TEMPLE OF POSEIDON
by Paul Reiche III
(TPL 70)


 
Background Suggested Party Composition Start Notes for the Dungeon Master Swimming
Wandering Monster Encounter Chart Area and Room Descriptions - The Path of Meditation Important Note
Dragon - Adventures - Dragon 46

 
1 2 3 4 5 6 7 8 9 10
11 12 13 14 15 16 17 18 19 20
21 22 23 24 25 26 27 28 29 30
31 - - - - - - - - -

I wrote The Temple of Poseidon early in the spring of 1980 as part
of an application for employment at TSR Hobbies, Inc. Having grown
tired of fourteen straight years of school, I decided to take some time
off from college and work full-time for a change. The problem was
where to find a job. I had already had several, all of which were boring
or (as was with the case with piano moving) physically undesirable.

A year earlier, TSR had hired my good friend Erol Otus as a staff
artist. After visiting Erol out in the chilly wastes of Wisconsin, and
learning that—contrary to what I had heard—the men and women of
TSR were not evil, hateful creatures, I decided that perhaps a job
with TSR was the kind of change I was looking for. So with several
years of playing experience and authorship of two fantasy roleplaying supplements under my belt (Booty and The Beasts and The
Necromican co-authored with Mathias Genser and Erol Otus).
I started work on the Temple of Poseidon.

In designing the module, I drew upon two of my favorite fantasy
authors, H.P. Lovecraft and Clark Ashton Smith, for a mood. I attempted to balance the hack-and-slash elements of the work with
sections that required mental effort. In order to make the module as
fresh and unique as possible, I purposely chose some rarely used
Monster Manual beasts (in addition to the monsters I created).
Although I have learned a lot since I wrote the module, I am still quite
pleased with it.

Well, I did end up getting a position with TSR and have been
working away quite happily for more than half a year now in the
development and design departments. When I learned of an opportunity to have The Temple of Poseidon considered for publication in
Dragon magazine, I eagerly investigated the possibility—and the
end result can be found on the pages which follow this one. I
sincerely hope that both the Temple’s players and DM’s enjoy exploring its heinous depths as much as I enjoyed designing them.

THE TEMPLE OF POSEIDON

BACKGROUND
For the past several days, dozens of strong earthquakes have
rocked the coastal area surrounding the underground Temple of
Poseidon. Since the first quake, there have been a growing number
of reports of strange events and macabre occurrences throughout
the area. Several families near the temple have abandoned their
farms and refused to return. They claim to have been terrorized by
inhuman specters who prowled about their farms late at night. One of
the farmers says he found a farm animal crucified and eviscerated in
a ritualistic fashion on his front porch.

Following the first tremors, all communications with the Temple
of Poseidon, seemingly the center of the troubled area, were cut off.
Messengers dispatched to the temple to request guidance from the
Holy Oracle located there have not returned. Now the darkness has
spread to this town. Unnatural births have occurred. Strange cries
can be heard in the night, and there is a cowl around the moon.
Magical divining has proven useless in naming the dark forces that
invade.

Many of the townspeople have already abandoned their homes
and those who remain have but one recourse left: They have sent out
a cry for hardened adventurers, experienced in dispatching evil.
They must travel to the temple to discover the fate of the men there,
and, if possible, elicit their help in destroying the growing heinous
power.

SUGGESTED PARTY COMPOSITION
This is a dangerous quest! A strong party and experienced
players are required to succeed in the mission with minimal casualties. Seven to ten characters of mixed class are recommended with a
combined total of at least 70 levels. The adventurers should also be
well equipped with magic spells and weaponry.

START
The party leaves the town just before dawn and. arrives at the
coast unmolested, late in the day. They must make the final leg of
their journey by boat. The craft supplied for the mission are 8 feet
long and about 3 feet wide. The boats fit 4 characters each, and can
be paddled at the rate of 8” per turn.

The adventurers make their way up the coast and reach the
temple’s entrance. Two dark openings lead into the cliff, the one on
the west slightly larger than the east. About 30 feet up and further to
the west there is a slight depression in the rock face, but little else can
be seen of it.

The adventure begins here with the party entering one of the two
dim cavern entrances.

NOTES FOR THE DUNGEON MASTER
The party must choose which of the two openings it will enter. In
either case, they must light torches or lanterns, for, unless otherwise
noted, the entire cavern and temple areas are dark. The sides of the
cave are covered with barnacles, anemones and various small crustaceans. Unless otherwise stated, the depth of the water is from 11 to
20 feet. The water is murky, nearly opaque. The ceilings vary in
height from 6 to 25 feet (always 25 feet above beaches or bridges),
and are covered with moss and small sharp stalactites. The walls are
wet and smooth, making climbing impossible. All of the bridges are
high enough to allow passage beneath them.

At one time, magical fields protected this cavernous area from
transgression by dangerous sea beasts. However, the protective
fields are now, for the most part, gone. The only portions of the
enchanted wards that still function restrict all flight and levitation in
the cavern, and will negate light produced by a magic spell or item.

The temple complex itself (areas 8-19) is made of stone, and
should be treated as an ordinary dungeon for most purposes. The
wards preventing flight and illumination do not operate here. Due to
the extremely moist air, fireballs and similar flaming weapons do only
2/3 normal damage. There is a 10% chance per turn of encountering
wandering monsters while in the cavern or temple structure.
The walls of the aliens’ subterranean complex (everything
beyond room 19) are made of an unknown substance that has the
qualities of plastic and steel. Due to this material, both teleportation
and dimension doors are impossible. The material is nearly indestructible, and will reflect all light or energy directed at it. There is
no chance of encountering wandering monsters while in this area.

SWIMMING
In some cases characters might for some reason jump or otherwise move into the water. It is to be assumed that every member of
the party knows how to swim. However, this does not grant any
adventurer the ability to do the breast stroke in full plate mail. An
unemcumbered human swims at 6” per turn. If he is wearing clothes,
boots, and the other assorted oddities most characters carry, then he
will swim at 4” per turn. If he enters water wearing leather armor, he
must roll 1/2 his strength or less on d20 to move at 2” per turn;
otherwise, he will sink. If someone wearing plate or full chain mail
attempts to swim, he will drop like a rock and drown in 2-8 melee
rounds. Chain mail requires 1 melee round to remove, leather 2, and
plate 4.

There is a chance that drowned characters can be revived after
the body is recovered. The process requires 1 full turn. The drowned
individual’s chance of survival is designated by his Constitution x 3
expressed as a percent. If the roll is made, the person will revive but
have -4 to his Constitution, Strength and Dexterity for 1 day. If the
roll is failed, the drowned character will die.

WANDERING MONSTER ENCOUNTER CHART
If the dice indicate that the party is to meet a group of wandering
monsters, they will meet one of the following (roll 1d6). Every time
they meet one of the groups, cross it off the list and next time choose
only from those groups not yet encountered.
    1. 2-8 (4 hit dice each) Vampiric Ixitachitl
    2. 1-4 Giant Lizards
    3. 1-10 Troglodytes
    4. 1-3 Umber Hulks
    5. 1-12 Lizard Men
    6. 1-4 Giant Killer Frogs plus 1-4 Poisonous Frogs

AREA AND ROOM DESCRIPTIONS

Area 1. [You find your way blocked by a sandbar which fans out
into a small beach. The shortest path across the sand is only about
15 feet long and lies next to the west wall. Due to the shallow draft of
your small vessels, it should be easy to pull your boats across the
obstruction and continue on.]

The benign appearance of the sand is a carefully wrought deception. Just a few feet beneath the surface of the beach lies the dread
Subsilicate Cephalopod, also known as the Sand Squid, which will
erupt from beneath the sand and attack the characters as they pull
their first boat across. Due to the beast’s adaption to the dry, gritty
environment, it has grown a thick hide, giving it an armor class of 4.
The creature has 8 hit dice (56 hit points), and movement 6”. It
attacks with its six 20-foot-long tentacles, each of which constricts for
2-12 points damage. Each separate tentacle can take 5 points of
damage before it is rendered useless. When something comes
within 5 feet of the main body, the Sand Squid may attack with its
pointed beak. If this blow is successful, the attack will inflict 3-24
points damage and coat the target in a viscous acid slime which will

burn for 3 melee rounds, doing 2-16 points damage each round.
Neutralize Poison will render the goo inert. If 4 tentacles have been
incapacitated, the monster will retreat 15 feet beneath the sand and
wait for less dangerous prey to wander past.

Area 2. [In the middle of the cavern is a low, sandy island with a
stone path traversing it. Two bridges arch off either end of the isle
and lead into dark openings in the cavern walls. A marble bench is
located slightly off the path in the center of the island.]

This area is a resting stop along the temple’s Path of Meditation.
If anyone ventures onto the island, he will be attacked by a group of 3
Sea Lions. Each of this pride can reach up to 15 feet inland and
attack with its 2 claws and mighty bite for 1-6, 1-6 and 2-12 points
damage, respectively. The beasts have 6 hit dice (43, 37, 35 hit
points), armor class 4, and movement 18”. They will attack until slain.

Area 3. [You enter a large grotto about 100 feet in diameter. The
area is dimly lit by 2 urns filled with burning oil, set into the walls on
either side of the cavern. To the southwest there is a dock with steps
leading up to a raised platform.]

Little do the adventurers realize that the pool beneath them is 100
feet deep and contains the temple's guardian, a mammoth Plesiosaurus. The 60-foot-long dinosaur resembles a huge snake with a
bloated midsection and small fin-like flippers. The guardian wears an
enchanted metal chain about its neck which gives the beast powers
of telepathy, diminution and limited intelligence. Once the boats
have reached the center of the grotto, the Plesiosaurus will rise up
and block their way to the dock. For the next 3 melee rounds, the
creature will probe the minds of the party. If the beast is not attacked,
at the end of the 3 melee rounds it will smile a toothy grin and sink,
letting the party pass by, having realized the purpose of their visit.

However, if attacked, the Plesiosaurus will retaliate. The dinosaur has 20 hit dice (hit points 139), armor class 7, and movement
15”. It will slash with its two front flippers for 2-12 points damage
each, and bite for an additional 5-20. The guardian can crush a boat
in 1 melee round by wrapping its tail around the vessel and constricting, sending all passengers into the icy waters. The magical chain
the dinosaur wears will function only for the Plesiosaurus.

Area 4. [Your passage is brought to a halt by a large, sandy area
that completely blocks your path. The beach extends at least 30 feet
inland; from somewhere in the darkness ahead on the beach you
hear a wet, slapping sound.]

Just beyond the party’s vision stands a complement of the
Locathah Warrior Elite, outfitted for surface travel in rubbery, moisture suits, and wearing spherical, water-filled, transparent helmets. If
any of the party rolls an 11 or 12 on a 12-sided die, he will see
movement ahead and a glimpse of light that is reflected off the
Locathah’s bubble helmets. The fishmen recently learned of the
temple’s new vulnerability. They are investigating the caverns for
future assault. Among the group of 10 are 7 warriors, 2 leader-class
fighters and 1 great chief. Each warrior has 16 hit points, armor class
6, and movement 4”. They wield bladed lances that strike for 1-10
points damage. The leader-class fighters have 18 hit points, armor
class 6, movement 4”. They use large, barbed tridents that strike for
2-16 points damage each. The chief has 30 hit points, armor class 4,
movement 6”. He carries a +2 two-handed sword that strikes for
6-24 (2d10 + 4) points damage, and can sweep in a circle, striking up
to 3 targets in a round if they are no more than 10 feet away. The
bubble masks are armor class 0 and take 5 points of damage before
they are shattered. Any Locathah without a mask must roll 5 or 6 on a
6-sided die to continue fighting. Otherwise it will run for the nearest
water to avoid painful asphyxiation.

Due to the strange anatomy of the Locathah hand, all their
weapon grips are cumbersome to the human grasp. Any person
using one of these items will attack at -2 and do half damage. The
leader wears a ceremonial necklace, containing 5 opal gems, each
of which are worth 1,000 gold pieces.

Area 5. [The cavern ahead narrows to a passage 5 feet wide.
You travel at half speed. The walls of the cavern are coated with
small, furry spiders, about 2 inches in diameter.]

The spiders are completely innocuous and can be killed with a
torch’s flame. The true dangers hide within shadowed recesses in
the cavern wall. They are 3 Subterranean Lizards. Each lizard has 6
hit dice, (hit points 40, 36 and 12). When the boats pass by their dark
abodes, the reptilian beasts will lunge out and snap at their opponents for 2-12 points damage. The lizards expose only a small
portion of their 20-foot-long bodies, and so have a modified armor class of 2.

Area 6. [Your journey is again impeded; a broad expanse of
sand blocks your way. The light of your torches partially illuminates
the area in front of you, and a bizarre, lumpy terrain can be seen. You
detect something moving, just beyond the light of your torches.]

As the boats approach the beach, 3 fearsome beasts with the
looks of Eye Tyrants rush out of the shadows. They are, in fact, Gas
Spores! The darkness assists their naturally deceptive appearance,
and there is only a 25% chance that the party will recognize the
fungoids as anything but Beholders. The plant-like monsters attack
by touching their opponents, needing a 10 or better to do so. If one
succeeds, it will inject thousands of spores, which will begin to grow
inside the victim. Unless a Cure Disease spell is cast upon the
afflicted person, he will fall into unconsciousness in 15 turns, and
burst open, releasing 2-8 new gas spores, 24 hours later. If any one
of the gas spores is struck, it will violently explode, inflicting 6-36
points damage (save = half damage) to all within 20 feet. If either of
the other two gas spores are within the explosion radius, there is a
33% chance that they will explode as well.

Area 7. [The tunnel dead ends and there is no way out but the
way you came in. Your boats seem to be scraping on something just
beneath the surface of the murky water.]

The rasping sound is produced by the bottoms of the boats
scraping the tops of Giant Sea Spiders’ lairs. Within the fibrous
abode dwell dozens of these huge arachnids, each over 6 feet in
diameter. The creatures will climb up into the boats at the rate of 1 per
melee round; roll randomly to ascertain which craft is attacked. Each
spider has 7 hit dice (44 plus 1-12 hit points), armor class 5, movement 15", and can bite for 1-6 points damage. In addition, the spiders
inject a venom which wilt paralyze their victims unless a save versus
poison is made. Even if the saving throw is successful, the effects of
the poison will still retard the victim’s movement, causing him to fight
and defend at -3 for 1-10 turns.

Area 8. [The platform is made of marble and is obviously the
dock and main entrance to the temple. Tall, stone pillars frame the
open doorway. The wide double doors have been broken outward
and hang at a skewed angle the wall. Slimy tracks leading into the
temple show signs that sea beasts have entered the complex, and
that the area is indeed unguarded. Burned remnants of torches hang
on the walls. No sounds emerge from the black opening. There is
only darkness.]

Room 9. [These four rooms are furnished as temporary housing
for those nobles and wealthy merchants who often visited the oracle
within the temple for guidance. Each room has a thick, oak door,
holds a desk, two chairs, a large wardrobe and a bed of water
contained in a magical field of retention. Each room is detailed
below:

    A. Empty, aside from that mentioned above. However, a crack
    runs across the center of the room‘s floor and one side of the
    floor is 1 foot lower than the other.

    B. A horrid stench comes from this room. Inside one will find a
    man and a woman, both clothed in lavish robes, lying dead in
    ong-dried pools of blood. In one hand the man holds a
    dagger, stained red. A carefully scribed note, written in the
    common tongue, rests on the desk and reads as follows:
    “We have at last retreated to our own room. The priest, our
    only hope, is dead. I think my wife and I are the last ones left.
    The great upheaval sank all of the boats and broke the wards.
    Our only escape route is cut off. We are doomed. There is but
    one choice we have left: Either we take our own lives, or we let
    ourselves be slain by those hideous things out there, who will
    steal our souls as well. We have no alternative. Farewell.”

    C.  Obviously a well-to-do tradesman lived here, for the room is
    hung with rich tapestries and the wardrobe is filled with fine
    clothing. If the pockets of the clothes are searched, the party
    will find 20 platinum pieces and a finely cut sapphire gem
    worth 1,500 gold pieces.

    D. The door to this chamber is slightly ajar and quite warm to the
    touch. If anyone attempts to listen at the portal, there is a 50%
    chance they will hear high-pitched keening, interspersed with
    a low, rumbling sound, probably a voice. When the door is
    opened, the adventurers will find a truly strange spectacle
    before them: In one corner of the room, huddled in a fetal
    position, is a haggard, wild-eyed human. From his loud rant
    ings, it will be clear that the man is insane. Looming over him
    is a 12-foot-tall, reddish-skinned humanoid, pleading with the
    madman. After a few seconds, the large creature, an Efreeti,
    will turn around and beg the party to help his sick master by
    removing the horrid cursed amulet from about his master’s
    neck. If any of the party complies with this request, the Efreeti
    will immediately attack that person, shouting, “And so I fulfill
    my final command; to attack those who assault my master or
    attempt to take his possession.” The enchanted creature,
    actually a Pasha noble, has 11 hit dice (88 hit points), armor
    class 1, and movement 9” walking, 24 flying. Aside from his
    numerous Efreet powers, he may strike with each great claw
    for 3-24 points damage each. Due to his elevated position in
    the Efreet hierarchy, the Pasha has been granted the ability
    to breathe magical fire once per day in a cone 25 feet long and
    15 feet wide. All caught within the burning area will suffer 4-32
    points damage, unless they make their saving throws, in
    which case the damage will be halved.

    Once the person holding the mystic amulet has been slain
    or subdued, the Efreeti will snatch the item and shift to the
    astral plane to make good his escape. If the party refuses to
    remove the amulet, the devious creature will use his cunning
    to make the characters either, take something from the insane
    man, or attack him, as either act would fulfill his last command
    of releasing the Efreeti from bondage. He will insult, degrade,
    and verbally abuse the adventurers. The reason for the
    Pasha’s strange behavior is due to the nature of the neckpiece the insane man wears. Once per week, for a maximum
    duration of 3 hours per use, this item may summon the Efreeti
    from his home in the City of Brass to perform 1 command for
    the holder. The single limitation to this device is its inability to
    force the Efreeti to grant wishes. If the beast is slain, 1 month
    will pass before he recorporates and is able to be summoned
    once more.

Room 10. [The large room you have just entered is evidently
some sort of refectory or commons. There is a crack across the
room, leaving one side of the room 6 inches higher than the other. In
the middle of the chamber there is a 30-foot-long, stone table,
surrounded by 21 chairs. On the north wall there is a large hearth
with wood piled beside it. Against the west wall there are various
utensils for use in food preparation. In the northwest corner there is a
covered pit used, no doubt, for refuse disposal. The walls are covered with bas reliefs of tremendous sea beasts, such as the Great
White Shark, Leviathan, and Devil Kraken. One design, however,
seems to be slightly obscured, as though the wall were fused
smooth.]

This “fused” wall is actually covered by a large (25 hit point)
Ochre Jelly, turned gray through adaptation to the environment. This
slimy beast will remain stuck to the stone until something comes
within 5 feet. The jelly will then drop off the wall onto an area 10 feet
wide by 15 feet long, burning those in the area for 3-12 points of
caustic damage. The amoeba has armor class 8, movement 3”. It
attacks by sending out up to 3 pseudopods per melee round, each of
which strike for 1-8 points damage. Unlike the non-mutated ochre
jelly, this beast is immune to fire and cold-based attacks.

In addition, deep within the pit there are 3 salt-water equivalents
of the Carrion Crawler. Like their land-going brethren, each has 3
plus 1 hit dice (23, 20 and 17 hit points), movement 12” and armor
class 3/7. The creatures attack with 4 five-foot-long, tongue-like
tentacles, which each hit for 1 point of damage, and secrete an
enzyme that paralyzes their opponents unless their victims make a
saving throw versus poison’. Since the Carrion Crawlers are so deep
in the pit, it will be 10 melee rounds before they arrive at the surface
and can attack the party. They will not follow the adventurers out of
the room.

THE PATH OF MEDITATION
This smooth stone path was used by the temple’s residents for
solitude and contemplation. The walls of the trail are covered with
frescoes. Every few yards the wall paintings display a different scene
from some myth concerning Poseidon.

Area 11. [This is a sunlit room, containing neat rows of flowers.
The light is supplied by a clever arrangement of prisms and mirrors
that bring the sun’s rays from the surface. Two marble benches,
located in dark, shadowed recesses, face the flower beds. They are
surrounded by the shards of a shattered crystal bowl. There are 4
different sections of flowers; a single set is located several feet from
the other three.]

The northernmost bench is actually a Killer Mimic, which will
attack anyone coming within 5 feet. The creature extrudes a member
from its body and punches its opponent for 4-12 points damage. The
Mimic has 9 hit dice (50 hit points), armor class 7, movement 3”. All
weapons striking the Mimic will adhere to the monster’s skin due to a
powerful glue. The weapons may be wrenched free in 2-8 melee
rounds by a character who rolls his strength or less on d20. The
mimic will not move out of the shadowed alcove due to its strong
aversion to sunlight.

The isolated section of flowers consists of a variant of the carnivorous Venus flytrap. The plants look like a normal blood-red
flower, with a thick stalk. These Cannibal Carnations each have 2 hit
points, armor class 8, and movement 0. If something ventures within
the range of the ravenous little devils (usually about 3 feet), the plants
will bend toward their target and expose their hidden jaws. At any
time when a target is in range, from 1-10 of the beasts will be in a
position to attack that target, inflicting 1 point of damage each. Every
Cannibal Carnation contains 1 seed which, if planted, will sprout and
grow into an adult within 1 week.

Area 12. [You travel up 25 feet of steps and reach an opening in
the wall, into which sunlight pours. This opening leads to a semicircular, amphitheater-like balcony that looks down on the crashing
surf. The floor is made of marble, and pillars reach 35 feet up to the
rock ceiling. In one end of the balcony lies a huge pile of sticks, grass
and small rocks. Mewing sounds come from behind it.]

The adventurers have chanced upon a Dragonne nest. Behind
the pile of sticks and grass lie a female adult and a young male cub.
The adult male will return from outside in 1-4 melee rounds, and
attack the party if they are still there. The female will attack if anyone
approaches within 10 feet. She has 7 hit dice (47 hit points), armor
class 3, movement 15”/9”. The creature attacks with 2 claws and a
bite, doing 1-6, 1-6 and 2-12 points of damage respectively. The cub
has only 1 hit die and cannot attack, but could be trained as a pet or
guardian once full-grown. The male has 9 hit dice (68 hit points),
armor class 2, movement the same as the female; he uses his claws
for 1-8 each, bites for 3-18, and can produce a tremendous roar as
well. The deep bellow will cause weakness to all within 100 feet and
will deafen all those within 30 feet. The weakness results in half
strength for 2-12 melee rounds. The deafness will last a similar
length of time and, in addition to ruining the victim’s hearing, will
cause him to fight and defend at -2 due to disorientation.

Among the detritus making up the Dragonne nest, the adventurers may find a brass ring which allows the wearer to regenerate as
per a Troll. The chance of finding the ring is 10% times the number of
party members who search— but even if a dice roll indicates success, the search must be continued for 3-6 turns to be fruitful.

Area 13. [As you walk along the footpath, you come to a wide
crack in the wall. Strange, cheesy odors come from the fissure.
There is a slight luminescence produced by odd fungus, half revealing a 4-foot-wide tunnel going back into the rock. If you continue, you
will find your eyes adjust rapidly to the pale green light, and torches
are no longer needed. The tunnel leads to an irregular cavern, about
30 feet wide, which is covered with lichens, molds and various types
of mushrooms.]

The party is attacked by a colony of 7 Myconymphs, a race of
intelligent fungi. The creatures stand 7 feet tall, and are spindly in
build, having thin arms and legs. They have vaguely humanoid
features but from various parts of their bodies hang oddly-shaped
bunches of mold. Each has 4 + 1 hit dice (25 plus 1-8 hit points
each), armor class 7, and movement 9”. They attack by flailing their
opponents with their thin arms for 1-4 points damage each. The
Myconymphs also bite for 1-3 points damage, and a successful bite
will inject a soporific venom that will cause total immobility for 1-6 full
turns. A saving throw results in a slowing effect, which will halve
Dexterity and movement for 1-10 melee rounds. The flesh of the
fungus-men is deadly poison to all humanoids.

Area 14. [Crossing the bridge, you enter a square cave, lit by a
nearly exhausted oil lantern. In one corner sits a large fountain and
basin. Water pours from the mouth of a fearsome sea-serpent statue
whose eyes are made of emeralds, each worth 6,000 gold pieces.
The floor is made of uneven mounds of sand.]

If someone attempts to pluck the valuable eyes from the fountain
statue, a Water Weird will spring forth from the basin and attack the
offender. The Weird has 25 hit points, armor class 4, movement 12”
up to 10 feet away from the pool. It can strike one enemy up to 10 feet
away each melee round, hitting on an 11 or better. The victim must
save versus paralyzation or be drawn into the water. While the Weird
lives, the character cannot be removed. If 4 melee rounds pass
without other party members having destroyed the Water Weird, the
victim will have drowned. Sharp weapons do only 1 point of damage
to the creature, but blunt ones do full damage. Cold spells slow it, fire
does half damage, and a Purify water spell will kill the creature. If
slain, the Weird will re-form in 2 melee rounds.

Room 15. [The area is filled with rows of beds, 40 in all, and in
the western third of the room there are tall stacks of books. Next to
each bed there is a small table on which rest writing tools and a small,
glass bowl. On the south wall there is a large, crystalline jar set in a
niche in the wall. This vessel is filled with sparkling water.]

This room served as both acolyte quarters and library. The piles
of books all concern the nature of ocean and sea mythologies found
throughout the world. The crystal water vessel has been enchanted
to remain forever full of pure water to be used by the apprentices in
their meditation rituals. The common procedure to attain enlightenment involved an acolyte filling his personal bowl with water from the
sacred jar, and then slowly walking along the Path of Meditation,
concentrating deeply upon the sparkling motes of light within the
liquid. The magic vessel weighs 15 pounds when empty (but it is
never empty for long!) and will produce up to 3 gallons of water per
melee round.

Room 16. [you pass through a massive iron-bound door into a
dimly lit room. On the north side of the chamber there is a large,
wooden table, a bed and other assorted accoutrements. A shallow
dish made of gold rests on a marble stand beside the bed. It is filled
with water. The room evidently belonged to the arch-priest of this
temple. On the priest’s desk rest a variety of books concerning
ancient sea lore. In addition, there is an open journal. The first
section is dated 16 days past, and the last entry is only a few days
old. It reads as follows, beginning with the earliest notation:

    “Today was truly exciting. We were hit by a rather large
    earthquake, the first in decades. The temple suffered a few
    cracks in the floors and walls, but no one was hurt and repairs
    are underway. One thing does trouble me, though. The wards
    barring dangerous creatures from our caverns seem to have
    been weakened by the shock; nothing drastic, but I am
    concerned.”

The next entry was written a week later:

    “More quakes, not as great as the first but damaging
    nonetheless. The floor of the commons sinks with each successive tremor. Another problem: The protective wards are
    definitely weakening. Two acolytes walking along the Path of
    Meditation were attacked yesterday. One was badly hurt
    before we could drive the beasts off. We can only pray to the
    Sea Lord that things don’t get worse before help arrives, since
    all our boats were destroyed by falling rocks during the last
    tremor. The morale of the acolytes is failing. They are afraid
    and even miss services occasionally. One claimed to see an
    inhuman apparition late last night.”

Four days later:
    “Something unspeakably bad is happening here. The
    monstrous specters are a reality. I saw one myself last night.
    An evil influence is growing here. Just hours ago one of my
    pupils went insane and attacked a group of his friends with a
    knife. He killed one and wounded two others before he was
    subdued. The visitors here have retreated to their rooms in
    fear, and come out only for meals. The wards have failed
    completely now, and we are subject to continuous attack.
    Worst of all, the oracle is deaf to our pleas. It has not spoken a
    word since three days past. Poseidon save us!”

The last entry is two days old:
    “We have been attacked by an evil beyond description.
    It is the Elder gods, the dark ones who eat time! Only in the last
    few hours have I realized what is truly happening to us. Years
    ago this area was found to have incredibly high mana, the
    power on which all magic feeds. To take advantage of this
    natural wonder, my ancestors built this temple on top of the
    mana source. How were they to know that they were not the
    ffirst? How were they to know that beneath our stone corridors
    there resides another complex, built by darkly evil inhumans in
    millenia past. The earthquakes must have awakened them,
    and now they rise again in their attempt to conquer the world.

    for their evil lords! How are we to—Wait, a tremendous
    crash in the oracle chamber! Voices, too, I think. I must investigate.”

The rest of the journal is blank

    The sourthern part of the chamber contains a small library of rare
    and arcane sea lore. Included are articles on water-based sorcery
    and treatises concerning the dread, dark powers that reside in the
    ocean depths. One of the books, bound in the hide of a giant eel, is a
    Libram of Sea Sorcery. Following one week of study, the tome will
    grant the reader the power to control sea creatures up to 16 hit dice in
    size as per a charm monster spell. The power may be employed but
    once per day, and the book may be read only once and by only one
    character. Another book, written in the language of the Triton, is
    entitled The Secret Passage. When it is opened to page 333, a
    secret door on the south wall will open into a small passage.

Room 17. [The secret passage continues for 10 feet and ends at
a large metal portal. The portal opens with a slight push and exposes
the entire room to view. Oil lanterns illuminate the small vault, which
is filled with gold, silver, gems and jewelry. This is obviously the
temple’s treasure hoard, valuables acquired from the oracle’s visitors in return for the counsel they received here.]

Before gaining any of the trove in front of them, the party must
reckon with the vault’s sentinel, an invisible Guardian Naga. The
creature has 12 hit dice (85 hit points), armor class 0, movement 15”,
and can attack physically by constricting for 2-8 points and biting for
1-6. The Naga also spits lethal venom at opponents (once per melee
round) up to 30 feet away, which will slay them unless they make
their saving throw.

Although the Guardian possesses these physical attacks, in this
situation it will opt first to use its magical abilities, for the Naga’s state
of invisibility will remain intact as long as it does not move quickly, as
in melee, or use any of its physical attacks. The creature has the
following spells at its disposal: Cause light wounds, Fear, Hold
person, Silence (15-foot radius), and Cause blindness. The Guardian will first cast silence (15-foot radius). All within the room except
the Naga must save or become deaf and dumb, unable to communicate or use spells. The creature will then use its hold spell on as
many targets as possible. Following this, the Naga will quietly pass
through the party, inflicting blindness and light wounds. Its touch is
so light that there is only a 25% chance that anyone will notice
contact. All the spells can be cast only once. Once the Guardian
Naga’s magic is exhausted, or if its invisible state is exposed, it will
attack physically until slain.

The treasure consists of the following: 8,763 gold pieces (weighing about 900 pounds); 322 platinum pieces (weighing about 45
pounds); 15 gems worth 600 gold pieces each; 1 polymorph self
potion with 2 doses left; 1 pouch of Disappearance Dust (2 doses); 1
potion of giant strength (cloud giant) and 1 heavy silver ring set with
an aquamarine gem. The ring will grant the wearer the following
powers:

    1. Water breathing, unlimited duration and no depth limitation.
    2. Swimming, as per the ring.
    3. Once per day the bearer of this ring can fire a bolt of water 30
    feet long and 2 feet in diameter. The water will travel 90 feet
    before losing its shape. All those in the bolt’s path will take
    3-36 points damage, be knocked back 1-10 feet, and must
    save vs. magic or have their lungs fill with water, drowning
    them in 1-3 melee rounds.

However, once slipped on, the ring will graft itself to the victim’s
hand and begin turning him into a Triton at the rate of 1% more
change per day. Only 2 Wishes cast simultaneously can enable the
wearer to remove the ring.

Room 18, Oracle Room. [Your party walks down a long, white
corridor. Tall, fluted pillars line either side of the path. Finally, you
come to the end of the corridor and pass through a high arched
opening into a dark room. Your torches reveal the vague outlines of a
huge chamber, about 80 feet long and at least 60 feet wide. The walls

are carved with seemingly alive ocean scenes. In the west end of the
room there stands a gargantuan coral statue of Poseidon, wielding
his great Trident. The statue has a tail which wraps around a bottomless oval pool filled with cerulean blue salt water. Boulders and rock
fragments surround a ragged opening in the south wall. From this
tunnel come noxious green fumes. In the dust surrounding the hole,
tracks can be discovered. Some appear human, but most are long,
wide swaths, as though something had been dragged across the
area.]

If the party observes carefully, they will find that indeed the stone
sea creatures carved into the walls move very slowly. It is as though a
scene from hundreds of feet beneath the surface were transformed
into living rock. Three melee rounds after the party has entered the
room, the water in the pool will begin to froth and boil. During the next
melee round, the head and torso of a bearded man will form and rise
out of the water, reaching a total height of 15 feet. The man will slowly
survey the room, and then say to the party, “It seems I am too late in
penetrating the barrier. My temple is destroyed.” If no one questions
him, he will disappear is 2 melee rounds. If someone does query the
watery form, that character may ask up to 3 questions which
Poseidon will then answer. After responding to all the questions to be
asked, Poseidon will say the following and then disappear: “If you go
to avenge the deaths of my followers, then drink of my waters in times
of need. But only once in the life of a mortal may you quaff this liquid,
for it is derived from ambrosia and would surely slay any mortal a
second time.”

The pool will then fill with golden liquid. Each character may fill
one container with a portion of the divine liquid. Regardless of how
much is consumed at one time, the following will happen:

    1. All damage to the drinker will be cured, back to the number of
    hit points with which he or she began the adventure.
    2. All poison in the individual’s body will be neutralized.
    3. All disease in the drinker’s body will be eradicated

If someone partakes of the water a second time, regardless of
how little the character consumes, the drinker will be slain with no
saving throw applicable. The liquid remains potent for only 3 hours,
after which it will transform back into sea water.

IMPORTANT NOTE
Time and the way the party spends it plays an integral part in this
adventure. Exactly 10 turns after the characters descend the spiral
staircase and enter the alien base, the evil priests of Ythog Nthlei will
succeed in freeing their master. The only way to prevent them from
attaining their goal is to kill them before the end of 10 turns. If they
succeed, Ythog Nthlei will instantly move to Room 31 with his treasure: The priests will remain in their room.

Area 19. [The opening in the oracle room leads to a wide rent in
the rock, which angles down. After several hundred yards, you reach
a small chamber. On the south side of the cave there are steps
leading up; however, they are blocked after only a few feet by
mounds of rock and stone slabs. The other exit from this room leads
to a pit 40 feet across and over 100 feet deep. Set against the wall,
spiraling downward, is a long staircase. Six hundred and sixty-six
steps descend to the bottom of the pit. On each step of the winding
stairway there is carved in great detail a representation of one of the
corresponding layers of the abyss. Each scene is more horrible than
the one preceding it. A foul stench grows stronger with every foot you
move downward, and your torches and lanterns begin to flicker and
burn low.]

Room 20. [You leave the spiral staircase and enter the first
passage of this alien complex. The corridor is 8-sided, and the walls
are made of a smooth, gray material. The roof reaches a height of 24
feet. The fitful flames of your torches and lanterns die completely.
However, you now notice that the walls emit a slight glow, granting
clear sight for 40 feet. After walking a short distance you enter an
octagonal chamber. In the middle of the chamber stands a shiny,
 

If the party wishes to break through the barrier, they must do so
as per bending bars, at a penalty of 10% on the chance for success.
The writings on the onyx column tell the history of this complex. If any
of the party attempts to translate the glyphs, he will read the passage
given below out loud, and then fall silent, reading the rest to himself.
 At the end of 1 melee round, the translator will then do one of the
following things (roll d4):

    1. Pass out, and be unable to recall anything beyond the section
    he spoke out loud when he revives.
    2. Finish reading and say that there is nothing more of interest.
    However, unknown to the rest of the party, he has turned
    irrevocably lawful evil.
    3. As the reader progresses through the work, he becomes
    increasingly agitated and will not let any of the party members
    prevent him from continuing. At the end of the translation, he
    will begin to gibber and babble incoherently, for he has become permanently insane.
    4. At the end of the reading, the translator will turn and begin to
    speak. However, a bolt of coruscating green energy will leap
    from the pillar and strike the character, killing him unless he
    makes a saving throw at -3. If he survives, the effects will be
    the same as in number 1.

The part spoken out loud goes as follows:
    “During the ninth rotation of our galactic cluster in this the
    34321st year of our Master’s reign, we, the remaining children
    of the Great Lord Ythog-Nthlei do hereby register and sanctify
    this, our Holy Base. From these divine depths we shall build
    and grow until we have enough strength to release our Father,
    Zoth Ommog, from his imprisonment beyond the curtain of
    time.”

Room 21. [The chanting becomes louder and louder as you
approach this area. Your party reaches a tall, double door, made of
the same material as the walls. The doors open with a strong push
and reveaI a bizarre scene. The room is large and 8-sided. In the
center of the chamber there is a 15-foot-wide brazier roaring with
yellow flames and giving off a foul, green smoke. Set into four of the
walls are triangular grooves 5 feet deep and 12 feet high. Shards of a
smoky, amber-like material surround each groove area. The most
shocking element of this room is its occupants: Around the tall flames
stand 4 loathsome creatures that sway and chant in a most inhuman
fashion. Although the things are clad in long, flowing robes, the cloth
is mostly tatters, and reveals their true forms. Each is nearly 10 feet
tall, and has 2 long, triple-jointed, barbed legs. Extending from a
scaled barrel-chest are 4 thick tentacles which each end in 8 opposing fingers. The head of the monster, perhaps the most hideous
aspect, is totally inhuman. It is basically heart-shaped, cleaved down
the middle. From either side of the head extend 2-foot-long, comblike feelers, similar to those of a moth. Set on either side of the face
are clusters of waving tendrils, each of which end in small eyes,
giving the creature complete peripheral vision. On the bottom of the
face there is a large circular orifice. When the beast opens this ring of
flesh to scream, thousands of writhing wormlike tongues are exposed. As you stand in near shock surveying the inhuman scene, the
creatures turn to confront you.]

These are the priests of the King Ythog-Nthlei, who lies imprisoned in the room downstairs. They chant for his release, and will
succeed in this task 10 turns after the characters have entered the
complex unless the priests are slain by then. After being freed from
their bondage by a series of earthquakes, the priests first eliminated
the human temple above and then went about reactivating their
base. They are now in the final and most difficult stages of the task of
freeing their leader from the tomb he was trapped in hundreds of
years ago. The creatures will, of course, attack the party instantly.
Their statistics are as follows: hit dice 7 (hit points 42 + 1-12), armor
class 3, movement 18”. Each of the priests is 40% magic resistant
and is immune to poison, acid and cold attacks.

The evil priests attack with their 4 tentacle/hands for 2-12 points
damage each. For every additional appendage that strikes a single
target after the first, the priest will do 1-8 more points of damage,
because he will then begin ripping his opponent apart. The dark
creatures can also attack by extending their many-pointed tongues
and piercing their opponents with them. This assault inflicts 1-6
points damage and will drain one of the enemy’s senses. RolI d6 to
determine which sense is drained:

    1 = taste; 2 = smell; 3 = touch; 4 = hearing; 5 = sight; 6 =
    psychic or psionic abilities

If the victim makes his saving throw, the sense drain will last only
1-6 melee rounds before the ability returns. Otherwise, the only way
to cure this loss is to cast a Remove curse spell and a Restoration
spell simultaneously upon the afflicted character. If a roll calls for the
draining of a sense the victim has already lost or never possessed,
treat the roll as “no affect.”

Room 22. [The opening leading from the priest’s room connects
to a set of stairs going down. However, covering the first 5 feet of the
opening is a bright orange wall of light. The staircase leads down 100
feet and ends in a small chamber. On the east wall there are two
glowing imprints of human hands, set about two feet apart. The entire
south wall is composed of a set of 2 closed stone doors, crisscrossed with thick metal bands. Set in the middle of the door is a gold
seal, 3 feet in diameter. Indecipherable writings have been carved
into the disk.]

The orange light is actually a highly magical field of protection,
preventing the priests from descending into the lower chambers. It
wilt affect those who pass through it differently, depending upon what
kind of creature they are. Humans passing through the area will feel
dizzy and confused, but will suffer no other effects. Evil individuals
will suffer the above with intense wracking pains and convulsions, as
well. Any non-human who attempts to pass through the barrier of
light must save versus death at -2. Even if the save is successful,
the creature will still be repulsed, unable to enter the area.

The chamber at the bottom of the stairs is the outer portion of the
prison of King Ythog-Nthlei, who lies in an enchanted slumber
beyond the sealed portal. If someone places his hands on the two
glowing spots, a three-dimensional image of a human sorcerer will
appear and speak the following:

    “We have at last imprisoned the Dark King, Ythog-Nthlei,
    here beneath his very base. The process cost more than we
    could have believed in time and lives. For over 200 years our
    brotherhood of magicians has struggled to prevent these sons
    of the old ones from releasing their horrible sires. Now only a
    few of us remain, but the task is complete. This image is a
    warning. Do not, under any circumstances, attempt to enter
    the chamber beyond this door. Any transgression into the area
    will release the King from his bondage, and will surely spell
    your doom.”

The image will then disappear. The doors may be opened at any
time, but it will require the entire strength of the party to break the seal
and the metal bonds holding it shut.

The room behind the gate is dominated by a long slab of marble
upon which rests a monstrous sarcophagus, at least 15 feet in
length. Tall urns filled with some mystic liquid stand burning at either
end of the pallet, illuminating the chamber. Unless the stone coffin is
opened, 2 melee rounds will pass before anything happens. Then,
with a tremendous explosion, the sarcophagus will shatter, revealing
the unholy King. AH within 30 feet of the coffin will take 2-12 points of
damage from the stone shrapnel.

The creature’s form barely fits beneath the 20-foot-tall ceiling.
The aspect of Ythog-Nthtei is that of a gargantuan synthesis of a man
and some type of slug. He stands on a slimy, thick, snail-like ap
pendage that sprouts from his human chest. In one humanoid hand
he holds a long, black mace. His face is a mixture of bulbous snail
antennae and evil human features. About his form Ythog-Nthlei
wears a tong yellow robe. The King has 26 hit dice (208 hit points),
armor class -2, movement 12”.

The King attacks his opponents with his large black mace. The
weapon is +5, hits for 4-24 (+ 13 if wielded by YthogMhlei) points
damage, and drains one life level each time it hits. The mace can
also radiate a field of darkness if a 30-foot radius, which totally
obscures all vision, except that of the holder. The mace can animate
3-18 zombies of twice-normal strength once per week. Ythog-Nthlei
can project scintillating beams of energy from his 4 large eyes at the
rate of 1 per melee round. Each beam hits on a 4 or better and drains
one point of Strength from its target for 1 turn unless the victim makes
a saving throw. The King may also bite, inflictng 3-18 points damage, and injecting a poison into his opponent. A poison victim must
save at -2 or fall under the control of the creature for 1-10 turns.
Ythog-Nthlei is immune to all non-magical attacks and reflects any
type of spell cast at him back to the enchantment's sander.

If the party succeeds in slaying this creature, they will find a small
bag made of black, velvety material that contains 10 loun stones.
The collection of stones consists of the following:
2 pale blue rhomboids (each adds 1 point to Strength up to a
maximum of 18); 2 scarlet and blue spheres (each adds 1 point to
Intelligence up to a maximum of 18); 1 incandescent blue sphere
(adds 1 point to Wisdom up to a maximum of 18); 1 deep red sphere
(adds 1 point to Dexterity up to a maximum of 18); I pink rhomboid
(adds 1 point to Constitution up to a maximum of 18); 1 clear spindle
(sustains person without food or water); 1 iridescent spindle (sustains person without air); and 1 dusty rose prism (gives +1 protection).
loun stones whirl about their user’s head in an orbit of about 3
feet. Whenever loun stones are attacked, they are to be treated as
armor class -4. If they take IQ points of damage, they will turn dull
gray and be forever useless. They save as if they were made of hard
metal which is +3 in enchantmentt.

Area 23. [A 20-foot long staircase leads up to an 8-sided room
30 feet across. In the center of the room sits a 7-foot-tall, glowing
pyramid. The construction has 3 sides, each 10 feet long at the base,
and is made of a bluish, translucent material. Dull glimmers of light
flicker from the center of the tetrahedron, revealing a strange, crystalline network of dark fibers within the structure. As you watch the
pyramid, the light coming from within intensifies.]

This area served as a communications link between the members of the base crew and their leaders. Through psychic stimulation,
the device can be activated, as displayed by the increased internal
luminance when the party studies the pyramid. The relic was also
used as an interdimensional portal, which transported the inhuman
creatures’ brethren across space and time to assist them in their
unholy cause.

There is a possibility that members of the party can initiate full
function capacity from the pyramid through intense concentration.
The chance of success, dependent solely upon an individual’s Intelligence, is as follows:
 
Intelligence Chance of Sussess
13 or less No chance of activation
14 or 15 15% chance of activation
16 or 17 30% chance of activation
18 or better 60% chance of activation

Every member of the party may try only once. A failure indicates
complete inability to operate the machine. Success causes one of
the following events to occur (roll d8):
 

    1. A scene from the astral plane appears on all of the faces of the
    pillars.

    2. Same as 1, but this time it is the ethereal plane.

    3. A view of Room 21 appears for a few short seconds, then
    fades back to the pyramid material.

    4. As with 3, but with Room 22.

    5. As with 3, but with Room 31.

    6. A tableau of stars forms within the pyramid. The portal would
    appear to lead to deepest intergalactic space, from which the evil
    ones, no doubt, emerged.

    7. The eye of Zoth Ommog appears in the pyramid and turns to
    confront the person controlling the machine. The controller must
    make a saving throw vs. magic or die permanently. If he does save,
    he will succumb to a random insanity for 1-100 days.

    8. The image of a lesser devil of random type appears in the
    pyramid. The demon will follow the controller’s first command explicitly; however, if it is not directed, it will disappear in 2 melee
    rounds and will do so, in any case, after it has fulfilled the single
    command

In the first 6 cases, anyone may pass into the scene projected by
simply stepping into one of the faces of the pyramid. However, the
portal is one-way, and once someone has moved through the
device, he may not return. If someone enters deepest outer space,
he will, of course, explode and freeze simultaneously, dying in the
process.

Area 24. [You enter this room from the southwest wall. Corridors
lead away from the chamber in both the north and northeast walls.
Chairs circle the area, facing inward, and bizarre, abstract sculptures
extrude randomly from the chamber floor, creating insane angles
and casting hideous shadows. There is a 20-foot-wide circle of
gleaming silvery metal inset in the exact middle of the floor. Strains of
high, atonal, whispering music filter through the area.]

This section of the complex was used by the aliens as a combination commons, recreation and meditation area.
It was also an important nexus of travel throughout the complex; not only does it have
3 passages radiating outward, but it also has 1 passage exiting down
through the metallic iris in the center of the room. If any party member
stands on the metallic area, the iris will open up, leaving a 20-footwide circular hole in the floor. Anyone standing in the area will fall 20
feet to the bottom of the pit, incurring 3-18 points damage. At one
time the shaft contained a kinetic absorption
user’s fall; however, it is not operational now.

Room 25. [The party travels up 10 feet of stairs and passes
through an open door into a huge, round room. The walls angle
inward toward the octagonal floor, making a kind of flat-bottomed
dish. A line of chairs, set into the sloping sides up near the ceiling,
circle the outer rim of the room. A narrow staircase leads down to the
floor. The surface of the area is made of some kind of coppery metal.
Inset into the center of the floor is a thick metal ring. Spaced evenly
about the perimeter of the area are 8 holes, each 2 feet in diameter.
From these holes come deep rumblings and foul smells. A large stain
of human blood covers most of the floor.]

This area was used by the complex’s residents as both a recreation facility and a sacrifical altar.
The prisoners were led to the floor area and chained there to the ring set in the middle. Drawn by the
smell of prey, hideous creatures emerged from the holes and devoured the helpless victims.

If any of the party takes more than one step on the floor, the
vibrations of footsteps will summon the Devil Wyrms from their
abodes. Simultaneously, the 8 long annelids will squiggle out of the
openings and attack all those in the area. Each has 7 hit dice (hit
points 40 plus 1-12), armor class 3, and movement 8”.

The appearance of the Devil Wyrm is that of a pink, fat worm, 20 feet long and
about 1½ feet in diameter. Each segment of the creature is made of a
kind of chitinous armor, giving the creature its low armor class. The
Wyrm has no head to speak of, but rather has a kind of serrated
mouth at either end. Each of the monster’s openings can attack once
per melee round, delivering 2-12 points damage. In addition, once
every 3 melee rounds, the creatures can spit an acidic venom on a
single target up to 30 feet away that will cause 3-18 points damage
and paralyze the victim unless he makes his saving throw. A saving
throw results in no paralyzation effect and full damage.

Once all of the Wyrms have been slain, their dark dens may be
searched Within each lair, the party will find a mound of partially
eaten human bodies. The party has found the missing residents of
the Temple of Poseidon.

In addition, within one of the tunnels the
adventurers will find a small necklace made of strung miniature
skulls. Each of the 3 skulls may be removed and used in combat. It
will then transform into a random type of demon (1-6). 
The summoned creature will follow the necklace wearer’s commands for 1
day or until the wearer is slain. The demon will then disappear. The
summoned demon may not gate in another demon.

Area 26. [You enter a dark, round room, 20 feet across. The air
is humid, sticky, almost wet, and smells vaguely acidic. As you walk
in, you notice the floor is slick and spongy, and there is an opening
across from the door you came in.]

This chamber acts as the “bars” for the prison beyond. The
guards consist of a deadly duo: a Trapper and a Lurker Above, acting
in concert. The Trapper has 12 hit dice (85 hit points), armor class 3,
movement 0. The Lurker Above has 10 hit dice (63 hit points), armor
class 6, movement 0. As the party fills the room, or when they realize
their predicament, the pair will immediately pounce upon their prey.
The Lurker will drop down and the Trapper will snap up, delivering a
total of 2-16 points of crushing damage per melee round to those
within the room. In addition, each member of the party will not be able
to move unless they roll one-half their Dexterity or less on a 20-sided
die. The characters will asphyxiate in 2-5 melee rounds after being
attacked (roll for each character).

Both creatures must be slain before the characters are released.
However, if one is killed, the damage per turn will be halved from then
on, and the amount of time left before smothering to death will be
doubled.

Among the debris beneath the Trapper are 800 platinum pieces,
a pair of earrings set with blue diamonds worth 4,500 gold pieces
each, and a clerical cross that strikes all targets as though they were
armor class 4, delivering 2-12 points damage, and can resurrect the
dead once per week.

Area 27. [A series of 10 steps descend into this large area. Each
of the steps is made of a different precious stone or metal. Listed
from the top in order, they are onyx, amethyst, topaz, carnelian,
bloodstone, silver, ruby, moonstone, chrysoprase, and gold. The
chamber is at least 100 feet long with 10-foot-wide platforms at either
end. Between the platforms runs a 15-foot-wide causeway, raised 6
inches above the level of two adjoining pools. It appears that magical
“rails” once protected those walking along the path from beasts
within the pools. However, broken posts and slimy trails across the
way suggest that the enchanted defenses are no longer potent. The
pools themselves are muddy and overgrown with algae and swamp
grass. Slurping sounds come from beneath the muck.]

Removing pieces of the stairs will require 5 turns per stair and will
provide 1,600 gold pieces worth of chips. The swampy area was
once the pool of contemplation in which the horrid residents of this
base spent most of their free time. Actually, aside from the broken
railings, the mucky swamp has changed little over the years, since
the form of meditation the aliens most enjoyed usually involved
watching the violent death struggles of creatures in the muck. As the
adventurers pass across the causeway, they will probably be
attacked by the swamp residents. Each time the adventurers pass a
numbered area, there is a 75% chance that they will be attacked by
the monster designated by that number.

    1. Shambling Mound. Hit dice 10 (hit points 63), armor class 0,
    movement 6”. Attacks with pulpy arms for 2-16 points each and if
    both hit, the target will suffocate in 2-5 melee rounds, unless the
    Shambling Mound is killed. It is immune to fire and cold, and lightning
    causes it to grow 1-3 hit dice in size.
 

    2. Shambling Mound. Hit dice 10 (hit points 74), armor class 0,
    movement 6”. Attacks as number 1.
 

    3. Giant Toad. Hit dice 2 + 4 (hit points 18), armor class 6,
    movement 6”. Bites for 3-12 points damage.
 

    4. Giant Toad. Hit dice 2 + 4 (hit points 16) armor class 6,
    movement 6”. Attacks as number 3.

    5. Ice Toad. Hit dice 5 (hit points 34), armor class 4, movement
    9”. Ice toads bite for 3-12, and every other melee round can generate
    a field of cold in a 10-foot radius around them for 3-18 points, save for
    half damage.
 

    6. Ice Toad. Hit dice 5 (hit points 33), armor class 4, movement 9”.
    Attacks as number 5.

    7. Poisonous Toad. Hit dice 2 (hit points 15), armor class 7,
    movement 6”. Bites for 2-12 points damage, plus save versus deadly
    venom.

    8. Poisonous Toad. Hit dice 2 (hit points 10), armor class 7,
    movement 6”. Attacks as number 7.

    9. Giant Crayfish. Hit dice 4 + 4 (hit points 36), armor class 4,
    movement 8”. Attacks with 2 claws for 2-12 each.

    10. Giant Crayfish. Hit dice 4 + 4 (hit points 30), armor class 4,
    movement 8”. Attacks as number 9.
    If the Crayfish are cut open, the party will find a shield inside one
    of them. The shield is banded with mithril, giving it an enchantment of
    +4. In addition, the insignia on the item is that of a coiled king cobra
    preparing to strike. Once per day the holder of this shield may
    command the serpent to attack. The cobra will strike from the shield
    as a g-hit-dice monster and inflict 1-4 points of damage while injecting a neurotoxic poison. The enemy struck must save versus poison
    at -2 or die.

Area 28. [An arched opening leads to a thin (5-foot-wide) bridge
across a deep pit. The path is coated with ice and coming from the
darkness beneath the party can hear a clacking, as though bones
were being knocked together.]

A fireball or similar flaming attack will remove all the ice covering
the bridge. Any flying or levitation in this area is impossible. The
guardian of the chasm will emerge from the darkness of the southern
opening and attack the first person who reaches the middle of the
pathway. The guardian, an Ice Devil, has 11 hit dice (88 hit points),
armor class -1, movement 6”, magic resistance 55%. The 11 -foottall creature carries a great spear with which it impales its opponents,
needing an 8 or better to hit all armor classes. Anyone struck will take
2-12 plus 6 points damage, and must save or be paralyzed by the
numbing cold. The victim will, in addition, be knocked off the platform
unless he rolls one-half his Dexterity or less. If the ice has been
removed from the bridge, the victim gets +4 to this die roll. The Ice
Devil can attack with its mandibles and tail for 2-8 and 3-12 points
damage, respectively. Once during the battle, the Devil can cause an
ice storm, inflicting 3-30 points damage to all within the room. The
Devil regenerates 1 point per melee round. Those who are knocked
off the bridge fall 30 feet to the bottom and suffer 3-18 points
damage. They are stunned for 2 melee rounds, as well.

Within the pit are 2 Malebranche, or Homed Devils. Each has 5
hit dice, armor class 5, movement 9”/18”, magic resistance 50%.
Each attacks for 1-4 with its bite and also with a weapon. One carries
a two-tined fork which does 2-12 points damage and stuns for a
similar length of time unless a save versus magic is made. Once per
day the Malebranches can create a wall of fire, which causes 3-24
points of damage to all within its confines.


 

Area 29. [You enter a large, square room, lit by 4 floating orbs
that shine a brilliant green. On either side of the room there is a great
procession of pillars which each have 8 faces. An opening in the far
end of the chamber leads to a dark area of unknown size. Two
13-foot-tall iron statues stand to either side of the opening. Each
looks somewhat humanoid, as it has 2 legs and carries a great sword
in its two 3-fingered hands. However, the head of each statue much
closer resembles that of a Mind Flayer, having 2 bulbous eyes
separated by a bony ridge. Where a human mouth might be, the
sculpture’s face forms into 8 long cilliated tentacles.]

If the adventurers do not come within 25 feet of the statues, the
structures will remain inanimate. In this condition, the figures will not
be detected as evil, alive, or even magical. However, if someone
does come within the prescribed radius, the 2 statues will suddenly
and without warning come to life and attack. Each of the metallic
creatures has 10 hit dice (80 hit points), armor class -6, movement
6”. Before engaging their enemies physically, the living statues will
first use their psychic blasts. Each blast of mental energy will affect a
conical area 40 feet long and 25 feet wide directly in front of the
statue. It will inflict 7-42 points damage to all within the area. In
addition, alI affected must make their saving throw or pass out for 10
melee rounds due to the psychic assault. If a victim makes his saving
throw, he will take half damage and have all his psionic abilities
disabled for 1-10 turns. The Guardians can do this only once. After
blasting their opponents, the animated constructs will engage their
opponents with their long, bizarre swords. Each of the oddly shaped
weapons will strike at +5, and if successful, will inflict 4-40 points
damage with its serrated edge. The attack can hit up to 4 opponents
in a single swing if they are all within 15 feet of the statue. Each of the
statues is immune to fire. Lightning and acid add to their hit points in a
1:1 ratio. They are 40% magic resistant and cannot be hit by weapons of less than +2 in enchantment.

The glowing orbs may be retrieved and each will glow with the
light of a full moon for the next 10,000 years.

Area 30. [The long corridor leads to a blank wall. However, as
you approach the dead end, a thick slab of the wall material slides
back. The entrance leads to a small room whose floor and ceiling are
riddled with hundreds of small holes about the width of one’s finger.
Set in the north wall there is an oddly displayed assortment of
grooves and depressions which glow a bright yellow-green. A crack
in the wall opposite you indicates that there is indeed an exit out,
similar to the one you came in.]

This room served as a security chamber, ensuring that no un
wanted visitors passed through this area. If the party has already
encountered the priests, they will recognize the mark in the wall as
the imprint of the priests’ hand tentacles. The only way to bypass this
security measure is to perfectly imitate the inhuman hand, either by
cutting one from one of the creatures and using it, or by polymorphing
a part of one of the character’s bodies to the proper size and
shape. If performed successfully, the slab on the other side of the
room will open, allowing passage through the area.

If the party attempts to use their own hands to activate the
glowing imprint, the door behind them will slide shut, cutting anything
in its path in half. Characters in the doorway are allowed to roll half
their Dexterity or less to jump out of the slab’s path. Then, from the
many holes in the ceiling, rot grubs will emerge and drop down onto
the trapped party. Every melee round from 1-10 of these hideous,
wormlike creatures will attack each character. Every successful
attack will indicate that the rot grub has burrowed beneath the
person's skin and is slowly eating its way to the victim’s heart. Unless
fire is applied to each wound (1-6 points damage to the person per
application), or a cure disease spell is cast, the grubs will reach the
heart in 3-30 melee rounds, killing the victim.

The only unorthodox way to escape the room is to destroy one of
the doors leading out. The portals wilI each sustain 150 points of
damage before breaking open. A Disintegrate or Polymorph any
object spell will succeed in removing the obstacle 50% of the time.

Room 31. [This appears to be the throne room of the complex.
Directly in front of the party there is a strange type of chair, clearly
made for some inhuman creature several times the size of a man.
The throne is inlaid with many precious stones. On. either side of the
room there is a large, two-faced stone effigy 20 feet tall. The eyes of
the carvings gleam with inner flame and seem to watch the party as it
moves about the room.]

If Ythog-Nthlei has escaped his bondage, he will appear on the
throne and attack the party as it enters (see Room 22 for his statistics).
Otherwise, the room wiIl remain free from aggressors. However,
anyone who enters the area must save versus fear due to the
hideous, leering faces on either wall. If they fail, they will run from the
room at top speed and will not return to the area under any circumstances.
A saving throw results in no effect.

The stones in the throne may be removed with little difficulty and
will be worth a total of 20,000 gold pieces. If the adventurers try to pry
the shining eyes from the 2 large statues, they will find the orbs to be
actually living eyes that, when punctured, ooze a thick, yellowish fluid
and then dry out and wither.