17. The DM may assume a 50% chance of either or may assign as he deems fit.

This cave serves as the repository for much of the wealth of the beholder, which is considerable, though much of its bulkier wealth was left behind at the hive.

Six large iron chests are on the floor along the west wall. These are locked with special locks that only respond to telekinetic force applied in a specific location and pressure. Someone with telekinetic abilities can attempt to open it at either their pick locks skill halved or at 5%. Add 5% to both chances for each day spent practicing on a given lock. Once one of the six locks is opened, the others can be opened with a 5% additional chance per hour instead of per day.

Without telekinesis, it would take a knock spell or a thief picking locks at -90%, with a chance of 0% or less meaning no chance to pick it.

The chests are warded by a set of Glyphs of Warding which are contained within a semi-circle around the chests from wall to wall. These glyphs are cast at 12th level and there are six glyphs, which will activate if the chests or the glyphs are approached to within 10'. The glyphs will go off in sequence, one at a time 1 per round as long as the conditions are met:

Glyph #1 = Sepia Snake Sigil (at 12th level) against all within 10'

Glyph #2 = Ice Storm in a 10' radius

Glyph #3 = Evard's Black Tentacles (at 12th level) sprout in a 10' radius (their strength is not enough to crush the chests)

Glyph #4 = Suggestion (at 12th level) that the chests guarded should be left unmolested and none should be allowed to profane them (affected party members will try to dissuade other party members by words first, but by escalating violence if necessary)

Glyph #5 = Blindness (as cleric spell) against all within 10'

Glyph #6 = Invokes a double sided Wall of Fire (at 12th level) and those within are also subject to a Heat Metal spell affect. The chests are not harmed by this effect. The wall lasts until dispelled

The beholder is able to bypass these glyphs by using its anti-magic ray on the protective semi-circle.

All coins in the chests are of Antorian mint for the most part, with some Imtorran and Jaggarthi mints as well.

Chest #1:

2000cp, a Bag of Holding (35 pound weight, 1000 pound capacity, 150 cubic feet), 6 flasks of Oil of Timelessness, a small metal box decorated with manscorpions which holds 12 Pills of Plentiful Water (refer to Encyclopedia Magica V3 pg 837), a gold and black opal bracelet worth 4000gp, and a pouch with 6 peridots worth 500gp each.

Chest #2:

1700sp, 600gp, Caribou Fur Boots of the North, an ivory scroll tube holding a Scroll of Protection from Plants, an Elixir of Madness in a green glazed flask stoppered with a finger bone, and a flask holding powdered diamonds worth 5000gp.

Chest #3:

2000cp, 100sp, 900gp, 450pp, a quiver holding 10 Arrows +1 and 10 Arrows +2, a golden heart with a silver sword piercing it set on a golden chain which is a Heart of the Lion (refer to Encyclopedia Magica V2 pg 574), and an ornamental golden breastplate studded with emeralds and sapphires worth 15000gp and valued by nobles of the Antorian houses.

Chest #4:

2500gp, 50pp, a large steel book (weighing 50 pounds) engraved with a golden deva on the front worth 10000gp as jewelry but is also a Book of Exalted Deeds, a magical Music Box (refer to Encyclopedia Magica V2 pg 743), and a non-magical rod of ivory topped by a cluster of 12 tiger eye agates worth 250gp.

Chest #5:

1000sp, 1000pp, a robe done in the style of Centurions of the Antorian Empire and embroidered with runes of protection which is actually a cursed Robe of Vermin, a bejeweled dagger studded with rubies worth 750gp, and two silver boot clasps adorned by amethysts worth 100gp each.

Chest #6:

600cp, 3500gp, a Silver Horn of Valhalla engraved with Thaneeri runes, a whale bone Wand of Negation carved with runes of the people of the far northlands with 78 charges, a mummified humanoid hand bearing a platinum ring with black opal serpents entwined together worth 8500gp, and a steel box protected by a needle trap whose poison is long since dried up which holds 100 small tourmalines worth 50gp each.

Standing along one wall is a set of Beholder Armor (refer to I Tyrant page 50) which allows the beholder to walk at MV 8 and attack with each hand. Each hand can punch for 1-4 damage or may wield a weapon. The beholder may still use eye attacks and a bite attack while using the armour. Should the armour have some of the straps removed that keep the beholder in place, it will function as Full Platemail +1.

Next to the beholder armour are 2 powerful weapons the beholder is wont to use when he dons his armour.

In a scabbard of crystallized ice is a legendary Longsword +3, Frost brand, +6 vs. fire-using/dwelling creatures. This blade is a holy relic of the Thaneeri people, rumoured to have been wielded by Thaneer himself.

In a brass scabbard is a Broadsword +1, Flametongue. It was wielded by an Imperial centurion in the initial wars of the Far Coast against the Thaneeri barbarians and would be considered an heirloom of the Antorian Empire and a relic of the House of Censule, which house the centurion who originally wielded it belonged to.

Set upon a stone pedestal to the east is a huge egg-like crystal some 6' tall and 2.5' in diameter at its base. Studded into the crystal are various coloured crystals and gems. The object is supposedly an ancient egg laid by the Great Mother of the beholders. It, like the Frostbrand and Flametongue is a relic of the hive that the beholder stole when he fled into exile. The egg radiates a faint abjuration dweomer, but it has no magical powers. However, it would be worth a fortune to a beholder hive if the seller could find a way to successfully negotiate for its return.

2 sets of beholder formed Display Shackles (see I Tyrant, page 51) designed for capturing beholders and beholder-kin. These are set on a stone pedestal.

An Astral Disk (taken from the githyanki displayed in Room 15), which is a 5' diameter metal disk (the meta is of unknown composition and alien to the Prime Material) whose edge is engraved with gith runes. This disk, when taken onto the Astral Plane and stood upon, acts as a sort of flying carpet, doubling the normal Astral movement rate of the person standing upon it. Only one being may surf the Aster on a disk at any one time. The disk is heavy and weighs 50 pounds.

Sitting in the center of the room is a strange contraption resembling a xylophone that has been stood on its side such that the tonal bars are vertical. The bars are held in place by metal wires strung taught between the frames of the structure. Various buttons and stops line the frame. This is a non-magical instrument devised by the beholders and called a Hawaurr or "Kinetic Harp". The instrument is attuned to telekinesis and if played with a hammer or other percussive device it will sound atonal and harsh. However, in the hands of a trained telekinetic, the instrument can make hauntingly beautiful and disturbing music.

17. Library and Arcanum

This chamber serves as the research room for the beholder. It is here that it tries to devise counters to the enchantments aiding its rivals back in the hive. The beholder will likely be here if not encountered in Room 16.

The floor of this room is covered in geometric patterns gouged into the floor in precise patterns. A few recognizable thaumaturgic circles and triangles are also present.

The northern portion of the room is lined with stone shelves holding all sorts of treatises on the arcane, many of them written in the language of beholders. These include vellum scrolls in scroll tubes, books of all shapes and sizes, stone tablets with engraved runes, etc. Some of these are written in formal Imperial and a few are in Common. Some of the scrolls are even written in Thaneeri runes. These books could be used to assist a wizard's magical research library.

The western section of the room holds various alchemical equipment, including beakers, scales, scoops, powders, poultices etc. A small kiln stands nearby. This equipment could be used by an alchemist to ply his trade.

Several barrels of lamp oil are here, used to keep the lamps of the lair alight.

There is nothing magical in the room and probably little of interest to the party, as the entire focus of the room is dedicated towards the beholder's personal ambitions and rivalries.

18. Mirrored Hallway

The beholder has set up some sphere mirrors along this hallway. These are 10' tall by 5' wide panes of specially cut enchanted glass. They do not reflect much light and appear as empty air until the viewer moves to within 3'. However, the glass uncannily reflects the image of a beholder so that the image is 90% indistinguishable from a live beholder. Each mirror is AC3 and has 20 hit points.

Most importantly, the mirrors can be used to bounce the eyebeams of the beholder! By definition the central eye anti-magic beam will not be reflected, but the others can be. The beam must be of effect such that the entire effect hits the mirror. Thus the Cone of Cold power of a gauth would not work.

The mirrors are set into the stone and merged using flesh turned to stone as a sort of mortaring putty. A Stone to Flesh would transform the mortar back into flesh and allow the mirror to be removed. Otherwise, pulling on the mirror will cause it to eventually crack and become useless (this would take about a good turn of pulling). Should a mirror come free it can be used to reflect beholder eye powers (including beholder-kin), potentially back at the caster. Each mirror weighs a good 100 pounds.

The map shows the path of beams fired from Room 17. The mirrors can also be used from other locations and angles. The DM will have to improvise accordingly.

ZONE D:

WANDERING MONSTERS:

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

Roll 

Type B Encounter 

01-05 
Bat, Common 

06-08 
Beetle, Giant, Fire 

09-15 
Bugbear 

16-20 
Centipede, Giant 

21-25 
Drow 

26-30 
Fungus, Shrieker 

31-35 
Goblin 

36-40 
Insect, Cave Cricket 

41 
Magebane 

42-43 
Meazel 

44-48 
Quaggoth 

49-50 
Rust Monster 

51-52 
Spider, Gargantuan 

53-55 
Spider, Giant 

56-60 
Spider, Huge 

61 
Spider-kin, Rhagodessa 

62-66 
Spider, Large 

67 
Spider, Phase 

68-70 
Spider, Subterranean, Sword 

71-76 
Spider, Subterranean, Watch 

77-78 
Spyder-Fiend 

79-85  
Roll on the Table for Type C passages 

86-91 
Roll on the Table for Type D passages 

92-95 
Roll on the Table for Zone C 

96-98 
Roll on the Table for Zone B 

99-00 
Roll on the Table for Zone A 

Roll 

Type C Encounter 

01-02 
Bat, Deep, Night Hunter 

03-10 
Bat, Large 

11-15 
Bi-Nou 

16-20 
Carrion Crawler 

21-23 
Centipede, Tunnel 

24 
Cloaker 

25-28 
Fungus, Ascomid 

29-31 
Fungus, Phycomid 

32-34 
Gremlin, Snyad 

35-40 
Hook Horror 

41-45 
Insect, Cave Cricket 

46-50 
Lizard, Subterranean 

51-54 
Mold, Yellow 

55-56 
Myrlochar 

57-60 
Ooze, Green Slime 

61-63 
Plant, Intelligent, Shambling Mound 

64-65 
Roper 

66-75 
Rothe, Deep 

76 
Spider, Brain 

77-78 
Spider, Subterranean, Hunting 

79-85 
Roll on the Table for Type B passages 

86-91 
Roll on the Table for Type D passages 

92-95 
Roll on the Table for Zone C 

96-98 
Roll on the Table for Zone B 

99-00 
Roll on the Table for Zone A 

Roll 

Type D Encounter 

01-10 
Beetle, Giant, Fire 

11-17 
Centipede, Huge 

18-19 
Centipede, Megalo- 

20  
Chitine 

21-25 
Insect, Cave Cricket 

26-27 
Lurker 

28-29 
Lurker, Trapper 

30-33 
Meenlock 

34-35 
Mold, Deep Mold 

36-40 
Ooze, Ochre Jelly 

41-42 
Pedipalp, Giant 

43-45 
Pedipalp, Huge 

46-50 
Pedipalp, Large 

51-55 
Piercer 

56-57 
Pudding, Subterranean, Dense 

58-67 
Rothe, Deep 

68-69 
Solifugid, Giant 

70-72 
Solifugid, Huge 

73-77 
Solifugid, Large 

78 
Wraith-Spider 

79-85 
Roll on the Table for Type C passages 

86-91 
Roll on the Table for Type B passages 

92-95 
Roll on the Table for Zone C 

96-98 
Roll on the Table for Zone B 

99-00 
Roll on the Table for Zone A 


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

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

Bat, Deep, Night Hunter (1-12 or 1-30) - Allow a 15% chance that a lair is encountered, which will be a cave with 1-30 individuals. Otherwise, the encounter will be with a hunting band of up to a dozen.

It is most likely that these creatures will swoop down on any beasts of burden that the party has, not to swoop off with the beasts (which would be too heavy) but rather to kill it quickly and rip off chunks to fly off with. They will retreat of sorely pressed, as a good meal is not worth dying over. They are not terribly attached to their lairs, and so can be driven out of their cave by a determined effort.

Night Hunter (AC 6, MV 2 fl18[A], HD 2+2, hp 12 ea, THAC0 19, #ATT 4, D 1-4/1-2/1-2/1-6 or 3-12, AL NE, XP 175 ea, Source: Drow of the Underdark)

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

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

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

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

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

Bi-Nou (1 or 2-8 or 1-2) - Encounters with bi-nou in the passageways will be with lone wandering ones who are searching for a cave to make as their lair or to hunt (50%) or with a small family group (50%) in some cave or cavelet. These will often attack wanderers, even if outnumbered. Allow a 50% chance of encountering bi-nou proper and 50% of encountering 1-2 rockworms. Either will attack the party whatever the odds or situation.

Note the camouflage ability of the bi-nou.

Bi-nou (AC 1, MV 6, HD 5+5, hp 30 ea, 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 957 ea, Source: Monstrous Compendium 2)

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

Rockworm (AC -2, MV 9, HD 7, hp 41 ea, THAC0 13, #ATT 2, D 1-12/1-12, MR 20%, AL CE, XP 2000 ea, Source: Monstrous Compendium 2)

Bugbear (2-8) - These will likely be servants of the drow, either hunting for food for the tribe if near the lair or out on a mission of some sort if encountered well away from their lair. These creatures are not stupid enough to attack large, well-armed parties, but may flee to alert their chieftains at the BUGBEAR LAIR as well as alert the drow in the DROW OUTPOST.

Bugbear (AC 5, MV 9, HD 3+1, hp 17 ea, THAC0 17, #ATT 1, D 2-8 or by weapons (+2 damage due to STR), Weapons footman's mace (Av 1D6+1/1D6 kdD10 +2 to hit vs mail armour or any kind), spear [1H] (Av 1/r 2/4/6 1D6/1D8 kdD6 double damage when set vs charge), SA surprise (-3 on opponent surprise rolls), AL CE, XP 120 ea, Source: Monstrous Manual)

Treasure:

D20cp, D10sp, D6gp all of drow minting

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

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

Centipede, Giant (2-24) - These scavengers are more of a nuisance than a real threat, and they are unlikely to attack en masse unless a wounded character or beast is trailing blood, which will attract them. They are also a threat should they filter into a campsite or should the party go exploring into niches and cracks in the walls.

Giant Centipede (AC 9, MV 15, HD 1/4, hp 2 ea, THAC0 20, #ATT 1, D nil, SA poison (save at +4 or be paralyzed for 2D6 hours), SD -1 penalty to saves due to small size, AL N, XP 35 ea, Source: Monstrous Manual)

Centipede, Huge (5-30) - These scavengers are more of a nuisance than a real threat, and they are unlikely to attack en masse unless a wounded character or beast is trailing blood, which will attract them. They are also a threat should they filter into a campsite or should the party go exploring into niches and cracks in the walls.

Huge Centipede (AC 9, MV 21, HD 1/8, hp 1 ea, THAC0 20, #ATT 1, D nil, SA poison (save at +4 or be paralyzed for 1D6 hours, SD -2 penalty to saves due to small size, AL N, XP 35 ea, Source: Monstrous Manual)

Centipede, Megalo- (1-4) - These beasts are not just simply a nuisance, but they are a threat. These creatures possess an animal cunning and will often hide in ambush.

Megalo-Centipede (AC 5, MV 18, HD 3, hp 16 ea, THAC0 17, #ATT 1, D 1-3, SA poison (save or die, successful save results in 2-4 acid damage), AL N, XP 175 ea, Source: Monstrous Manual)

Centipede, Tunnel (1-6) - These dangerous creatures are always found in their lair, which is a den burrowed into the walls of the passageway by the digestive juices and mandibles of the tunnel worm. Each member of a swarm of tunnel worms has its own burrow, but they are usually spaced close to each other (within 30 yards of each other).

Each lair consists of a rounded den about 20' in diameter which is connected to the passageway by a tube approximately 2'-3' in diameter. This is narrow enough that the worm cannot turn while in the tube. The tube is usually about 30' long (just longer than the length of the worm) and is set at or near ground level.

The entrance to this tunnel is hidden by a mixture of coagulated saliva and bits of rocks and detritus the worm gathers from near its lair. These form a weak covering for the tube, enough to count as a concealed door for purposes of searching.

The tunnel worm usually attacks when a person comes within range of the opening. These creatures can sense vibrations from fairly far away, and are not fooled by invisibility. The worm will attack and attempt to drag the victim into its lair if such is possible (due to size constraints).

If the worm takes more than 15 points of fire damage of loses 60% of its original hit points, it will drop any victims and retreat to its lair, where it will fight to the death.

Note that these creatures will leave their lair to attack nearby foes.

Tunnel Worm (AC 4, MV 6, HD 9+3, hp 59 ea, THAC0 11, #ATT 1, D 2-8, SA lunging (gains a +2 to hit), chewing (no damage inflicted by the bite until the worm chews through armour, leather takes 1 round, chain takes 2, and better than chain takes 3 rounds, after armour is pierced and destroyed, victim takes chewing damage every round), grab (creature may pull a victim into its lair if it takes a WITHDRAW or other retreat option and makes an opposed STR roll (assume its STR is 20), AL N, XP 1400 ea, Source: Monstrous Manual)

Lairs can have treasure. Each lair will have, amidst bones and scraps of chewed through armour and the like (weapons will have been dropped in the passageway and are long gone), D8gp, D6ep, D6pp, and D4 gems of D100gp value. The coins are of orcish, drow, and duergar mint.

Chitine (1D6x10) - These cast offs of the drow hate their former masters, though they revere their queen Lolth. The drow often hunt these beings for sport, and as such they are of necessity wary and their lairs well hidden and well guarded by traps made of webbing. Although in some areas of the Drow Empire chitine have been domesticated and used as slaves and guards, this has not occurred on the frontier.

If 20 or fewer are encountered, then it will be a hunting party which will likely have prey held in nets and bags of webbing. If more than 20 are encountered, it will be a small village in an out of the way cave, usually guarded by webs and traps. The party may in this case simply stumble upon one of the traps or the outer guards of the village.

The chitines hate the drow but will also not aid the party, even should the party express a similar hatred for the drow. To the chitines, their conflict with the drow is a test designed by Lolth to see which race is most worthy to survive and ascend.

Chitine (AC 6, MV 12 wb9, HD 2, hp 10 ea, THAC0 19, #ATT 3, D 1-6 (x3), SA webs and web traps, SD climb textured surfaces with no loss of speed, AL LE, XP 120 ea, Source: Monstrous Compendium 1)

Cloaker (1-4) - These nasty beasts live on the outskirts of the great Drow Empire picking up prey, as they may find it. They will usually appear as black cloaks on corpses or bodies, usually situated in the center of a passageway or cave so that their moaning will have full effect. Lacking corpses, they might also simply hang on a ceiling and manipulate shadows nearby to lure some of the party underneath them.

If more than 1 cloaker is encountered, at least one will hang back and use its shadow powers as a Mirror Image spell and will then use its moaning powers while the rest attack the party in melee.

Cloaker (AC 3 (1 in shadows), MV 1 fl15[D], HD 6, hp 33 ea, THAC0 15, #ATT 2 + special, D 1-6/1-6/+ special, SA appears as cloak, engulf (initial attack hitting allows bites automatically for 1-4 + AC [ignoring shields], tails attack those approaching not engulfed (AC 1 and 16hp each), moans (see below), SD shadow powers (see below), AL CN, XP 1400 ea, Source: Monstrous Manual)

Moans:

Moan 1 = numbs the minds of all within 80' (no save). All take a -2 to hit and damage and anyone hearing this moan for 6 consecutive rounds falls into a trance unable to attack or defend as long as the moaning continues.

Moan 2 = Fear spell within 30' of the cloaker. Save vs spell or flee for 2 rounds.

Moan 3 = Nausea and weakness in a cone 30' long and 20' wide at its far end. Save vs poison or be overcome for 2-5 rounds, unable to take any action but retching.

Moan 4 = Hold Person on one person at a time with a 30' range. The Hold lasts 5 rounds.

Each moan may be defeated by a Neutralize Poison on the victim.

Shadow Powers:

Obscure opponent vision giving the cloaker an AC of 1.

Produce precise images from the shadows to deceive victims.

Create duplicates as Mirror Image (1D4+2 images).

A light spell cast directly at a given cloaker blinds it and prevents it from using its shadow powers should it fail its save vs the light spell.

Drow (varies) - It is highly recommended that the DM read the notes on drow society in the DROW EMPIRE section before attempting to run even a casual drow encounter.

The nature of an encounter with the drow will vary greatly. In general, one may assume that drow encounters fall into 5 categories in this particular zone:

· A drow patrol (from the DROW OOUTPOST or heading to or from the DROW OUTPOST)
· A drow merchant or courier (heading to or from the Empire or heading to the orcs in the ORC LAIR)
· A drow priestly entourage (perhaps on a worship mission for Lolth
· A drow noble force (hunting for pleasure, gathering slaves, or perhaps on house business)
· Driders

Drow are brilliant, haughty, wary, and very difficult to trick or fool. They will tend to regard humans in the underdark with surprise initially, but then with immediate suspicion.

A patrol will almost certainly seek to capture the party and bring it to the DROW OUTPOST for questioning. There is no good reason for humans to be in the area and anyone claiming to be an agent of the Deceiver will still be treated as an enemy and asked to remove all armour, weapons, and magic and to accompany the patrol to the DROW OUTPOST for verification and questioning. A drow patrol might be haughty enough not to immediately send a runner to warn the DROW OUTPOST of the party's presence, but should things begin to go badly they will certainly concern themselves with warning their fellows.

Merchants will likely attempt to avoid a party and report the party's presence back to their mistresses, but if unable, might try to sell items to the party, some of which may be cursed or trapped to incapacitate them.

A priestly entourage will attempt to capture party members and may intend to feed or sacrifice some to Lolth or to spiders immediately. The remainder will be taken to the DROW OUTPOST for questioning.

A drow noble will try to enslave the party, but might be encouraged, should they capture the party, to bypass the DROW OUTPOST and seek to take the party back to their home city. This might give the party time to think of an escape plan.

Driders will seek to capture and eventually consume the party, as is their wont. There is no negotiating with them, even should the party proclaim their enmity for the drow.

Roll on the following chart to determine the nature of the encounter:

01-50 = Patrol from the DROW OUTPOST
51-75 = Merchant Caravan
76-80 = Priestly Entourage
81-85 = Drow Noble
86-00 = Driders

The DM is encouraged, perhaps on a roll of 96-00, to create some special drow-related encounter. Remember, these are the centerpiece foes of the entire scenario, and so they should not simply be made into just another wandering encounter.

Thus, while sample statistics are given, the encounter indicates a wide variety of levels and classes possible and the DM is encouraged to pre-roll and design drow encounters ahead of time. Statistics have only been given for those drow always encountered in a specific group and when there is no chance of having additional classes. The DM should use these as a base to proceed, since almost any encounter will have many key members with no statistics provided.

Drow Patrol:

A Drow Patrol will usually consist of 5-20 male drow soldiery (level 2 warriors). This main body will be accompanied by the following:

· 1 arm commander female warrior (level 3-5) for every 5 soldiers
· 1 body commander female warrior (level 6-8) if 10 or more soldiers are present
· 2-24 Quaggoth foot soldiers led by a jald
· 4-16 bugbear soldiers led by a leader
· 1% chance per soldier of 1-3 priestesses of level 3-8
· 1% chance per soldier of 1-3 female wizards of level 3-8
· 50% chance of spiders if a priest is present (01-50 = 1-8 watch spiders, 51-98 = 1-6 giant spiders, 99-00 = 1 phase spider)
· Allow a 15% chance that any warrior is actually a warrior/wizard multiclass with wizard levels the same as warrior levels
· Allow a 5% chance that any warrior or warrior/wizard is also a thief multiclass of the same level
· Allow a 10% chance that any priestess is also a wizard multiclass of the same level
· On a D00 roll of 91-00 there should be something very special about the patrol. This can be a very high level leader (including one perhaps from the OUTPOST) or perhaps a tanar'ri or other foul being accompanying the patrol.

Treasure and magic items will be as appropriate. Most wizards will not bring their spellbooks if within a day's travel of the OUTPOST, otherwise assume they have 1-2 travelling spellbooks with them. Remember that drow cloaks, chainmail, and weapons are usually magical (even the soldiery will have +1 versions of all of these). As a general rule, drow armour and weapons will be at +1 for every 3 levels or portion thereof of the drow. Thus a 7th level drow warrior will have +3 items.

Drow Soldiery (AC 0 (16 DEX), MV 13, CL Wa, LV 2, hp 16 ea, THAC0 19, #ATT 3/2+1, D by weapon, Weapons shortsword (Fa 1D6/1D8 kdD6), dagger (Fa 2/r 2/4/6 1D4/1D3 kdD6), hand crossbow (Av 1/r 4/8/12 1D3/1D2 kdD4), Armour chainmail +1, buckler +1, 16 DEX, SA specialized in short sword (+1 to hit, +2 damage 3/2 attacks per round), ambidextrous, drow powers, +1 to hit with missiles (due to DEX), SD surprised on a 1 in 10, vulnerable to bright lights (90% likely to be seen, -2 DEX and -2 to hit, +2 to opponent saves if drow in the light, half that if opponent in the light, cumulative if both in the light), save vs magic at +2, sense underground phenomenon as dwarves, sense secret doors as elves, MR 54%, AL CE, XP 650 ea, Source: Drow of the Underdark)

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

Dancing Lights
Faerie Fire
Darkness

Magic Items:

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

Drow Boots (as boots of elvenkind)

Drow Metal Chainmail +1

Drow Metal Buckler +1

Drow Metal Dagger +1

Drow Metal Shortsword +1

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

Treasure:

D20pp, house token (200gp)

Female Warrior (Arm Commander) (AC -2 (16 DEX), MV 13, CL Wa, LV 4, hp 28 ea, THAC0 17, #ATT 3/2+1, D by weapon, Weapons shortsword (Fa 1D6/1D8 kdD6), dagger (Fa 2/r 2/4/6 1D4/1D3 kdD6), hand crossbow (Av 1/r 4/8/12 1D3/1D2 kdD4), Armour chainmail +2, buckler +2, 16 DEX, SA specialized in short sword (+1 to hit, +2 damage 3/2 attacks per round), ambidextrous, drow powers, SD surprised on a 1 in 10, vulnerable to bright lights (90% likely to be seen, -2 DEX and -2 to hit, +2 to opponent saves if drow in the light, half that if opponent in the light, cumulative if both in the light), save vs magic at +2, sense underground phenomenon as dwarves, sense secret doors as elves, MR 58%, AL CE, XP 1400 ea, Source: Drow of the Underdark)

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

Dancing Lights
Faerie Fire
Darkness

Magic Items:

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

Drow Boots (as boots of elvenkind)

Drow Metal Chainmail +2

Drow Metal Buckler +2

Drow Metal Dagger +2

Drow Metal Shortsword +2

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

Treasure:

4D20pp, ornamental jewelry worth D100gp, house token (400gp)

Female Warrior (Body Commander) (AC -5 (17 DEX), MV 14, CL Wa, LV 7, hp 46 ea, THAC0 14, #ATT 2/1 + 3/2, D by weapon, Weapons shortsword (Fa 1D6/1D8 kdD6), dagger (Fa 2/r 2/4/6 1D4/1D3 kdD6), hand crossbow (Av 1/r 4/8/12 1D3/1D2 kdD4), Armour chainmail +3, buckler +3, 17 DEX, SA specialized in short sword (+1 to hit, +2 damage 3/2 attacks per round), ambidextrous, drow powers, SD surprised on a 1 in 10, vulnerable to bright lights (90% likely to be seen, -2 DEX and -2 to hit, +2 to opponent saves if drow in the light, half that if opponent in the light, cumulative if both in the light), save vs magic at +2, sense underground phenomenon as dwarves, sense secret doors as elves, MR 64%, AL CE, XP 4000 ea, Source: Drow of the Underdark)

Drow Powers (1/day at 7th level):

Dancing Lights (+1 additional light)
Faerie Fire (+ 30' square)
Darkness (+6' radius)
Levitate
Know Alignment
Detect Magic

Magic Items:

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

Drow Boots (as boots of elvenkind)

Drow Metal Chainmail +3

Drow Metal Buckler +3

Drow Metal Dagger +3

Drow Metal Shortsword +3

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

Treasure:

8D20pp, D6 pieces of jewelry worth 5D100gp each, house token (700gp)

Quaggoth (AC 6, MV 12, HD 2+2, hp 8 ea, THAC0 19, #ATT 2 or 1, D 1-4/1-4 or by weapon, Weapon 2 handed sword (Sl 1D10/3D6 kdD12 +2 to hit vs plate or mail armours), SA rage (if reduced to 25% of hp or less enters a berserk rage gaining +2 to hit and damage until all enemies are gone, SD immune to poison, AL N, XP 175 ea, Source: Monstrous Manual)

Quaggoth Jald (AC 5, MV 12, HD 3+3, hp 21 ea, THAC0 17, #ATT 2 or 1, D 1-4/1-4 or by weapon, Weapons Weapon 2 handed sword (Sl 1D10/3D6 kdD12 +2 to hit vs plate or mail armours), SA rage (if reduced to 25% of hp or less enters a berserk rage gaining +2 to hit and damage until all enemies are gone, SD immune to poison, AL N, XP 270 ea, Source: Monstrous Manual)

Magic Items:

Drow Metal Two Handed Sword +1

Bugbear (AC 5, MV 9, HD 3+1, hp 17 ea, THAC0 17, #ATT 1, D 2-8 or by weapons (+2 damage due to STR), Weapons footman's mace (Av 1D6+1/1D6 kdD10 +2 to hit vs mail armour or any kind), spear [1H] (Av 1/r 2/4/6 1D6/1D8 kdD6 double damage when set vs charge), SA surprise (-3 on opponent surprise rolls), AL CE, XP 120 ea, Source: Monstrous Manual)

Treasure:

D20cp, D10sp, D6gp all of drow minting

Bugbear Leader (AC 4, MV 9, HD 4+1, hp 25 ea, THAC0 17, #ATT 1, D 2-8 or by weapons (+3 damage due to STR), Weapons footman's mace (Av 1D6+1/1D6 kdD10 +2 to hit vs mail armour or any kind), spear [1H] (Av 1/r 2/4/6 1D6/1D8 kdD6 double damage when set vs charge), SA surprise (-3 on opponent surprise rolls), AL CE, XP 175 ea, Source: Monstrous Manual)

Treasure:

2D20cp, 2D10sp, 2D6gp all of drow minting

No statistics are given for the remainder of the possible patrol encounters since they are so variable and will not be encountered with all drow patrols. If a quick wizard or priest or multiclass is needed, the DM can take one from the DROW OUTPOST. If taken from the DROW OUTPOST, it is up to the DM to determine if that individual is actually the same one found in the DROW OUTPOST.

The description of the DROW OUTPOST includes provisions for various patrols being away from the outpost. Unless the party encounters quite a lot of these wandering patrols, the DM can simply assume that any patrols encountered here are included in those already away from the DROW OUTPOST. Should the encountered patrols become excessive, however, the DM may want to either remove additional drow from the DROW OUTPOST or, so as not to unduly under man the OUTPOST, the DM may instead rule that no patrol has been encountered.

Merchant Caravan:

These will be comprised of the following:

· 1-6 drow merchants. These will be male 75% of the time (check for each merchant). Male merchants will be Warriors of level 3-6 (01-65), Rogues of level 4-8 (66-90), or Warrior/Rogues of level 3-8 (91-00). Female merchants will be as indicated for males, but with a +1 level and with an additional 15% chance of having wizard level equal to warrior level.
· 4-20 male guards (treat as Drow Soldiery) led by a male warrior of level 3-5
· 3-18 warrior slaves (bugbear or quaggoth)
· 4-24 handling slaves (goblins or kobolds or both)
· 2-8 watch spiders
· 2-12 giant footpad lizards (bearing packs and goods)

Drow merchants will be armed typically without hand crossbows, leaving that weaponry to the guards.

Male guards should use the statistics for drow soldiery given under the Patrol listing. The lead male warrior should use the statistics for the Arm Commander under the Patrol listing.

Warrior Slaves should use the statistics for quaggoth or bugbears under the Patrol listing except the quaggoth will wield battle axes instead of two handed swords (Av 1D8/1D8 kdD10).

Goblin Handler (AC 6, MV 6, HD 1-1, hp 4 ea, THAC0 20, #ATT 1, D by weapon, Weapons 1H spear (AV 1/r 2/4/6 1D6/1D8 kdD6 double damage if set vs charge), shortsword (Fa 1D6/1D8 kdD6), SD -1 to hit in sunlight or equivalent, AL LE, XP 15 ea, Source: Monstrous Manual)

Kobold Handler (AC 7, MV 6, HD 1/2, hp 3 ea, THAC0 20, #ATT 1, D by weapon, Weapons hand axe (Fa 1/r 2/4/6 1D6/1D4 kdD8), short sword (Fa 1D6/1D6 kdD6), SD -1 to hit in sunlight or equivalent, AL LE, XP 15 ea, Source: Monstrous Manual)

Watch Spider (AC 6, MV 18, HD 2+2, hp 16 ea, THAC0 19, #ATT 1, D 1-6, SA poison (save vs poison at +1 or suffer 2D4 turn paralysis in an onset time of 1-2 rounds), AL LN, XP 420 ea, Source: Drow of the Underdark)

Giant Footpad Lizard (AC 6, MV 12 cl6, HD 2+1, hp 11 ea, THAC0 19, #ATT 1, D 1-6, SD climb walls, AL N, XP 120 ea, Source: Mystara Monstrous Compendium)

Priestly Entourage:

These will be comprised of the following:

· 1-6 priestesses of level 3-6
· A leading priestess of level 7-12
· 3-36 male soldiery (use the statistics in the Patrol listing) let by an Arm of Lolth (Warrior/Priestess of level 4-7 each)
· 1-12 large spiders
· 2-8 huge spiders
· 1-6 giant spiders
· 50% chance of 1 gargantuan spider
· 5% chance of 1 phase spider
· 50% chance of 3-18 skeletons or zombies
· Allow a 15% chance that any priest (but not the Arm of Lolth) is also a wizard of equivalent level)
· 5-20 slaves (goblins usually - use the Merchant listing statistics)
· Allow a 25% chance of 1-4 powerful supernatural allies (usually tanar'ri)
· Allow a 5% of a yochlol

Drow Priestess (AC -1 (15 DEX), MV 12, CL Pr, LV 5, hp 28 ea, THAC0 18, #ATT 1, D by weapon, Weapons footman's mace (Av 1D6+1/1D6 kdD10 +2 to hit vs mail), Armour chainmail +2, buckler +2, 15 DEX, SA drow powers, SD surprised on a 1 in 10, vulnerable to bright lights (90% likely to be seen, -2 DEX and -2 to hit, +2 to opponent saves if drow in the light, half that if opponent in the light, cumulative if both in the light), save vs magic at +2, sense underground phenomenon as dwarves, sense secret doors as elves, MR 60%, Spell Points (13 WIS): 44, AL CE, XP 4000 ea, Source: Drow of the Underdark)

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)]:

Spider Climb (4), Command (4), Spidereyes (4), Darkfire (6), Mindtouch (6), Spellweb (10), Protection from Good 10' radius (10)

Priestly Powers:

Command Undead (as turning)

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

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

Magic Items:

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

Drow Boots (as boots of elvenkind)

Drow Metal Chainmail +2

Drow Metal Buckler +2

Drow Metal Footman's Mace +2

Potion of Healing

Wand of Acidic Spheres (50 charges) (refer to Drow of the Underdark, page 74)

Treasure:

2D100pp, 1-6 pieces of jewelry worth D6x100gp each, platinum unholy symbol to Lolth

Leading Priestess (AC -6 (16 DEX), MV 13, CL Pr, LV 10, hp 53 ea, THAC0 14, #ATT 1, D by weapon, Weapons footman's mace (Av 1D6+1/1D6 kdD10 +2 to hit vs mail), Armour chainmail +2, buckler +2, 16 DEX, SA drow powers, SD surprised on a 1 in 10, vulnerable to bright lights (90% likely to be seen, -2 DEX and -2 to hit, +2 to opponent saves if drow in the light, half that if opponent in the light, cumulative if both in the light), save vs magic at +2, sense underground phenomenon as dwarves, sense secret doors as elves, MR 70%, Spell Points (15 WIS): 180, AL CE, XP 9000 ea, Source: Drow of the Underdark)

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)]:

Cure Light Wounds (4), Cure Light Wounds (4), Cure Light Wounds (4), Spider Climb (4), Spidereyes (4), Darkfire (6), Cure Moderate Wounds (6), Mindtouch (6), Silence 15' r (6), Spellweb (10), Prayer (10), Dispel Magic (10), Venom Immunity (10), Passweb (15), Abjure (15), Control Vapour (22), Slay Living (22), Flame Strike (22)

Priestly Powers:

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

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

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

Magic Items:

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

Drow Boots (as boots of elvenkind)

Drow Metal Chainmail +3

Drow Metal Buckler +3

Drow Metal Footman's Mace +3

2 Potions of Extra-Healing

Scroll of Priestly Spells at 12th level: Raise Dead, Heal, Speak with Dead

Staff of the Abyss (refer to Drow of the Underdark page 73 - this staff does not use charges)

Spider Wand (43 charges, refer to Drow of the Underdark page 74)

Whip of Fangs (3 tendrils, refer to Drow of the Underdark page 82)

Treasure:

3D100pp, 2-7 pieces of jewelry worth D6x1000gp each, platinum unholy symbol to Lolth

Male guards should use the statistics for drow soldiery given under the Patrol listing.

Arm of Lolth Warrior/Priest (AC -3 (17 DEX), MV 14, CL Wa/Pr, LV 6/6, hp 37 ea, THAC0 15, #ATT 3/2 + 1, D by weapon, Weapons footman's mace (Av 1D6+1/1D6 kdD10 +2 vs mail armour), Short Sword (Fa 1D6/1D8 kdD6), Dagger (Fa 2/r 2/4/6 1D4/1D3 kdD6), Hand Crossbow (Av 1/r 4/8/12 1D3/1D2 kdD4), Armour chainmail +2, buckler +2, 17 DEX, SA +1 to hit with missiles due to DEX, expertise in footman's mace, ambidextrous, SD surprised on a 1 in 10, vulnerable to bright lights (90% likely to be seen, -2 DEX and -2 to hit, +2 to opponent saves if drow in the light, half that if opponent in the light, cumulative if both in the light), save vs magic at +2, sense underground phenomenon as dwarves, sense secret doors as elves, MR 62%, Spell Points (14 WIS): 63, AL CE, XP 6000 ea, Source: Drow of the Underdark)

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)]:

Bless (4), Command (4), Cure Light Wounds (4), Cure Light Wounds (4), Cure Light Wounds (4), Spider Climb (4), Chant (6), Hold Person (6), Aid (6), Prayer (10), Continual Darkness (10), 1 free orison (1)

Priestly Powers:

Command Undead (as turning)

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

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

Magic Items:

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

Drow Boots (as boots of elvenkind)

Drow Metal Chainmail +2

Drow Metal Buckler +2

Drow Metal Footman's Mace +2

Drow Metal Shortsword +2

Drow Metal Dagger +2

2 Potions of Healing

Potion of Invulnerability

3 Darts of Silence (refer to Drow of the Underdark page 81)

2 Spider Darts (refer to Drow of the Underdark page 82)

2 Darts of Vapours (refer to Drow of the Underdark page 82)

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

Treasure:

D100pp, 1-6 pieces of jewelry worth D3x100gp each, platinum unholy symbol to Lolth

Large Spider (AC 8, MV 6 wb15, HD 1+1, hp 7 ea, THAC0 19, #ATT 1, D 1, SA poison (type A, onset 15 minutes, take 15 damage or no damage if a save at +2 is made), webs (break free in number of rounds equal to 19-STR, held victims are +4 to hit and lose all DEX bonuses), AL N, XP 175 ea, Source: Monstrous Manual)

Huge Spider (AC 6, MV 18, HD 2+2, hp 14 ea, THAC0 19, #ATT 1, D 1-6, SA poison (type A, onset 15 minutes, take 15 damage or no damage if save is made at +1), surprise (-6 to opponent surprise rolls if ambush), leap (30'), AL N, XP 270 ea, Source: Monstrous Manual)

Giant Spider (AC 4, MV 6 wb12, HD 4+4, hp 28 ea, THAC0 15, #ATT 1, D 1-8, SA poison (type F, save immediately or die), webs (break free in number of rounds equal to 19-STR, held victims are +4 to hit and lose all DEX bonuses), AL CE, XP 650 ea, Source: Monstrous Manual)

Slaves should use the goblin statistics from the Merchant listing.

Drow Noble:

This will usually be a hunting expedition or a noble on a house mission.

The group will consist of:

· A female noble wizard of level 7-12 with a 25% chance of being a multi-classed wizard (half the time) or warrior (half the time) or equal level. This noble will possess her house insignia.
· A male house wizard of level 6-8 who will also possess house insignia.
· A personal bodyward (and often consort) male warrior of level 7-10 who has a 15% chance of also being a rogue of the same level.
· An elite bodyguard of female warriors of level 4-6 (use the statistics for the Arm Commander under the Patrol listing).
· House soldiery of male warriors of level 2 (use the drow soldiery from the Patrol listing) commanded by a House Arm Commander (use the Arm Commander from the Patrol listing)
· Allow a 15% chance that a priestess of level 6-9 accompanies the noble
· 3-30 House warrior slaves (usually bugbears or quaggoth, use the statistics under the Patrol listing)
· 3-30 House menial slaves (goblins or kobolds, but with no weapons or armour, bearing packs, carrying the noble's palanquin, and scouting ahead for danger)

Male House Wizard (AC 4 (18 DEX), MV 15, CL Wi, LV 8, hp 25 ea, THAC0 18, #ATT 1, D by weapon, Weapons Dagger (Fa 2/r 2/4/6 1D4/1D3 kdD6), Quarterstaff (Fa 1D6/1D6 kdD10), darts (Fa 3/r 2/4/8 1D3/1D2 kdD4), Armour ring of protection +1, cloak of protection +1, 18 DEX, SA +2 to hit with missiles due to DEX, non-proficient in dagger (-5 to hit), SD surprised on a 1 in 10, vulnerable to bright lights (90% likely to be seen, -2 DEX and -2 to hit, +2 to opponent saves if drow in the light, half that if opponent in the light, cumulative if both in the light), save vs magic at +2, sense underground phenomenon as dwarves, sense secret doors as elves, MR 66%, Spell Points (16 INT): 99, AL CE, XP 7000 ea, Source: Drow of the Underdark)

Spells Memorized:

Spidereyes (4), Detect Phase (4), Magic Missile (4), Magic Missile (4), Mirror Image (6), Ray of Enfeeblement (6), Dark Wings (10), Dispel Magic (10), Hand of Darkness (10), Acid Bolt (15), Stop (15), 1 free cantrip (1)

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

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

Magic Items:

Drow Cloak of Protection +1 (75% undetected in shadows) [+6 save vs fire for cloak only]

Drow Boots (as boots of elvenkind)

Drow Metal Dagger +3

Ring of Protection +1

2 Potions of Healing

Wand of Viscous Globs (33 charges, refer to Drow of the Underdark page 75)

Fire Elemental Gem (refer to Drow of the Underdark page 77)

Familiar:

Spitting Crawler (AC 6, MV 16, HD 2, hp 14, THAC0 19, #ATT 1, D 1-2, SA acid spit (3/day spit acid in a stream 20' range at +5 to hit, acid corrodes metal and does 2-8 damage and itches causing -1 to hit and +1 to AC and no resting or studying or concentrating for 3-36 turns [dilution with water or wine within 4 rounds drops duration to 2-16 turns], metal is reduced to powder and any metal touching the metal hit can be infected by the acid [a DEX check means only the piece hit was affected before being pulled off, the victim suffers a +1 to AC if body armour was hit, water or wine halts the metal destruction]), move silently on walls and ceilings and floors at rate 12, leap (10+D4 feet upwards and 18' horizontally), SD immune to charm, sleep, and hold, immune to all spider and insect venoms, immune to all oozes, slimes, jellies, and mold spores, elastic (30' fall for no damage, D4 per 10' fallen beyond 30'), MR 30%, AL LN, XP 175 ea, Source: Drow of the Underdark)

Treasure:

D100pp, 1-6 pieces of jewelry worth D3x100gp each, Travelling Spellbooks (2) with spells memorized and from 2-12 extra spells of varying levels, house token (800gp)

Driders:

These horrible rogues of the drow society will attempt to slay straggling party members by stealth. Their bloodlust, torment, and hatred always shine through. If encountered in a full group they may challenge a well-armed party directly.

Driders like to set traps and conduct ambushes.

A drider group will consist of:

· 1 drider 75% of the time or 1-4 driders 25% of the time.
· Allow a 10% chance that a lone drider has 2-12 huge spiders as hunting companions.
· A given drider will be a priest of 6-7 level [01-60] or a wizard of level 6-8 [61-00]

Priestly Drider (AC 3, MV 12, HD 6+6, CL Pr, LV 7, hp 43 ea, THAC0 13, #ATT 1, D 1-4 or by weapon (+1 for STR), Weapons battle axe (Av 1D8/1D8 kdD10), shortbow (Av 2/r 10/20/30 1D6/1D6 kdD6), SA poison bite (save at -2 or by paralyzed for 1-2 turns), poison weapons (same as bite), surprise (lone drider surprises opponents 1-5 in 10), MR 15%, Spell Points (13 WIS): 74, AL CE, XP 5000 ea, 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)]:

Cure Light Wounds (4), Curse (4), Command (4), Spidereyes (4), Darkfire (6), Hold Person (6), Silence 15' r (6), Dispel Magic (10), Cause Serious Wounds (15), Cure Serious Wounds (15)

Priestly Powers:

Command Undead (as turning)

Treasure:

D100pp, 4 rough gems worth 100gp each, platinum unholy symbol to Lolth

Wizardly Drider (AC 3, MV 12, HD 6+6, CL Pr, LV 8, hp 42 ea, THAC0 13, #ATT 1, D 1-4 or by weapon (+1 for STR), Weapons battle axe (Av 1D8/1D8 kdD10), shortbow (Av 2/r 10/20/30 1D6/1D6 kdD6), SA poison bite (save at -2 or by paralyzed for 1-2 turns), poison weapons (same as bite), surprise (lone drider surprises opponents 1-5 in 10), MR 15%, Spell Points (15 INT): 99, AL CE, XP 3000 ea, Source: Monstrous Manual)

Spells Memorized:

Spidereyes (4), Magic Missile (4), Chromatic Orb (4), Invisibility (6), Detect Invisibility (6), Web (6), Glitterdust (6), Dark Wings (10), Hand of Darkness (10), Fireball (10), Dispel Magic (10), Phantasmal Killer (22), 1 free cantrip (1)

Treasure:

D100pp, 4 rough gems worth 100gp each

Note: Drider mages rarely carry their spellbooks with them.

Fungus, Ascomid (1) - These strange puffballs will range from 5'-10' in diameter and tend to simply roll around until they contact a warm-blooded creature into which it may spray its spores.

Ascomid (AC 3, MV 12 max (rolls at 3 for the first round and +3 each round thereafter), HD 6+6, hp 36 ea, THAC0 13, #ATT 1, D nil, SA knockdown (on a hit vs M or smaller), spores (shoot in a 30' stream 1' in diameter which expands into a cloud 5'-20' in diameter upon contacting anything, those within must save vs poison or die in 1-4 rounds, those who save are blinded and choked and helpless for 1-4 rounds [no shield or DEX bonuses and all attacks at +4 to hit them]), SD long piercing weapons do double damage, short stabbing weapons damage as a small creature, blunt weapons do no harm, slashing weapons do 1 point of damage, +4 save vs all magical attacks but cold and 50% damage from such attacks, immune to non-plant affecting mind-based spells, AL N(E), XP 1400 ea, Source: Monstrous Manual)

Fungus, Phycomid (1-4) - Phycomids are mindless and will attack all warm-blooded creatures that come within range (D6+6'). Because of their short range, phycomids are better able to attack when hidden in niches or amongst mineral structures.

Phycomid (AC 5, HV 3, HD 5, hp 27 ea, THAC0 15, #ATT 2, D 3-6/3-6, SA infection (hit requires save vs poison or mushroom growths sprout from the victim where hit in D4+4 rounds causing D4+4 damage, the growths spread and kill the host in D4+4 turns turning it into a new Phycomid), AL N(E), XP 650 ea, Source: Monstrous Manual)

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

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

Goblin (4-24) - These are usually escaped slaves, whether of the bugbears or the drow. Often the latter let some of the most ruthless and efficient goblin slaves escape in order to provide a good hunt and sport at sometime in the future. As such, goblins encountered will be very wary and likely to hide from the party.

Allow a 15% chance that the goblins have formed a lair. In this case, there will be females and children each equal to 60% of the male goblins indicated (females and children are non-combatants). Such a lair may (5%) have a goblin shaman (priest of 3-6 level).

Goblins (AC 6, MV 6, HD 1-1, hp 5 ea, THAC0 20, #ATT 1, D by weapon, Weapons stone axe (Av 1D6/1D4 kdD8), stone javelins (Fa 1/r 3/6/9 1D4/1D4 kdD6 break on a 1 in 6), AL LE, XP 15 ea, Source: Monstrous Manual)

Goblin Shaman (AC 6, MV 6, CL Pr, LV 5, hp 27, THAC0 18, #ATT 1, D by weapon, Weapons stone axe (Av 1D6/1D4 kdD8), Spell Points: 40, AL LE, XP 650, Source: Monstrous Manual)

Spells Memorized [All (Major), Divination (Major), Healing (Major - reversed only), Protection (Major), Sun (Major - reversed only)]:

Bless (4), Detect Evil (4), Detect Magic (4), Chant (6), Dispel Magic (10), Continual Darkness (10), 2 free orisons (2)

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

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

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

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

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

Hook Horror (2-12) - These strange but fierce beings will likely ambush the party, as their acute hearing means they will often be aware of the party before the party is aware of them. They will use their hooks to climb up the walls and hide amidst the niches and stalactites, leaping down upon the centre of the party as they pass by.

The hook horrors will almost always have a lair within a few miles. These are vertical sheer shafts piercing the passageway or a side cavern. Within the shaft are 4-6 caves which are lairs of the horrors. Also here will be an elder female who rules the group and the clan eggs in a hidden niche behind stones.

Hook Horror (AC 3, MV 9, HD 5, hp 30 ea, THAC0 15, #ATT 3, D 1-8/1-8/2-12, SA if both hooks hit the beak hits automatically each round until one hook is dislodged, SD surprised on a 1 in 10, unaffected by blindness or darkness, AL N, XP 175 ea, Source: Monstrous Manual)

Insect, Cave Cricket (1-8) - These creatures are not very aggressive and not much of a threat unless cornered, but their chirping does drown out all speech and vocal casting within 20'. Many experienced cave dwellers are trained to detect when the chirping of cave crickets changes tone subtly indicating a threatening creature approaching within 20' and can use this phenomenon as an early warning system.

Cave Cricket (AC 4, MV 6 hop3, HD 1+3, hp 10 ea, THAC0 20, #ATT nil, D nil, SA chirping, AL N, XP 15 ea, Source: Monstrous Manual)

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

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

Lurker (1) - These solitary hunters are always dangerous as they lurk along the ceilings of the passageways ready to drop on passersby. As they are unintelligent, they will tend to attack anyone who appears (or senses) as tasty. Allow a 10% chance that a given lurker is a female with a glutinous clutch of eggs stuck to the ceiling somewhere nearby. These eggs are valuable to the right parties.

Lurker (AC 6, MV 1 fl9[B], HD 10, hp 55 ea, THAC0 11, #ATT 1, D 1-6, SA surprise (-4 penalty to surprise rolls if undetected), 90% undetectable unless the ceiling is prodded, constrict (1-6 damage per round and suffocation occurs in D4+1 rounds regardless, prey inside can only fight with S sized slashing or piercing weapons already in hand), AL N, XP 2000 ea, Source: Monstrous Manual)

Lurker, Trapper (1) - Unlike a normal lurker, trappers are highly intelligent, and are wont to form a protrusion near their centre to attract prey. Such a protrusion might appear to be a stone chest, a strange twisted stalagmite, a pedestal, or even an altar. When the centre is reached, the trapper will fold up and attempt to kill and devour those inside. A given trapper will cover be between 20' square and 25' square.

Allow a 5% chance that a given trapper is a female. In this case, a clutch of pebble-like eggs might be hidden on the ground nearby. These eggs are valuable to the right parties.

Trapper (AC 3, MV 3, HD 12, hp 71, THAC0 9, #ATT 1, D 4+AC, SA 95% undetectable, constriction (damage taken each round and victim smothers in 6 rounds regardless), SD immune to heat or cold based attacks, AL N, XP 3000, Source: Monstrous Manual)

Some (25%) of trappers have remained stationary enough to accumulate a little treasure. The treasure is not much because a trapper cannot really remain in a given area for too long before the element of surprise wears off.

Treasure:

D4x10cp, D3x10sp, D10gp, D6pp all of underdark mintings.

Magebane (1) - Attracted by the prodigious use of magic emanating from the Drow Empire, these parasites are a hefty annoyance, and the drow tend to slay them on sight.

Magebane (AC 5 to spellcaster and those who can see it, AC 1 to others, MV 6 fl12[A], HD 2+4, hp 14 ea, THAC0 17, #ATT 1, D 3-6, SA tail whip (2-8 damage), absorb spells (chosen caster has spell absorbed on a 1-2 in 6 or partially absorbed on a 3-6 in 6, 7th level or greater spells are only partially drained 1 in 6), SD invisible and silent to all but its chosen spellcaster, sense magical auras and cast spells (160'), may never attack chosen one, MR 75% to all but chosen, 100% to chosen, AL CN, XP 420 ea, Source: Monstrous Compendium 1)

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

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

Thief Skills:

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

Meenlock (3-5) - These horrific creatures specialize in preying on stragglers and scouts. They particularly take relish in capturing drow and duergar, though usually they must settle for bugbears and goblins. Should the meenlocks encounter a well armed party, they will likely track the party until it beds down, and then evaluate whether an attack would be warranted. Should it be, they will choose a victim and begin to bombard that person with horrendous dreams during the night such that no rest is taken and all throughout the day. The next night, they will likely strike the camp, seeking to drag away their victim back to their lair in order to transform him into a meenlock.

The meenlock are so hideous, so cruel, and so despised that even the drow fear and hate them and tell tales of the meenlocks to their young to keep them in line.

Meenlock (AC 7, MV 9, HD 4, hp 18 ea, THAC0 17, #ATT 2, D 1-4/1-4, SA paralyzation (claw paralyzes unless a save is made, lasts 1D6 turns), mental harassment (during tracking of victim, causes -1 DEX, INT, STR, and WIS per hour to half original value and victim is -1 to hit and targets of victim's spells get +2 to saves), stealthy (80% surprise vs watchful guards, 100% versus unwatchful or sleeping), fear (intelligent creatures of 4HD or less that see a meenlock will collapse with fear for D4+4 rounds [half if a save vs spell is made]), SD dimension door (1/2 rounds, 60', cannot carry another, opponents attacking a meenlock the round it teleports suffer -4 to hit), tracking (unerringly track victim, 95% undetectable while tracking), telepathy 300' range, AL LE, XP 650 ea, Source: Monstrous Compendium 2)

Mold, Deep Mold (1) - This green and blue mold is pleasing to look at and emanates and inviting fragrance. The most successful patches are usually found at the bottom of drops and slides.

Deep Mold (AC 9, MV 0, HD n/a, hp n/a, THAC0 n/a, #ATT 1, D special, SA spores (touch causes a cloud 20'x20' and 30' high, those within must save vs paralyzation or suffer 1-10 damage and lose 1 STR for 1-10 rounds, those who save take half damage and no strength loss, infected creatures [who missed the save] take 1-10 damage per day until a Cure Disease is cast, exposure to bright sunlight and bed rest will abate damage for that day, spores may release 3/day), SD immune to weapons, cold stuns for 4D4 rounds, acid kills the mold at 10' square feet per vial [or 2D4 damage], Cure Disease kills an entire patch, MR 20%, AL N, XP 35 ea, Source: Monstrous Compendium 2)

Mold, Yellow (1) - Yellow mold is fairly common in damp passages and can grow rather large. In addition to its usual deadly properties, allow a 5% chance that a given colony is over 300 square feet. If so, allow a 1 in 6 chance that the colony is sentient. Should the colony be sentient, allow a further 1 in 6 chance that it has psionic powers.

Yellow Mold (normal patch) (AC 9, MV 0, HD n/a, THAC0 n/a, #ATT 1, D n/a, SA poison spores (if touched roughly will emit spores in a 10' radius 50% of the time causing a save vs poison or death), SD vulnerable to fire, Continual Light renders it dormant for 2D6 turns, MR 20%, AL N, XP 65 ea, Source: Monstrous Manual)

Sentient patches sense creatures within 6-' and may shoot spores that far, they may cast Suggestion 2/day and if cast, the victim must roll INT or less or lose 1 INT permanently, devoured by the mold.

Psionically sentient patches are immune to psionic attacks unless the creature or a comrade can communicate with plants. The mold is a 1st level Psionicist with the devotions/sciences of Mindwipe and Id Insinuation in the Telepathy Discipline and the devotion/science Psionic Sense (D100+20' range at no cost) in the Metapsionics Discipline. Its Power Score is 15 and it has D10x5 PSP.

Myrlochar (1-12) - These spiders of Lolth are the results of summonings by drow. On Lolth's whim or their own, some myrlochar elect to stay on the Prime Material Plane, and these often band together into hunting packs. These beings love to stalk prey and devour them, and they have no fear of attacking foes too powerful for them, as defeat merely means a return to their home on the netherworld.

Myrlochar (AC 4, MV 8 wb16, HD 6+6, hp 38 ea, THAC0 15, #ATT 3, D 2-5/2-5/2-12, SA soul drain (a bite has a 1 in 6 chance of doing 1 point of damage permanently and adding this to the myrlochar's hit points), bite also does one of the following: hold person (lasts 4 rounds, transmitted from a bite, save vs spell at -3), reverse gravity (from bite, save vs spell at -3 or suffer as per spell), SD immune to darkness and blinding, silent movement, immune to webs, adhere to walls, ceilings, webs, levitate at MV 6 (include feather fall), immune to poison, immune to sleep, charm, and hold, MR 30%, AL CE, XP 4000 ea, Source: Drow of the Underdark)

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

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

Ooze, Ochre Jelly (1-3) - These amoebae travel the walls and ceilings, often glistening around stalactites, sweeping the area clean of carrion and debris.

Ochre Jelly (AC 8, MV 3, HD 6, hp 30 ea, THAC0 15, #ATT 1, D 3-12, SD lightning bolt divides into one or more smaller jellies, each doing 1/2 damage, affected by fire and cold, AL N, XP 270 ea, Source: Monstrous Manual)

Pedipalp, Giant (1-2) - These horrors are extremely aggressive and unafraid of most anything.

Giant Pedipalp (AC 2, MV 6, HD 4+4, hp 28 ea, THAC0 15, #ATT 3, D 1-8/1-8/2-8, SA grip (if a pincer hits, may use both to grip victim, causing 2-16 damage per round and allowing an automatic bite; requires a bend bars roll to break, or if attacked it will break the grip on a 1 in 12 [2 in 12 if the attack hits], noxious gas (3/day may spray in a 20' radius requiring a save vs poison or suffer muscle spasms for a -3 to hit), SD sever pincer (pincer may be severed by targeting AC 0 and doing 20 damage, these hp are separate from the normal hp), AL N, XP 650 ea, Source: Drow of the Underdark)

Pedipalp, Huge (1-4) - These creatures are more dangerous than their smaller cousins and also possess pincers. They will seek man-sized prey aggressively.

Huge Pedipalp (AC 4, MV 12, HD 2+2, hp 14 ea, THAC0 19, #ATT 3, D 1-6/1-6/1-8, SA grip (if a pincer hits, the Pedipalp may grab the victim with both pincers, doing 2-12 per round and, if choosing to bite him, gaining a +6 to hit; may be broken with a bend bars roll), SD immune to poisons, acids, and noxious vapours, AL N, XP 175 ea, Source: Drow of the Underdark)

Pedipalp, Large (1-4) - These scavengers, which range in size from 1' to 4' long, feed on vermin and the like and are dangerous only inasmuch as the part might surprise or disturb them.

Large Pedipalp (AC 7, MV 12, HD 1+1, hp 6 ea, THAC0 19, #ATT 1, D 1-8, SD immune to poisons, acids, and noxious vapours, AL N, XP 35 ea, Source: Drow of the Underdark)

Piercer (3-18) - These dangerous gastropods will almost certainly drop down on the party. In any group the size of the piercers will be evenly divided amongst the categories, starting with the smallest for remainders.

1HD Piercer (AC 3, MV 1, HD 1, hp 6 ea, THAC0 19, #ATT 1, D 1-6, SA surprise (opponents are at -7 to their surprise rolls), SD soft underbelly covers in acid when exposed to air (1 pt of damage per round), AL N, XP 35 ea, Source: Monstrous Manual)

2HD Piercer (AC 3, MV 1, HD 2, hp 12 ea, THAC0 19, #ATT 1, D 2-12, SA surprise (opponents are at -7 to their surprise rolls), SD soft underbelly covers in acid when exposed to air (1 pt of damage per round), AL N, XP 65 ea, Source: Monstrous Manual)

3HD Piercer (AC 3, MV 1, HD 3, hp 18 ea, THAC0 17, #ATT 1, D 3-18, SA surprise (opponents are at -7 to their surprise rolls), SD soft underbelly covers in acid when exposed to air (1 pt of damage per round), AL N, XP 120 ea, Source: Monstrous Manual)

4HD Piercer (AC 3, MV 1, HD 4, hp 24 ea, THAC0 17, #ATT 1, D 4-24, SA surprise (opponents are at -7 to their surprise rolls), SD soft underbelly covers in acid when exposed to air (1 pt of damage per round), AL N, XP 420 ea, Source: Monstrous Manual)

Plant, Intelligent, Shambling Mound (1-3) - These creatures are solitary in nature, but in the underdark, where suitably damp places are rarer than in marshes of the surface world, they sometimes can be found in what can loosely be called a group. Such a group would never cooperate with each of its members directly, but they might emerge from their lairs to attack the same party. If more than 1 is found it will always be in a damp cave, often musty with other molds and fungi. They tend to favour feeding on shriekers and may come to the sound of one being set off in the vicinity.

If found in a passageway, it will most often be a single shambler, searching for a suitable lair or for food.

Shambling Mound (AC 0, MV 6, HD 8-11, hp 48-66 ea, THAC0 13/11/9, #ATT 2, D 2-16/2-16, SA surprise (if terrain suitable, opponents suffer a -3 to surprise rolls), suffocation (victim hit by both arms in the same round is entangled and suffocate in 10-40 rounds unless the creature is killed or victim makes a bend bars roll), SD immune to blunt weapons, half damage from type P or S weapons, immune to fire, half or no damage from cold, growth from lightning (+1' height and HD for each such attack), regenerate (rest in damp plant matter to heal fully in 12 hours), AL N, XP 6000-9000 ea, Source: Monstrous Manual)

Pudding, Subterranean, Dense (1 or 1-4) - These puddings have learned to stalk prey, hiding in shadows and amidst stalactites and then dropping down on victims. Usually a single specimen will be encountered, but there is a chance (10%) that a colony of 1-4 will be found, perhaps having been split by certain magic spells.

Dense Pudding (AC 6, MV 6, HD 10, hp 80 ea, THAC0 11, #ATT 1, D 2-20, SA surprise (opponents suffer -2 to surprise rolls if pudding can set an ambush), corrosive only to flesh, disease (victims damaged must save vs poison of contract a debilitating disease which Cure Disease will negate if cast within 48 hours), SD move along walls and ceilings, no damage from edged weapons, quarter damage from blunt weapons, immune to acid, cold, and poison, divide into two half sections with full hit points if hit by Fireball, Lightning Bolt, Flamestrike, Flaming Sphere, Wall of Fire, Chain Lightning, or Incendiary Cloud, MR 20%, AL NE, XP 4000 ea, Source: Monstrous Compendium 2)

Quaggoth (2-24) - These humanoids are usually slaves of the drow, but a few bands have escaped or been forgotten when their masters have been killed, and these have in some cases thrived and shrugged off their slave mentality. Nevertheless, quaggoth have a healthy respect for drow and will usually not fight or even seek to encounter them. Likewise, they fear duergar because the dwarves regard them universally as drow allies.

Quaggoth have no fear and will likely at least try to attack a party and see if they can gain anything from it. Only when it appears certain that continued attacks will meet with utter destruction do they back off, and then only those not berserk and only reluctantly even then!

For every 12 quaggoths there will be a jald, and there is a 20% chance that there will be 1-2 thonots with the group.

If encountered in their lair (only a 20% chance) there will be females and young each equal to the number of males. Females fight as well as males and half of the young will be able to fight is pressed.

Quaggoth (AC 6, MV 12, HD 2+2, hp 14 ea, THAC0 19, #ATT 2, D 1-4/1-4, SA rage (if reduced to 25% hp or less, goes berserk until no foes are around, +2 to hit and damage), SD immune to poison, AL N, XP 175 ea, Source: Monstrous Manual)

Jald (AC 5, MV 12, HD 3+3, hp 27 ea, THAC0 17, #ATT 2, D 2-5/2-5, SA rage (if reduced to 25% hp or less, goes berserk until no foes are around, +2 to hit and damage), SD immune to poison, AL N, XP 270 ea, Source: Monstrous Manual)

Thonot (AC 6, MV 12, HD 2+2, hp 14 ea, THAC0 19, #ATT 2, D 1-4/1-4, SA rage (if reduced to 25% hp or less, goes berserk until no foes are around, +2 to hit and damage), psionics (see below), SD immune to poison, AL N, XP 1400 ea, Source: Monstrous Manual)

Psionics:

Score: 15 PSP: 50

Attacks: Mind Thrust

Defenses: Mental Barrier

Psychokinesis Sciences: Telekinesis, Devotions: Control Flames, Molecular Agitation

Psychometabilism Sciences: Shadow-Form, Devotions: Cell Adjustment, Expansion, Reduction

Telepathic Devotions: Contact, Mind Thrust, Mental Barrier

Young (AC 6, MV 12, HD 1+1, hp 6 ea, THAC0 19, #ATT 2, D 1-4/1-4, SA rage (if reduced to 25% hp or less, goes berserk until no foes are around, +2 to hit and damage), SD immune to poison, AL N, XP 120 ea, Source: Monstrous Manual)

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

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

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

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

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

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

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

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

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

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

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

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

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

Solifugid, Giant (1-4) - These voracious hunters know no fear and rely on their tenacity to overcome most foes.

Giant Solifugid (AC 4, MV 12, HD 6+6, hp 46 ea, THAC0 15, #ATT 2 or 1, D 4-16, SA grip (attack also with 2 clamping forelegs which do no damage but grip and hold any creature until 1-2 rounds after death of the Solifugid or if 50 hp is done to a foreleg [these hp are separate from the total hit points], even charm will not cause it to release its grip), gripped bite (gripped creatures are attacked b the bite at +3 to hit), SD immune to poison, AL N, XP 650 ea, Source: Drow of the Underdark)

Solifugid, Huge (1-6) - These voracious hunters know no fear and rely on their tenacity to overcome most foes.

Huge Solifugid (AC 5, MV 11, HD 5+5, hp 42 ea, THAC0 15, #ATT 2 or 1, D 3-12, SA grip (attack also with 2 clamping forelegs which do no damage but grip and hold any creature until 1-2 rounds after death of the Solifugid or if 50 hp is done to a foreleg [these hp are separate from the total hit points], even charm will not cause it to release its grip), gripped bite (gripped creatures are attacked b the bite at +3 to hit), SD immune to poison, AL N, XP 420 ea, Source: Drow of the Underdark)

Solifugid, Large (1-6) - These voracious hunters know no fear and rely on their tenacity to overcome most foes.

Large Solifugid (AC 6, MV 9, HD 3+3, hp 21 ea, THAC0 17, #ATT 2 or 1, D 2-8, SA grip (attack also with 2 clamping forelegs which do no damage but grip and hold any creature until 1-2 rounds after death of the Solifugid or if 50 hp is done to a foreleg [these hp are separate from the total hit points], even charm will not cause it to release its grip), gripped bite (gripped creatures are attacked b the bite at +3 to hit), SD immune to poison, AL N, XP 175 ea, Source: Drow of the Underdark)

Spider, Brain (1-6) - These horrendous creatures will use their psionic powers to great effect, aiding them in setting up ambushes. They will often use body equilibrium to set themselves on tenuous ledges in order to lure prey towards them.

Brain Spider (AC 2, MV 9 cl15, HD 9, hp 44 ea, THAC0 13, #ATT 5, D 1-4/1-8(x4), SA poison (save vs poison at -4 or paralyzed and suffer 2-20 damage per round until death occurs, destroys 1 INT or DEX each round [50% of either], save means paralyzation for 1 round), graft weapons (weapons and wands can be psionically grafted to forelegs and wielded at +1 to hit and damage), psionics, surprise (-2 to opponent surprise rolls), SD psionics, AL LE, XP 4000 ea, Source: Monstrous Compendium 1)

Psionics:

Score: 15 PSP: 90

Attacks: Ego Whip

Defenses: Intellect Fortress, Mind Blank

Psychometabilism Sciences: Shadow-Form, Devotions: Body Equilibrium, Double Pain, Graft Weapon

Telepathic Sciences: Mindlink, Devotions: Contact, Ego Whip, Intellect Fortress, Mind Blank

Allow a 35% chance of 1-4 bonded weapons (and a 15% chance the weapon is magical). Allow a 10% chance of 1-2 wands in any of the 4 forelimbs not holding weapons.

Spider, Gargantuan (1-6) - These horrendous beasts are the king hunters of the drow tunnels. They know little fear.

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

Spider, Giant (1-8) - These cunning beasts are favoured of the drow and, aside from the gargantuan spiders, are the most prevalent beast of prey in this zone. These creatures use webs, but combined with their intelligence, this means setting their webs in the most efficient way to entrap and confuse intruders. This might involve such tactics as blocking off passages with webs stuck with rocks so that prey follow a certain route, or dropping webs on victims as they cross a treacherous stretch of passage like a crevasse or near a sinkhole.

A given group encountered will always be of the same HD variety (assume 50% chance of either).

Note: The movement rate for giant spiders in the Monstrous Manual is far too slow to be accurate. Spiders can move quite fast, and there is no reason a huge spider moves 18 and a gargantuan one moves 9 but a giant one moves only 3.

Giant Spider (AC 4, MV 6 wb12, HD 3+3 or 4+4, hp 20 ea or 30 ea, THAC0 17 or 15, #ATT 1, D 1-8, SA poison (type F, save or die immediately), webs (break free in rounds equal to 19-STR, entangled victims are +4 to be hit and lose all DEX benefits), AL CE, XP 420 ea or 650 ea, Source: Monstrous Manual)

Spider, Huge (1-12) - Hunting spiders that do not spin webs, these creatures often lurk in cracks and small caves and sometimes cover them with a rock to hide the entrance. They then rush out en masse to attack prey.

Huge Spiders (AC 6, MV 18, HD 2+2, hp 15 ea, THAC0 19, #ATT 1, D 1-6, SA poison (type A, onset 15 minutes, save at +1 or take 15 damage [none if save is made]), surprise (when hidden surprise opponents with -6 to die roll), leap (up to 30'), AL N, XP 270 ea, Source: Monstrous Manual)

Spider-kin, Rhagodessa (1-6) - It is said that these large ferocious beasts were bred by a drow wizardess of some power who sought to rebel against Lolth and have an army of spider-like beings which would not be subject to priestly arachnid controls. The wizardess was eventually assassinated and the priesthood made a concerted effort to wipe out the Spider-kin, but enough survived to haunt the underdark to this day.

The rhagodessa are unyielding and unthinking hunters that will try to attack anything that is not many times bigger than they. However, as hunger is a primary motivator for these creatures, they will flee from determined resistance, as annihilation is not worth the prospect of a good meal.

Rhagodessa (AC 5, MV 15, HD 4+2, hp 22 ea, THAC0 17, #ATT 1, D 2-8, SA grapple (front legs strike first in combat, no damage but suckers hold with STR 20, grabbed prey are bitten automatically every round thereafter, can lift 700 lbs with suckers), SD climb (sheer surfaces with no burden if not slippery, rough or cracked surfaces with burden), AL N, XP 270 ea, Source: Mystara Monstrous Compendium)

Spider, Large (2-20) - These vermin of theUnderdark (as well as the surface world) hunt in packs, clustered around mazes of webs. They will instinctively swarm anyone caught in their webs, and this can be deadly.

Large Spider (AC 8, MV 6 wb15, HD 1+1, hp 6 ea, THAC0 19, #ATT 1, D 1, SA poison (type A, save at +2 or suffer 15 damage [none if save is made], onset time 15 minutes), webs (break free in rounds equal to 19-STR, entangled victims are +4 to be hit and lose all DEX benefits), AL N, XP 175 ea, Source: Monstrous Manual)

Spider, Phase (1-4) - These truly deadly hunters are particularly dangerous when found in packs, as they will coordinate their phasing and placement to maximum effect. They are smart enough to go after spellcasters while staying out of the reach of warriors. If attacked on the ethereal, they will swarm if it is an individual and likely run if outnumbered.

Phase Spider (AC 7, MV 6 wb15, HD 5+5, hp 36 ea, THAC0 15, #ATT 1, D 1-6, SA poison (type F, save at -2 or die immediately), phase (-3 to initiative rolls, if spider wins by more than 4, attacks and phases out before opponent can strike back, always attack from behind [+4 to hit], -1 to initiative and always attackable on the ethereal plane), webs (break free in rounds equal to 19-STR, entangled victims are +4 to be hit and lose all DEX benefits), AL N, XP 1400 ea, Source: Monstrous Manual)

Spider, Subterranean, Hunting (1) - These solitary hunters are also known as flying spiders, for they have great gossamer wings that let them sail around clumsily. They often espy prey from long distances and then silently swoop down on their victims. They are not particularly evil, though they are hungry, but may be bargained with. They are intelligent.

Hunting Spider (AC 4, MV 8 fl10[D], HD 3+3, hp 23 ea, THAC0 17, #ATT 1, D 1-3, SA poison (type A, save at +2 or take 15 damage at a rate of 1 damage per minute, onset in 10-30 minutes, no damage if save is made), leap (70' horizontally and fall any distance without harm), SD never sleep (immune to sleep spells), never surprised, True Seeing (as spell), AL LN, XP 650 ea, Source: Drow of the Underdark)

Spider, Subterranean, Sword (1) - These dangerous solitary hunters relay on their leap and impaling blades to quickly dispatch opponents. They are intelligent, however, but they are cruel and enjoy inflicting as much pain on their victims as possible if luxury allows.

Sword Spider (AC 3, MV 6 wb8 [also MV 8 in trees], HD 5+5, hp 42 ea, THAC0 15, #ATT 9, D 2-8 [bite]/2-12 (x8) [legs], SA leap impalement (30' horizontally, one attack roll but victim suffers full damage from 3 legs if size S, 4 if M, 5 if L, 6 if H, and 8 if G, if spider descends more than 20' in a leap +1 damage is added to each leg, any attack thrust up at a leaping spider is at -4 to hit due to the hard legs), AL CE, XP 2000 ea, Source: Drow of the Underdark)

Spider, Subterranean, Watch (1-8) - These spiders are packs of escaped watch spiders that have gone out of direct drow custody. They will not attack most drow, unless befriended by and ordered to by another drow, but they will certainly try to hunt other beings. They have been bred to attack spellcasters instinctively and are intelligent enough to recognize the outward trappings of wizards and priests.

Watch Spider (AC6, MV 18, HD 2+2, hp 15 ea, THAC0 19, #ATT 1, D 1-6, SA poison (save at +1, onset of 1-2 rounds, suffer paralysis for 2-8 turns if save fails), leap (30'), surprise (-6 to opponent rolls if set in ambush), AL LN, XP 420 ea, Source: Drow of the Underdark)

Spyder-fiend (varies) - These tanar'ri are favoured servants of Lolth and are used as shock troops and watchdogs by the priesthood of Lolth. When encountered on their own, it is likely that they are on a mission for the temple, whether it be to assassinate a rival, slay a racial foe, gather components or sacrifices, or whatever. The higher up fiends are free-willed and intelligent enough to have their own agendas and might even be working at odds with the priesthood.

To determine the composition of a group of spyder-fiends, roll on the chart below. Should a type be indicated, roll then to see if lesser types accompany it. There is a 25% chance that lesser types (if any are lesser) accompany it. Should this be the case, roll on the chart until a lesser type is indicated but add the number in parentheses to the companion roll. Then check again for more lesser types at 25% and if indicated, roll again for a different lesser type with the same initial modifier.

Roll Initial Type Subsequent Modifier
01-37 = Kakkuu (n/a)
38-65 = Spithriku (+0)
66-85 = Phisarazu (+10)
86-95 = Lycosidilith (+15)
96-00 = Raklupis (+25)

All Spyder-fiends have the following Powers:

Darkness 15' radius
Infravision
Teleport without error 1/day
Poison bite (onset time of 1-4 rounds, save or fall into a semi-conscious stupor, CON check every 2-8 hours to shave off venom effects, if save succeeds, victim is -2 to DEX for 2-8 rounds, additional bites extend duration only)
Spyder silk:
· can be used to suspend and drop from the air on a guideline
· can throw out silk 30 yards to bridge gaps
· non-sticky but invisible unless touched [those suspecting silk may roll to detect invisibility as spell]
· spyder fiend suffers no damage if a surface is within 30 yards to attach silk to
· if victim immobilized by spyder venom the victim may be bound by the silk [victims have 1 chance to bend bars at -10% per extra round the spyder spent binding but not reduced to less than half the bend bars chance]
· may fire silk in any direction and may attack physically while using silk but may not use spell-like abilities

All Spyder-fiends have the following Defenses:

Acid - full damage
Cold - half damage (quarter if save is made)
Electricity - no damage
Magical Fire - half (quarter if save is made)
Normal Fire - no damage
Gas - half damage (quarter if save is made)
Cold Iron - full damage
Magic Missile - full damage
Poison - no damage
Silver Weapon - full damage (lycosidiliths and raklupises suffer half damage from silver)

Kakkuu (2-20) - These unintelligent and bestial hunters will attack anything that is not huge in size. They delight in bloodshed and are always hungry.

Kakkuu (AC 2, MV 18 wb15 cl9, HD 4, hp 24 ea, THAC0 17, #ATT 1, D 2-8, SA spyder-fiend powers (see above, at 4th level, infravision at 60'), camouflage (80% concealed if still), adhesive glob from silk (sticks creatures hit by the pendulum like glob, those in the path of a swing [a line 5-25' long] must save vs breath of become stuck [only the first person stuck in the path is affected], victim is then reeled in at MV 15 up to 500lbs, strand is AC 0, 5 hp with an edged weapon or burned in 1 round, strand can hold 1000lbs but Kakkuu can only reel in 500lbs, glob cannot be fired like a missile it must be dropped and swung), SD spyder-fiend defenses (see above), +1 or better weapon to hit, MR 15%, AL CE, XP 5000 ea, Source: Monstrous Compendium 4)

Spithriku (2-12) - These creatures possess cunning and reasonable intelligence, though they are merely more intelligent versions of the bloodthirsty Kakkuu and have lost none of the savagery of their lesser kin. They can communicate by telepathy and often taunt their victims as they herd them like wolves into dead end passageways.

Spithriku (AC 0, MV 18 wb15 cl9, HD 7+1, hp 41 ea, THAC0 13, #ATT 1, D 2-12, SA spyder-fiend powers (see above, at 7th level, infravision at 90'), telekinesis (3/day at 7th level), fear (at will via touch as per spell at 7th level), silk powers (as a kakknuu plus may spray webbing [1/3 rounds Entangling in a come 10' wide at base, 20' wide at end, and 30' long, effect as priest spell but remains 1 week or until burned which causes 1-8 damage to those caught in the webbing], may also throw web ball [30 yards, transmits fear attack to target hit]), SD cannot be trapped in any webbing, sense invisible within 30' by touch (not foiled by Non-detection or other anti-divinatory means), no melee or movement penalties in darkness, camouflage (80% concealed if still), SD spyder-fiend defenses (see above), +2 or better weapon to hit, MR 35%, AL CE, XP 12000 ea, Source: Monstrous Compendium 4)

Phisarazu (2-8) - The least of the truly intelligent spyder-fiends, these creatures are capable of disobeying orders and of acting for their own betterment. They are intelligent and treacherous and this makes for a dangerous foe.

Phisarazu (AC -3, MV 18 wb15 cl9, HD 9+1, hp 50 ea, THAC0 11, #ATT 3, D 1-12/1-3/1-3 or 2-12/by weapon/by weapon, Weapons scimitar (Av 1D8 / 1D8 kdD8), morningstar (Av 2D4/1D6+1 kdD10 +1 to hit vs plate), 2 hand crossbows (Av 1/r 4/8/12 1D3/1D2 kdD4), SA spyder-fiend powers (see above, at 9th level, infravision at 90'), venom (onset time is 1-3 rounds, check CON every 2-12 hours, save suffers -3 to DEX for 2-12 rounds), fear (as spell at will by touch at 9th level), invisibility (at will at 9th level), alter self (at will at 9th level, arachnid type forms only such as driders or spiders or crabs [crabs swim at 9 and breathe underwater]), telekinesis (3/day at 9th level), forget (3/day at 9th level), mirror image (3/day at 9th level), silk powers (as a spithriku plus entangle may be used every 2 rounds, and may fire iridescent silk [1/2 rounds, 30 yard range, acts as Glitterdust spell at 9th level;), SD spyder-fiend defenses (see above), cannot be trapped in webbing, detect invisible within 40' by touch (not foiled by Non-detection or other anti-divinatory means), no melee or movement penalties in darkness, +2 or better weapon to hit, MR 50%, AL CE, XP 18000 ea, Source: Monstrous Compendium 4)

Lycosidilith (1-4) - The sub masters of the spyder-fiend breed, these creatures are exceptionally intelligent and fearsome opponents. They brook no insult from mere mortals and even drow priestesses deal with them as peers.

Lycosidilith (AC -4, MV 18 wb15 cl9, HD 10+6, hp 68 ea, THAC0 9, #ATT 3, D 2-16/1-4/1-4 or 2-16/by weapon (+6 due to STR)/by weapon (+6 due to STR), Weapons scimitar (Av 1D8/1D8 kdD8), morningstar (Av 2D4/1D6+1 kdD10 +1 to hit vs plate), shortbow (modified to allow STR bonus Av 2/r 10/20/30 1D6/1D6 kdD6), SA spyder-fiend powers (see above, at 10th level, infravision at 90'), venom (as phisarazu venom plus destroys tissue with victim developing a festering sore in 2-8 hours even if save is made, lose 1 hp with 1 hp more per day, multiple bites cause multiple sores, Neutralize Poison ends the effect but does not heal the damage), fear (as spell at will by touch at 10th level), invisibility (at will at 10th level), alter self (at will at 10th level, arachnid type forms only such as driders or spiders or crabs [crabs swim at 9 and breathe underwater]), telekinesis (at will at 10th level), forget (3/day at 10th level), mirror image (3/day at 10th level), polymorph self (3/day at 10th level), silk powers (as a phisarazu plus entangle cone is 50' long, and Glitterdust web is 40 yard range, plus may spray a web [as Web spell with 50 yard range and only a 50% to burn each round that fire is applied no matter what form of silk or web is used]) SD spyder-fiend defenses (see above), cannot be trapped in webbing, detect invisible within 50' by touch (not foiled by Non-detection or other anti-divinatory means), no melee or movement penalties in darkness, +3 or better weapon to hit, MR 60%, AL CE, XP 22000 ea, Source: Monstrous Compendium 4)

Raklupis (1) - The undisputed leaders of their kind and on peer only with the Handmaidens of Lolth and the high priestesses, these creatures command whole armies of Spyder-fiends and lead them into battle against the foes of the priesthood.

Raklupis (AC -6, MV 18 wb15 cl9, HD 12+8, hp 81 ea, THAC0 7, #ATT 3, D 2-20/1-6/1-6 or 2-12/by weapon (+8 due to STR)/by weapon (+8 due to STR), Weapons scimitar (Av 1D8/1D8 kdD8), morningstar (Av 2D4/1D6+1 kdD10 +1 to hit vs plate), shortbow (modified to allow STR bonus Av 2/r 10/20/30 1D6/1D6 kdD6), SA spyder-fiend powers (see above, at 12th level, infravision at 120'), venom (as lycosidilith venom but DEX loss on save is 2-16 rounds and corrosive effect of bite causes 1 damage per hour in the stupor and sores cause 1 hp per hour and no magical healing while sores are in effect), fear (as spell at will by touch at 12th level), invisibility (at will at 12th level), alter self (at will at 12th level, arachnid type forms only such as driders or spiders or crabs [crabs swim at 9 and breathe underwater]), telekinesis (at will at 12th level), forget (3/day at 12th level), mirror image (3/day at 12th level), shape change (3/day at 12th level, if humanoid form it has a CHA of 20 towards humanoids unaware of its true nature), silk powers (as a lycosidilith plus may use one web effect each round and Glitterdust web range is 60 yards and webs are only 25% likely to burn each round), venom globes (create 3 waterproof globes of silk per day, usually filled with venom, when thrown they burst in 15' r with a poison mist, all within must save vs poison or become blind and mute for 3-12 turns and suffer 3D6 damage, if save succeeds victims still suffer short sightedness and slurred speech for 1-4 rounds [-2 to hit with missiles, 20% chance of spell failure if verbal component] and take 2D6 damage, range of globes is 10 yards, save as pottery, become brittle and burst after 1D6+18 hours), song (3/day may chant a song of haunting beauty that acts as a Mass Charm affecting 24HD within 30'), SD spyder-fiend defenses (see above), cannot be trapped in webbing, detect invisible within 60' by touch (not foiled by Non-detection or other anti-divinatory means), no melee or movement penalties in darkness, +3 or better weapon to hit, MR 70%, AL CE, XP 25000 ea, Source: Monstrous Compendium 4)

Wraith-Spider (3-18) - These dread creatures were created by the drow for their wars against the duergar. Over time and in the confusion of battle, some of these creatures have escaped and have since bred others of their kind. Now packs of these monsters roam the frontiers of the drow lands.

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


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