Instructtions for the Dungeon Master Introduction Level 1 Level 2 Level 3
Dragon 41 - - - Dragon

Instructions for the Dungeon Master

“The Halls of Beoll-Dur” can be used as presented here for
a single adventure, or Beoll-Dur and its locale can be incorporated into an existing campaign. It is highly preferable that a
large party begin the adventure (attrition will take its toll), and it
is essential to the success of an expedition that most, if not all,
party members be 8th level or higher.
The DM should be constantly aware of (and should keep
the players aware of) the heat which is encountered on each of
the three levels. The uppermost level has a constant temperature of about 95 degrees F; the second level is 120 degrees
F; and the lowest level (adjacent in some spots to raw magma)
has a temperature of 350 to 400 degrees F. Without magical
protection from fire (which can be obtained on the upper
levels), a character could only remain on the lowest level for a
very short time (perhaps as little as 1 turn) before he would
begin taking 1-4 points of heat damage per round.
The goal of the players (which should not be revealed to
them beforehand) is to slay Searazul and free Beoll-Dur from
the clutches of the Salamanders. This will prove to be extremely difficult, but with persistence and forethought, a wellequipped group should be able to overcome all the obstacles.
There are no wandering monsters to encounter, so it would
be relatively safe for a group to rest and recuperate for several
days in a first- or second-level room. Time is an important

factor once characters reach the lowest level, however, because any delay in battling the Salamanders and getting to
Searazul could permit the monsters to organize a resistance,
and possibly permit Searazul to escape back to the elemental
plane of fire, from where he and his followers came.
There are two unusual aspects to “The Halls of Beoll-Dur”
which call for some explanation. First, mention is made in
several spots in the text to dwarven Clerics. DMs are reminded
(and should point out to players, if it becomes necessary) that
a dwarf can only be a Cleric if the character in question is a
non-player character whose role (as in the case of Duinor, the
High Priest) is played by the DM.

Second, there is an original procedure for saving throws
which is used in some locations. For the sake of clarity, the
procedure is detailed here as well as in the text: Characters
who must roll for saving throws after events in Level 1, Room 1,
Room 3, Room 4, Room 7, Room 12, Room 15, or Room 17,
and Level 2, Room 2, Room 9, or Room 12 will do so according
to the following formula: Roll 3, 4, or 5d6 (the number of dice
varies) and subtract one point from the dice roll for every two
levels of experience the character has attained. Compare the
resulting number to a specified ability (this also varies), and if
the adjusted dice roll is less than the character’s score for the
ability in question, the saving throw is considered made.

Introduction

The resourceful Cleric Duinor, mightiest of all dwarven
Clerics, realized the need for an isolated clerical training
ground. Duinor selected a dormant volcano as the site. Years
later, after almost continuous construction, the vast Halls of
Beoll-Dur were completed. Carved into the rim of the volcano,
the two levels of halls were ideally located for isolation from the
outside world.
Much to the Cleric’s dismay, the long-inactive volcano
began to wake again, causing huge fissures to form in the
rock. One such rent reached the edges of Beoll-Dur.
Several days after the fissures formed, the fall of Beoll-Dur
began. Up from the depths of the fissures shrieked a pack of
raiding Salamanders. The fierceness of the attack forced the
Clerics to withdraw; soon, they were trapped in an upper-level
room.
The Salamanders had come from the Royal Halls of Searazul, carved out ages earlier by the Salamanders. Searazul,
the King of Salamanders, had ordered members of his Peerless Legion to investigate a huge fissure which had formed in
the Royal Halls. These halls were located (unknowingly) several hundred feet below Beoll-Dur. The Salamanders besieged the room of trapped Clerics for 8 days. The Clerics dug
an escape tunnel during the siege, and 28 members of the
group escaped the trap. Three of the most aged Clerics transferred their souls into a room of cones. The leader, Duinor,
transferred his soul into a pillar running through both levels of
Beoll-Dur. His sole purpose in so doing was to aid all adventurers in ridding the once majestic Beoll-Dur of the evil Salamanders.

Level 1

1. The Entry
The dungeon is well secluded and accessible only by a
ledge 75’ down from the sheer rim of the volcano. Although
there are remnants of an old stone stairway, it has long since
crumbled into uselessness, requiring a long descent to be
made by rope. The ledge is noticeably unsteady, and will only
hold 400 Ibs. before collapsing. On the south face of the
volcano wall are a pair of intricately carved metal doors. The
doors are locked and require picking before they can be
opened. There is, however, a trap door in front of the eastern
door which will open when a weight of over 50 Ibs. is placed on
it, plunging the object into the inferno below. A character is
entitled to a saving throw by rolling 4d6, subtracting 1 for every
2 levels of experience, and comparing to the character’s dexterity. If the adjusted number is less than the dexterity, he has
made his saving throw and escapes the trap.

2. The Great Corridor
Upon entering through the doors, the party will find
themselves in a long, 40’ high, well-lit corridor. The walls
are well carved from the solid rock of the mountain, and
light seems to emanate from them magically. At 30’ down
the corridor a battered portcullis bars the passage. It is
quite heavy and rusted into place, requiring a combined
total of 150 strength points to raise it manually. It is sufficiently wrecked, however, to allow persons of less than 90
Ibs. to squeeze through. From this point the party is able to
see the entire corridor, including the circular alcove at the
end. The trap door in the ceiling above near the portcullis,
however, is well hidden and difficult to find. Magical means
do not help, but prodding the ceiling (remember, it’s 40’ up)
will reveal it 1 in 6 times.

3. The Guard Room
This room lies behind a locked door and is filled with
noxious gas. Any character entering the room must save
vs. poison each turn or become helpless due to nausea,
and will die in 2-12 turns if he is left in the room. If the door is
left open the gas will spread at a rate of 5’ per round. A
damp cloth over the face will negate the effects of the gas,
as will a Neutralize Poison spell. The gas will never dissipate from the room.
The large room contains nothing but an old desk and
some chairs. The room to the north contains the mechanism to raise the portcullis. Because of its rusted condition, it
requires a strength of at least 14 to operate. The southern
room contains some old weapons in racks, armor, and
some personal items, but it is all ordinary and non-magical.
The secret door to the west leads to a small room which has
a crystal globe set halfway into the northern wall. The globe
is about 2’ in diameter and glows with a milky white light. If it
is touched by anyone with an intelligence of 16 or better, it
will impart knowledge similar to a Legend Lore spell. The
character is weakened by this effort and requires two turns
of rest for each round spent in contact with the globe.
Accuracy of the answers depends much upon the character’s intelligence; success in obtaining an answer is determined by rolling 4d6 against the intelligence of the character in the same manner as the saving throw for the trap door
in Room 1. Information should be limited, or given in ambiguous terms. The referee should decide how much knowledge the party should receive. A set of three keys will also
be found in this room, and will give off a faint aura of magic if
tested for. They will be of use in other parts of the dungeon.

4. The Room of Solitary Fate
The eastern door on the Great Corridor is a false door.
When a character steps on the floor in front of it, the act <will> trigger
a mechanism which causes the door and sections of the wall
and floor around it to revolve. This happens so quickly as to
allow no chance of leaping clear, and anyone besides the
single person closest to the door will be thrown off due to
centrifugal force. The single person will be trapped in the room
on the other side of the wall, and by no means can the wall be
made to revolve again. The player will see, however, that
when the door is opened there will be a keyhole in the stone
wall behind it. But this lock cannot be picked, nor will any keys
in a player’s possession, even the ones found in the guard
room, have any effect. Upon searching the room, which is
totally barren, the trapped player will find a secret door leading
to a 70’ long, upward sloping passage. At 40’ there is a trap
door (use saving throw as in Room 1) which drops into an
irregularly shaped room, 20’ high, and strewn with trash,
bones, etc. If the character falls, he will receive 2-20 pts. of
damage.

The new room is unoccupied, but in the adjoining room
there is an ogre which will enter the room in 1-4 rounds. This
creature has 18 H.P., fights as a 4th-level monster, AC 5, and
attacks with a +2 bastard sword, doing an additional 2 pts. of
damage due to his strength. The ogre attacks instantly, and
cannot be bargained with. If the creature is defeated and the
character inspects the lair (adjoining room) he will find 50 gold
pieces, 3,000 electrum pieces, 3,000 coppers, 3 gems (50 gp
value) and 3 potions (2 invisibility and 1 heroism). There will
also be, beneath the rubbish, a silver key which will cause the
movable section in the original room to rotate back. A broken
ladder will be found which, with 3 turns of work, will suffice to
allow the character to escape from the ogre room.
 

5. The Enchanted Pillar
At the southern end of the Great Corridor is a circular
alcove 60’ high. In the center, from floor to ceiling (actually, it
extends through 2 levels), stands a large (10’ diameter) crystal

cylinder which glows with magical luminescence. It houses the
soul of Duinor, high priest of the dwarves of Beoll-Dur, who
intends to watch over the sacred halls for eternity. Although
encased in crystal, the soul still retains all the powers of a
17th-level Cleric. The cylinder is unbreakable, and does 4-40
pts. of electrical damage upon touch (remember, many weapons are good conductors!). Duinor will aid adventurers seeking to overthrow the Salamanders, but first he tests their
worthiness.

A voice will issue from the pillar, introduce himself, answer
obvious questions, etc., until the entire party is within the
alcove. Then the curved walls of the room will shift, completing
their arcs and closing the northern entrance but opening a
southern one. The room is unoccupied, but the curtains draw
back to reveal an 8-headed pyrohydra, which immediately
attacks. It has 8 H.P. per head and does 1-8 points damage,
per attack, per head. Each head may breathe fire twice per
day, doing an additional 1-8 pts. damage to all affected
(saving throws applicable).

If the creature is defeated, no treasure will be found, and
Duinor will immediately request the return of the party to the
alcove. The walls will move back in any event 1-4 rounds after
the monster is dispatched.

If any of the party is foolish enough to not have heeded the
call, he will find the dotted portion of the south wall of the hydra
chamber to be merely illusionary; the illusion can be detected
by touch and the wall can be walked through with no effect.
This will take him to the Arena, to be discussed later.
Once the party has returned to the alcove of the Pillar,
Duinor will congratulate them and give them gifts. One article
will be given to each person. Begin at the top of the list and
work down, allowing the party to distribute the article as they
see fit. If there are more than 10 members in the party, roll from
the last six articles only to make up the difference.

1. Dwarven Hammer of Retribution +2, (+5 vs Salamanders, 4-40 pts. damage.)
2. Sword of Cold
3. Helm of Brilliance
4. +4 Shield of fire protection
5. Ring of fire resistance
6. Potion of fire resistance
7. Potion of extra healing
8. Ring of protection, +2
9. Potion of invulnerability
10. Potion of healing
The Pillar will also give limited advice about tactics which
might be employed and other matters, but because of changes
in the structure of the dungeon over the years, Duinor is
hesitant about giving directions, and usually will refuse to do
so. As a parting gesture, Duinor will heal all wounds suffered
by the party and Bless them (duration of Bless -10 turns).

6. The Barrack
This room is 40’ high and housed the men of Beoll-Dur. It is
filled with rows of double bunks, chests, garbage and dust. A
few coins and an ordinary weapon or two are all that is to be
found here.
 

7. The Bath of Death
Originally the bath house of the dwarves, rising temperatures have caused the water to steam, filling the room with
many vapors and decreasing visibility to 2’ in front of each
person. The pool in the center is only about 3’ deep (kept
continually full by an endless stream of water coming from the
south wall), but it contains a water weird of 3 dice and 17 H.P.
The weird will attack as a 6-dice monster and seek to paralyze
and drag into the water anyone who begins to walk around the
perimeter of the pool. Because of the steam, characters are
always surprised, will be unable to identify their enemy for 2-8
turns, and thus may attack each other. They will have a 20%
chance of falling in the water on each turn of confusion, and will
attack at -2. If a character falls in the water and is attacked by
the weird, he will subtract 2 from his saving throw rolls and
attack at -3. A paralyzed person underwater must make his
saving throw against drowning each round by rolling 4d6 -1
pt. per 2 levels against his constitution (as per procedure
described in Room 1).

After the battle is over and the water has stilled, many
gems (750 gp value) and several hundred gold and silver coins
can be seen lying on the bottom of the pool, along with skeletons of dwarves and some strange snake-like creatures (Salamanders). Also to be found are a +1 hand axe and a ring of
invisibility (hard to find because it and the wearer’s skeleton
are still invisible!).

At the eastern end of the pool, flush with the bottom of the
pool and completely underwater, there is a small 2’ x 2’ passage which runs for 50’. To enter the passage, each character
must remove all armor and most weapons and then roll 3d6
-1 per 2 levels (not 4d6 as with other saving throws) against
constitution to check for drowning. The passage surfaces in
Room 8.

8. The Dwarves’ Refuge
It is in this room that the dwarves found refuge from the
bloodthirsty Salamanders. The underwater passage from the
bath house surfaces here, providing an almost impassable
barrier to the Salamanders. Here, and in the larger room to the
north, the dwarves survived until the escape tunnel was dug to
the Great Corridor. The only thing of value to be found here is a
book chronicling the battle of the Halls of Beoll-Dur. From this
book the reader may learn of Searazul, the King of the Salamanders, and the Peerless Legion, his deadly warriors. The
route to follow is said to be a wooden and metal staircase down
a fissure opened during an earthquake, leading to the royal

chambers of the King of Salamanders. The staircase is said to
be accessible from the second level via a plank bridge across
the fissure. It also mentions a hall of illusions which must be
passed in order to arrive at the fissure. In addition, the book
has inscribed in it the following clerical spells:
    Create Water +
    Resist Fire
    Cure Serious Wounds
    Cure Critical Wounds
    Raise Dead
The book closes with an unintelligible incantation which, if
read aloud, will raise everyone who hears it 1 point in one
principal attribute category. The incantation then disappears
from the pages and cannot be remembered.

9. The Gymnasium
This room was used for physical conditioning by the
dwarves, and during the battle against the Salamanders was
the site of the dwarves’ last strong defensive position. The
room is charred, cracked, and demolished. All the doors are
broken, and the ceiling 60’ above is covered with soot. There
are piles of rust which once were armor and weapons, telltale
traces of the mated pair of rust monsters which inhabit this
room. They will be aroused by the odor of new metal, and will
pursue any intruders who carry metal. They have 24 and 27
H.P. respectively, and fight as 8th-level monsters, decaying
metal on touch. They have a 40% chance of following a party if
it leaves the room, but if either rust monster is damaged past
3/4 of its hit points, it will retreat to the Gymnasium and hide.
There are 40 (50 g.p. each) gems scattered around the room,
but no other treasure. It will require 2 rounds to find each of
these gems.

10. The Locker Room and Armory
This room serves as a physical preparation room for the
Gymnasium and the Arena. There are several rows of
benches, broken water basins, and booths for changing
clothes. On the western wall there is a passage barred by a
portcullis. This leads to the Armory, still intact due to this
protection. The portcullis is locked in place, but a keyhole can
be found on the northern wall which can only be unlocked with
one of the keys found in the Guard Room (Room 3). This will
allow the portcullis to be raised by applying at least 25 strength
points.

The Armory contains all types of weapons which can be
used by Clerics (clubs, maces, nets, bolos, etc.) and all types
of armor and shields. There is a 10% chance of each weapon
being magical, but testing in this area will not reveal the truth
about an individual weapon, as the area is permeated with
magic and accurate determination is impossible. If a weapon
is determined to be magical, roll d12; 1-6 indicates a +1; 7-9
indicates a +2; 10-11 indicates +3, and a 12 indicates a +4
weapon. At the northeast corner of the Armory is a small room
which controls the portcullis at the entrance.

On the southern wall of the Locker Room are two portcullis-barred entries into the Arena. They will open 1 round after a
person steps in front of them, and will close immediately after
he steps into the Arena.

11. The Arena
The main gates into this 60’-high area open easily to allow
access, and as many people may enter as are willing to do so.
During this time people may also leave the arena by merely
stepping in front of one of the two portcullises leading to Room
10. The portcullis will then open. However, 2-8 rounds after the
last person enters the Arena, all the portcullises lock shut, and
the three cages are opened in clockwise sequence, beginning
in the northeast corner. Each successive cage is opened upon
the death of the previous monster. If the characters are killed,
the cycle ends, and the gates to the Locker Room reopen and
remain open, allowing bodies to be removed. The monsters
are:
Northeast Cage
1 Minotaur 6 dice 26 H.P.
Uses huge axe (as halberd)

South Cage
1 Cockatrice 5 dice 30 H.P.
 
 

Northwest Cage
8-headed Pyrohydra (same as in Room 5)
 
 

The pyrohydra is the same one as in the encounter in the
alcove of the Pillar; however, it has regenerated 1 point per
turn. The number of turns which have passed should be calculated in order to determine its hit points. It will be berserk and
will attack at +2. No treasure will be found on any of the
monsters. If any characters remained in the Pyrohydra’s
chamber during the first encounter, they will now notice its
regeneration and must continue trying to kill it. All characters
will be trapped in the Arena until they are released through the
regular process of the Arena (by killing all the monsters). They
will be magically kept from hunger or thirst, and will not age. If
the entire party is thus trapped, another adventuring party will
enter the arena in 1-10 years, and must then be victorious to
free them. Duinor will never set them free willingly, nor can
they tunnel or break out.

The two viewing areas (southwest and southeast corners)
are 20 feet above the floor of the Arena and are set at a slant
(high point at the rear). Although they could conceivably be
reached by combatants, the monsters would be likely to attack
any escaping person if possible, and the person would have
little defense. The eastern viewing section was intended for
the lower-level men, and leads to their areas of habitation. The
western area was reserved for high-class and important people. It connects with the living quarters of the spiritual and
military leaders of Beoll-Dur.

12. The Geyser (Upper Level)
This huge room extends through both dungeon levels and
houses a huge geyser. At the top level, the door opens onto a
long, arched rock bridge spanning the room. The bridge is little
more than a stone bar, having no handholds or rails. The ends
are 10’ wide, but the center narrows to a mere 2’. Because of
condensation, the bridge is wet and slippery. Furthermore, the
geyser erupts intermittently (1 in 12 chance per round), sending scalding water through the entire room. If a person is within
10’ of the center of the bridge when the geyser erupts, roll 5d6-
1 pt. per 2 levels against his dexterity to see if he falls to his
death. All others on the bridge need roll but 4d6. A person
attempting to walk or run across must roll 4d6 vs. dexterity
each round to see if he slips and falls. Crawling requires no
additional tests.

13. The Mausoleum
After leaving the geyser room, the character finds himself
in a 40’ hallway leading to a 30’x30’ room in which stand two
statues of armed dwarves in battle stance. These are only
ordinary statues, although they emit a faint magical aura. This
is the antechamber to the mausoleum. The door to the mausoleum is locked, and cannot be picked, but can be opened by a
key found in the guard room. The mausoleum walls are lined
with vaults. There are also 4 magical statues in this room;
however, these will spring to action should any vaults be
opened (treat them as short stone golems). The statues will
not follow if the party leaves the room, but will return to their
respective places. They can detect invisible, ethereal, and
astral and are not susceptible to fire, gas, electrical, or cold
attacks. In 20% of the vaults there will be 1-12 gems (1000
gp.), 1-12 pieces of jewelry (15,000 g.p. total value) and (5%
chance) a magical weapon.

14. The Crypts
The room to the south of the mausoleum is the antechamber to the Room of the Crypts. In each alcove is yet another
statue, the western being normal, the eastern being an iron
golem. If the crypt door is tried, it (the door) will ask what
business the party has in the crypt room (the door is sentient).
The door can determine truth or falsehood 90% of the time and
if a lie is detected, the golem will make threatening motions. If
the door is forced or in any way attacked, the golem will attack
the party.

Close inspection of the western statue will reveal that the
scabbard on its belt is empty. If any sword is placed in the
scabbard, the statue will slide forward, revealing a passageway hidden behind it. The passage will remain open as long as
the sword remains in the scabbard. There is no way to open
the portal from the inside.

If the party should make its way into the crypt, they will find
8 stone sarcophagi, 3 of which are occupied. If an attempt is
made to open any of the tombs, the person so trying will be
stricken as the spell Power Word Kill. This may be repeated
indefinitely. In each occupied crypt there will be 5 (10,000 g.p.
total value) gems, 2 magick weapons, 1 suit of magic armor,
and 1 item of miscellaneous magic.

15. The Secret Treasure Rooms
The passage behind the statue is a downward curving
hallway which ends in a 4-way crossroad. In the very center is
a trap door covering a 20’ pit filled with spikes. The pit will do
4-40 pts. of damage, unless a saving throw is made (as in
Room 1). There is a door in each of the 3 branches of the
corridor. The northern and eastern doors trigger a trap when
opened, releasing a volley of darts from the 10’x10’ area
northeast of the crossroads. 1-8 darts will strike each person
standing in front of a door, doing 1-3 pts. damage each. The
darts will fire each time a door is opened.

The western room is filled with all types of coins to a depth
of about 2’. The coins are covered with a contact poison, which
must be saved against at -1. The eastern room is filled with
gems and jewelry. The northern room is filled with weapons,
armor, and religious items. If any items in the last two rooms
are touched, the character will receive 2-20 pts. of electrical
damage each segment he holds it.

There is a secret door in the center of the western wall of
the north treasure room. It opens outward, revealing a small
room. 1-4 rounds after the door is first opened, the 10’x10’

stone block in the northeast corner of the room slides southward, blocking the entrance and opening another exit in the
northeast corner. The block cannot be stopped or slowed. It
crushes everything in its path. A keyhole will be found in the
block after it has moved, but no keys presently in the character’s possession will have any effect.

16. Hallway of the Shooting Stars
After entering this pitch-dark hallway, the characters will be
deluged by hundreds of small (2’-3’ dia.) glowing spheres of
light. The lights move with astonishing speed, will cluster
around any light source and will extinguish it in 1-4 segments.
In the dark they merely zip about, never colliding with any
characters. They give off enough light to see by, so no other
means of illumination is needed. The spheres have an armor
class of 3. If struck, each will do 1-10 pts. of energy damage
and will then disappear. If struck by a magical weapon, the
sphere will negate the magic ability of the weapon as well.
If the door on the western wall is opened, darts will spring
out (as in Room 15). The darts will reload if the door is shut.
If the secret door in the northeast corner is found, the
shooting stars will attack, impacting themselves against all the
characters (1-6 stars per segment per character), doing 1-10
pts. of damage each.

17. The Fissure
This room has been split by the fissure which rent the
dungeon. The heat in this room is about 110°F. The crevasse
is steep and treacherous, and each character attempting to
negotiate it must make his saving throw as per trap doors each
10’ he climbs. Obviously, this is not a safe way to descend.
A rotting skeleton can be found on the lip of the crevasse.
Searching it will find no treasure or magic, but will produce a
key which will cause the stone block in the secret room preceding the Hallway of Shooting Stars to slide northward again and
release the party from this section of the dungeon.

18. The Dining Hall
Here the dwarves of Beoll-Dur were fed. This hall is filled
with long benches and tables, all broken and rotting. Adjoining
it to the west is the kitchen, where the food was prepared. Now
it is a shambles of rusting pots, stoves, and utensils. To the
south of the kitchen is the officers’ dining hall, where the
high-ranking dwarves and people of importance were fed.
There are no monsters nor treasure in any of these three
areas.


 

19. The Storeroom
This room was used to store the large amounts of food
required to maintain the dwarves of Beoll-Dur. The food has
since rotted, and the room is filled with heaps of rubbish and an
extremely foul odor. The heaps are infested with rot grubs, and
it is 60% likely that anyone searching, walking, or standing in
these piles will be struck by 2-8 of these disgusting creatures.
There is no treasure to be found in this room; however, the DM
is not discouraged from doing his best to convince the players
that there is.

20. Officers’ Quarters
This section of the dungeon lies behind a metal-cored door
which is securely locked. The only way to unlock it is with one
of the keys from the Guard Room (Room 3).

This is the area used for officers and also as living quarters
for the two most important residents: the High Priest (Duinor)
and the Military Commander. The two suites of rooms are
identical. The first door gives access to the private office of
each. The second door leads to the study or lounge. The third
opens into the bedchamber. Fine furniture, linens, and clothing are scattered and rotting throughout both suites. A few
coins and gems may also be found if the characters are
desperate.

South and east of the suite is a bath area; however, the
water level is low (4-5”) and it is filled with dozens of green
slimes. The air in the room is rank and putrid.
On the west wall of the corridor in this section is another
locked door. No keys will fit this lock, and Thieves attempting to
pick it do so at 10% less than their base chance to pick locks.
The door itself is metal-cored and can take 100 pts. of damage
before it gives way. Behind this door lies a stairway down to the
next level.

21. The Lecture Halls
These two rooms were used for lectures and teaching
purposes. They now stand silent, filled with dust and many old
wooden chairs. In the center of the south wall there is a 10’x10'
platform on which stands a podium. The podium in the eastern
room is a mimic of 9 H.D. and 48 H.P. When touched it will lash
out, doing 3-12 points of damage.

The room to the south is a speaker’s lounge, and contains
nothing of importance.

22. The Great Stairway
This large dual stairway is locked top and bottom, and no
keys will unlock it. Attempts to pick the locks are made at 10%
less than standard. The doors are of solid metal, and can take
150 points of damage before breaking.

The stairway itself, on both sides, is covered with brown
mold (floors, walls, and ceiling) and has a constant temperature of 50°. The growths are especially thick around the doors.
Entering the room and walking down the stairs will cause a
loss of 4-24 points per round due to loss of heat. The doors at
the bottom of the stairs are also locked, and will require 1-3
rounds to unlock, even if someone is successful. Anyone
remaining stationary for two or more rounds has a 30% chance
of being covered by the mold, and thus receiving double
damage. The mold can’t be scraped off, because it multiplies
at an amazing rate. Cure Disease will kill only those molds
which are currently growing on the body.

23. The Chapel
This is the religious center of Beoll-Dur. The 40’-high,
arched roof is supported by 6 large columns. The pews are
arranged about a central aisle leading to the raised platform on
which are two statues of holy figures, one on each side of a
pulpit. A set of low stairs leads from a point behind it to the
pulpit.

The two small rooms east and west of the pulpit area are a
preparatory room and a storage room, respectively. From the
eastern room northward is the office of the chief priest. It
contains a desk, a bookcase, and some reference books
which could be of interest to Clerics; however, they contain no
spells or scrolls. In the storage room candles, wine, and religious devices can be found.
The eastern statue holds one hand up, palm outward,
while the other hand holds an open book. If the inscription in
the book is read, the statue will slide south to reveal a 10’-deep
pit with a ladder leading down the side. The opening will slide
shut in two turns, but can be reopened from inside by an easily
noticeable lever.

24. The Sanctum of the Chief Priest
The pit leads to a corridor which turns west and goes up a
flight of stairs. At the end of the hall is a door, but there is a pit
and trap door at the end of the stairs. The pit is 30’ deep and
does 3-30 points damage (saving throw applicable as before).
The door opens into an irregularly shaped room with religious
items and drawings on the floor and walls. To the north is a
room with yet another statue, this one of a semi-human, evillooking monstrosity looking over an altar. From the scarred
and nicked surface, it can be surmised that the altar was used
for sacrifices. On the floor in front of the door is a pentagram,
used in dealings with the supernatural for protection. Should
this room be desecrated or in any way molested, there is a
30% chance of a Type VI demon appearing, sent by the deity.
Refuge may be sought in the pentagram; the demon may not
attack its occupants, nor may he leave the room. If he is thus
foiled, he will leave in 2-8 rounds; however, he will retain the
memory of those who have thus insulted him. The demon has
8 H.D. and 42 H.P.

After leaving the altar room, the party will be confronted by
a solemn, evil-looking figure. Actually, this is a doppelganger
of 4 dice and 23 H.P. He will masquerade as the chief priest,
demanding to know why he has been intruded upon, and will
attack at the most opportune moment. He uses a +2 mace and
a Rod of Lordly Might. The body of the long-dead chief priest
may be found in the secret room in the eastern part of the large
room. No other magic which is usable may be found.

Level 2

1. The Great Stairway
(See Level 1, Room 22)

2. The Assembly Hall
Directly across the corridor from the Great Stairway is the
Assembly Hall. This was used for general meetings of the
entire population of Beoll-Dur. Rows of benches are lined up
before a raised platform. There are two tables and one speaker’s podium on the platform, which is accessible by two sets of
steps on either side.

There is a secret door in the southwest corner. A corridor
extends behind this door for 100 ft.; however, the floor of this
corridor resembles a seesaw. The fulcrum is 50 ft. along the
corridor, each arm being 20 ft. long. The first arm is blocked
from beneath, so that it will not sink when stepped upon. Once
the party has proceeded past the fulcrum, however, the floor
will begin to slant, imperceptibly at first, but with ever-increasing slope. The opposite side of the fulcrum will also rise, cutting
off the escape. If the party does not take immediate action to
turn around when told the floor is slanting, they will all fall 30 ft.
into the large pit indicated, receiving 3-30 pts. damage. The pit
is filled with rotting skeletons, but little else. The floor of the
corridor will automatically level itself once its load is dropped.
At the end of the corridor, if it can be reached, is a statue of
a friendly-looking dwarf. On the base is inscribed his name in
an archaic dwarven language. Only a dwarf of 12 or higher
intelligence will be able to read it. If the name is spoken aloud,
a voice will announce that’ the speaker of the name will be
granted one wish (use DM discretion here). If the name is
spoken a second time, the voice will become angry at being
disturbed by such a greedy person, and will probably have him
teleported to the Arena by himself.

There is a secret door 10 ft. down the corridor which leads
to some highly secluded parts of the dungeon.

3. The Secret Stairs
The stairway from the Officer’s Quarters runs a total of 40
ft. There is a secret door at the 30-foot distance, but if anyone
steps in the last one foot of the stairway, the last 20 ft. will turn
into a slide, dropping everyone standing thereon into a pit at
the foot of the stairs. It is a 20 ft. pit doing 2-20 pts. damage (no
saving throw).

At the end of the hall is a false door which releases a volley
of darts. Each person in the hallway will be hit by 1-8 darts,
doing 1-3 pts. damage each. The darts reload whenever the
door shuts.

The secret door leads to a corridor with another 20 ft. of
stairs. There is another secret door in this corridor, joining to
Room 2.

4. The Enchanted Pillar (Lower Level)
The corridor from Room 3 leads to the lower half of the
Enchanted Pillar. When they enter, Duinor will congratulate
the party on its good fortune so far, and will ask for details of
what members have seen. Once again, Duinor will heal all the
characters to his limits and will give another 10-turn Bless,
unless the previous one has not yet worn off. This room is
much the same as the one above it. The walls of the room can
also be shifted so as to shut the room off from the rest of the
area, if desired.

The room to the southeast contains nine 8-ft.-high crystal
cones, 3 of which are glowing with a light similar to that of the
Enchanted Pillars. These contain the life forces of three of the
high-level Clerics, awaiting the time when Beoll-Dur would be
delivered from her enemies. Two of the other cones have been
shattered and 4 remain inactive. Duinor will show this room to
the leader of the group only, and will ask that, should he
succeed in freeing Beoll-Dur, that he return and set free the
three Clerics. This is accomplished merely by striking each
cone with at least 5 pts. of force. Once done, and the cones
shattered, the Clerics will remain standing where the cones
were. If the cones are in any way attacked before the appointed time (the freeing of Beoll-Dur), an iron golem will appear
from the secret door in the corridor southwest of the Enchanted Pillar (which, by the way, cannot be opened from the
outside) and will seize the culprits, doing no damage. He will
then imprison them by throwing them (for 2-16 pts. damage)
into the 10’x30’ area at the west end of the secret room, and
will push the several-ton, solid-rock plug into place behind
them. Attempted escapes while the plug is being placed have
a 10% chance of success and a 60% chance of the escapee
being crushed to death. If the escape is successful, the character must still fight the golem. The prison room is completely
magic-proof and magic-negating: All magic weapons are negated, and all spells, wands, and the like will not work. The
characters will survive only as long as their food holds out.

5. The Clinic
Although most healing medicine used by the Clerics was
magical, this area was used for special and serious cases, as
well as ordinary bed rest. The large room is full of beds, and
was used for non-contagious illnesses. The smaller room to
the east has fewer beds and more space. It was used for more
serious ailments.

The hallway leading north gives access to the more technical rooms. The first door to the west is the healer’s office. It has
a desk and very little else in it. The next door on the east is the
operating room, where in-depth healing took place. There is a
large slab in the center, and empty shelves and tables
throughout the room. The second eastern door leads to a
storage room. Items which can be found here include: bandages, ointments, Potions of Healing and Extra Healing (2
each), Oil of Slipperiness (1), and poison (2), and a Staff of
Curing. The potion containers are indistinguishable from one
another, since the labels have fallen off over the years.
The second door on the west leads into a room where a
two-sided altar lies before a painting of a two-headed god; one
head is kind and benevolent, the other malicious and evil. This
altar is a tribute to the dwarven god of life. Should a dead
person be placed on one side of the altar, and another willing
person lie on the other side, the god will accept the exchange
of lives 80% of the time. The dead person must have been
dead for less than 24 hours, and the sacrifice of the living
person must be totally willing on his/her part, not the result of
being charmed or duped.

The room at the end of the hall was a controlled teleporter,
used to rush patients to anywhere in the dungeon. However,
the controls have become broken over the years and it now
acts as a random teleporter to any room in the upper two
levels.

6. The Portcullises
These two portcullises bar entry to important areas of the
dungeon. Each is locked, but only the eastern one has a
control room. They can be unlocked with the third key from the
Guard Room (1st level), but each requires 30 strength points
to raise because of its rusty condition. The western one will
automatically close and lock after being raised and passed
under, but the eastern one can be controlled by mechanisms
in the small room to its north.

7. The Treasure Rooms
These three rooms are filled with vast amounts of treasures, collected by the Clerics for hundreds of years.
The first room to the north is entered through a small
antechamber. Beyond the second door is a vast roomful of
molten silver. This room had been full of coins; however, a
heat source below it has caused the silver to melt and the other
coins to sink to the bottom. The floor slopes downward to a
point three feet below the level of the corridor and the antechamber, creating a pool of molten metal. North of the room
and through another antechamber is another room under
exactly the same conditions; however, this room contains
molten gold.

Southeast of these rooms is another room filled to a depth
of 2 ft. with gems of every color, size, and type. They have
been magicked with some sort of curious spell, for no character can touch them. When a gem is reached for, it repels from
the hand as do like poles of two magnets. This can produce
spectacular effects, especially when several characters
broad-jump into a pile of these beauties. Dispel Magic will
have no effect on these gems.

8. Lair of the Fire Lizard
This huge room houses a fire lizard which guards the
treasure rooms. Should it hear any noises, it will investigate in
1-12 rounds. The secret door denoted is 15’ wide and slides
straight up into the wall noiselessly. The lizard has 10 hit dice
and 60 hit points. The Fire Lizard regards the treasure rooms
to be part of its lair, and therefore will attack intruders at +2
due to rage. It will not attack retreating characters, however,
and will not follow once they are out of sight.

There are 10,000 gold pieces, 30,000 electrum pieces,
30,000 copper, 8 gems (150 gp value, non-repulsing), 2
pieces of jewelry (750 gp value), 5 potions (Flying, Diminution,
Levitation, Oil of Etherealness, Polymorph) and a +2 Battle
Axe in the lair. There is also a secret door too small for the
Lizard to fit through on the east wall of his lair.

9. Room of Fiery Death
Behind the easternmost door at the end of the corridor of
the Treasure Rooms lies a large, strangely constructed room.
From the door and running across the room to another door is
a solid, pier-like bridge 10’ wide. On either side is a 30’ drop,
the floor under which burns fiercely with a magical fire. The
temperature in this room approaches 150 degrees F, and a
character remaining in the room for over 1-4 turns will suffer
1-4 points of heat damage per round beyond his limit.
The door at the other end of the catwalk, when opened,
releases endless hordes of fiery red skeletons at a rate of 1-4
per segment. These skeletons, besides their regular attack, do
an additional 1-4 points of heat damage when scoring a hit.
They are not affected by heat-based spells. The supply is
endless; therefore, if action is not quickly taken, their numbers
can easily overwhelm. Closing the door has a 1 in 6 chance of
success and can be attempted once every two segments. If
the party should somehow enter the room, they will find a well
filled with a steaming, transparent red liquid, from which the
skeletons are appearing. Dispel Magic and Purify Water will
stop the output of skeletons for 4-16 turns. There is no treasure or magic, and no bottom can be detected to the well.
On the floor of the fire chamber can be seen 3 open
corridors leading from the flaming floor. These corridors are
not on fire. At the level of the catwalk there are 2 doors, one
each on the north and south walls. The northern one is false,
but the southern one leads down a hallway which becomes a
slide, plunging a character into the geyser unless he makes his
saving throw vs. dexterity. Remember, both doors are 30’
above the flaming floor, with no ledges or platforms adjoining
them to stand on.

The northwestern corridor out of the fire chamber eventually leads to the den of the fire lizard. The southern corridor
leads to the geyser, and the northeastern corridor leads to a
hallway with 2 doors.

The western door off this hallway leads to the lair of a
gorgon. It has 28 H.P. and uses the tactic of waiting in the north
chamber until a party fully enters the room. It will then attack
from its hiding space. It cannot leave its room, for it is too large
to fit through the door. Its treasure is 5,000 gold pieces and 7
pieces of jewelry (450 gp).

The eastern door off the hallway leads down a long passage which winds its way around, under the catwalk, out the
other side and ends at the door on the west wall of Room 10
(see below). Under the catwalk the walls of the passageway
are inset with precious gems of enormous value. However,
should any player touch them he will receive 1-8 points of
burns to his hands, for the walls are extremely hot. The gems
are set into the wall and secured with powerful magic, preventing them from being removed.

10. Room of the Efreet
Behind the door at the end of the long hallway is a small
antechamber. The door across the room is barred and locked,
and radiates a strong aura of magic. Obviously the next room
contains an imprisoned creature of some power! If the door is
unbarred, unlocked and opened, an oddly shaped room will be
seen. The octagonal portion is merely a regular room, but the
three-pointed area is bathed in flame. In the center of this area
sits an efreeti on a throne. He has 64 hit points, but instead of
attacking will reward his liberators by granting them 3 wishes.
He does not enjoy this duty, and will seek to pervert the wishes
of the party by executing the wish to the letter of the command.
When finished granting the wishes, he will assume gaseous
form and disappear through the door.

11. The Geyser (Lower Level)
This is the base of the geyser, and consists of a pool of
boiling water surrounded by a wide walkway. Religious services were sometimes held here. When the geyser erupts (1 in
12 chance per round), it sends a fountain of scalding water
more than 100 feet into the air. When this water falls back
down, anyone in the geyser room will have a 40% chance of
being swept into the geyser by the returning flood, receiving
2-20 points of damage for 1-8 rounds before he can pull
himself out. Heavily encumbered characters will not be able to
remove themselves; they will sink. Anyone not swept in will still
receive 1-6 points of damage due to burns.

Anyone caught by the slide south of Room 9 will be
plunged into the geyser, similarly to being swept in. In both
cases, if the geyser erupts while a character is in it he will have
4d6 points of falling damage done to him in addition to the burn
damage.

There is an extremely ornate and large door on the south
side of the geyser room.

12. The Chamber of The Dwarven High God
The entry to this area contains a long pool of boiling oil. No
bottom can be felt, but if the pool is probed the act will disturb a
dormant creature which lies below the surface. 1-10 lethal
tentacles will snake out, attempting to draw the victims into the
oil. Each tentacle will have 3 dice of hit points, but will attack as
a 6-dice creature, doing 1-8 points of damage. On a “to hit” roll
of 18 or better a tentacle has grasped its victim and will pull him
under in 1-4 segments. Once in the oil, the character will
receive 2-16 points damage from heat and 1-8 points of
constriction damage each round. He must also save vs.
drowning (as in Level 1, Room 7).

The south door is very ornate, and is guarded by 2 iron
golems which allow only dwarven Clerics to pass unchallenged. In this room is a temple to the most powerful dwarven
god. This god is usually benevolent, but will become vengeful
if antagonized. If a dwarf can show just cause, the god will
bestow one favor upon him. Treat this god as Zeus, as depicted in Gods, Demigods, and Heroes, page 13.

(Editor’s note: The passage from Gods, Demigods
and Heroes reads as follows: Armor Class: 4; Move: 18;
Hit Points: 300; Magic Ability: see below; Fighter Ability: 17th Level; Psionic Ability: Class 2.
This God appears as a human male of powerful
physique. He is able to shapechange at will, has double the strength of a storm giant. His open wounds,
when they spill blood, form sixth-level monsters, one
every melee turn, that fight for him. Finally, he has the
power of divine awe. This power is unique among the
mythos and only applies to a select number of Gods.
When confronting a mortal of less than twentieth level in
this state, that mortal will be paralyzed (no saving
throw) for as long as the God wills. It is necessary for the
Gods with this power to use a limited shapechange to
tone down their splendor. This God disdains the use of
armor but will use a plus 5 shield in battle. A white
eagle, a giant of this species, always appears at Zeus’
side.
Zeus’ White Eagle-Armor Class: 2; Move: 9/21; Hit
Points: 50.
If Zeus takes a liking to a being (judge’s option) he
will give that being a small marble image of an eagle
which when thrown will turn into this eagle and strike for
2-20 points per melee round. It will disappear after the
battle.) [Reprinted courtesy of TSR Hobbies, Inc.]

13. The Library
This room is lined with bookcases, and has 3 free-standing
bookcases in the center. The books, most of which are moldy
and rotten, are on general subjects. A well hidden secret door
(1 in 6) is located in the southeast corner. When it is opened, a
section of shelving swings outward, revealing a secret room
filled with important books. These, too, are moldy and the

covers are illegible. Each book inspected has a 10% chance of
being one of the following (roll d10 for type if special book is
found):

1. Manual of Puissant Skill at Arms +
2. Manual of Gainful Exercise
3. Manual of Bodily Health
4. Manual of Golems
5. Manual of Quickness of Action
6. Book of Exalted Deeds
7. Libram of Silver Magic
8. Libram of Gainful Conjurations
9. Libram of Ineffable Damnation
10. Tone of Understanding
After being read, a book will vanish completely

14. Fountain of Jewels
The first area encountered is a 30’x30’ room with a set of
stairs leading up 10’ to the next area. The first room is 30’ high,
and the second is the same roof height, but because the floor
is 10’ higher, these walls are only 20’ in height. There is no wall
between these rooms, only the dropoff. The second room has
an arched stairway leading up 20’ into a third room. This room
is also 30’ high and contains a large fountain.

This fountain spews forth water, but as the water strikes the
base of the fountain the drops turn into jewels. Therefore, the
room is filled knee-deep with jewels of all shapes, sizes, and
types.

The gems are magically created, but magic will be negated
when gems are taken from the room. The gems will revert to
water, and any gems or other items left behind in the room will
disappear. The greedy adventurer will be left with a good
lesson and a wet pack.

15. The Prison
This area is reached by traversing a long corridor. At the
30’ mark along the corridor there is a pit (same as in Level 1,
Room 1). If a person has fallen into this pit, he will seem to fall
forever. The pit is actually only 50’ deep, but a teleport point 10’
from the bottom will automatically teleport him to within 10’ of
the surface. He will continue falling and being teleported continually and will not himself be able to detect this trick, since
there is a Darkness spell cast on the pit. Persons above and
looking down will be able to see their comrade regularly being
teleported to within 10’ of the top. When falling, he will travel at
a speed equal to the velocity as if he were actually falling down
an endless pit; that is, constantly accelerating.

Further on along the corridor are a set of locked portcullises. They may be treated the same as the eastern portcullis in
Level 2, Room 6. The controlling mechanism is in the small
room to the east, with a door located between the two portcullises.
The prison itself is merely two rows of 10’x10’ cubicles, with
barred fronts. There is nothing much of interest here; the keys
to each cell are in the room controlling the portcullises.

16. The Fire Giant’s Lair
This large room houses a fire giant of 11 H.D. and 71 H.P.
There are also 3 hellhound guards of 6, 6, and 4 hit dice. They
have 28, 24, and 16 hit points respectively. An east-west
overpass over the hallway is located at the south end of the
lair, and connects two chambers. The giant will be near his
treasure room (the octagonal room) and will have the strongest and the weakest hellhounds guarding near it. The third
hellhound will be in the room on the other side of the hallway.
The treasure consists of 5,400 silver pieces, 600 platinum
pieces, and 4 gems (250 g.p. value).

The giant and hellhounds will pursue intruders.

17. The Hall of Illusions
The door to this area is a one-way door, although this fact
will not be detected until the door has closed. The door can
only be opened from the north side.

The hallway winds around seemingly aimlessly, and there
are secret doors in various places. The most unusual aspect of
this hallway is the fact that every entity encountered in the halls
appears to be something it is not (roll as for a random monster). Even friends appear strange to each other. Determination of actual form can only be made by touch, which dispels
the illusion.

The northeast spur of hallway ending in a teleport point is
blanketed over the last 20’ by a Darkness spell. The point
teleports a character to the room in the center of the Hall of
Illusions, which is guarded by two secret doors. There he will
find a magical mace which will polymorph any creature it hits
into a random monster, saving throw vs. magic applicable. He
will also find a key which will open either of the one-way doors
into the Hall of Illusions.

The two teleport points in the southwest corner of the
hallway interact with each other. Moving east across the
southern one will cause the creature to be teleported back to
the first. Moving north across the northern point will cause the
creature to be teleported to the southern one. Since the walls
are featureless, a character can go over these points numerous times without being any the wiser of the trick. It will appear
to the trapped creature to be an endless square of hallway.
The only way to escape is to step, during the first moment after
teleportation, in the opposite direction of the direction set to
trigger the next teleport point; that is, north off the northern
point or east off the southern point, and then return to the
teleport point. This will neutralize the teleporting mechanism
for each character who performs the proper maneuver.
Two trolls live further along in this hallway, with hit points of
42 and 34 respectively. When they attack, it will be impossible
to determine their true nature unless they are touched, for
each will appear as a random monster. If the trolls leave the
sight of the party, they will assume a new appearance if
encountered again.

18. The Stairway Down the Fissure
After leaving the Hall of Illusions, the characters will enter a
room which has been split by the fissure. A narrow plank
bridge spans the gap between the two halves of the room.
The hallway running due north out of this room has caved
in due to the earthquake which caused the fissure, as has the
hallway running south on the other side of the fissure. These
sections are still very unstable and will cause minor cave-ins if
prodded.

By following the hallways, the group will eventually find its
way to a circular stairway descending into the crevasse. It is
constructed of wood and metal, and descends 650’ before it
stops. From this point the journey must continue on foot with
rope work on steeper parts. There is a base chance of 2% per
round of a character falling to his death. This type of descent
goes on for 500’ more, whereupon the characters will have
arrived at the threshold of the royal chamber of Searazul the
Mighty.

Level 3

1. Entry Room
After descending 500 feet from the stairway (Room 18,
Level 2), an extremely narrow ledge along the side of the
fissure becomes visible. It is one foot wide and extends east.
The ledge widens into a floor at Room 1. A metal plank provides access to the north side of the room. Another metal plank
provides access to the northwest area of the room.

2. Practice Room #1
This room is a mock combat room. The Salamanders train
in this room. It contains quarterstaffs and padded armor. Salamanders 13 and 14 will be located here. They will be surprised
on a roll of 1-3.

3. Practice Room #2
Another room in which the Salamanders practice. Four
targets are located on the east wall of the room, with many
spears resting against the west wall. Four Salamanders (15,
16, 17, 18) will be found in this room. They will be practicing
spear throwing and will be surprised on a roll of 1-3.

4. Storage Room
A storage room in which spears, harnesses and tools are
kept. Salamander 19 will be found here, and is surprised on a
roll of 1-4. Creatures will hear clanging 30 feet from the door
when approaching the room. The corridor to the north of room
4 is special. When the characters reach the first “X,” they will
begin to hear the sound of footsteps, which will fade away in
two turns if they stop. The footsteps are echoes of their movement. If they are moving silently, their footsteps will not echo.
Voices and the sound of armor clanking will also echo. The
echoing will not stop until the characters reach the other end of
the echo area, marked “X.”

The Salamanders of Level 3


 
- Hit Dice Hit Points Str. Dex.  Treasure
Searazul 11 57 16 17 Gauntlets of Ogre Power, Brazier of Sleep Smoke
The King's Advisors - - - - -
#1 7+7 33 12 11 Jewelry & gems (see text)
#2 7+7 31 8 8 Jewelry (see text)
#3 7+7 35 14 8 Jewelry (see text)
#4 7+7 38 14 8 Gems (see text)
#5 7+7 30 11 14 Gems (see text)
#6 7+7 31 15 10 Gems (see text)
#7 7+7 35 11 7 Jewelry & gems (see text)
#8 7+7 33 6 14 Gems (see text)
#9 7+7 40 18 11 Gems (see text)
#10 7+7 23 8 9 Jeweled dagger (see text)
#11 7+7 41 11 7 Jewelry (see text)
#12 7+7 31 13 8 Jewelry (see text)
The Peerless Legiion - - - - -
#13 9 42 13 15 Rope of Climbing
#14 9 49 17 13 Medalliion of Thought Projection
#15 9 41 14 14 Rope of Constriction
#16 9 49 15 13 Mattock of the Titans
#17 9 42 12 16 Rope of Entanglement
#18 9 44 15 15 Bracers of Defense
#19 9 31 13 15 Necklace of Strangulation
#20 9 30 13 12 Helm of Telepathy
#21 9 47 14 16 Girdle of Femininity/Masculinity
#22 9 51 16 12 Scarab of Protection
#23 9 47 14 17 Helm of Brilliance
#24 9 43 18 14 Commander (see text)
#25 9 41 14 11 Rug of Smothering
#26 9 53 15 13 Crystal Ball with ESP
#27 9 30 17 12 Horseshoes of Speed
#28 9 51 15 10 Bag of Holding
#29 9 34 14 11 Javelins of Lightning (4)
#30 9 41 11 17 Amulet of Inescapable Location
#31 9 37 12 15 Helm of Teleportation
#32 9 37 13 13 Gauntlets of Fumbling

(Note: Except as specified in the list above, all Salamanders have the properties attributed to them in the
Monster Manual. Each Salamander will possess, or have immediate access to, at least one spear of the type
described in the MM. Salamanders encountered in a practice room can be expected to use all the weapons at
their disposal if necessary.)

5. Room of Shadowy Death
This room appears to be empty. It is dark inside. In the
southwest cubicle there are four Shadows which will strike if
the room is entered. The Shadows have 19, 20, 12, and 16 hit
points respectively. They will have 12,000 g.p. hidden in the
secret room along with 16 gems (60 g.p. apiece), 10 pieces of
jewelry (500 g.p. apiece), a Ring of Water Walking, a Potion of
Fire Resistance, Rod of Negation, a Scroll with four magical
spells (Mending, Contact Other Plane, Rope Trick, Power
Word-Blind), and three ivory goat figurines.

6. Room of Flashing Lights
Inside this room are small, round, colored lights which are
moving aimlessly across the walls. After five rounds of being
exposed to the lights, characters will be hypnotized; they will
sit down and just stare at the lights. The only way the trance
can be broken is by the sound of the door opening. Three
hobgoblins will be found in the room, already hypnotized—until the door is opened, of course. They will always be surprised
and have 9, 6, and 6 HP respectively. Being half dehydrated
from being entranced, they will act with 8 dexterity and 9
strength. If the characters get hypnotized in the room, a Salamander guard will check in every 12 turns. Treat this guard as
Salamander 31 or 32 (50% chance for each).

7. Gate Room
Salamanders of the Peerless Legion use this room to gate
into the material plane. No one can use this room to gate
without the knowledge of the king. Nothing else of value is in
this room.

8. Commander of the Peerless Legion’s Room
The commander of the legion, Salamander 24, will be
found in this room and will be surprised on a roll of 1-2 on d6.
He will be found resting on a bed in the southwest corner.
Behind the bed there is a secret door with his treasure in a
chamber behind it. The treasure includes 40 s.p., 20 g.p., 5
pieces of jewelry, Eyes of Petrification, Decanter of Endless
Water, crystal ball with clairaudience, Potion of Healing, and a
Medallion of ESP (30 foot range).

9. Practice Room #3
Same as practice room 32. Salamanders 20, 21, 22, and
23 will be found practicing in this room.

10. Room of Marquins
This room is where the creatures called Marquins live.
They have been magically animated by a high-level Cleric/
Magic-User. They appear as small, blob-like creatures made
of molten lava. Standing two feet high, they have the following
abilities and attributes:
Move: 60 feet/turn
Hit Dice 3 + 3
Armor Class: 6
Treasure Type: Nil
Alignment: Neutral
Attacks: 2
Damage/Attack: 1-20 plus 2-8 heat damage
These creatures, if threatened, will shoot small bullets of
lava out of their eyes. If the Marquins hit, the lava will sear the
flesh, causing an additional 2-8 hp of damage. If the character
hit is wearing plate mail, there is a 5% chance that a joint will be
hit and will be soldered together so that movement of the
appendage is hindered.

11. The Peerless Legion’s Sleeping Quarters
The Peerless Legion rests in this room. Salamanders 25,
26, 27, 28, 29, and 30 will be resting along the west wall. They
will be surprised on a roll of 1-3 on d6. The only treasure found
in the room will be those weapons found on the Salamanders.
The room is filled with bunks, tables and a few spears.

12. Advisors Sleeping Quarters
This room is where Advisor 1 lives. A bed is on the southeast wall with a chest at the foot of it. The chest contains three
pieces of jewelry worth 1,500 g.p. Underneath in a false bottom (found on a roll of 1 on d6) will be five gems worth 20,000
g.p. This advisor, as all advisors, will be surprised on a roll of
1-2 on d6.

13. Advisors Sleeping Quarters
Advisors 2 and 3 reside in this room. Beds on the southwest and northwest corners contain the resting Salamanders.
Nothing in the room is of value, but a secret door hides the
room their treasure is in. It is a chest with five pieces of jewelry
worth 20,000 g.p. Again, the Advisors will be surprised on a roll
of 1-2 on d6.

14. Advisors Sleeping Quarters
In this room sleeps Advisor 4. His bed is in the northwest
corner. His treasure, underneath the bed, is three gems worth
10,000 g.p.

15. Advisors Sleeping Quarters
Salamander Advisors 5 and 6 reside here. They will be at
the northeast and southeast corners. Their treasure is in
chests at the foot of each bed. The chests are trapped with a
poisoned needle which shoots out of the lock. An affected
character must make his save vs. poison or die. Each chest
contains 3 gems worth 10,000 g.p.

16. Advisors Sleeping Quarters
Advisor 7 is sleeping on a cot in the northeast corner. His
treasure is kept in a room behind a secret door on the east wall.
In a chest are two gems and three pieces of jewelry worth
10,000 g.p. and 15,000 g.p., respectively.

17. Advisors Sleeping Quarters
Advisors 8 and 9 live here. They will be sleeping in the
southwest and northeast corners. A secret door conceals a
gem worth 1,000 g.p. lying on the floor in the small chamber.
Behind that is another secret door. An attempt to open it
requires three turns to pass before the first roll can be taken to
determine success. The room within appears empty, but the
treasure is kept in a space underneath the floor. The trap door
is not booby trapped. A small pouch contains 12 gems worth
3,500 g.p.

18. Advisors Eating Room
No advisors will be found in this room. It is a dining hall with
a 10’x5’ table in the middle and 12 chairs around it. Any noise
made in it can be heard by Searazul, the King Salamander, by
means of a pendant that he wears on his chest. Nobody but the
king knows this.

19. Advisors Meeting Room
In this chamber is another table and set of chairs identical
to those in room 18. The advisors usually hand out duties and
assignments for the Peerless Legion here, but none will be
found in this room. Anything said in this room can also be
heard by Searazul, as per room 18.

20. Advisors Sleeping Quarters
Advisor number 10 resides here, sleeping on his cot in the
southwest corner. Behind the secret door is an invisible treasure; a Detect Invisibility spell will be needed to locate a

heavily jeweled dagger worth 15,000 g.p., which will become
visible upon being detected.

21. Advisors Sleeping Quarters
This room is the private quarters of Advisors 11 and 12. It
contains beds in the extreme corner of the south wall. Their
treasure is behind the secret door. It consists of 6 pieces of
jewelry worth 15,000 g.p.

22. Refuse Room
One of two rooms which borders on molten lava. Refuse
thrown into the lava is destroyed by the intense heat (1850°
Fahrenheit). The stench from the burning odor will cause
nausea after three turns, halving characters’ dexterity and
strength for six turns after that. A Salamander sentry (either
Salamander 31 or 32) will bring more refuse every 7-12 turns.

23. Gem Storeroom
This room is filled with various gems and semiprecious
stones, in a pile 10’ high at the south wall and tapering to the
bare floor at the north end of the room.

24. Jewelry Storeroom
Another storeroom of riches, filled with jewelry piled 10’
high at the south end of the room tapering to the floor at the
north end.

25. The Throne Room of Searazul
Searazul, King of Salamanders, may often be found here
in his throne room. It has two fountains spouting lava at the
extreme northwest and northeast corners of the room and a

large curtain covering the far north wall. Behind the curtain is a
door that can only be opened by using a special ring which
Searazul wears. The throne chair is a box in the center of the
room 50’ south of the northern wall. It is made of solid stone
with jewels inlaid in it. Standing on it, 15’ off the floor, the king
can observe sacrifices made to him on an altar south of the
chair. The dotted lines on the map indicate a pair of trap doors.
Prisoners are led to the doors, and the king judges them there.
If they are condemned, they will be dropped 60’ into molten
lava. To the east side of the throne chair is a Brazier of Sleep
Smoke which the king will use if he is attacked. If the king is
seriously threatened he will light a fire in the brazier and run for
the door in the north wall. He will proceed east until he gets to
room 28.


 

26. The Council Room
The council room contains a table 10’x30’ with 13 chairs
around it. It contains no treasure or anything else of value.

27. Searazul’s Sleeping Chamber
There are two sentries of the Peerless Legion, numbers 31
and 32, guarding Searazul’s room in the 10’x10’ cubicle to the
west outside his door. Searazul resides in this room, and will
be encountered here unless the party has given away its
presence previously, in which case the king will await the party
on his throne. The walls of the room are intricately carved and
his bed is at the southwest corner. Nothing in the room of value
can be taken out without its value being lost.

28. Gate Room
The king and his advisors use this room as a gate. It is
bordered by lava. Nothing of value is kept here.