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

 

The Evil Earth - A Set Encounter:

The party will be contacted by an agent of a powerful grey (or underground) druid. This agent will likely be an animal of some sort, possibly a giant lizard or what have you which has been given the power of speech by the druid.

The lizard will speak the following (with appropriate hisses when saying "s" sounds):

Greetings and please not to slay me the talking lizard friend of the Grey One. I come for the Grey One, who wishes to speak with the invaders from the surface. Grey One wishes to make speech with the invaders from the sunlight on a very important matter…important to Grey One and perhaps important to those who make war on the Deceiver of the Earth.

The lizard can tell the party how long of a journey it is to the Grey One, though it's estimation would be in terms of its own speed and mode of travel. Should the party agree to come, the lizard will lead them to the FUNGUS GROTTO. After perhaps fighting through bi-nou that have swarmed over the cavern, they will be lead to the centre of the cavern where the Grey One, a powerful druid, has a mighty and ancient sacred grove.

The druid will thank the party for agreeing to speak to him and will then explain what is going on:

My animal friends have observed you for some time, ever since I was brought report from the fungi that strange folk from the surface had come into the area. I am well aware that already several times now you have been approached by denizens of the Underdark and asked to perform favours. This is natural, given that you are a powerful quantity with no previous political or racial attachments to any of the various power structures here in the Underdark. I believe the term might be "free agents".

Well, I have a need of you now, an urgent need, and since it seems you are dedicated in some task related to opposition to the Deceiver, I feel that my need is also your need.

This place is a very holy site for druids. Earth power is very strong here, for it is even rumoured that this cavern is the place that Yimik, the beastfather mated with the earth mother Dhalis and Neengrum the earth crone met and fashioned many of the beasts of the underworld. This site around me that you see is a sacred grove commemorating that event and empowered by it. I am the master of the grove and its defender.

Beneath this site is imprisoned a great evil. In ancient times, when the Deceiver was new to the lands, a very powerful beast in his service came to this place. This was before the drow, and when the duergar were not yet sundered from dwarven kind. The beast sought to defile the earth power here, though it is not remembered or perhaps was never known precisely why he sought to do it. Perhaps it was merely a random act of cruelty against nature, or perhaps some fell purpose was intended.

Whatever its motive, the beast and its minions were fought here and, through the efforts of my illustrious predecessors, was imprisoned beneath the grove in a magical chamber.

And so it has been for millennia after millennia.

But now the prison weakens. Why does it weaken? I cannot say. Perhaps the coming of the Deceiver's power into the underworld by his alliance with the drow has awakened the demon or given it resolve enough to test its wardings. Or perhaps so much time has passed that the enchantments, like all things eventually must, have started to decay.

What has happened is that for reasons which, at the time were unknown to me, the bi-nou, long an aggressive but sparsely populated and disorganized nuisance, suddenly began to reproduce in great numbers and began to become somewhat organized. This began about 30 years ago, and was hardly noticeable for the first many years, but 10 years ago the bi-nou, whom had heretofore never dared to assault my grove, began to attack it in earnest.

For 10 long years have they tried to enter and defile the grove. And when they have lost enough of their kind, they retreat and breed more of their numbers. Even now you can see the remains of their attempts to use their stone magicks to hinder me.

So far they have not been successful, but I fear eventually I shall have a day when luck is not with me and the grove is defiled. Should that happen, the beast imprisoned below will have its prison weakened enough that it may be able to escape…to what consequences I cannot say, but certainly to no good end to either the friends of the earth or the foes of the Deceiver.

So it is I turn to you. The prison's weakening cannot be stopped. Eventually it will fail. What must be done is that the prison must be entered and the beast and its minions slain. That is the only way. I cannot do this thing. First, I do not know if I have the power to defeat him. Second, even were I to have such power, how can I leave the grove to descend into the prison? Were I to do this, the bi-nou might attack and take the grove. And so, in an ironic sense, I am as much a prisoner as the evil below.

Will you aid me in this task?

Should the party ask for a reward, the DM may choose some items from the druid's stash, though the druid will try to appeal to the party's anti-Deceiver sympathies instead.

Should the party request any information regarding the nature of the beast imprisoned below, the druid will reverently produce from a stone scroll tube a roll of ancient vellum and unroll it and place it upon his stone table. The scroll is written in the Druidic Cant and the druid will read as follows:

Thus did we come upon the beast near the confluence of the stream, and the beast was of a mien unnatural and foul, as are all of the workings of the Deceiver. Twice the height of a tall man it were, and with a face of fierce burning hatred and fangs as long as a dart. Its posture was slightly hunched, but it moved with incredible swiftness. Great bat-like wings sprouted from its shoulders and all about it, the creature was sheathed in an aura of flames that accentuated its deep crimson skin.

In its mighty hands it held two weapons, a jagged greatsword shaped somewhat like a lightning stroke, and a great scourge of nine-tails barbed with sharp bones encarved with fell runes. A restless flame of argent burned in each eye and its voice was as if the babbling and shrieking of every tormented soul in hell were talking in unison. Some foul venom or ichor dripped in prodigious quantities from its fangs and claws, and this liquid hissed and steamed as it contacted the flames around its body.

The creature stepped one foot into the stream, and a great cloud of steam arose, blocking the sight of it momentarily. As we wondered if this were some trick to allow the beast to escape, we saw it emerge from the steam cloud and come straight for us.

Oh gods, the battle we fought! Many proud and elder druids fell before the beast and the minions it summoned to its side. Many spells, even of the highest dweomer, did it shrug off with nary a pause. Its sword cleft through stone like water and had an uncanny ability to find its way between the joints in armour. The creature was skilled with the blade, for more often than not it struck true to the neck of its foes and between breastplate and aventail and sundered many a head from its body.

The whip it used to entrap foes and to drag them screaming into its wreath of flames, there to be consumed by the great fire generated from the beast's body.

At one point, when its remaining foes had cast magic wards against flame, the creature dropped its scourge and struck with its venomed claws. Those struck who did not fall from the mighty blows were often overcome with a great dread and lost the will to fight or stand before the beast.

Magic it evinced little of, though the beast knew a counter spell to dispel those enchantments that managed to affect it. It also seemed to be able to hurl stones at us with its mind, though it did this mainly to disrupt spellcasting from afar. No other magicks did it display, though I cannot say for sure it made us privy to its entire arcane arsenal.

Our own blades, all but the most powerfully enchanted, had no effect on the creature, but eventually we were able to subdue it with great magicks and Torran's scimitar and bind it.

We asked the creature, as it was placed into the protective warding around which its eternal prison would be constructed, what it's name was and it answered "I may be called Wendonai"

Should the party agree to accept the druid's task, then he will offer them the use of his scimitar, which is the same one mentioned in the scroll narrated above. The druid will also tell the party that if they are willing he can obtain for them a very powerful weapon, called The Changeling. He will explain that The Changeling was the weapon used by the most powerful hierophant of the grey druidic order. This hierophant was buried upon his death in the Chamber of the Silent Deeps (see the DRUIDIC CAVERNS section) and The Changeling was buried with him, for such were the hierophant's wishes. But legends say that in times of extremis, the weapon may be recovered and used. Other legends say the hierophant did not die but underwent some sort of divine ascension and dwells still on some other plane.

For further details, the DM should refer to the FUNGUS GROTTO section.

FUNGUS GROTTO:

This large cavern is one of two in the area that blossoms with its own mini ecosystem of fungus and animals (the other is the MYCONIDS area). However, the current ecosystem of this cavern has been overrun by bi-nou.

The cavern is a sacred one preserved by a dwindling order of grey druids (druids of the underground). They believe that this cavern was the site of the mating between Yimik, god of animals, and Dhalis and Neengrum, both goddesses of the earth. The cavern does retain a tremendous amount of earth power, and to commemorate this the druids consecrated a powerful sacred grove.

So it was that the druidic order dwelt in this cavern and others nearby since times before even the drow and duergar. And even with the rise of both of those great underground empires, the druidic grove has been preserved, both because of their strict neutrality and because they represented no threat and much risk in defeating them for little gain.

Early in the history of the druidic order, a powerful minion of the Deceiver came with his servitors to defile the sacred grove. Whether this was the first step in the Deceiver's long-ranged plan to defile Mother Earth and use her to block the sun, or whether it was simple malice that drove the minion is not known. But the being, a balor tanar'ri, came to the grove and did battle with the druids. Many druids were slain, but the creatures was eventually imprisoned in a cavern beneath the grove.

The druidic order eventually built a more formal and long-term place of imprisonment around the demon and so the demon and its minions waited as millennia passed.

Eventually, the wardings on the prison weakened and the demon was able to project its will and work subtle malice by way of dreams and suggestion. The demon worked such trickery on a group of bi-nou lairing in the grotto. While always aggressive, the bi-nou were slow breeders and their reckless aggression resulted in a low population and made the stone men more of a nuisance than anything else.

The demon, however, urged the bi-nou to breed prodigiously and then, when they had built up their numbers, to attack the grove. Should the grove be defiled, the prison would fall and the balor would be freed.

For years the druids resisted the bi-nou, until now the last grey druid and his apprentices and allies of the earth fight desperately to preserve the grove from the constant assaults by the bi-nou. The bi-nou, meanwhile, have grown so numerous that they have overrun the cavern, to the detriment of many of the original inhabitants of the grotto. Some of these original inhabitants have been destroyed. Others (like the myconids) have moved on to other locations.

The DM is advised to read the Set Encounter entitled "Evil Earth" to glean more details about the balor, the bin-nou, and the druid.

Reaction to the Party:

The bi-nou are aggressive and will likely attack any intruders, especially when it is obvious they are trying to join up with the druids and reach the grove.

The druids will welcome the party, and it is likely if the party is not here by escort of the talking lizard per the Set Encounter "Evil Earth", then they may become acquainted with the druids when the grey ones rescue the party from wave after wave of bi-nou attacks. The druids will make every effort to contact the party and to speak with them and to try and recruit them to slay the balor.

Refer to the FUNGUS GROTTO map.

In many ways this cavern is similar to the MYCONIDS area.

The grotto is a huge cavernous area, one of the occasional great caverns that pockmark the underworld. Usually such caverns are prized and are the demesne of powerful underdark civilizations such as the duergar and the drow. However, this cave (and the MYCONIDS area) is an exception due to its relative proximity to the surface of the Free Lands and its position on the frontier of the border between the drow and the duergar. This has effectively turned the area into no-man's land as far as the drow and duergar are concerned, and although they have occasionally tried to take possession of each of the two grand caverns, in the end each side has been unable or unwilling to hold such ground.

The grotto cave is immense. It is almost a mile across and over half that wide. The ceiling is generally 75'-125' high and is absolutely littered with stalactites and other formations, including organ-pipes, flutings, draperies, etc. As such it is almost impossible to see the stone surface of the ceiling from the ground level, and much of the ceiling is dangerously concealed in the shadows of these formations even when illuminated from below by Continual Light spells.

The floor is just as rough. The ground is uneven and usually broken, with much detritus in the form of broken stalactites, shale, and calcification chips everywhere. Further, the floor ascends and descends, sometimes in small, steep slopes that require human-sized creatures to climb up or scamper down. Many stalagmites grow from the floor, along with other multi-coloured and multi-shaped mineral structures.

The whole place is damp, for water enters at three main points in the grotto, the first running from high up on the cavern walls in Area D and cascading down the slope of the wall into runnels and grooves carved over time by the flow to form a small riverlet. This eventually coalesces into the large pool at Area C as shown on the map.

The second main source is an underground lake at Area G.

The final main source is an amazing circular cascade of water that falls into the lake at Area A.

In addition to these, water drips from a thousand other places in the cave, especially from the ceiling. This copious water flow is responsible for the immense structures in the cave (as well as the ancient formation of the cave itself) and for the presence of the fungal life forms herein.

The high ceiling and immense structural weight of the cavern is borne by a dispersed cluster of massive granite columns. When the limestone of this area was originally eaten away by ancient waters, the hardest deposits of granite survived as these columns, to eventually support the ceiling of the grotto.

Almost every inch of the grotto supports life, beyond what is indicated in the key to the map. Small fungus patches and lichens are everywhere, some with phosphorescence. In addition, many small insects and other vermin roam the place, including hairless blind cave rats that feed on the normal centipedes and cave crickets. Accordingly, the larger beasts feed upon these vermin, and so on up the food chain.

Bats converge on the ceiling of the grotto, from common to huge specimens, and the ground is littered with bat guano, lending a distinctive odor to the grotto. The guano is particularly copious in the fungal patches (area C) on the map.

The creatures here are not accustomed to bright light. The ceiling is high enough that most party-carried light sources won't disturb the bats, but if a bright light reaches the ceiling (or in the case of spells like lightning bolt or fireball, the bats in the immediate area will be disturbed, resulting in a swirling cloud of bats near the ceiling. There is a 25% per round that D12 common bats, D6 large bats, and D3 huge bats will descend to attack the party and their light source. Such attacks will continue until the bats currently attacking the party are dead and the light source is removed from disturbing the bats.

Small herds of deep rothe wander around the grotto, feeding on the abundant plant life here. At any given moment at least 1 small group of the herd beasts can be seen, and their Dancing Lights manifestations can be seen glittering beautifully off of the mineral structures of the grotto from time to time.

In addition, the dull red glow of fire beetles can be seen slowly crawling along the walls and floor of the grotto.

Sounds present in the grotto include the myriad squeakings of bats, occasional lowing of rothe, the sudden ejaculations of shriekers, and the distant disquieting weavings of musical sounds emitted from sonic molds (see the wandering monster description for Mold).

Random Encounters:

When wandering through the place, the DM should use the following chart. Roll once for every 50 yards traversed or once per turn if the party is at rest out in the open. Please note that there is a separate roll for within the fungal patches in Area B and for outside of those patches. An encounter occurs on a 1 in 6 outside of the fungal patches and on a 2 in 6 inside the growths. If an encounter is indicated, the DM should roll again, with each consecutive roll of 1 (or 2) in 6 indicating multiple encounters or a single encounter with multiple creatures.

Special Bi-nou encounter:

Whenever an encounter is indicated, first check if the encounter is with bi-nou. This special check is necessary to reflect the current situation wherein the bi-nou have overbred and overrun the cavern. This also has the effect of reducing the frequency of non bi-nou encounters, which makes sense since the bi-nou will have attrited and driven off many of the other creatures.

Nevertheless, under the guidance of the balor, the bi-nou have been restrained enough to not over hunt the creatures needed to maintain them. While such numbers of bi-nou would normally have aggressively hunted the cavern into extinction (whereby the bi-nou would then starve and experience die-back down to a reasonable population level), the balor, wishing to breed a bi-nou army strong enough to defile the sacred grove, has held the bi-nou in some restraint such that rothe and other portions of the cavern ecosystem can survive and thereby maintain the bi-nou population.

Whenever an encounter is indicated, first roll for a bi-nou encounter. Allow a 50% chance of bi-nou outside Area B and a 25% chance inside the fungal patches. If a bi-nou encounter is indicated, it will be with a group as follows:

01-75 = 2-12 bi-nou
76-95 = 1-4 rockworms
96-00 = 1 rocklord

If rockworms are indicated, allow a 25% chance that 2-12 bi-nou are with them. If a rocklord is indicated, allow a 25% chance that 1-4 rockworms are with it and a separate 50% chance that 2-12 bi-nou are with it.

Finally, to simulate the organized state of the bi-nou and there tendency to mass together for attacks on the grove, for any of the above groups, allow a 10% chance that double the numbers indicated are encountered (1 roll for the entire group if a mixed group). Keep rolling that 10% chance and keep doubling the original number of each indicated until a 10% check is failed.

There is no need to keep an exact tally of the bi-nou in the cavern. If the party wishes to go on a bi-nou extermination mission, the DM may assume there is a current census of:

500 bi-nou
75 rockworms
15 rocklords

Should the party attempt an extermination, the balor will sense this after a time and will organize the bi-nou to mass and attack the party as an army. If the party can defeat almost 600 bi-nou then they deserve to cleanse the cavern and earn the thanks of the druid, though some bi-nou will have been sent off to hiding outside of the FUNGUS GROTTO to breed and one day return at the behest of the balor.

Use the following statistics for 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 975 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)

Rocklord (AC -4, MV 6, HD 10, hp 58 ea, THAC0 11, #ATT 2, D 3-18/3-18, MR 30%, AL N, XP 5000 ea, Source: Monstrous Compendium 2)

Open Roll 

Area B Roll 

Encounter 

01-08 

01-10 
Bat 

09-15 

11-15 
Beetle, Giant, Fire 

16-20 

16-17 
Bi-nou 

21-23 

18 
Carrion Crawler 

24-26 

19 
Cave Fisher 

27-29 

20-25 
Centipede 

30-35 

26-45 
Fungus 

36-41 

46-48 
Insect, Cave Cricket 

42-46 

49-50 
Lizard, Subterranean 

47-51 

51-60 
Mold 

52-55 

61-62 
Ooze 

56-60 

63-66 
Piercer 

61-64 

67-68 
Pudding 

65-75 

69-78 
Rothe, Deep 

76-77 

79-81 
Slug, Giant 

78 

82-85 
Spider, Huge 

79-82 

86 
Spider, Large 

83-84 

87 
Umber Hulk 

85-88 

88-89 
Varkha 

89-90 

90 
Wall-Walker 

91 

91 
Worm, Purple Worm 

92-00 

92-00 
Roll on the Area C Entrance to the Underdark wandering monster charts 

Bat - Allow a 65% chance for 1-100 common bats, 25% chance of 3-18 large bats, and 10% chance of 1-8 huge bats. The first type is likely only to swarm and put out torches or disrupt spells. The large variety is likely to go after any pack animals the party has. They can spread rabies. They may fight back if threatened away from their food. The final type is likely to attack anyone displaying a shiny object like a dagger or gem.

Bat, Common (AC 8, MV 1 fl24[B], HD 1/4, hp 1 ea, THAC0 20, #ATT 1, D 1, SA swarm (put out torches 1% per bat per round, confuse spellcasting [save vs WIS to cast a spell], inhibit attacks [-2 to hit]), SD sonar (see in the dark), AC of 4 if able to maneuver in flight), AL N, XP 15 ea, Source: Monstrous Manual)

Bat, Large (AC 8, MV 3 fl18[C], HD 1, hp 5 ea, THAC0 19, #ATT 1, D 1-4, SA rabies (see below), SD +3 to AC when opponent with DEX 13- fires missiles at it, bat must land to attack with bite, AL N, XP 35 ea, Source: Monstrous Manual)

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

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

Beetle, Giant, Fire - The party will encounter 3-12 fire beetles. These will generally be found on the walls or floor, often chewing on rotted material.

Beetle, Giant, Fire (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 - The party will encounter a single bi-nou, usually hunting for food or in the fungus patches looking to ambush lone prey. Allow a 50% chance of encountering a bi-nou proper and 50% of encountering a rockworm. Either will attack the party whatever the odds or situation.

Unlike the special bi-nou encounter described above, this encounter is a single creature undertaking its normal habits and is not currently under the influence of the balor.

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)

Carrion Crawler - From 1-6 of these will be encountered. These beasts do not usually dwell within the grotto, but come from lairs elsewhere to hunt here. They 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.

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

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

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

Centipede - Allow a 65% chance that 2-24 giant centipedes will be encountered, a 25% chance that 5-30 huge centipedes will be encountered, and a 10% chance that 1-4 megalo-centipedes will be encountered. The first two types are likely to ignore the party unless molested. However, the party may run afoul of a swarm of them while rooting through fungus patches or turning over rocks. The megalo variety is much more aggressive and prone to attack man-sized beings.

Centipede, Giant (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 (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- (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)

Fungus - When fungus (which includes plants) is indicated, roll on the following sub chart:

01-50 Shriekers
51-60 Ascomoid
61-75 Phycomid
76-85 Yellow Musk Creeper
86-00 Snake, Serpent Vine

Shriekers will include 2-8 of these growths, with a 10% chance that from 1-4 of these are actually violet fungi. The shriekers will, of course, shriek, causing a 50% chance of attracting another wandering monster roll.

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)

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

Ascomoids will always be encountered singly. 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)

Phycomids will be found in colonies of 1-4. They 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 amongst the other fungi of the fungus patches.

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)

Yellow Musk Creepers are found singularly, though they will have from 0-X yellow musk zombie guards, with X being half the number of flowers on a specimen, rounding down. The zombies will generally remain hidden out of sight until the creeper has a chance to attack, then they will seek to attack anyone not entranced.

Yellow Musk Creeper (AC 7, MV 0, HD 3, hp 18 ea, THAC0 17, #ATT 2-12, D nil, SA pollen (10' range from each flower, victims must save vs spell or be entranced and walk towards the plant, resisting any who try to prevent them, when the victim reaches the creeper a green bud extends roots into the head and reach the brain in 2 rounds whereby the victim loses 1-4 INT each round thereafter, a victim reduced to 0 INT dies, while one reduced to 1 or 2 INT becomes a yellow musk zombie), SD only the central root can be attacked to kill the plant, immune to charm, hold, illusion, sleep, and other mind-affecting attacks, XL N, XP 650 ea, Source: Monstrous Manual)

Creepers have 2-12 flowers and 1-4 buds per plant.

Yellow Musk Zombie (AC see below, MV 6, HD 2, hp see below, THAC0 19, #ATT 1, D by weapon type, SD immune to charm, hold, illusion, sleep, and other mind-affecting attacks, XL N, XP 120 ea, Source: Monstrous Manual)

If a yellow musk zombie is indicated, roll on the table below:

01-25 = Troglodyte AC 5, hp 11, stone axe
26-60 = Bugbear AC 5, hp 17, footman's mace
61-85 = Orc AC 6, hp 6, battle axe
86-90 = Drow Elf AC 4 or better [drow chain +x and buckler +x], hp 2-6 times D10, drow shortsword +x, x=one-third of D10
91-95 = Duergar AC 4, hp 2-6 times D10+2, warhammer
96-00 = Varkha AC 6, hp 5, stone spear

Serpent vines will be encountered singly. These hybrids between plant and animals will use their coloration ability to travel undetected through the fungus patches or, if outside such a patch, to blend in with a low hanging stalactite or other stone formation. The vines will use their powers to lure the party into their range. Often this will be a Suggestion that a particular mushroom nearby is one the character has heard has beneficial magical properties. Other times, a Spectral Force of a magical pool or treasure chest might be created.

Once the party is attacked, it will use its Charm Person and Hold Person abilities to neutralize any friends of those being constricted. If sorely pressed, it will flee, changing colour to escape.

Snake, Serpent Vine (AC 4, MV 15, HD 10, hp 58 ea, THAC0 11, #ATT 1, D 1-12, SA constrict (for 4D4 damage, automatically successful against a suggested or duped opponent), spells (Spectral Force 3/day, Charm Person, Hold Person, Suggestion and Mass Suggestion [up to 5 creatures] 1/day), SD camouflage, AL N(E), XP 2000 ea, Source: Monstrous Compendium 2)

Insect, Cave Cricket - From 1-8 of these will be encountered. 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 - These creatures, found in groups of 1-6, 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)

Mold - An encounter with these means the DM should consult the following table to determine the type of mold encountered:

01-05 Brown Mold
06-30 Yellow Mold
31-55 Deep Mold
56-70 Grey Mold
71-75 Death Mold
76-99 Chromatic Mold
99-00 Sonic Mold

Brown mold will involve a single patch with the telltale bit of coldness in the air if the party is being exceptionally careful. The mold can grow amongst other plant life, so it may be found hidden amidst the fungus patches.

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

Yellow mold is fairly common in damp places such as the grotto 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.

Deep mold will generally be most effective when hidden amidst a fungal patch. When exposed, it must rely on its pleasing fragrance and beautiful colouration to attract the curious.

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

Grey mold grows primarily on floors and blends in nicely with the floor and stone of caverns, so it is very likely to be effective even outside of the fungal patches.

Grey Mold (AC 9, MV 0, HD n/a, THAC0 n/a, #ATT 1, D 1-6, SA spores (may create a cloud every 6 rounds, cloud is 30' deep by 15' wide by 15' tall and those within suffer 1-6 damage and must save vs poison or inhale 1-6 spores, each of which causes 1 point of damage per round until death or Cure Disease, those killed by the spores become a mold patch 10' square), SD immune to weapons and fire, cold spells cause the mold to go dormant for 1-8 turns, cold spells of 4th level or higher kill it outright, MR 35%, AL N, XP 65 ea, Source: Monstrous Compendium)

Death mold is encountered in clusters of 1-3 patches, and is mobile and has an animal intelligence and often lurks on walls and ceilings to release its spores on those passing below it. The mold attacks by releasing its spores and then moving or dropping to engulf those affected, causing poison damage each round during its engulfing (1-8 per round).

Death Mold (AC 9, MV 3, HD n/a, THAC0 n/a, #ATT 1, D 1-8, SA spores (on touch [or the mold can release at will] it releases a cloud of spores 40' deep by 60' long by 60' wide centered on the contact point, clouds may be released 1/turn up to 6/day, those within take 2-16 damage and must save vs poison or fall helplessly coughing and wheezing for 1-4 rounds), SD immune to wizard spells, Cure Spells stun the mold for rounds equal to damage healed, Slow Poison causes the mold to lie dormant for 1 turn, Neutralize Poison or Heal instantly kills the mold, AL N, XP 175 ea, Source: Monstrous Compendium 2)

Chromatic mold thrives here, ensnaring infravision-using creatures that stumble into its vicinity. These molds are effective within and without the fungal patches.

Chromatic mold (AC nil, MV 0, HD 2, hp 12 ea, THAC0 nil, #ATT 1, D nil, SA fascination (to infravision-using creatures only, save vs paralyzation or be drawn to the mold), spores (any S or larger creature within 3' causes a spore cloud in a 10' radius, those within must save vs poison or the spores are breathed in causing Confusion as the spell for 10 hours, after which the victim dies and a new patch of mold bursts from the body, consuming the carcass in another 12 hours, Hold Plant stops the incubation for the durations, Cure Disease kills the spores if within 10 hours, after this is destroys the mold and the victim), SD fire consumes at a rate of 1-4 rounds per 10' patch, cold based attacks do no damage but negates fascination and prevents spore release, forceful contact causes release of spores, AL N, XP 175 ea, Source: Monstrous Compendium 4)

Sonic mold is very rare but also very deadly. There are only a few patches in the grotto, but they provide an eerie background music to the whole place.

Sonic Mold (AC nil, MV 0, HD 2, hp 12 ea, THAC0 nil, #ATT 1, D nil, SA fascination (to infravision-using creatures only, save vs paralyzation or be drawn to the mold), sound (within 60' creatures with normal hearing must save vs paralyzation or move towards the mold [creatures with enhanced hearing save at -1, those with echo-location save at -3]), spores (any S or larger creature within 3' causes a spore cloud in a 10' radius, those within must save vs poison or the spores are breathed in causing Confusion as the spell for 8 hours, after which a new patch of mold bursts from the body, death occurs in another 8 hours, Hold Plant stops the incubation for the durations, Cure Disease kills the spores if within 10 hours, after this is destroys the mold and the victim), SD fire consumes at a rate of 1-4 rounds per 10' patch, cold based attacks do no damage but negates fascination and prevents spore release, forceful contact causes release of spores, AL N, XP 270 ea, Source: Monstrous Compendium 4)

Ooze - An encounter with these means the DM should consult the following table to determine the type of mold encountered:

01-06 = Olive Slime
07-21 = Mustard Jelly
22-36 = Stun Jelly
37-63 = Ochre Jelly
64-82 = Gray Ooze
83-00 = Green Slime

Olive slime will be found in groups of 1-4. These will drop from columns and stalactites to attach to the back of victims, seeking to convert them into olive slime creatures. Allow a 15% chance per patch that each has 1-4 olive slime creatures linked to it. These will seek to attack the party members not affected by the slime as well as seek to protect the slime itself.

Any slime creatures encountered will be of a size (with possible species) as follows:

01-15 = Tiny (Snyad, Jermlaine, Mite, Bat, Centipede)
16-50 = Small (Bat, Centipede, Rothe, Duergar)
51-80 = Man-sized (Drow, Troglodyte, Gargoyle, Orc)
81-90 = Large (Troll, Bugbear, Subterranean Lizard)
91-97 = Huge (Giant Slug)
98-00 = Gargantuan (Giant Slug, Purple Worm)

Olive Slime (AC 9, MV 0, HD 2+2, hp 13 ea, THAC0 19, #ATT 0, D nil, SA drop on victim (ignores armour and negates DEX unless target is aware of its presence, contact causes a numbing poison requiring a save vs poison to notice, otherwise the slime attaches to the victim, usually at its spine, others in the area have only a 50% chance of noticing the slime attachment, in 2-8 hours the host becomes concerned with how to feed and protect its attachment and will flee friends that threaten the slime, the victim's food intake must double or the victim wastes away [10% of hit points per day rounded up and no natural healing], after D6+6 days the host changes into a slime creature), SD harmed only by acid, freezing cold, fire or Cure Disease or spells that affect plants, AL N, XP 420 ea, Source: Monstrous Manual)

Olive Slime Creature (AC 9, MV 6, HD see below, hp see below, THAC0 see below, #ATT 1, D see below, SA slime (10% chance per hit of infecting the victim with slime [as olive slime], SD harmed by acid, cold, fire, magic missiles, and plant affecting spells, immune to weapons, lightning, or mind affecting spells, green slime does 2-8 damage per round to it, AL N, XP see below, Source: Monstrous Manual)

Tiny = HD 1+2, hp 8 ea, THAC0 17, D 1-3, XP 420 ea
Small = HD 3+2, hp 18 ea, THAC0 17, D 1-4, XP 420 ea
Man-sized = HD 5+2, hp 28 ea, THAC0 15, D 2-8, XP 975 ea
Large = HD 8+2, hp 43 ea, THAC0 15, D 3-12, XP 975 ea
Huge = HD 12+2, hp 63 ea, THAC0 13, D 4-16, XP 2500 ea
Gargantuan = HD 16, hp 81 ea, THAC0 13, D 4-24, XP 2500 ea

Mustard jelly will be found as solitary wanderers, always on the floor of the cavern as they cannot climb walls or ceilings. They are intelligent and seek to destroy and feed upon animal life.

Mustard Jelly (AC 4, MV 9, HD 7+14, hp 59 ea, THAC0 13, #ATT 1 or 2, D 5-20, SA translucent (difficult to see until it attacks), vapor (10' radius, those within must save vs poison or become lethargic and move at half speed for 2 rounds, effect is cumulative), divide (may divide into 2 smaller faster halves which move at 18 but each has 1/2 the hp), dissolve wood, SD impervious to normal weapons [+1 or better needed to hit] and electricity, magic missile causes it to grow (gains hp equal to damage caused), cold causes half damage, other attacks have normal effects, MR 10%, AL N, XP 4000 ea, Source: Monstrous Manual)

Stun jelly is also a lone scavenger, though this is usually found on the cave walls, and will reach out a pseudopod at anyone walking nearby.

Stun Jelly (AC 8, MV 4, HD 4, hp 25 ea, THAC0 17, #ATT 1, D 2-8, SA camouflage (resembles stone and is translucent), paralyzation (save vs paralyzation or be paralyzed for 5-20 rounds), SD immune to electricity, mind affecting spells, paralyzation, and polymorph, affected by cold attacks, AL N, XP 420 ea, Source: Monstrous Manual)

Ochre jelly will be found in clusters of 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)

Gray ooze appear in clusters of 1-3. They cannot climb walls or ceilings, so they usually hide amongst the stalagmites and wait for passersby. Any gray ooze with over 20 hp has a 15% chance of possessing psionic abilities (see below).

Gray Ooze (AC 8, MV 1, HD 3+3, hp 22 ea, THAC0 17, #ATT 1, D 2-16, SA corrode metal (chain in 1 round, plate in 2, magical armour in 1 round extra per plus), SD immune to spells, fire, and cold, lightning and weapons do full damage but metal weapons may corrode and break (allow a 5% per point of base damage the weapon does that it must save vs acid or corrode), AL N, XP 270 ea, Source: Monstrous Manual)

Psionically sentient gray oozes are 1st level Psionicists with the devotions/sciences of Psychic Crush and Mind Blank in the Telepathy Discipline and the devotion/science Psionic Sense (60' range at no cost) in the Metapsionics Discipline. Its Power Score is 13 and it has D100+20 PSP.

Green slime will be found in clusters of 1-6 patches. They typically grow 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)

Piercer - These dangerous gastropods will almost certainly drop down on the party. They appear in colonies of 3-18 and vary in size. 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)

Pudding - An encounter with these means the DM should consult the following table to determine the type of mold encountered:

01-32 Black Pudding
33-48 Stone Pudding
49-79 Gray Pudding
80-00 Dense Pudding

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

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

Stone puddings are solitary hunters and also drop from the ceiling as their normal attack mode.

Stone Pudding (AC 4, MV 3, HD 5, hp 31 ea, THAC0 15, #ATT 1, D 3-18, SA moves on ceilings, dissolve (when victim is killed, it envelopes and consumes him absorbing the flesh in 1-10 rounds), SD immune to edged weapons, quarter damage from blunt weapons, immune to acid, cold, and poison, divided into half sized sections with full hit points when attacked by Fireball, Lightning Bolt, Flamestrike, Flaming Sphere, Wall of Fire, Chain Lightning, and Incendiary Cloud, MR 30%, AL NE, XP 1400 ea, Source: Monstrous Compendium 2)

Gray puddings are extremely dangerous and are, thankfully, lone hunters. Like other puddings, they prefer to drop from the ceiling onto the party.

Gray Pudding (AC 9, MV 9, HD 10, hp 51 ea, THAC0 11, #ATT 1, D 4-32, SA surprise (opponents get -4 to surprise roll), acid (eats through wood, leather, and chain in 1 round, plate in 2 rounds, add +1 round per magical plus), dissolve (any creature reduced to -10 hp is totally dissolved), SD immune to edged weapons, quarter damage from blunt weapons, immune to acid, cold, and poison, Flesh to Stone acts as a Slow spell, Airy Water drowns it in 2-8 rounds, divided into half sized sections with full hit points when attacked by Fireball, Lightning Bolt, Flamestrike, Flaming Sphere, Wall of Fire, Chain Lightning, and Incendiary Cloud, AL NE, XP 3000 ea, Source: Monstrous Compendium 2)

Dense puddings are also solitary hunters, and they are forced to attack by dropping, as their blue colourations makes them easy to spot if not hidden amongst the shadows and stalactites of the ceiling.

Dense Pudding (AC 6, MV 6, HD 10, hp 80 ea, THAC0 11, #ATT 1, D 2-20, SA surprise (opponents get a -2 to their surprise rolls), disease (save vs poison if hit or succumb to a debilitating disease which is negatable by a Cure Disease cast within 48 hours of the infection), MR 20%, AL NE, XP 4000 ea, Source: Monstrous Compendium 2)

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

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)

Slug, Giant - These tremendous giants are always encountered solitarily and do not lair in the grotto but often come to it seeking food. It will tend to attack any party members seeking to use them to sate its voracious appetite.

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

Spider, Huge - These beasts have migrated from the drow tunnels to this area, which has (or had before the rise of the bi-nou) proved to be a good location for hunting and breeding. The huge trapdoor spiders favour the fungal patches (Area B) as it helps keep them hidden from predators and aids in their ambush. These beasts will usually be encountered in packs of 1-12 and often use wolf-like tactics to herd or lure prey into ambushes. Thus they are referred to sometimes as "wolf-spiders:"

Huge Spider (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, Large - These émigrés from the drow lands survive here by generally staying high up in the ceiling in their webs, which are often strung between the tops of stalactites. There they trap bats and flying beetles and crickets in a sort of hidden ecosystem. Nevertheless, sometimes they will scurry down to see how the hunting is near the floor. These will be encountered in groups of 2-20, while colonies in the ceiling may number as many as 100 spiders.

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)

Umber Hulk - These horrible creatures will be encountered in groups of 1-4. If a single is encountered it is a lone male. If more than 1 is encountered, it is a female and her young (all with normal hit dice and abilities). The hulks often like to burrow near to the wall and peek out of a crack, awaiting passersby. They then burst from the wall to attack, hopefully catching victims with their gaze. If pressed, they will burrow to escape, often causing a cave-in behind them to thwart pursuers (25% chance of this per round). The hulks do not lair in the grotto, but come where the hunting is good.

Umber Hulk (AC 2, MV 6 br1-6, HD 8+8, hp 52 ea, THAC0 11, #ATT 3, D 3-12/3-12/1-10, SA confusion (anyone looking into the hulk's eyes must save vs spells or be confused as the spell), surprise (when bursting from a rock wall opponents get a -5 to surprise rolls), AL CE, XP 4000 ea, Source: Monstrous Manual)

Varkha - These weak and primitive reptilian humanoids enjoyed a life here until the bi-nou came under the spell of the balor. The hapless varkha were quickly given a choice to serve the bi-nou (and the balor) or die. They chose pragmatically, and now serve as scouts for the bi-nou and occasionally as cannon fodder against the druids. The varkha have nothing personal against the druids and lived in peace with them for centuries. They would actually like to see the bi-nou and the balor defeated (though they do not know the balor is behind all of this…they only know that the bi-nou serve something called "The Rock King" and that their own shamans have had disturbing dreams wherein they have been given commands and warnings by a powerful being shrouded in darkness and fear known as "The Master").

Varkha encountered out of their lair (Area D) will likely be hunting or scouting. It could be they are scouting on the party for the bi-nou. They will almost certainly not attack the party, trying to instead remain unseen, unless a lone party member also looks extremely vulnerable. Varkha will be encountered in groups of 5-50. For every 10 varkha encountered, allow them to be accompanied by a sllith (hunt leader). If more than 30 are encountered the entire group will be commanded by a gsssrat (hunt master).

Subtract any varkha disposed of as a wandering monster from those in their lair. Also, if all of the varkha have been disposed of in their lair, then treat this encounter as no encounter.

Varkha (AC 6, MV 12 sw9, HD 1, hp 6 ea, THAC0 19, #ATT 2 or 1, D 1-6/1-6 or by weapon, Weapons sling (Av 1/r 8/16/24 1D4/1D4 kdD4), SD -1 to hit in illumination as bright as sunlight, AL LE, XP 35 ea, Source: Monstrous Compendium 4)

Sllith (AC 6, MV 12 sw9, HD 2, hp 12 ea, THAC0 19, #ATT 2 or 1, D 1-6/1-6 or by weapon, Weapons sling (Av 1/r 8/16/24 1D4/1D4 kdD4), SD -1 to hit in illumination as bright as sunlight, AL LE, XP 65 ea, Source: Monstrous Compendium 4)

Gsssrat (AC 6, MV 12 sw9, HD 3, hp 18 ea, THAC0 17, #ATT 2 or 1, D 1-6/1-6 or by weapon, Weapons sling (Av 1/r 8/16/24 1D4/1D4 kdD4), SD -1 to hit in illumination as bright as sunlight, AL LE, XP 120 ea, Source: Monstrous Compendium 4)

Wall-Walker - These creatures will be found in hunting expeditions of 1-2 walkers. They originally laired in the MYCONIDS grotto but were driven out by the gargoyles. These creatures are not much threatened by the bi-nou, as they are able to keep well up on the walls out of reach of the stone men.

Wall-Walker (AC 3, MV 9 cl12, HD 6, hp 43 ea, THAC0 15, #ATT 3 or 1, D 2-12 / 2-12 / 2-8 or special, SA paralyzation (sting causes no damage but victim must save vs poison or be paralyzed for 1-6 rounds, if the sting misses the victim can strike the rear with +2 to hit), psionics (see below), surprise (-2 to opponent surprise rolls if attacked from walls or ceiling), SD psionics (see below), immune to fire, AL LE, XP 1500 ea, Source: Monstrous Compendium 2)

Psionics: Level 2 Psionicist

Power Score = 11

PSP = 80

Clairsentience Devotions = Feel Light, Feel Sound

Psychometabolism Sciences = Shadow-form

Psychometabolism Devotions = Catfall, Chameleon Power

Telepathy Devotions = Contact, Mind Blank

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

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

Random Fungus:

At some point the party may try to sample random fungus or lichen. The DM may use this table if he is so inclined. This table can safely be used for other places in the underdark where random fungus or molds may be found.

Roll 

Result 

01-20 
No effect but not particularly edible or nutritious. Prolonged consumption over a course of several days can cause abdominal and gastric distress. 

21-40 
Edible and nutritious. 

41-50 
Horrible tasting and of no use, but also not immediately unhealthful. 

51-60 
Causes illness. Victim must save under CON or become incapacitated with cramps and sweats for 2D20 hours. A save still results in distress such that the victim is -2 to hit, -1 damage [minimum of 1 point], -2 DEX, -1 AC, half movement, and 35% chance of spell failure. 

61-65 
Poison. Save vs poison at +2 or take D6 damage and suffer the effects of illness above for 1D6 hours. 

66-69 
Poison. Save vs poison or suffer 15 damage. Save results in half damage. Onset time is 1D3 rounds. 

70-72 
Poison. Save vs poison or suffer 15 damage per turn, with a new save gained each turn. Poison lasts until the victim dies or a save is made. 

73
Deadly Poison. Save vs poison or die. Save results in 2D6 damage and illness effects as above for D100 hours. 

74-76 
Hallucinogen. Imbiber will hallucinate (DM's choice) for D6 turns. 

77-78 
Hallucinogen. Imbiber will become paranoid and act as if under a Confusion spell for D6 turns. 

79 
Deadly Hallucinogen. Imbiber will go insane. This will usually take the form of paranoia, mania, lunacy, or depression. Effects are permanent until cured. 

80-81 
Temporary Effect. Imbiber increases or decreases a random characteristic by 1 point for D100 turns. 

82 
Permanent Effect. Imbiber increases or decreases a random characteristic by 1 point permanently. 

83-84 
Reproducing. Material ingested does not digest or expel from the body of the imbiber but lodges within and grows. The imbiber, over the next few days, becomes more and more hungry no matter how much he eats. Eventually, the growing material bursts from his stomach, killing the victim and spreading its spores in a 30' cloud, which causes all within to save vs poison or suffer the same result. A Cure Disease spell will terminate the effects if cast before the material bursts. 

85-86 
Minor Potion Effect. A random potion effect occurs, though it will be minor. For example, a growth effect will increase the height of the imbiber by 1 foot. DM discretion should apply here. 

87 
Normal Potion Effect. Roll randomly. DM discretion should apply here. These types cannot be identified by type. In other words, should the party find a mushroom that provides invulnerability, finding another mushroom of the same species will not produce the same result necessarily. These types originate through strange accidents of magic and mutation. 

88-89 
Scarring. Imbiber changes his appearance, usually skin colour or gets strange looking skin or warts and suffers -2 to CHA permanently. This is not a disease and may be reversed only with a Wish spell or other such magics. 

 90-96
Minor Scarring. Some minor change occurs to the imbiber's body for D100 turns. His nose might turn purple, or all of his hair might fall off or turn white. Imbiber suffers -1 CHA while the effects last. 

97-99 
Contact Poison. Reroll on this chart, and any applicable effects occur merely by handling the fungus with bare hands. 

00 
DM's choice (for example, the material may have a psychic consciousness and when imbibed it attempts to lodge its presence into the mind of the victim. Treat as either psionic domination or a Magic Jar spell). 

A. Sacred Grove

This area is more fully described in the Sacred Grove section below.

The general area is sacred to the goddesses of the earth and the god of animals. Eight tall stone plinths stand in a wide circle around the area. These plinths mark the ancient boundaries of the grove, though with the waning of the druidic order, the grove has contracted to the island proper. The plinths radiate no magic, but they are still enough tied to earth power that the bi-nou have only been able to chip and deface them partially. It can still be seen that at one time these plinths represented totems of underground animals and fungus. No earth-affecting magicks may harm these plinths, and they seem to resist much damage that might be caused by blows.

In the area bounded by the plinths is a lake. The lake is fed from water falling from cracks in the ceiling. The cracks, though not visible from the cavern floor, must be roughly circular, because the water falls down in a circular curtain. It is likely ion fact that the circular water, over aeons, carved the lake and left the island in the centre. The water falling is not a torrent, but more of a cascade. It is certainly not enough to drown or knock down anyone moving through the curtain and would not swamp a boat unless the boat tarried beneath the falling water for a long while.

In the centre of the lake is a small island. The island is flat and rises as the top of a pillar of stone that thrusts out some 10'-12' above the level of the water. Upon that island is the sacred grove of the druids (refer to the Sacred grove section below). The island is approximately 75'-100' in diameter and ranges from 15 yards from the shore of the lake at its closest point (that being to the south where the druid's bridge crosses) to some 50 yards at its widest.

There remains evidence of previous bi-nou assaults on the grove. Significantly, 5 large remains of walls of stone emanate from the shores of the lake and reach towards the island. All of these are either broken off or in some way look as if melted or twisted strangely (actually the recipient of Stone Shape spells). None of the stone bridges approaches the island to a point closer than 7 yards.

This area is watched by the bi-nou and assume at least 40 bi-nou along with 6 rockworms and 3 rocklords are in the area. Of course, they are spread out, and so the party will likely face initially a force of 10 bi-nou, 2 rockworms, and 1 rocklord.

The bi-nou will not follow the party past the cascading water, for they are not massed in sufficient numbers to attempt to approach so close to the grove.

B. Fungal Patches

These five areas represent the densest growths of fungus patches in the grotto. This is not to say there are not growths elsewhere throughout the cavern (even outside of area A), but it is at these locations that the growths are almost forest-like. Movement through the patches is at 1/4th normal due to the closely set growths and the prodigious piles of guano.

A purple worm currently hunts in the two large patches in the northeast portion of the cavern. It will almost certainly be attracted to adventurers making noise. At precisely where the "B" is marked in the western portion of the northeastern fungus patch is a gaping hole descending into the ground. This is where the worm emerged. This is an old worm, and grand, some 125' long and over 8' in diameter.

Purple Worm (AC 6, MV 9 br9, HD 15, hp 102, THAC0 5, #ATT 2, D 2-24/2-8, SA swallow (a hit that hits by 4 or more means the victim is swallowed whole [can devour creatures up to 8' tall and 6' wide], swallowed victims die in 6 rounds and are digested in 2 hours, victim may cut his way out against AC 9 but juices weaken the victim for -1 damage cumulative per round), sting (tail requires a save vs poison or be slain instantly), AL N, XP 13000, Source: Monstrous Manual)

Within the gullet of the worm are D100 uncut gems worth between 1-100gp each. Also within the gullet is a steel Talisman of Memorization (refer to Encyclopedia Magica V4 pg 1424) which affects spells of level 1-5. This talisman is shaped like a spider web with an eye in the centre made of ruby and was the property of a drow wizard who perished years ago at the hands of this worm.

C. Lake

This underground lake is cold and deep but the water, though cloudy with mineral content, is pure and potable. The lake is fed by a small riverlet flowing from Area D and drains by way of cracks and porous rock at its bottom.

Blind cave fish and albino shrimp swim within, including a version of fish that can produce a blinding flash of light when startled or threatened. This is equivalent to a Light spell (as cast by a priest) and while such would not harm a surface worlders unless held right in front of the eyes, this flash is extremely disorienting to underground dwellers.

It is not unheard of for more intelligent dwellers to throw water-filled containers of these fish at enemies. The containers burst on impact and the fish flash. The fish are known as "flashers" in the various tongues of the Underdark.

D. Varkha

A tribe of varkha dwells here. They have laired here for centuries, and got on well enough with the druids and the myconids. With the rising of the bi-nou, the varkha were given a choice to serve the bi-nou as scouts and fodder or die. They chose pragmatically. However, they despise the bi-nou and its master ("The Rock King" or "The Master") as much as they fear them, and although they will not overtly aid the party, they might at least provide moral support and perhaps mention that a force guides the bi-nou and often speaks to the varkha's own shamans through disturbing dreams. The varkha do not know the nature or purpose or motivations of The Master.

The above is not to say the varkha are kindly creatures. They are cruel and enjoy causing misery and dominating those few creatures they are able. But their current circumstance understandably has them worried.

Subtract from the tribal roster any varkha already disposed of as a wandering encounter in this cave.

Varkha shamans worship spirits of the underground and their ancestors and animal spirits (this is one reason they were on good terms with the druids). Their animal spirits have deserted them for the time being (though they still seem to be able to cast spells from the Animal sphere).

Please read carefully the spirit rules in Players Option: Spells and Magic (pages 35-38). It takes 1 turn of chanting to summon a spirit and the chance of success is 10% per level plus 10% for each additional turn spent summoning. Spirits grant powers on a need-to-have basis and it takes time to request these.

Tribal Roster:

Male Varkha (110) (AC 6, MV 12 sw9, HD 1, hp 6 ea, THAC0 19, #ATT 2 or 1, D 1-6/1-6 or by weapon, Weapons sling (Av 1/r 8/16/24 1D4/1D4 kdD4), SD -1 to hit in illumination as bright as sunlight, AL LE, XP 35 ea, Source: Monstrous Compendium 4)

Female Varkha (40) (AC 6, MV 12 sw9, HD 1, hp 6 ea, THAC0 19, #ATT 2 or 1, D 1-6/1-6 or by weapon, Weapons sling (Av 1/r 8/16/24 1D4/1D4 kdD4), SA +1 to hit and damage when defending their brood, SD -1 to hit in illumination as bright as sunlight, AL LE, XP 35 ea, Source: Monstrous Compendium 4)

Sllith ["Hunt Leader"] (15) (AC 6, MV 12 sw9, HD 2, hp 12 ea, THAC0 19, #ATT 2 or 1, D 1-6/1-6 or by weapon, Weapons sling (Av 1/r 8/16/24 1D4/1D4 kdD4), SD -1 to hit in illumination as bright as sunlight, AL LE, XP 65 ea, Source: Monstrous Compendium 4)

Gsssrat ["Hunt Master"] (4) (AC 6, MV 12 sw9, HD 3, hp 18 ea, THAC0 17, #ATT 2 or 1, D 1-6/1-6 or by weapon, Weapons sling (Av 1/r 8/16/24 1D4/1D4 kdD4), SD -1 to hit in illumination as bright as sunlight, AL LE, XP 120 ea, Source: Monstrous Compendium 4)

Gaakth ["Sub Chief"] (3) (AC 6, MV 12 sw9, HD 4, hp 24 ea, THAC0 17, #ATT 2 or 1, D 1-6/1-6 or by weapon, Weapons sling (Av 1/r 8/16/24 1D4/1D4 kdD4), SD -1 to hit in illumination as bright as sunlight, AL LE, XP 175 ea, Source: Monstrous Compendium 4)

Tssri ["Chief"] (1) (AC 6, MV 12 sw9, HD 5, hp 30, THAC0 15, #ATT 2 or 1, D 1-6/1-6 or by weapon, Weapons sling (Av 1/r 8/16/24 1D4/1D4 kdD4), SD -1 to hit in illumination as bright as sunlight, AL LE, XP 270, Source: Monstrous Compendium 4)

Minor Shamans (5) (AC 6, MV 12 sw9, CL Pr [shaman], LV 2, HD 2, hp 12 ea, THAC0 19, #ATT 2 or 1, D 1-6/1-6 or by weapon, Weapons sling (Av 1/r 8/16/24 1D4/1D4 kdD4), SD -1 to hit in illumination as bright as sunlight, Spellpoints (13 WIS): 12, AL LE, XP 120 ea, Source: Monstrous Compendium 4)

Spells Memorized [All (Major), Animal (Major), Protection (Major), Summoning (Major), Elemental Water (Major), Healing (Minor), Plant (Minor)]:

#1 - Entangle (6), Shillelagh [works with a bone club] (6)

#2 - Entangle (6), Cure Light Wounds (6)

#3 - Invisibility to Animals (4), Sanctuary (4), Locate Animals or Plants (4)

#4 - Detect Magic (4), Bless (4), Protection from Good (4)

Spirits:

Each minor shaman has 1 minor spirit which knows:

Feign Death, Augury, Prayer, and Speak With Dead (all at 2nd level or at the minimum needed to cast the spell)

Shaman (1) (AC 6, MV 12 sw9, CL Pr [shaman], LV 3, HD 3, hp 18, THAC0 17, #ATT 2 or 1, D 1-6 / 1-6 or by weapon, Weapons sling (Av 1/r 8/16/24 1D4/1D4 kdD4), SD -1 to hit in illumination as bright as sunlight, Spellpoints (14 WIS): 23, AL LE, XP 175, Source: Monstrous Compendium 4)

Spells Memorized [All (Major), Animal (Major), Protection (Major), Summoning (Major), Elemental Water (Major), Healing (Minor), Plant (Minor)]:

Entangle (6), Endure Heat (4), Charm Person or Mammal (6), Watery Fist (6), 1 free orison (1)

Spirits:

The shaman has 2 minor spirits which are tied one to the lake at Area C and one to the tribal lair at Area D.

The tribal spirit knows: Meld Into Stone, Stonetell, Animate Rock, and Strength of Stone (all at 3rd level or at the minimum needed to cast the spell)

The lake spirit knows: Wall of Fog, Fog Cloud, Water Breathing, Water Walk, Lower Water, Solid Fog, Reflecting Pool, Part Water, and Transmute Dust to Water (all at 3rd level or at the minimum needed to cast the spell)

Magic:

Potion of Healing

A talisman of a dried and shrunken shrieker with the tooth of a meazel set within. This talisman allows the wearer to pass by shriekers and violet fungi without setting them off if there is no light source within range of the fungus.

The varkha lair in crude huts of piled stones and fungus stalks, and these are clustered around the shaman's hut, which is decorated with crude carvings and bones and other totemic devices, and the large hut of the tssri and gaakth.

The females generally lair in huts with their mates, but those with brood are in several brood shelters that are located at the back of the area near the source of the riverlet. At least 20 females are guarding the brood at all times.

There are some dozen eggs in the brood. There are also some 35 young which are non-combatant. These young are allowed to roam the area but do not leave it.

At the open end of the area, where it reaches the great stone pillar, the varkha have their 3 guard lizards. These are loyal to the tssri and gaakth and are intelligent enough to respond to simple commands. They will hiss at intruders and attack them, but have been trained not to attack bi-nou.

Subterranean Lizards (3) (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)

E. Bi-Nou Lair

This area serves as one of the main lairing areas of the bi-nou. In the back of the chamber, which is filled with stalactites and stalagmites, many growing all the way from floor to ceiling, are clutches of bi-nou eggs (between 1-6 clutches each with 1-6 eggs).

The columns and stone structures here provide excellent ambush opportunities for the bi-nou and limited range of visibility and provide cover against enemy spells and missile weapons.

Assume there are at all times 40 bi-nou here along with 5 rockworms and 1 rocklord. The bi-nou will attack the party, though if severely beaten will withdraw and join forces with other bi-nou to counter attack en masse.

F. Bi-Nou Lair

This area serves as one of the main lairing areas of the bi-nou. In the back of the chamber, which is filled with stalactites and stalagmites, many growing all the way from floor to ceiling, are clutches of bi-nou eggs (between 1-6 clutches each with 1-6 eggs).

The columns and stone structures here provide excellent ambush opportunities for the bi-nou and limited range of visibility and provide cover against enemy spells and missile weapons.

Assume there are at all times 40 bi-nou here along with 5 rockworms and 1 rocklord. The bi-nou will attack the party, though if severely beaten will withdraw and join forces with other bi-nou to counter attack en masse.

G. Lake

This lake is fed from feeders at the rear ends of the cave. The water is ice cold but potable and is dark from its depth and its mineral content.

Within this lake hunt 3 large lemon fish. These were washed into the lake from the feeders as babies and managed to survive here. There are plenty of small normal fish here, including many of the blind variety (though there are no "flashers" here). The lemon fish will aggressively pursue anything in the water, and are large enough to go after rafts or small boats.

Lemonfish (AC 6, MV sw 24, HD 9, hp 58 ea, THAC0 11, #ATT 2, D 2-16 (bite) / 9hp plus poison (tail barb), SA tail barb poison (save or suffer 1D6 damage per round for 9 rounds, SD sphere of filmy liquid (if wounded by a puncturing or slashing weapon, releases a liquid sphere in a 12' radius. All within must save vs poison at -4 or be stunned for 1D4 rounds), AL N, XP 1400, Source: Monstrous Compendium 2)

H. Bi-Nou Lair

This area serves as one of the main lairing areas of the bi-nou. In the back of the chamber, which is filled with stalactites and stalagmites, many growing all the way from floor to ceiling, are clutches of bi-nou eggs (between 1-6 clutches each with 1-6 eggs).

The columns and stone structures here provide excellent ambush opportunities for the bi-nou and limited range of visibility and provide cover against enemy spells and missile weapons.

Assume there are at all times 40 bi-nou here along with 5 rockworms and 1 rocklord. The bi-nou will attack the party, though if severely beaten will withdraw and join forces with other bi-nou to counter attack en masse.

I. Abandoned Myconid Lair

This area was once the lair of the myconid colony that now dwells in the MYCONIDS grotto area. The colony was quite large when it dwelt here, as evidenced by the size of these caverns as compared with their current digs. Many of the myconids were slain by the bi-nou before they were driven out, and others of the colony ended up travelling in other directions and never settled in the MYCONID grotto.

The cave contains old mounds, used by the myconids for their communal ceremonies, and dried trenches show where water may have been irrigated in to tend now long gone fungal gardens. Several wells are also dried.

A close scrutiny of the area shows that in several places water used to flow into these caves and form pools and streams, but the bi-nou dammed the flows with Wall of Stone spells. These dams are still in place to this day. Theoretically the party could search these out via Detect Magic and then dispel the walls, thereby reinvigorating the old streams and pools.

Currently, a large horde of bi-nou dwells here. There are 80 bi-nou here along with 10 rockworms and 2 rocklords. 2-12 clutches of eggs in the rear of the area hold 2-12 eggs each.

Unlike the other three bi-nou lair areas, this one is not choked with stalactites and stalagmites and so the presence of the bi-nou is far more obvious here.

THE SACRED GROVE:

Please refer to the Sacred Grove map.

The sacred grove commemorates the birthing place of many of the creatures of the underground. Legend says that Yimik mated with Dhalis and Neengrum in this very cavern. Earth power is very strong here and the grey druids who tend the Underdark sanctified this spot as a greater grove (grove is a strange term for a place without trees, but it is still the parlance used).

The grove has a great many powers, of a number and magnitude comparable to the most powerful of groves on the surface. Only such powers have enabled the druids to hold off the bi-nou for as long as they have.

As a Greater Grove, the island has the following powers:

1. Druids entering the grove feel a sense of power and a sentience in the grove. For every 3 rounds spent on the island, they learn one power of the grove through a vision or by intuition.

2. All druids receive a +2 save vs spells, death, and wands while on the island.

3. All in the grove are immune to magical fear unless they are enemies of the grove.

4. Dig spells do not work and the stone of the island is immune to Stone Shape spells except when cast by a druid.

5. Evil enchanted creatures may not enter the island unless it has been defiled.

6. The grove produces medical fungi such that in a year 38 goodberry spells (cast at 12th level) are present. As of the current time only 18 of these are left.

7. Beings allied to the druids may heal wounds at twice the rate of natural healing while in the grove. Healing-related spells produce the maximum benefits. This will apply to party members if they agree to slay the balor.

8. The entire island generates a Protection from Evil 10' radius and a Protection from Good 10' radius. These cannot be dispelled permanently except by defiling the grove but may be affected by a Dispel Magic that overcomes 15th level magic, in such a case the auras are inactive for 1-4 rounds.

9. A druid may cause a Faerie Fire luminance to appear, centered upon himself or upon any standing stones in the grove. This lasts 1 turn per level of the caller and may be called 1/day per caller. This effects can also be made to flicker above the grove at will. Actual Faerie Fire spells cast by druids within the grove have their duration tripled.

10. Any normal or giant animal with an Intelligence rating between animal and low can speak and understand the language of druids for as long as it remains within the grove. Such creatures can also be enchanted to speak any other language the druid can speak 1/week for a period of 1 week. This allows animals to be sent as messengers (such as the giant lizard which can summon the party here - see the Evil Earth section above). This is basically a longer-lasting Gift of Speech spell (see The Complete Druid's Handbook).

11. When druids cast a Plant or Earth Elemental sphere spell within the grove they double the duration, area of effect, and range.

12. A druid can invoke a Forbiddance spell to cover the boundaries of the grove. It can be called up 1/day and lasts for 1 hour per level of the druid.

13. The sacred pool in the centre of the grove has the power to give any druid or anyone allied with the druids the following benefits if bathed in (maximum of 1/day per person): Neutralize Poison, Cure Disease, and Cure Serious Wounds. This effect is cumulative with the maximum healing benefit of the grove. The pool also may be used 1/day as a Reflecting Pool spell cast at the druid's level.

Bridge:

A bridge is set onto the south side of the island. This is a pivot bridge made out of magically shaped stone and reinforced with bound fungal fibres. The bridge is set on a pivot with trailing ropes so that it may be swung out to reach the south shore of the lake some 15 yards away and then pulled back to the island by way of the trailing ropes. The bridge is sturdy and bears 3' high railings.

Stones:

The grove is bounded by 8 standing stones. The stones are marked on the map as grey hexagons. Those with no letter are merely normal standing stones. Each unmarked stone is of a totemic figure of various Underdark animals, including lizards, bats, insects, etc.

Each of the blank stones and the T stone have a Whisperward spell cast on them (see The Complete Druid's Handbook). This spell is like a Magic Mouth except a soft wind blows across the druid's face when triggered. They are currently set to activate when any non-druid and non-animal enters within 30' of the appropriate stone.

Each stone has had a Strengthen Stone spell cast upon it (refer to The Complete Druid's Handbook) which gives it a +4 save. The animated stone statues gain -1 to AC and +1 to saves (this is already factored into their statistics).

The stones marked S are carved to resemble single beings.

The north S is carved to represent Yimik and resembles a man's body wit the head of a bat and a lizard's tongue and cricket wings.

The east S is carved to represent Dhalis and resembles a buxom woman with mushrooms sprouting from her hair and with tendrils for arms.

The west S is carved to represent Neengrum and resembles a female dwarf with gems for eyes and teeth and holding a closed bag in one hand.

The south S is carved to resemble the high druid who created this grove and resembles a bearded man with his left arm upraised in blessing and his right holding a warhammer around which tendrils twine.

Each of these S statues is a potent guardian of the grove. Once per day the highest ranked druid of the grove can order the stone to come to life for 1 turn per level of the druid. The stone fights as a 16HD earth elemental, but if it leaves the grove it reverts to a normal stone and may not be reanimated until it is returned to the grove. If injured, the stone heals at a rate of 1 hit point per turn while within the grove.

Statues (AC 1, MV 6, HD 16, hp 94 ea, THAC0 5, #ATT 1, D 4-32, SA structural damage, -2 damage per die (minimum of 1 per die) vs airbourne or waterbourne foes, +2 or better weapon to hit, travel through solid ground or stone, SD +1 to saves, AL N, XP 10000 ea, Source: Monstrous Manual)

The bi-nou cannot affect the statues, but the rocklords and rockworms can, and so the druids have been careful about using them, for if they were lost they could not be replaced.

The stone marked with a T is a plinth shaped to resemble a serpent entwined around a mushroom. The stone allows the druids to Stonetell (as the spell), though the stone will only talk (by way of the serpent's mouth) 3 rounds per day.

Pool:

This is the sacred pool mentioned in the grove powers which provides healing and scrying (see the grove powers for more details).

The pool is oval shaped and is fed by a single strand of water no more than a millimeter in diameter which appears almost like a sparkling thread between the pool and the ceiling. The pool is surrounded by druidic runes carved into the stone floor.

Altar:

This consecrated altar to the druids is a stone block 15' long by 5' wide by 3' tall. Its top is flat, but its sides are engraved with elaborate scenes of the mating and birth that took place in this cavern.

Set near the altar are 3 metal buckets tied to rothe sinew cords some 20' long. These are used to draw up fresh water from the lake.

Fungus:

These patches of fungus are much like those in the FUNGUS GROTTO proper. They include large mushrooms as well as normal sized fungi. These are set into depressions in the island stone filled with guano. Use the fungus table presented for the FUNGUS GROTTO if random sampling of fungus is done. The goodberry power of the grove manifests in these fungal patches (see grove powers for more details). In addition, the patches provide cover for the druids, food, medicine, and a subject for their Entangle spells. Of note, there are no shriekers amongst the fungus patches.

Stairs:

These are ancient and worn carved steps which descend into the druid caverns. The stairs descend some 25' vertically. Refer to that map and the Druidic Caverns section below for more details.

The Druids:

The grove is led by a human Grey Druid Guardian of druid level named Haggerin. He is an elderly man who is entirely devoted to the protection of the grove. As the conflict with the bi-nou has raged for these many years, he has grown haggard from the constant conflict. He fears that unless the balor can be destroyed, he will be the last druid of this grove.

Haggerin is intelligent and there was at one time a wry sense of humour which now is buried by bitterness. Nevertheless, as required by his location, sandwiched between two warring major powers (the drow and the duergar), he can be glib of tongue and a consummate diplomat. He is an elderly man, of an age that is hard to determine, but his long beard and wrinkled hands and eyes belie a great age.

Haggerin is currently served by 4 fellow human druid initiates (Maderas is female, the other 3 are males) and some non-druidic followers. These are all immensely loyal to the druid. Jerres-irl is a giant of a man, with slight Morakki features. His speed and agility are merely belied by his size.

Haggerin (AC -2, MV 14, CL Dr [Grey Druid, Guardian kit], LV 12, hp 67 (15 CON), THAC0 14, #ATT 1, D by weapon, Weapons scimitar (Av 1D8/1D8 kdD8), darts (Fa 3/r 2/4/8 1D3/1D2 kdD4), Armour leather armour, 17 DEX, magic, shield, SA +2 to hit with missiles, druid powers, SD druid powers, Spellpoints (18 WIS): 285, AL N, XP 11000, Source: Monstrous Manual)

Spells Memorized [All (Major), Animal (Major), Elemental (Major), Healing (Major), Plant (Major), Sun (Major), Weather (Major)]:

Puffball (4), Strength of Stone (4), Entangle (4), Cure Light Wounds (4), Faerie Fire (4), Light (4), Animal Spy (6), Fortifying Stew (6), Speak with Animals (6), Produce Flame (6), Watery Fist (6), Cure Moderate Wounds (6), Barkskin (6), Dispel Magic (10), Dispel Magic (10), Dispel Magic (10), Summon Insects (10), Stone Shape (10), Stone Shape (10), Water Walk (10), Giant Insect (15), Cure Serious Wounds (15), Insect Plague (22), Wall of Fire (22), Transmute Rock to Mud (22), Conjure Fire Elemental (30), Animal Summoning 3 (22), 1 free orison (1)

Druidic Powers:

+2 to saves vs fire or electricity

+1 saves and to hit rolls when defending the grove, -2 to enemy saving throws while both the druid and the enemy are in the grove

identify pure water, fungi, subterranean animals, slimes, puddings, jellies, and molds

speak Drow Elvish, Duergar Dwarvish, Goblin, and Varkhan

control fungi, jellies, molds, oozes, puddings, and slimes (1/day in a 30 yard radius, control 12HD of creatures for 12 turns)

shapechange into a normal underground reptile, a normal underground mammal, or a nonpoisonous giant spider each 1/day each, heals 10%-60% of wounds

-2 saves against spells creating bright light

Weapon Proficiencies:

Scimitar, Dart, Staff, Sling, Spear

NWP (17 INT):

Local History (16), Direction Sense (19), Herbalism (15), Blind Fighting, Animal Training (18), Ancient History (16), Fishing (17), Healing (16), Spellcraft (15), Religion (18), Read/Write Common (18), Hunting (17), Survival (Underground) (17)

Magic:

Scimitar of Torran (+3 scimitar with the ability to cast a combination Protection from Evil and Protection from Good on the wielder 3/day for 15 rounds each)

Leather Armour +2

4 Potions of Healing

2 Potions of Extra Healing

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

Enchanted Shield +2 (made from the carapace of a giant beetle)

Torc of Protection +2 (a mithril torc shaped like snakes)

12 Darts +1 which will return to its owner's hands after all 12 have been thrown by the same person

Madera (AC 5, MV 13, CL Dr [Grey Druid, Guardian Kit], LV 8, hp 64 (16 CON), THAC0 16, #ATT 1, D by weapon, Weapon quarterstaff (Fa 1D6/1D6 kdD10), staff sling (Sl 1/r 5/12/18 1D4+1/1D4+1 kdD6), Armour leather armour +1, 16 DEX, SA +1 to hit with missiles, druid powers, SD druid powers, Spellpoints (16 WIS): 110, AL N, XP 7000, Source: Monstrous Manual)

Spells Memorized [All (Major), Animal (Major), Elemental (Major), Healing (Major), Plant (Major), Sun (Major), Weather (Major)]:

Puffball (4), Bless (4), Cure Light Wounds (6), Strength of Stone (4), Entangle (4), Shillelagh (4), Watery Fist (6), Barkskin (6), Trip (6), Chant (6), Dispel Magic (10), Dispel Magic (10), Stone Shape (10), Giant Insect (15), Sticks (fungus) to Snakes (15)

Druidic Powers:

+2 to saves vs fire or electricity

+1 saves and to hit rolls when defending the grove, -2 to enemy saving throws while both the druid and the enemy are in the grove

identify pure water, fungi, subterranean animals, slimes, puddings, jellies, and molds

speak Drow Elvish, Duergar Dwarvish

control fungi, jellies, molds, oozes, puddings, and slimes (1/day in a 30 yard radius, control 8HD of creatures for 8 turns)

shapechange into a normal underground reptile, a normal underground mammal, or a nonpoisonous giant spider each 1/day each, heals 10%-60% of wounds

-2 saves against spells creating bright light

Weapon Proficiencies:

Scimitar, Dart, Staff, Staff Sling

NWP (15 INT):

Local History (17), Direction Sense (17), Blind Fighting, Animal Training (16), Ancient History (14), Fishing (15), Spellcraft (13), Religion (16), Read/Write Common (16), Survival (Underground) (15)

Magic:

Staff of Striking (10 charges) which is also a staff sling +1

Leather Armour +1

2 Potions of Healing

Scroll with Wall of Fire at 12th level

Tondarin (AC 8, MV 12, CL Dr [Grey Druid, Guardian Kit], LV 5, hp 30, THAC0 18, #ATT 1, D by weapon, Weapon 2H long spear (Sl 2D6/3D6 kdD8), sling (Av 1/r 10/20/40 1D4+1/1D6+1 kdD4), Armour leather armour, SA druid powers, SD druid powers, Spellpoints (15 WIS): 55, AL N, XP 4000, Source: Monstrous Manual)

Spells Memorized [All (Major), Animal (Major), Elemental (Major), Healing (Major), Plant (Major), Sun (Major), Weather (Major)]:

Puffball (4), Cure Light Wounds (6), Obscurement (4), Strength of Stone (4), Entangle (4), Watery Fist (6), Charm Person or Mammal (6), Dispel Magic (10), Stone Shape (10), 1 free orison (1)

Druidic Powers:

+2 to saves vs fire or electricity

+1 saves and to hit rolls when defending the grove, -2 to enemy saving throws while both the druid and the enemy are in the grove

identify pure water, fungi, subterranean animals, slimes, puddings, jellies, and molds

speak Drow Elvish,

-2 saves against spells creating bright light

Weapon Proficiencies:

Spear, Sling, Scimitar

NWP (11 INT):

Local History (15), Direction Sense (16), Blind Fighting, Ancient History (10), Religion (15), Read/Write Common (12), Survival (Underground) (11)

Magic:

Potion of Fire Breath

Potion of Flying

Potion of Water Breathing

Halavar (AC 8, MV 12, CL Dr [Grey Druid, Guardian Kit], LV 5, hp 37, THAC0 18, #ATT 1, D by weapon, Weapon 2H long spear (Sl 2D6/3D6 kdD8), sling (Av 1/r 10/20/40 1D4+1/1D6+1 kdD4), Armour leather armour, SA druid powers, SD druid powers, Spellpoints (14 WIS): 48, AL N, XP 4000, Source: Monstrous Manual)

Spells Memorized [All (Major), Animal (Major), Elemental (Major), Healing (Major), Plant (Major), Sun (Major), Weather (Major)]:

Puffball (4), Puffball (4), Entangle (4), Cure Light Wounds (6), Detect Magic (4), Flameblade (6), Cure Moderate Wounds (10), Dispel Magic (10)

Druidic Powers:

+2 to saves vs fire or electricity

+1 saves and to hit rolls when defending the grove, -2 to enemy saving throws while both the druid and the enemy are in the grove

identify pure water, fungi, subterranean animals, slimes, puddings, jellies, and molds

speak Drow Elvish,

-2 saves against spells creating bright light

Weapon Proficiencies:

Spear, Sling, Dagger

NWP (12 INT):

Local History (15), Direction Sense (14), Blind Fighting, Ancient History (11), Religion (14), Read/Write Common (13), Survival (Underground) (12), Animal Training (14)

Magic:

2 Potions of Healing

Scroll of Insect Plague at 9th level

Jerres-irl (AC 1, MV 15, CL Dr [Grey Druid, Guardian Kit], LV 6, hp 54 (18 CON), THAC0 18, #ATT 1, D by weapon (+3 due to 18 STR), Weapon scimitar (Av 1D8/1D8 kdD8), sling (Av 1/r 10/20/40 1D4+1/1D6+1 kdD4), Armour leather armour +1, 18 DEX, double specialized in 1H style proficiency, SA -3 to hit with sling due to non-proficiency, +1 to hit due to 18 STRR, +2 to hit with missiles, druid powers, SD druid powers, Spellpoints (12 WIS): 55, AL N, XP 4000, Source: Monstrous Manual)

Spells Memorized [All (Major), Animal (Major), Elemental (Major), Healing (Major), Plant (Major), Sun (Major), Weather (Major)]:

Puffball (4), Bless (4), Entangle (4), Cure Light Wounds (6), Strength of Stone (4), Flameblade (6), Slow Poison (6), Dispel Magic (10), Water Walk (10), 1 free orison (1)

Druidic Powers:

+2 to saves vs fire or electricity

+1 saves and to hit rolls when defending the grove, -2 to enemy saving throws while both the druid and the enemy are in the grove

identify pure water, fungi, subterranean animals, slimes, puddings, jellies, and molds

speak Drow Elvish, Duergar Dwarvish

-2 saves against spells creating bright light

Weapon Proficiencies:

Scimitar, Double specialized in 1H style

NWP (9 INT):

Local History (15), Direction Sense (12), Blind Fighting, Endurance (18), Read/Write Common (10), Survival (Underground) (9), Animal Training (12)

Magic:

Oil of Warding (coats for 1D4 turns and takes 4 rounds armourless to apply, gives +2 to AC and saves, armour may be worn over the oil)

2 Potions of Extra-Healing

Leather Armour +1

The druids also have 4 giant subterranean lizards as pets (of which the one that speaks to the party ion the Evil Earth encounter is one), befriended by way of Animal Friendship spells and intensively trained to obey simple commands. They will bear the druids as riders.

Subterranean Lizards (4) (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)

A single azmyth has befriended Madera, who loves the creature like a child. It will usually be found perched on her shoulder except during combat, when it tends to go invisible and hover near her waiting to use its shocking grasp power if necessary.

Azmyth (AC 2, MV 3 fl24 [A], HD 2, hp 15, THAC0 19, #ATT 1, D 1 (bite) or 1-2 (tail stab), SA shocking grasp 2/day (1D8+6 on contact), SD silence 15' radius on self 1/day, 60' range telepathy, Know Alignment 3/day, MR 40%, AL CN, XP 650, Source: Drow of the Underdark)

DRUIDIC CAVERNS:

These are the quarters of the druidic order. They are larger than they need to be because the order has shrunk over the years due to the battle with the bi-nou and the ascendancy of the drow and the coming of the Deceiver into the Underdark. All of the grove powers apply to these caverns as well as applicable (i.e. the caverns are considered a part of the sacred grove).

Unless otherwise mentioned, all passages are 10' high and all chambers are 15' high. All rooms have oil lamps hung from sconces in the walls that cast a mute illumination around the complex. The walls are tunneled directly from the earth, but all of the walls have treated with a Strength Stone spell and so are reinforced against damage and are immune to Transmute Rock to Mud.

UPPER LEVEL:

1. Entry Chamber

This smallish chamber is set off to the side of the passageway that descends from the sacred grove.

The 4 subterranean lizards dwell here, often sleeping on the walls or ceiling, when not roaming about the place. Scraps of meat and bits of rothe bones and dung evidence the residents of this area, though the druids do keep the place clean.

2. Hall of Carvings

This room is a widening where the four passageways into Room 1, 3, 5, and 10 join. The walls are carved with lurid scenes of Yimik and Dhalis and Yimik and Neengrum mating, and various underdark animals (including lizards, bats, centipedes, snakes, and spiders) emerging from the goddess' bloated wombs. Also shown are various specimens of giant lizards and what must be purple worms.

In the centre of the chamber a statue rises melded from the stone floor of the place, clearly formed by way of magic (i.e. Stone Shape). It shows Yimik and Dhalis and Neengrum entwined together around a stalagmite in an obviously stylized mating pose.

3. Halavar's Chamber

This chamber is simply appointed, with a stone platform appointed with plush rothe fur blankets and pillows, a stone table in the centre with 2 stone chairs, and a stone brazier that burns with a combination of heating coals and light incense.

Stone hooks, obviously Stone Shaped in the walls, have places for weapons and clothing to be hung, and several niches in the walls hold personal effects, a few stone tablets dealing with the religion and history of the grey druids, and some stone mugs and plates.

3 other empty stone platforms show that other druids dwelt here in times past.

4. Tondarin's Chamber

Similarly appointed as Halavar's chamber (Room 3), this room also has some delicate spidersilk tapestries painted in luminescent paints on the walls. These may be of drow origin, as the paintings show spiders in great purple webs.

1 other empty stone platform shows that other druids dwelt here in times past.

5. Slime Pit

This room is so called because a 5' wide by 10' deep pit dominates the centre of the room. This pit is 30' deep and the walls are sheer. Within dwell the grove's slimes. As the druids have control over slimes and jellies, they sometimes use these as guardians in times of dire emergencies. The pit is actually divided into two 5' square chambers at its bottom, with a dividing wall some 15' high. In actuality, each section has a 15' high thin stone wall surrounding it.

The druids use this pit as a middens as well, which the oozes and cube thrive on.

Two metal shovels lay on the floor near the pit.

In the northern section of the pit is entrapped a gelatinous cube. In the southern is entrapped a gray ooze.

Gelatinous Cube (AC 8, MV 6, HD 4, hp 19, THAC0 17, #ATT 1, D 2-8, SA paralyzation (save vs paralyzation of be paralyzed for 5-20 rounds), surprise (-3 on opponent surprise rolls), SD immune to electricity, fear, holds, paralyzation, polymorph, and sleep, cold inflicts 1-4 damage and slows by 50% if a save is failed, AL N, XP 650, Source: Monstrous Manual)

Gray Ooze (AC 8, MV 1, HD 3+3, hp 19, THAC0 17, #ATT 1, D 2-16, SA corrode metal (chainmail in 1 round, platemail in 2 rounds, magical armour in 1 round per plus), SD immune to spells, fire, or cold, weapons striking the ooze corrode a percentage of the time equal to the damage caused -1% per plus of the weapon, AL N, XP 270, Source: Monstrous Manual)

A metal chain runs from the pit, through the rock walls of the pit, up from the floor of Room 5, to a pulley in the ceiling, and then back down to a metal winch set into the west wall. A lever locks and unlocks the winch. Another chain runs from the same pit and through the pulley, but it dangles near the winch.

These two chains are used to raise each of the pit sections. Either or both chains may be attached to the winch and turned. Turning the winch raises whichever (or both) pit sections has its chain attached. It takes a strength of 8 to raise each section, and a 16 strength to raise both simultaneously. It takes 4 rounds to raise 1 section and 6 rounds to raise both. Lowering a section can be done more rapidly (half the time if careful, 1 round if the sections are allowed to crash back down, though this may damage the elevating sections).

Once raised, each pit section may be opened by flicking a latch on the outside of the raised pit. This opens a door in the section which faces north for the northern section and south for the southern section.

To the east, a set of stone stairs descends to the Lower Level.

6. Jerres-irl's Chamber

This chamber is the demesne of the order's strongman Jerres-irl. The chamber is appointed as Rooms 3 and 4, though a stone weapon rack inset into the north wall holds a variety of spears, scimitars, daggers, and scythes.

2 other empty stone platforms show that other druids dwelt here in times past.

7. Library

This chamber has stone shelves inset into the walls. These are full of stone tablets and rothe-vellum scrolls, some in stone scroll tubes and some of those sealed with giant termite wax.

Along with various tracts on the order of the grey druids, history of the grove, and texts concerning various flora and fauna of the underdark, are the following exceptional works:

Scroll with Antiplant Shell and Earthquake at 15th level

Scroll with Regenerate at 14th level

Scroll with Creeping Doom at 14th level

Scroll with Quest at 10th level

Scroll with Reincarnate at 14th level

All of the above magical scrolls are in sealed stone tubes with druidic runes marking their contents. Each is protected by a Fire Trap spell cast at 14th level (1-4+14 damage, save for half, bursts in a 5' radius, does not harm the item trapped). The Fire Traps are attuned to not go off for anyone who says the Druidic runes stamped in the wax backwards.

8. The Long Stairway

This stairway is a stone spiral staircase that leads down into the darkness. See The Vault section for more details.

9. Treasury

This chamber houses the treasury of the order. Stone shelves line the walls. The chamber contains the following items (all potions are in stone vials with waxed stoppers with druidic runes stamped on the stopper that identify their purpose):

4 Potions of Healing

4 Potions of Extra-Healing

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

2 Potions of Ambrosia (refer to Encyclopedia Magica V3 pg 854)

6 Potions of Reptile Animal Control

2 Potions of Fish Animal Control

2 Potions of Chameleon Power (refer to Encyclopedia Magica V3 pg 857)

A Potion of Clarity (refer to Encyclopedia Magica V3 pg 857)

A Potion of Earth Elemental Form (refer to Encyclopedia Magica V3 pg 866)

4 Potions of Infravision (refer to Encyclopedia Magica V3 pg 873)

A Potion of Restoration (refer to Encyclopedia Magica V3 pg 887)

6 Potions of Stone Form (refer to Encyclopedia Magica V3 pg 891)

4 Potions of Sweet Water

14 Potions of Underground Awareness (2 of each type) (refer to Encyclopedia Magica V3 pg 895)

4 leather pouches each holding 5 pinches of Powder of Images (refer to Encyclopedia Magica V3 pg 904)

A Stone of Controlling Earth Elementals

A Ring of the Dao (this ring has a dao entrapped within it which will use any of its powers 6 times for the wielder before being set free, once free it may flee or decide to attack the wielder)

10. Meet Hall

This chamber contains a long stone table and stone benches that serves as a messhall and meeting hall for the order. The table clearly can accommodate more than the 5 druids that currently occupy the grove.

A stone counter and hearth are along the east wall, the heart having small venting holes that send smoke out of the side of the island just above the water level.

Stone plates and utensils are stacked atop the counter.

11. Madera's Chamber

This chamber is appointed spartanly, like the other living chambers (see Rooms 3, 4, and 6). A stone "T" stands near the platform filled with furs. This is the perch for the azmyth.

5 other empty stone platforms show that other druids dwelt here in times past.

The niche to the southeast contains a shrine to Yimik which can be twisted in such a way as to open a secret door. This leads to a small passageway some 3' square which leads to another secret door that opens out into the side of the island just 3' above the water level of the FUNGUS GROTTO lake. The door is openable from the outside by pushing on a specific section and twisting it, but a stone block protruding from the wall near the outer door can be turned, thereby locking the outer door from intrusion from the outside.

12. Haggerin's Chamber

This chamber is unassuming, especially for a druid as powerful as Haggerin, but it is the way of the grey druids to live in austerity. The room is appointed no differently from the other living chambers (see Rooms 3, 4, 6, and 11)

A spouter gargoyle has been set on a small perch above the entryway into this room. The spouter will attack anyone who does not enter uttering the password ("Sacred Trust" in the Druidic tongue) or making a Druidic sign with his fingers.

Spouter Gargoyle (AC 6, MV 12, HD 5+7, hp 31, THAC0 15, #ATT 2, D 2-5/2-5, SA acid (5' horizontal range, 2-20 damage, save vs breath for half damage), SD +1 or better weapon to hit, AL NE, XP 1400, Source: Monstrous Compendium 3)

LOWER LEVEL:

1. Chamber of the Silent Deeps

This chamber houses the remains of the most important members of the grey druidic order. Some of the tombs are empty, awaiting further heroes of the order.

Each tomb is blocked by a large stone block, 1' thick, which is mortared into place for those tombs with occupants. The face of the occupied tombs are carved with Druidic runes detailing the occupant and their ranking and accomplishments. Carvings and embellishments detailing their deeds are also present.

A tomb may be opened by cutting away the mortar and then the massive stone must be pulled out. However, any druid of the grey druidic order may, in this room only, Animate Rock 1 round per level per day. A tomb block can be commanded to move out of a tomb, taking a round to do so. It can then be commanded back into place, taking another round to accomplish this. Once a stone block is returned, the surrounding stone can be animated to re-mortar the tomb in a single round.

Those interred are entombed standing up, though after a time the bodies usually collapse.

Each tomb is occupied as follows:

A = bones and mouldering rags

B = bones and mouldering rags, a giant lizard skin is nearby and a rusted scimitar is on the ground amidst the bones

C = empty

D = a stone urn filled with ashes

E = bones and the remains of a grey robe with the shods for a staff lying nearby

F = empty

G = tomb of the hierophant (see THE HIEROPHANT section)

H = empty

I = A standing skeleton wrapped in mouldering shrouds wearing a stone amulet shaped like entwined snakes. This is an Amulet of Snakes which allows the wielder to perform a Snake Charm spell at will, though a given snake may only be charmed by this amulet once per day.

J = a single skull

K = empty

THE HIEROPHANT:

The hierophant druid is no longer in this tomb. While he did, in some respects, die, he also, by way of his mystical wanderings through the planes and his attunement to nature, ascended (or rather transcended) into immortality. Coincidentally, he took his favoured weapon The Changeling with him.

The hierophant now dwells on the Elemental Plane of Earth. He is still the patron of the grey druids and provides a mystical bridge between the order and the powers of the Plane of Earth. It is this power which allows most of the powers of the grove to function as long as it is not defiled.

When the tomb is opened, a standing stone coffin will be seen, closed. Upon the face of the coffin is carved the visage of the hierophant wielding a stone in one hand and a spear in the other. Anyone entering the tomb will be phased by the magic of the tomb into the border ethereal plane. To the person entering the tomb, the surrounding prime material location will turn ghostly and grey while a solid stone passageway seems to extend past the tomb wall and out of sight. Anyone leaving the tomb will return to the Material Plane.

The passageway leads to the Elemental Plane of Earth. Time passes strangely in the passageway, which seems to continue for miles and miles, though the party will feel neither fatigue nor hunger or thirst.

Eventually the passageway will become unworked and more natural, finally becoming what looks like an extinct lava tube.

The passageway is dark, and the party will have to provide light. There is no deviating from the passageway, which is a magical construct, and no teleportation or stone affecting magic will operate there. If by some strange means the passageway is left or a hole torn in it, the ether of the deep Ethereal Plane will be exposed.

Eventually, the party will spy a light ahead. The light is subdued and muted, a golden brown colour as if the rock itself were glowing with an inner light.

This is exactly the case as the party arrives at the end of the passageway and enters the largest cavern they have ever seen. The cavern starts at about 100 yards wide and is pierced with stalactites and stalagmites, but unlike the FUNGUS GROTTO and the MYCONIDS grotto, no plant or animal life is evident and the entire cave is silent except for a strange, echoing sound of stone creaking and straining against stone (this is caused by the forces of the plane pressing down on the abomination of a pocket of air within its realm). Only the will of the hierophant keeps this place of being crushed under the essentially infinite weight of the plane.

Should the party seek to leave this plane by way of the route they entered they will be able to, they will find that the entrance back into the grove tombs is gone. The only way is forward once a given party member steps into the huge cavern.

As the party progresses down the cave, it gets wider and wider. Eventually, both walls of the cave fade out of sight, miles distant. At this point is a stone plinth engraved with a single Druidic rune (the rune means "hierophant"). This plinth marks the start of a stone road that leads directly down the centre of the immense cavern.

Should the party veer from the pathway, the DM can improvise adventures. The air pocket opened by the hierophant is essentially infinitely wide, though being set into an infinitely large plane, this is not an impossibility.

Following the path will take what seems like days, perhaps even weeks, and the party will find the need to eat and sleep here. As this is another plane, the DM will have to adjudicate spell effects. For example, a Summon Animals spell will not work here.

Spells involving the sphere of Elemental Earth are cast at maximum effect here, and as if the caster were 4 levels higher. Conversely, spells involving the sphere of Elemental Air will not function at all. Spells of teleportation, Dimension Door, Etherealness, Fly, and Levitate will not function here either.

Eventually the party will espy in the distance, at the terminus of the stone road, a small stone hut. A slow wisp of smoke emerges from a chimney in the hut.

As the party approaches this hut, they will be attacked. These creatures are guardians of the hierophant, and they serve two purposes. First, they help to protect the hierophant. Second, they test the mettle and will of those who seek audience or aid from the elder druid.

Should the party retreat from any of these attacks or seek to rest they will here an echoing voice proclaim, "the only way is forward, to tarry is to fail". Should the party still retreat or rest for a long period of time (i.e. to regain spells) then they will suddenly be surrounded by a brown mist and find themselves in the grove tomb. The mystical hallway will be gone from the back of the hierophant's grave. The party can rest to catch their breath or to cast spells or heal for a few turns without penalty.

Attack #1:

The party will pass strange quartz growths atop nearby rocks. These growths are actually crysmals, and 6 of them will rise from their resting places and attack the party. Each will begin approximately 20'-50' from the party and they will rise up with the party in their midst, so that the party cannot easily flee the encircling attackers.

Crysmals (6) (AC 0, MV 6, HD 6+6, hp 54 ea, THAC0 13, #ATT 1, D 3-12 (or 2-8), SA crystal missile (shoot its main attacking appendage 60' for 1-8+8 damage, thereafter it only gets its melee attack for 2-8 damage), phase through solid rock or earth (Phase Door kills it while moving through rock or earth), SD edged and piercing weapons are -4 to hit, immune to non-magical wooden weapons, immune to fire or cold spells, electrical attacks cause 1/4 damage or no damage if a save is made, immune to poison and gas, Shatter does 3-12 damage, Glassee blinds it for 2-5 rounds, Stone to Flesh lowers its AC to 6 for all weapons for 1 round, AL NE, XP 4000 ea, Source: Monstrous Compendium 1)

One of the Crysmals is psionic:

Psionics: Level 7 Psionicist

Power Score = 15

PSP = 110

Attacks = Mind Thrust, Ego Whip

Defenses = Mind Blank

Metapsionic Sciences = Appraise

Metapsionic Devotions = Psychic Drain, Receptacle, Stasis Field

Psychokinesis Sciences = Project Force

Psychokinesis Devotions = Animate Object, Change Sound, Create Sound, Soften

Telepathy Sciences = Mindwipe, Probe

Telepathy Devotions = Contact, Mind Blank, ESP, Ego Whip, Mind Thrust

Attack #2:

Not more than 10 minutes of travel after the first attack, or 1 hour if the party is stationary, rock spirits will attack.

The spirits will basically manifest in the rocks of the plane, in a circle around the party, some 20'-120' away. There are a score of these creatures.

Rock Spirits (20) (AC -3, MV 5, HD 5, hp 40 ea, #ATT 2, D 1-10 / 1-10, SA envelop (if both fists hit it envelopes the victim for 2-20 additional damage), smash (take shape of a ram or massive fist doing 1 attack for 3-30 damage at -3 to hit), SD block (may form into a stone block for AC -10 but no attack or movement), MR 50%, AL CN, XP 975 each, Source: Monstrous Compendium 3)

Attack #3:

Finally, within perhaps 400 yards of the hut, earth elementals will rise from the ground and attack. These elementals can hurl rocks ripped from the ground. They have a range of 6/12/18 and do 1-10 damage on a hit. These elementals will seek to emerge right under the party and they will likely first manifest as stony hands grabbing up from the ground.

There are 6 elementals of varying size.

Earth Elementals (3) (AC 2, MV 6, HD 8, hp 64 ea, THAC0 13, #ATT 1, D 4-32, SA travel through stone or earth without penalty, -2 damage per die (minimum of 1) vs airbourne or waterbourne foes, SD +2 or better weapon to hit, AL N, XP 2000 ea, Source: Monstrous Manual)

Earth Elementals (2) (AC 2, MV 6, HD 12, hp 96 ea, THAC0 9, #ATT 1, D 4-32, SA travel through stone or earth without penalty, -2 damage per die (minimum of 1) vs airbourne or waterbourne foes, SD +2 or better weapon to hit, AL N, XP 6000 ea, Source: Monstrous Manual)

Earth Elemental (1) (AC 2, MV 6, HD 16, hp 128, THAC0 5, #ATT 1, D 4-32, SA travel through stone or earth without penalty, -2 damage per die (minimum of 1) vs airbourne or waterbourne foes, SD +2 or better weapon to hit, AL N, XP 10000, Source: Monstrous Manual)

After this last attack, the party may proceed to the hut. There is a door on the hut which is guarded by a grandfather plaque that is essentially, in this case the entire door.

Grandfather Plaque (1) (Ac 6, MV 0, HD 6+2, hp 50, THAC0 nil, #ATT nil, D nil, SA Magic Missile (1 from each eye per round), Shout (as 7th level wizard) 1/turn, touch causes save vs spell or weakness (as Ray of Enfeeblement from a 7th level wizard), SD affected by +1 or better weapons, Wizard Lock (at 6th level wizard) on its door, AL LN, XP 2000, Source: Monstrous Compendium 3)

The plaque will ask who the part is and whom they seek. Should they answer truthfully (i.e. they were sent by the grey druid of the grove to secure The Changeling in order to defeat the Imprisoned One), the plaque will open the front door. Otherwise, it will magic missile and shout and then ask the party if it wishes to reconsider its answer.

Within the hut is a hearth blazing with a warm fire and a stone chair. Sitting in the chair is the hierophant. He is an ancient looking man, with mixed Morakki and Western blood. His eyes are pallid and skin is like wrinkled parchment. His hair is straight and long and melds with his long straight beard. He holds a plain looking long spear in his hands. There are not statistics prepared for the hierophant. Assume he is a 20th level druid with the hit points and powers of an avatar (200-300hp, AC -10, etc.).

The hierophant will welcome the party, and then declaim that he divines they have come for two reasons: either to slay him and take what is his, or to request it for some noble purpose. He will invite the party to state which is their path. Assuming the party answers sensibly (if not they will be attacked and killed by the hierophant and his essentially unlimited earth minions), the hierophant will accede to give the party The Changeling.

The hierophant will say of The Changeling:

Listen carefully my children. This is The Changeling. It is an extraordinary weapon, one I found amidst the ruins of Amoria centuries ago. Ah…has it really been so long? The Changeling is powerful…one of the most powerful weapons in Therra, equal to the Holy Avenger many will contend. But it was wrought, legends say, by Flupnir himself and contains his essence within.

This is not to say The Changeling is a weapon for jests, for even the Flupnirans needed at times to engage in deadly serious conflict. However, the weapon does retain some of the nature of its creator.

I often wonder at my finding the thing, for it seemed almost as if Flupnir guided my hand that day, but whatever fate or chance was at work, it has led to this moment.

The Changeling will not suffer itself to be wielded as the same weapon by two different owners. When a new owner takes the weapon, it changes form. If the new owner thinks of a weapon type immediately upon grasping the weapon for the first time, it will change into that weapon type. However, The Changeling can never become the same weapon twice. Should the new owner think upon a weapon already once formed by The Changeling, it will instead morph into a random weapon type of a kind it have not been before.

The owner of the weapon may also change its form at will in the same manner.

None but the owner may wield The Changeling. Any others will simply be unable to grasp or move the blade, even with objects. It will simply lie inert and such others will find their hands pass right through the weapon.

Ownership is transferred in one of two ways. First, willingly by the current owner. Second, upon the death of the current owner, the first to grasp the weapon becomes its new owner.

It is said by bards of old that once The Changeling has used up all of its forms, it will crumble to dust.

I now present The Changeling to you. You must decide which of you will take it and attempt to form it. Be aware that it is very likely most common weapons have already been formed by The Changeling, and thinking upon them will cause the weapon to form randomly.

I myself can vouch for it as a scimitar, a dagger, a long spear, and a quarterstaff.

With that the hierophant will hand The Changeling to the chosen party member.

Once the party is ready to leave, they may travel back to the Ethereal passageway without molestation. From the passageway they may return to the tomb and then continue with their mission to combat the balor. They will find that, no matter how much time took place in the Elemental Plane, only a few minutes will have passed on the Material Plane.

THE CHANGELING:

This is a +5 weapon. The Changeling assumes a new weapon type upon being claimed by a new owner. In addition, an owner of the weapon may command the weapon to take a new shape at will. The Changeling can only have 1 owner at a time. Ownership may be transferred by a willing owner to another willing owner, or it may be taken by the first person to grasp the weapon after its current owner dies.

A non-owner of The Changeling cannot pick up the weapon by any means, nor move it in any way. The weapon is essentially insubstantial unless wielded by the owner.

The Changeling can never become the same weapon twice. When all weapon types have been exhausted the weapon crumbles to dust.

DMs should use the weapon listing from Player's Option: Combat and Tactics. Material types are not considered different weapons, so a stone hand axe is the same as a metal hand axe. The Changeling can become a quarrel, bullet, or arrow.

The Changeling, as of the time of this scenario, has been the following weapons (shields are not considered weapons):

Battle Axe
Shortbow
Longbow
Dagger
Footman's Mace
Hand Axe
Lance
Halberd
Quarterstaff
Short Spear
Long Spear
Bastard Sword
Longsword
Broadsword
Shortsword
Scimitar

Should the DM need to determine a random form, roll D00 and simply count down the weapons chart on page 130-133 of Player's Option: Combat and Tactics, using only those broad categories indented farthest to the left. When a category is determined, roll to see which sub category is used by the weapon. For example, if Mace is rolled, then roll a D2 to determine footman's or horseman's mace.

The DM should eliminate those weapon results that do not make sense (like lanterns and holy symbols). The Changeling will only form into legitimate weapons. Also, the DM should ignore gunpowder based weapons. Unless a stone or bone or other particular material is thought of, the form will always be metal. The metal is always steel. Random weapon determination which results in a weapon that has already been formed by The Changeling results in a reroll.

THE VAULT:

The Vault is a magical prison built by the grey druids millennia ago to imprison the balor Wendonai, who came with his minions to defile the sacred grove here.

Haggerin knows this much of the Vault:

· Once the doors are opened the ward will begin to dissipate. Within minutes after the doors are opened, the entrapped will be able to cast spells across the doorway. Within a few hours after the door is opened the entrapped will be able to physically leave the confines of the Vault.

· Because druids have no power over nether-beasts, the druids had to bring the balor and his minions fully into the natural world before being able to trap him. This means the balor is, for all intents, not an extra-planar creature anymore. It cannot therefore be Banished or Dismissed or expelled back to its home plane by any means. This also means, however, should the balor be slain, it will be destroyed forever and will never reform or return. Protection from Evil will not completely hedge out the tanar'ri. They may not be turned while within the Vault.

· The vault will not allow spells to be cast into it from the outside and vice versa while it is spell-effective. Magic may be cast within the Vault even while it is spell-effective.

· No summoned or extra-planar creatures may be conjured into the Vault while it is spell-effective.

· No teleport, etherealness, or dimension door will operate from outside the Vault to inside the Vault or vice versa while it is spell-effective. Astral projection will function.

Refer to The Vault map for details.

A. The Long Stairway

The spiral stairway from Room 8 of the DRUIDIC CAVERNS descends in a terrifying spiral deep into the earth. In fact, the descent, which must be several miles and takes well over 2 hours even from sure-footed unarmoured folk, may even take the party to a different plane or dimension, though spells seem to function normally along the stairway. The stairway is of stone, and winds around a central empty space of about a foot in diameter which essentially looks straight down for two miles directly to the bottom of the stairwell.

There is little chance of falling, however, as the stairwell is only 10' square and so there is little open space and the walls are always at hand to steady oneself.

Finally, the descent ends and the bottom is reached. This is the entryway to the Vault. The entryway is hewn out of the rock of the place, but to the south is the front of the Vault.

The Vault front is composed of two massive doors of a strange metal (close analysis by an expert can tell that it is a mithril-adamantium-cold iron alloy). These doors are over 20' tall and are engraved with ornate bas reliefs of various demons and gibbering denizens of the netherworlds being struck down by flames from the sky and dragged down by hands erupting from the earth. Bearded men wielding scimitars and scythes hew down the creatures as well, and one demon seems to be covered in a carpet of crawling bugs.

Set into the centre of each door is a carving of a scroll opened to the reader. Runes in ancient Common proclaim:

Knowest ye that seekest to breech these valves that within abidest that which shouldst remain entrapped for all of eternity. A curse of nature's wrath upon ye who seekest to free the imprisoned. The enmity of all animal and plant to ye who are enemies of the earth. Flee thee now and repentest thee of thy sins and thy folly O despoilers of the land!

The front wall of the Vault is 40' high before meeting the natural ceiling of the entryway. It is unadorned, but clearly of spectacular workmanship and engineering, as the stone seems to have been worked from a single massive block. There are no joints or seems or mortar. The entire wall radiates magic, and it may have been fashioned from Wall of Stone spells. In addition, the entire vault has been enchanted with the Strengthen Stone spell.

The doors are barred from the outside by a single massive bar of the same strange metal as the door. The bar is shaped like 3 entwined snakes devouring a spider. It may be pulled out of its slots with a combined total of 18 STR.

The doors swing aside easily and push inward. As long as the spell-effect of the vault is active, a green shimmering screen of energy will be seen to cross the open doorway. The screen is opaque, and nothing can be seen beyond it (and vice versa). The doors may be reshut and barred, though anyone wishing to do so would have to enter the Vault, as the doors swing inward.

The spell screen bars all spell effects from crossing it. This includes Clairvoyance and Clairaudience and all forms of scrying and divinations which directly peer or detect into the room from without. Teleportation, Dimension Door, and ethereal travel are al also blocked by the screen and none of these effects may pass through it. In all cases, the screen covers the entire Vault, including floors and ceilings. In addition, the screen works both ways, so such magicks cannot pass the screen in either direction. Astral travel, originally barred by the full strength barrier, is now possible due to the weakening of the imprisonment that allowed the balor to rouse the bi-nou in the first place.

The spell effects screen will last for a total of 25 minutes after the doors are first opened (even a crack). After 20 minutes the greenish screen will be seen to start to fade, though its effects remain in place. This fading will be a less vibrant green and the colour will seem to wash out towards a pale blue colour. After 25 minutes, the screen will suddenly sputter and go out, and the screen will now be completely pale-blue. Spells may then pass freely across the barrier.

The pale blue screen prevents the imprisoned tanar'ri from leaving the Vault physically. They cannot travel from it by any means, including magical, though they may travel astrally from within the Vault.

The pale blue screen will last 10 hours after the doors are opened. After 9 hours the screen will begin to sputter and crackle and short rifts will appear and disappear in the barrier. After 10 hours the barrier will sputter and go out and for all purposes the Vault will be just another underground chamber.

Despite whatever assumptions the party may have made on its arduous trek down the Long Stairway, this room is on the Material Plane, deep within the earth.

B. Vault Main Chamber

This massive chamber is 50' high, which a vaulted ceiling supported by great flying buttresses. The stone is like that of the front wall of the Vault (see Room A) in that it is perfectly sheer and seamless. The walls are polished smooth and reflect a golden light that emanates from 6 large pillars that form an aisle down the centre of the chamber.

These pillars are fashioned from a coppery metal and are engraved to appear like snakes entwined around an underground cavern column. Each pillar sheds a golden, coppery light that reflects off of the polished wall and covers everything in a ruddy hue.

To each side of the chamber is a niche some 30' high. Within each niche is an oval pool filled with clear water. These pools are magical and cannot be defiled as long as the physical barrier of the prison is still active.

Enscribed upon the two middle pillars, facing the central aisleway, are Symbols of Pain. The tanar'ri are well trained over the millennia to avoid looking at these symbols, but party members who pass the first set of pillars are almost certain to activate the Symbols, at least the first rank or any scouts will.

The surviving minions of the balor dwell here. They will certainly attack the party once it enters the chamber, though they are likely to hide and wait until they reach just even with the two side niches, to ensure that the party cannot easily run back out the doors past the barrier.

The minions include:

Common Tanar'ri Powers:

Darkness 15' radius
Infravision
Teleport without Error (1/week per 10% of MR)

Common Tanar'ri Defenses:

Acid = full damage
Cold = half damage
Electricity = no damage
Magical Fire = half damage
Nonmagical Fire = no damage
Gas = half damage
Iron Weapon = full damage
Magic Missile = full damage
Poison = no damage
Silver Weapon = full damage [vrock and balor take half damage]

Vrock (AC -5, MV 12 fl18[C], HD 8, hp 54, THAC0 13, #ATT 5, D 1-4/1-4/1-8/1-8/1-6 or by weapon (+7 damage due to STR), SA spores (1/3 rounds, spray spores on all within 5', causes 1-8 damage and begin to sprout causing 1-2 damage per round for 10 rounds, killed by Bless, Neutralize Poison, or holy water, Slow Poison halts the growth), Screech (1/battle, deafens all within 30' and stuns for 1 round those who fail a CON check), vrock powers (see below), fast (always win initiative and always strike in Very Fast phase), SD never surprised, +2 or better weapon to hit, MR 70%, AL CE, XP 19000, Source: Planescape Compendium)

Vrock Powers (at 10th level):

Detect Invisibility
Detect Magic
Dispel Magic
Mass Charm
Mirror Image
Telekinesis

Bulezau (AC -1, MV 9, HD 7+3, hp 43, THAC0 13, #ATT 4 or 3, D 2-5/2-5/2-16/1-3 or 2-16/1-3/and by weapon (+6 for STR), Weapons huge halberd +2 (Sl 2D10/4D6 kd2D10), SA head butt (on a natural 19 or 20 with a head butt it knocks a size M or smaller opponent back D6+4 feet and stuns it for 1-3 rounds), rage (25% chance per round when fighting, 75% chance in a round when it is hit and does not damage its foe, AC worsens to AC 1 but gains +2 to hit and +4 to save vs fear, emotion, or mind affecting spells including Hold spells, rage lasts until all foes are gone or the bulezau ahs not been engaged for 5 rounds), bulezau powers (see below), SD +1 or better weapons to hit, MR 25%, AL CE, XP 9000, Source: Planescape Compendium 2)

Bulezau Powers (at 7th level):

Cause Fear
Command
Detect Invisibility
Shout (1/day)
Wall of Fog

Magic:

Halberd +2 (abyssal weapon, dissolves when the tanar'ri is destroyed)

Rutterkin (6) (AC 0, MV 12, HD 4, hp 25 ea, THAC0 17, #ATT 1 or 2, D 2-7/2-7 or by weapon, Weapons 3-armed blade fired from sling stick (Fa 3/r 4/8/12 1D6/1D6 kdD6), snap-tong (Sl 2D4/1D4 kdD4 inflicts damage each round once hit until opponent breaks free by hitting the weapon which has AC 5), flachet saw-toothed sword (Av 2D4/1D6 kdD8 +1 to hit vs unarmoured opponents), SA rutterkin powers (see below), feel pain from claw attack (groan and yelp when they attack with their claws), MR 10%, AL CE, XP 2000 ea, Source: Planescape Compendium)

Rutterkin Powers (at 4th level or minimum needed to cast the spell):

Fear (by touch)
Fly
Telekinesis (3/day)

Dretch (12) (AC 4, MV 9, HD 2, hp 14 ea, THAC0 19, #ATT 3, D 1-4/1-4/2-5, SA dretch powers (see below), MR 10%, AL CE, XP 1400 ea, Source: Planescape Compendium)

Dretch Powers (at 2nd level or minimum needed to cast the spell):

Scare
Stinking Cloud (1/day)

Manes (24) (AC 8, MV 6, HD 1, hp 6 ea, THAC0 20, #ATT 3, D 1-2/1-2/1-4, SA acid vapour (when mane dies it dissipates into an acid cloud causing all within 10' to save vs poison or sustain 1-6 damage; tanar'ri are specifically immune to this acid), SD immune to mind affecting spells, MR 10%, AL CE, XP 975 ea, Source: Planescape Compendium)

C. Chamber of the Balor

This chamber is set off from the main area (Room B) by a dividing wall. The entire chamber is infused with a malevolent darkness which the light from the pillars in Room B cannot pierce. The darkness is not complete, but it is a demonic darkness and cannot be pierced by any sight, including infravision, ultravision, or even the sight of priests with Darksight. The darkness is caused by the spirit trapped within the balor's magical ring (see below).

The effect of this demonic darkness is that the entire chamber C remains in dark shadows unless a magical light source is physically brought into the chamber. Should this occur, the light source will glow wanly at half its normal radius and brightness. A light source brought even to the edge of Room C will not shine into the darkness.

Within the balor's chamber is a niche in the south wall. Carved into this niche is a stone seat covered in stony spikes, making it extremely painful to sit in (for most beings). Anyone thrown or telekinesed onto the throne will take an additional 2-5 damage from the spikes plus damage equal to 10 minus the AC of the victim (do not count DEX bonuses or shields for AC).

The balor Wendonai resides here. When a fight breaks out in Room B, he will remain hidden in the demonic darkness and cast spells out into the chamber to assist his minions. Occasionally, a demonic laugh may be heard from the darkness if something particularly amusing occurs in the battle, and once in a while the party may espy a set of malefic flaming argent eyes peering out of the darkness at a height of about 8'. These eyes will only flash for a moment, not enough time to target with a spell.

Wendonai will be most keen to use his Dispel Magic and Telekinesis powers on the party during its battle.

Only if the battle looks to be going against the demons will he finally emerge to do battle, and then only if it looks like his presence will swing the tide. Otherwise, he would rather a victorious party enter his chambers.

The archway into this chamber has a Symbol of Hopelessness inscribed upon it on the upper lintel facing downward. Anyone who passes through the archway must save vs spell or become inflicted with Hopelessness. It is important to note that this Symbol can affect the balor, so before he passes through the archway to attack the party he will spend a round dispelling the symbol.

Enscribed upon the seat back of the throne is a Symbol of Death. When facing foes in his chamber, the balor will allow them to enter the chamber and be subject to the Symbol of Hopelessness. Should that fail, he will bellow:

You dare to assault the king in his very palace, in the room of his very throne?

And with that he will step aside and gesture to the throne. Any who gaze upon the throne will be subject to the Symbol. Anyone telekinesed onto the throne is also subject to it.

Balor (AC -8, MV 15 fl36[B], HD 13, hp 93, THAC0 7, #ATT 2, D 1-12/1-4 + special, SA Vorpal sword (severs the neck on a roll of 17+, detects good/evil in a 30' radius, causes 10D6 damage to anyone picking it up who must also save vs death or die), scourge (anyone hit has the whip magically wrap around them and is drawn into the balor's flames for 4-24 damage per round, escape requires a check vs half STR), fists (2-12 damage each and save vs spell at -6 or flee in terror for 1D6 turns), balor powers (see below), SD +3 or better weapons to hit, MR 70%, AL CE, XP 26000, Source: Planescape Compendium)

Balor Powers (at 20th level):

Detect Invisibility (always active)
Detect Magic (always active)
Dispel Magic
Fear
Pyrotechnics
Read Magic
Suggestion
Symbol (any type)
Telekinesis
Tongues

Magic:

Lightning Bolt-shaped Vorpal Unholy Blade

Magical Scourge

Amulet of Demonic Projection (allows a Tanar'ri to assume astral form as the spell and invade the dreams of weak-minded or evil individuals) shaped like a human whose lower body is being dissolved into chaos.

Ring of Demonic Darkness (see below)

Ring of Demonic Darkness:

This is the ring that powers the demonic darkness that pervades the balor's chamber and the darkness will persist for as long as he wears the ring. Anyone who wears the ring will be contacted by the entrapped presence of the t'uen-rin within.

The ring is an evil magical item that is specifically designed to imprison the body and soul of a t'uen-rin and then uses its essence to power malefic effects such as the demonic darkness. The powers of the ring are essentially unlimited in nature, as long as the owner is evil enough and powerful enough to master the spirit within. Assume mastery of this type is beyond the power of the player characters. The party may use the ring to power minor evil effects such as the reverse of healing and necromantic priest spells or the more evilly oriented necromantic wizard spells.

Wearing and wielding the ring is an evil act.

The spirit of the t'uen-rin will attempt to speak to the mind of whomever puts on the ring, begging to be set free. If need be it will offer to grant the party a Wish for its freedom, and it will explain that the way to free it is by dipping the ring in holy water and then smashing it with an enchanted weapon of +3 or better enchantment.

Should the ring be smashed, the t'uen-rin will appear in a puff of vapour from out of the ring.

T'uen-rin (AC -8, MV 24 fl48[A], HD 16, hp 109, THAC0 5, #ATT 3, D 1-10/1-10/2-20, SA spell use, t'uen-rin powers (see below), natural attacks considered +5 weapons for purposes of what can be harmed by them, SD never surprised, SD elemental air creatures will not attack unless compelled by a powerful evil force, MR 90%, AL LG, XP 28000, Source: Planescape Compendium 2)

T'uen-rin Powers (at 20th level):

Wizard spells (per day 15 level 1, 14 level 2, 13 level 3, 12, level 4, 11 level 5, 10 level 6, 9 level 7, 8 level 8, 7 level 9 spells)

Telepathy (including Detect Lie and Know Alignment)

Fabricate permanent items (food and drink for 10D10 people, 100 cu feet of soft goods, 50 cu feet of wood, 20 cu feet of stone or metal items, all permanent)

Gaseous Form

Invisibility

Call Lightning

Summon Weather

Enter Ethereal and Astral Planes

Awe (1'day, all non divine beings within sight must save vs spell at -6 or stand motionless in awe for 20-WIS rounds or after 1 round if attacked, the t'uen-rin may followup the awe with a special Suggestion or Emotion spell that affects every awed creature)

Speak all human tongues

Communicate by Telepathy and Empathy.

The t'uen-rin if released will be very thankful and use any of its spells to help the party. It will also be willing to use its 7 spells of 9th level to cast wishes or its 9 spells of 7th level to cast limited wishes. Finally, if it has two 9th level spells, an 8th level spell, a 7th level spell, and a 6th level spell (to cast 2 Wishes, a Limited Wish, a Permanency, and an Enchant an Item spells) it will fabricate a medallion in the shape of a ki-rin and imbue it with the power to grant the person wearing it a Wish once whenever they desire it. This process will take 10 minutes.

Success:

Should the party succeed, they may return up the stairs tot he druids, who will be overjoyed at the party's success. The druids will cast whatever spells they have in order to aid the party and help them recover from their ordeal. The druids will invite the party to stay with them as log as they are able, and the stay will be peaceful as, with the balor gone, the bi-nou disperse and eventually, over time, settle back to their normal habits and population and breeding rates. There will be no further attacks on the grove and the varkha will come to the grove to make amends.

Player Characters who slay the balor should receive a story bonus of 75,000XP. Those who free the t'uen-rin should receive another 25,000XP.

Failure:

Should the party fail, the druids will thank them for trying their best and then ready themselves to fight the demons for possession of the grove. The party may remain to join the fight, but given that once the balor is physically free he will command every single bi-nou to attack the grove en masse, it might be wise for the party to flee the scene before they are overwhelmed and the Gem of Power is lost. The grove will surely be overrun without the party's aid, and the balor, set free, may even come back to haunt the party later in the Underdark, as it will want revenge should the party have damaged it before fleeing.


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