FOR THE ADVANCED DUNGEONS & DRAGONS Game

THE 384th INCARNATION
OF BIGBY'S TOMB

An AD&D ADVENTURE for characters levels 15-25

by Frank Mentzer
 
Polyhedron - 1st Ed. AD&D - Polyhedron #20
Players' Background Notes for the DM Special Notes Dungeon Standards Modifications
1 2 3 4 5
6 7 8 9 10
11 12 13 14 15

Players' Background

Centuries ago, in the times of shadow, the magical arts had waned
until few were known, and they only by a select group. Bigby was
one of these, yet even he had lost much of the old lore and was
forced to craft new magicks to replace the old.

As sometimes happens to Great Powers, Bigby ran afoul of a powerful
evil patriarch who laid a curse upon him. It was a subtle
curse, nearly undetectable: Bigby was unable to acquire any potions
of longevity, the elixirs of itself. <check UA>

After years of normal life, the archmage began watching for these
rare draughts, aware that only they could extend his years beyond
the alloted span. But the unknown curse remained, and Bigby began to worry whe no potion appeared. Magical scrying, hired thieves, conjured servants -- all failed.

Concentrating his resources, Bigby was only able to discover the
existence of the curse, but not its donor, nor any of the elusive
potions. Near the brink of despair, he kept to seclusion and pondered
the problem for years. It was thought that he had died, for he
remained absent for over a decade.

A morose party of adventurers, returning from the mountains in
the northlands, brought news of Bigby's existence. They had found a dungeon, a place filled with deception and death. However, their
resources were many, and the survivors finally entered a final chamber
deep within; it contained a glass box, its invisible contents
including the body of an old man.

After a fierce fight with guardians, they managed to awaken the
figure, who revealed himself ot be none other than Bigby -- and
who then asked for a potion of longevity. The group had owned one
of such, but sadly, it had been broken in the passage through the
dungeon!

The archmage had time only to reveal three things to the
intruders -- that he rested within an artifact, designed to protect
him until potions of longevity were brought (preferably several); that
the artifact created a new dungeon each time a creature entered the
doorway, each more dangerous than the last; and that the party was
about to receive some very odd but harmless sensations.

Bigby was suddenly back in his box, and the party was spun about
by irresistible forecs. They found themselves moving backwards, as
if traveling the paths of time in reverse. They replaed treasures
found; slain monsters arose about them. They found themselves
outside the entrace once again. Those who had died in the dungeon
were now here -- but still dead, with no apparent wounds.

Their trek south was long and arduous, fraught with danger from
the denizens of the icy peaks. Once back in town, the raising of the
slain was quite expensive, and two did not make it; the only treasure
recovered was found in a mountain creature's lair, barely enough to
pay for the magic items lost and used on the journey. The possessions
of the permanently dead were sold ot pay for the clerical services needed; all in all, a disastrous and unprofitable affair.

But some still try to penetrate the hazards of Bigby's tomb,
despite the perils. It is said that the rewards for success are great; in
additition to the great treasures within the Tomb and the recovery and
good will of Bigby himself, the rescuers would certainly recceive  the
lost spells of Bigby's creation, now completely unknown to the
world's mages and sages.

It is two hundred and ten years since the discovery of the "Tomb."
You have a map showing its approximate location. Will you hazard the test?

Notes for the DM

This adventure is designed for a party of 5-10 characters of levels 15-25, using standard ADVANCED DUNGEONS & DRAGONS
game rules. Any party trying to penetrate this complex should have
at least one magic-user, cleric, thief, and fighter, all of level 15 or
higher, all appropriately equipped. Magic-users may neither have
nor use any "Bigby" hand spells, due to the scenario background.
Certain magic items may prove to be quite useful, including several
potions of longevity, a rod of smiting, staff of curing, and rings of
fire resistance and/or warmth. Do not, of course, tell these things to
the players, but note that chances of character survival may be minimal
if these items are not present.

The preface vaguely places the dungeon in "mountains in the northlands." Place it in a suitable area of your campaign map, modifying
the clues accordingly.

The player informatoin may be introduced by a treasure map,
found in an old notebook, through research by a sage, legend lore,
or simply through casual conversation (in a tavern, castle, etc.).

A bonus XP award of 50,000 points is suggested as suitable for a
party that succeeds in releasing Bigby (in addition to points gained from
treasure and monsters). The bonus should be evenly divided
among all participants, including those slain but magically recovered
afterward. If Bigby is awakened but not recovered, a 10,000 XP
bonus should still be awarded, as the party will have no other
reward.

The dungeon itself is created by the artifact guarding Bigby's rest.
This artifact creates and runs the various illusions found within;
some encounter notes may specify occurrences at a time "most
convenient," giving you, as DM, great freedom in running them.

Special Notes

Passwall, rock to mud, animate object, polymorph object, etc.: Any spell affecting the material of the dungeon itself will work, but the
magic will be negated by the artifact 1-4 turns later. This applies
only to objects and materials, and cannot restore disintegration.

Find the path: If used in this dungeon, this spell reveals the most
direct route -- through  the Foyer (#7) and the Hall (#11), to the
secret door down the tunnel (#16), and in from there. It does
negate the appearance of the False Tomb, leading the party to the
true one immediately.

Planar travel: The ethereal plane adjacent to the dungeon is
warped by the artifact, producing a maze spell effect. Anyone entering the ether within the dungeon, or attempting to enter the
dungeon from any other plane, becomes trapped in this maze automatically. As with the spell, victims can find their way out in a short
time (from 1 round to 8 turns, depending on Intelligence), but the
only exit leads to a point just outside the dungeon entrance.

Psionics: Several creatures are lurking in the ethereal maze. They
will not bother intruders either there or within the dungeon unless
true psionics (not spells of similar effect) are used. If psionics are
used, however, they will attack, either singly or in small or large
groups (DM's discretion). They include 3 brain moles, 12 cerebral
parasites, and 3 thought eaters. (See MM1, pages 11, 14, and 94 for
details.) If these are dispatched and psionics continued, 2 mind
flayers (MM1, page 70) will show up. If they slain, the artifact
itself may attack (psi strength 300/300, modes all/all). If defeated,
the artifact will no longer produce illusions, and its "brian" (the
cubes in area #19) will dark and inactive when found. Bigby will
be quite irritated if this occurs. The "brain" regains 24 points per
hour of rest (regardless of the result of psionic combat; it is immune
to insanity and death) but will not reactivate until at full power.

Dungeon Standards

A standard corridor is 10' high, 10' wide, with smooth stone, and no
lighting. A standard door is wooden with metal strips, sheathed metal hinges,
latch with keyhole below, but NOT locked unless noted.

Standard abbreviations are used throughout, including saving
throws vs. spells and wands (STs and STw, respectively) for
creatures.

The term "magical sight" includes detect invisible, true seeing, and
other similar effects. It does not include infravision. In the Encounter
Key, dimensions and descriptions are given without regard to limited
vision; modify and/or restrict the information as needed.

Modifications

If your party is exceptionally powerful, an additional twist may be
added. The artifact may delay all devices, causing their effects to
appear 1 round later than expected. This should not be applied to
spells or potions, merely magical devices of all sorts. Example: A
magic-user shoots a wand of fire at trolls; nothing happens. The
character puts the wand away, and begins a spell; the wand then
shoots the fireball (probably at the floor . . . ). For further confusion,
you may assign a chance of this occuring and check each use. Keep
careful track of the segments of time needed to activate devices, for
accurate comparison to casting times and possible subsequent disruption of concentration.

Replays

If the party fails in its mission, or if it leaves the dungeon and tries
to return after resting, the artifact will redesign the area completely.
True to its instructions, it will create a dungeon more deadly
than this one. The new area is left to the DM's imagination, but
should be of the same overall size (400' north-south, 250' east-west,
50' maximum thickness) and nastier. Try to use a minimum number
of creatures for maximum effect; no other-planar creatures should be
included, except in the ethereal maze.

ENCOUNTER KEY:
Bigby's Tomb #384

1. Entrance

The empty doorway is 7' wide and 10' high, leading into the base
of a high cliff. The terrain around the doorway is barren and rocky,
sloping upward toward the cliff. Horses may be safely tethered 90'
from the entrance, in some light woods downslope from the entrance.

From the doorway, a corridor leads 30' north to a 4-way intersection,
with corridors extending 120' to the north, east, and west,
each ending in a normal door.

When the 4-way intersection is entered, a programmed illusion of
a magic-user 90' to the east casting a lightning bolt (rubbing a crystal rod with a piece of fur) begins.
The bolt will pass along through the
intersection, ending 30' west of it; it is 5' across, 80' long, and can
inflict 9d6 points of electrical damage. However, a successful saving
throw indicates a complete miss, as the bolt is narrow, and passes 3 feet off the floor.
Give the characters the benefit of the doubt if any
attempts at evasion occur; this encounter is very effective if nobody
is actually hurt by the bolt. Note that this illusory character appears
regularly in the dungeon and keeps everyone nervous if believed.

If a spell is cast within 30' of the intersection, or at a time most convenient, a secret door above the outside entrance opens, releasing
a rust monster which will land outside the entrance and attack
metal nearby.

Rust Monster: AC 2, M 18, HD 5, AT 2. D Rust, STs14/STw13;
THACO 51, hp 35

The creature's alcove over the entrance is a rough cave, approximately
a 15' cube, and contains four leather sacks. These are soaked
with poison, and a failure at remove traps (or any touch) requires a
saving throw or death results. The sacks contain normal sling stones,
30 per pack.

2. North Corridor

This passage appears 120' long, ending in a door, but actually
extends 10' and ends in a blank wall. When the hallucinatory
terrain at the end is touched, an invisible wall of force appears 5'
from the end wall. Any dispel magic spell will cause it to vanish, but
also automatically affects those trapped behind it (at standard
chances of dispelling potions, spells in effect, etc.). The wall will
disappear by itself 35 rounds after its creation, and the illusion on
the wall reappears at that time (and the whole thing resets).

3. West corridor

This passage appears 120' long, ending in a door, but actually
extends only 40' and ends in a blank wall. The hallucinatory terrain
at the end covers not only the wall but also the last 10' of corridor
floor, which is missing. The pit actually there is 60' deep, with sharp
steel spikes on the bottom covered with poison. Anyone falling on
the spikes must first make a saving throw vs. death, with a -4 penalty, or die instantly. In addition, the victim takes 6d6 falling damage
and is hit by 2 spikes per AC (rear, i.e. without Dexterity or shield); and each requiring a separate saving throw vs. poison with a -2 penalty to the roll, or death  results.

4. East Corridor

The diagonal wall section is a highly polished slab of thin stone,
acting as a perfect mirror. (This phenomenon recurs wherever a
diagonal wall section exists in the dungeon, called a "mirror wall.")
The visual effect is that of straight corridor, though the twisting
passage leads north to an actual door, 120' from the first intersection.
Those on the other side of this hinged wall can see through it,
and will push it open (closing off the northern passage) at the best
opportunity to surprise one or two intruders. These lurking observers
are simply 2 trolls, hasted by the artifact:
Trolls: 2, AC 4, M 12, HD 6+6, AT 3(6), D d4+4/d4+4/2d6,
STs13/STw12; THACO 13 (9 with haste): hp 50, 45

They have a base 90% of surprise. A detect evil reduces
this to normal chances, revealing something behind the wall; magical
sight reduces surprise in like manner, revealing faint cracks along
the edges of the mirror wall.

When opened, the mirror wall fastens itself to the north wall,
sealing that corridor. It cannot be opened from the north by force; a
knock spell can open it, and a push from the south causes it to
"Click!" and swing free once again.

Note that if the trolls gain surprise and ambush the last member(s)
of a party, each troll attacks 6 times per surprise segment. Assume
that their roll for determining the number of segments is a 6 (on
1d6, compared to a random roll for the victims; if a 6 is rolled for
the party, reroll until a 1-5 results).

The haste (treated as 25th-level magic) is removable by a dispel
magic effect at standard chances of success, or more easily countered
by a slow spell. Note also that in preparation for their attack, the
trolls have been poking each other regularly, getting their regeneration
going; they will thus regenerate 6 hp/round (due to haste) starting
with the first round of melee.

If slain but not damaged by fire or acid, the trolls can be permanently
burnt by using three flasks of oil per troll. Otherwise, require
one flask per 10 hit points of troll to be burned.

Once freed, the hinged mirror wall, which is sturdy and not easily
broken, will swing easily either way, with little pressure. It is 1'
thick and made of a crystalline rock which is nearly transparent
when viewed from the unpolished siede.

5. Fluff

The western door to this room is locked and trapped by a large
bucket of tar over it; this will fall on anyone entering by that door. It
is also connected to a trip wire which passes into and down inside
the wall, and out across the floor to the center of the room. It cannot be seen,
however, as the floor is covered with white fluffy feathers,
1 1/2 deep. Tiny bugs are on all of the feathers, notable only by
magical sight; they cause no damage, but infect all passing through
the feathers with a mild skin disease (preventing magical curing until removed).
Thorough washing will remove the bugs, but not the
disease. A cure disease effect will both remove the disease from and
slay the bugs on the recipient.

The feathers are easily disturbed by the opening of any door, and
float about in the air for 1 turn, limiting normal vision to 3' range
but not obscuring infra- or magical vision. They are likewise disturbed
by anyone walking through the room. Anyone tarred and
feathered by this room is automatically surprisable due to problems
with vision and hearing.

Five gems (each worth 100 gp) lie on the floor in the northeast
corner of the room.

The feathers do not burn well; if touched by fire, they give off a
poisoned smoke in a volume depending on the amount burned.
Any tarred and feathered figure set afire causes 100 cubic feet of
smoke, and takes 3d6 fire damage per round for 4 rounds from the burning tar.

6. Lair

The trolls in area #4 are from this area, which contains five more of
their ilk and the lair treasure.

Trolls: 5, AC 4, M 12, HD 6+6, AT 3, D d4+4/d4+4/2d6, STs13/STw12; THACO 13, hp 50, 45, 50, 45, 50

Their treasure is scattered about the room and includes 2,000 sp,
4,000 gp, five gems (each 1000 gp), two jewelry (each 2500 gp), a
potion of extra healing, bag of holding (70 cu. ft., 500 lb.), and a
necklace of 5 missiles (fireballs, HD 3, 5, 5, 7).

DM note: The necklace may cause problems in area #12. Keep
track of what is done with each magic item, without giving any clue
as to which you are most concerned about.

7. Foyer

All doors to this room are locked. The 10'-wide, 30'-long pool of
water in the center of the room is only 5' deep, but magical. Anything
falling into is is affected as if by a dispel magic effect from a
25th-level caster; check all potions and spells in effect once per round
of immersion. Even permanent items will not function while wet,
but their magic returns 1-4 rounds after removal. Most permanent
items are not adversely affected, but any intelligent item (e.g. sword)
may become non-intelligent -- a 10% chance per round of immersion
(not cumulative).

There are both magical and mechanical traps in the room. Anyone
entering the room must make a saving throw vs. spells (mind attack),
with a - 4 penalty; if failed, the victim jumps into the pool
and willingly remains there until everyone else in the area has also
become immersed. The victim will do nearly anything to gain this
result, but cannot leave the pool while affected by this dweomer. The
effect ends when all party members have bathed here, but is removable by a dispel magic (again, vs. 25th-level magic use).

The 10' square sections of floor before the north and south doors
are mechanical traps. Anyone stepping on either one may slide into
the pool, as the floor sections pivot to slope downwards. Surprise
indicates automatic sliding; otherwise, a saving throw vs. wands
may be made, with a -4 penalty but includes Dexterity bonuses, to
jump aside and avoid the trap.

8. EAST SQUARE

Any dwarf may, on inspection, succeed in nothing that the ceiling
of this room may slide; a find traps will indicate both the center
area and the ceiling to be mechanical traps. Magical sight will not,
however, reveal any traps.

The secret door is the east wall of the center cube runs from floor
ot ceiling; magic is detectable within the center (a dagger). The
secret door is propped up, and falls if touched; if so, the center section
splits in half, each part falling outwards (north and south; it has
no top). At this time, the ceiling falls, landing on the fallen parts of
the center section. Note that the west wall of the center splits down
the middle, forming two 5' walls, but the east parts are only 2'
high (without the 3'-wide secret door); the ceiling thus lands slanted
eastward, about 8' up at the west end and 1' up at the east end.
(See diagrams below.)

Two ghasts "ride" the ceiling down, and will not attack anyone in the
area -- to the east, first, then crawling up the ceiling to the west if
necessary. They have no treasure. Note that any touch causes paralysis, even to elves (saving throw applies), and that the ghasts emit a
stench; all within 10' must save vs. poison or suffer a -2 penalty to
all "to hit" rolls (while within the stench).

Ghasts: 2, AC4, M 15, HD 4, AT 3, D d4/d4/d8, STs16/STw15;
THACO 15; hp 30 each.

When things quiet down, the treasure under the fallen secret door
can easily be found; : one dagger +1 and five gems, each worth 100 gp.
The new ceiling height of the room is 20', with a small cave
opening near the top; this is an entrance to the ghast lair, located
above the dungeon proper. If entered, a tunnel can be found leading to
an<a> cave (no treausre, scraps of victims) and another tunnel to the
hidden area above the West Square (#9).

9. West square

This area is identical to that in the East Square (#8) in all respects,
with the addition of a secret door in the south wall, which is trapped.

Ghasts: 2, AC4, M 15, HD 4, AT 3, D d4/d4/d8, STs16/STw15;
THACO 15; hp 30 each.

10. Control <room>

The secret entrance to this room is trapped by a fire trap. It
detonates if touched or passed (or by an unsuccessful remove traps
attempt), inflicting 26-29 (1d4+25) points of fire damage in a 5'
radius (saving throw applies). Treat it as a 25th-level effect for dispel
magic calculations.

If the door is opened, a programmed illusion begins. The elusive
magic-user is seen in the room, near the leveres to the east: he gasps,
grabs the center level, pulls it, and disappears (apparently teleporting
out). This will all occur before the party can react. The lever
immediately returns to its upright position, and the illusion ends.

The room is empty except for the three levers in the north wall.
The northern lever can (magically) raise or lower the ceiling in area
#9; the southern lever has the same effect on room #8. The center
lever bestows a massive shock to the user, who must make a saving
throw vs. death or die; even if successful; the victim takes electrical
damage equal to half his or her original hit points. It can be detected
as magically trapped, but the trap is permanent and not removable.

If any two levers are touched at the same time, the victim is
affected in the same manner as by touching the center one alone.

11. Hall

Be sure to read this description and that of the following are (12. Watcher) before running any large part of this encounter!

The ceiling of this large area is 30' high, supported by five pillars,
each 5' in diameter. All surfaces -- floor, walls, ceiling, and pillars
-- are ornately decorated and inscribed with tiny runes and symbols.
(They are meaningless, but this cannot be determined until a
spell-user examines them for 3 turns, magical aids notwithstanding.)

The room is cold, obviously due to the brown mold on the east
and west walls and the floor near them. The mold extends 5' up
for the entire 70' length of the hall. (For details about the mold, see
#12 below).

A massive pair of double doors, each 15' wide and tall, fills most
of the north wall; before them lies a huge pile of treasure, some
items glowing. The pile is 5' tall, 30' across, and made of thirty or
forty thousand miscellaneous coins, with dozens of magic items --
glowing swords and daggers, wands, potions, chain and plate armor,
et al.

DM note: If any magical light comes within range of the doors,
or if any noise of any sort is made within 50' of the doors, or if
anyone or anything visible comes within 10' of the pile, the watcher
behind the doors start casting spells (as described in #12, hereafter).
Four rounds later, it starts watching the intruders by clairvoyance.
(Note also that this spell will not detect a magic-user protected by a
mind blank spell or an illusionist with non-detection in operation,
and that other effects may interfere -- such as an amulet of proof
against detection and location.)

Nothing in the room is trapped, including the pile and all the
items therein. The doors are not trapped, and magical or mundane
trapfinding will not reveal any clue to the situation to come. A detect evil will, however, penetrate the doors, revealing a very evil source
behind them, but not its size.

Except for the coins, all the items in the pile are magical. The pile
contains the following: 20,000 cp, 10,000 sp, 2,000 ep, 2,000 gp,
chain mail +1, plate mail +1, 3 shields +1, 24 arrows +1, 2 hammers
+1, 4 longswords +1, 5 daggers +1; potions of water breathing, sweet
water, superheroism, speed, healing (x3), fire resistance, extra healing (x2), and climbing (x2); wands of wonder (33 chg), negation (14
chg), magic detection (18 chg), and enemy detection (41 chg); buried
deep in the pile are a ring of free action, staff of curing (24 chg),
and a rod of resurrection (10 chg).

If anyone approaches the pile, the red dragon behind the doors
(watching via clairvoyance) may decide to open them. It will try to
wait until most of its victims have approached the pile. (See continued
notes below.) If<It> may even allow intruders to steal an item or two
at a distance (such as with an unseen servant), hoping to lure them
closer to the doors.

12. Watcher

Behind the double doors at the north end of the all, a red dragon
waits, probably with a clairvoyance spell in use (see below). When
the intruders are within the hall, preferably near the pile of treasure,
it presses one of two trigger plates on the side walls (see map),
causing the double doors to slide to the sides. The dragon gains
surprise in this maneuver on a roll of 1-3 (on 1d6). It immediately
announces (in Common) "Drop all your magic items on the pile, or
I'll breathe on ya, and you'll be quick-burnt and flash-frozen in an
instant!" Magical sight or close inspection will reveal the dragon to
be greenish-red, its color oddly changed by wispy small greenish
flames.

After noting the party's arrival (either by light or noise, as given in #11),
the dragon casts (in this order) shield, detect magic, fire shield, and clairvoyance before opening the door. After casting the
last, it has 12 rounds remaining on the shield. It will open the doors
before the clairvoyance runs out. Keep track of the durations of the
other spells. The beast may be engaged in some conversation, but
will automatically attack if the fire shield runs down to 5 rounds
remaining.

The dragon will allow the intruders to leave, poorer but undamaged,
if they leave 75% or more of their magic items here.

Modifications: Dragon statistics are given for 7 points per die. If
the party is very powerful (e.g.150 or more character levels, or at
the DM's discretion, use 8 hp/die, for STs4/STw3, breath 88
points, and add polymorph other to its spells (which it may use to
turn an intruder into a small red dragon, hopefully permanently).

Red dragon: AC -1, M 9/24, HD 11, AT 3, D d8/d8/3d10,
STs6/STw5* ; THACO 10, hp 77 ; breath 90' x 30' *Also see notes below.

Aura: Intruders of 6 or more hit dice may ignore aura effects;
others may become afraid (see MM1, page 30, for details).

Attack forms: With certain attack forms against the dragon, a +1
or -1 modifier applies to both damage done (per die) and "to hit"
rolls (if applicable), as follows: air -1; earth +1; fire -1; water +1.
These modifiers are applied before calculating other effects (such as
those from the following spells).

Detect magic (PH, page 65): This works for at least aturn after
the doors open, to a 60' range in a 10' -wide path.

Clairvoyance (PH, page 73): This allows the dragon to examine
any area with which it is familiar; it can watch any part of the hall.
The area is not dark, lit at least in part by the weapons in the treasure
pile, so normal vision is obtained.

*Shield (PH, page 68): This will absorb all magic missile spells
cast at the beast, and gives it a +1 bonus to all saving throws against
frontal magical attacks.

*Fire shield (Type A, PH, page 77): Anyone striking the dragon
suffers double the damage inflicted. The monster gains a +2 bonus
on saving throws vs. cold attacks, and takes half or no damage; it
takes double normal damage if failing a saving throw against a fire-based
attack.

Spells remaining: Web (C 2s, R 55', DR 22 turns), wizard lock
(C 2s, permanent), fly (C 3s, DR 12-17 turns), and possibly polymorph
other (C 4s, R 55'). If fighters move towards it, the dragon
might web them instead of breathing immediately. Eac webbed
victim has a -4 penalty on saving throws vs. the breath. The
dragon will try to close the doors, if it can split the party, and might
wizard lock them. As there is not enough room to use its wings, the
dragon may need its fly spell for maneuverability. The polymorph
other, if used, should be directed at a thief if possible, otherwise a
fighter.

Reinforcement: If losing a battle, the dragon will bellow for its
mate, which is around the corner. It will try to back up in the corridor,
allowing the female to get a breath attack from the side in conjunction
with its own.

The brown mold in the hall, if struck by the dragon breath, will
grow eightfold in size. Only that portion of it actually struck by the
breath will grow, but it does so instantly; calculate the new floorspace
covered (8 times the original area), and inform the players
immediately. If due to mold growth, a victim comes within 5' of it,
use half damage (2d8), and allow movement away from it. Any
victim within 5' of the mold at the beginning of a round takes normal damage.

Brown mold: AC 9, M 0, D 4d8 in 5' range; ice storm or wall of
ice causes dormancy for 5d6 turns; only cone of cold or white dragon
breath kills it; grows 2x size from torch, 4x from oil, 8x from breath
or magical fire.
 

The large tunnel leads west 200', turns northeast, and goes
another 200' to sunlight, a 30' -square cave entrance in that side of
the mountain.

(If find the path is in use, it leads through this area to the secret
door leading down to area #16.)

12a.

The east wall of the area around the corner is covered by a permanent
illusion of two more large red dragons, watching warily for
intruders; the area appears to be 50' wider (eastward) than it actually
is. A pile of illusory treasure lies south of them, adjacent to a
real pile of treasure in the southeast corner of the room. A female
red dragon is in the southwest corner, before the secret door. She
cannot speak or use spells.

Female red dragon: AC -1, M 9/24, HD 11, AT 3, D d8/d8/3d10,
STs10/STw9; THACO 10, hp 44

Treasure: 5,000 cp, 20,000 sp, 10,000 ep, 20,000 gp, 2,000 pp,
50 gems (30,000 gp total), 50 jewelry (1,000 gp each), 1 scroll (in a case) with the command words for the rod, staff, and wands in the hall,
and a spell book with the male dragon's 9 spells in it -- the
eight mentioned, plus ice storm.

13. Heater

This area contains burning coal and wood, kept there by the
dragons for comfort. A small vent hole in the ceiling, 2' across,
leads up and winds aorund, eventually out to open air. The fire pit
inflicts 30 points (7 dice) of fire damage per round to any within it.
Comfortalby within the flames are four fire snakes and their meager
treasure of four gems, each worth 1,000 gp. They are all effectively
invisible within the fire.

Fire snakes: 4, AC 6, M 4, HD 2, AT 1, D d4+paralysis, STs17/STw16;
THACO 16; hp 10 each.

14. Study

As the party enters the oddly shaped 3-way intersection near the
alcoves (#15), the magic-user illusion will reappear. A light appears
130' east of that intersection, at the end of a straight corridor; it's
the magic-user, carrying a lantern. He apparently sees the party's
lights, pulls out a wand or stick, and starts gesturing. The pary has
a few segments to react, but the opponent obviously has the initiative.
The lightning bolt is 40' long this time, 10' wide, and ends at
the west edge of the intersection (6d6 this time, as the wand). Characters
can easily back up or jump north to get out of the way. Note
that there is another hasted troll in the first alcove, ready to ambush
the first victim heading that way.

The door to room #14 is wizard locked at 25th level of magic use.
The room appears to be a study-laboratory, 20' wide and 50' long;
it is actually 30' long, with, on the north wall, a permanent illusion
of a magic-user hiding behind a large stuffed chair in the northeast
corner. A lab bench along the west wall has several bubbling beakers
and two large chests are by the north wall. Stairs lead down from the
upper section (25' long) to the lower (northern) area; only one step
is real, and two are illusory. The southern portion has two chairs, a
clothes cabinet containing two robes and one peaked cap, and a bag
containing two ounces of silver dust. (Note that the charis and cabinet
are immobile, fastened to the wall.) A plain carpet fills the center
of the floor, leading down the steps and ending about 40' away.

If the north wall (illusion) is touched, a north-south track opens
down the center of the room. (The illusion remains.) The clothes
cabinet and chairs (fastened to the walls) do not move, but the rug
falls, as do any within the room, into a water trap 60' deep. The
water is murky and warm, and a magical light source is needed to
gain any vision (including infra-). The rug floats for 3 rounds, preventing
those remaining above from seeing into the pool; at the
bottom, four fresh-water scrags (water trolls) await. Note that they
regenerate 3 hp/round, as do normal trolls, in water.

Scrags: 4, AC 3, M 3//15, HD 5+5, AT 3, D d4+1/d4+1/d10+2,
STs14/STw1'; THACO 13; hp 35 each

Scattered about the bottom of the water trap are 1,000 cp, 2,000 sp,
3 gems (1,000 gp each), a ring of protection +2, and a fake crystal
ball. It detects as magical, due to an electrical glyph of warding on
it; if touched, it detonates for 36 points of damage in a 10' radius
(due to the water). Unless the water is removed, the victims also
have a -4 penalty to saving throws. The ball is of high quality and
enchantable, worth 5,000 gp to a magic-user.

15. Alcoves

Each of these three 10' x 10' niches appears to contain a troll. Normal
chances for surprise apply to the first only, as a party is assumed
to be more cautious thereafter. The alcoves contain the following
creatures, in order of appearance (south to north); none has any
treasure. Once melee begins with the first, the others will also
attack.

a. troll, hasted: AC 4, M12, HD 6+6, AT 3(6), D d4+4/d4+4/2d6,
STs13/STw12; THACO 13(9); hp 40.
    Notes: Haste at 25th-level magic use, gives 6 attacks/round,
    THACO 9, regeneration 6 hp/round.

b. "troll" huecuva: AC 3, M 9, HD 2, AT 3, D d3/d3/d4,
STs17w16; THACO 16; hp 10
    Notes: Disease per touch, prevents magical curing until removed.
    Turned as wight; troll form gives 3 attacks but not full troll damage.
    Polymorph is natural ability, not magical, not dispellable.

c. "troll" fire giant: AC 3, M 12, HD 11+3, AT #3, D d6+4/d6+4/2d8,
STs10/STw9; THACO 10; hp 80
    Notes: Magical, has drunk a potion of polymorphing; immune to
all fire; changes back to normal form when slain. Greater damage is
due to greater strength than a normal troll.

The secret door north of them, on the east wall, is covered by a
hallucinatory terrain of normal wall with a symbol of hopelessness
(as the spell) on it. The symbol has no actual effect, and the illusion
disappears if touched.

16. Tunnel

The corridor slopes down, noticeable by anyone, and turns a corner
northward. At that spot, a pool of fairly clear water begins; it is 50'
long and only 9" deedp at the lowest part (30' north of the turn). A
large stalagtite (looking suspiciously like a roper) hangs at that low
point, along the east edge of the ceiling; a drop of water falls from it
each round. It is indeed the remains of a roper, now petrified; an
evil aura remains, but the thing is harmless. Two crystal oozes lurk
in the pool, 75% invisible. They will attack if their pool is invaded.
Note that they are immune to acid, cold, and fire, and any blow
inflicts but 1 point of damage.

Crystal ooze: 2, AC 8, M 1//3, HD 4, AT 1, D 4d4+paralysis,
STs16/STw15; THACO 15; hp 25 each

This corridor slopes upwards from the center of the pool, ending
in a normal but locked door. A secret door in the ceiling near the
pool leads to a short vertical tunnel and another secret door, opening
into the large dragon tunnel (#12).

17. Center corridor

This area is filled with poison gas, which billows out if either door is
opened, filling an additional 60' length of corridor. Each victim
within the cloud makes a saving throw vs. breath weapon or dies;
anyone opening a door has a -4 penalty to the roll. Any surprised
victim has a -4 penalty to the roll (cumulative for the door opener).

17a. End corridor

Two, identical: The mirror wall here is detectable by anyone, as
scratches on the floor indicate that it swivels towards the normal
door. A small narrow object (e.g. dagger) can be inserted into the
vertical crack by the south wall, to open it; if so, poisonous gas (as in
#17) immediately billows out to fill an additional 90' of corridor,
requiring a saving throw vs. poison for each victim within the cloud.

18. Stairs down

The door is locked and has a poison needle trap; unless removed,
anyone opening the door is hit and must make a saving throw vs.
poison or be paralyzed for 2-12 hours (removable by neutralize
poison or a higher spell). The south wall of this 10' cubic room is
covered by an illusion; after 10' of corridor, stairs lead sharply
downwards, and are misty and webbed (as per the magic-user's
guards and wards spell).

If two rooms are identical; the first entered is false, and the
second contains Bigby. The 90' -square room is 25'  tall and is illuminated
by flashing lights coming from the two-20' square objects, 20'
tall in the northwest and northeast corners. Anyone seeing the lights
must make a saving throw vs. spells, or stand still, stunned. Dispel
magic allows a victim to make another saving throw, but no other
spells (save limited wish or wish) have any effect. Any magical darkness
in the room is instantly dispelled by the flashing lights.

The primary features of the room are the cubes in the corners, the
center, the statues, and the doors, as described below:

a. The Cubes

These flashing cubes are the "brain" of the entire artifact and have
means of defending themselves; each is capable of firing all the rays
of a beholder, to a maximum of 1 each per round. The cubes cannot
be damaged by a weapon of less than +4 enchantment, and any blow
inflicts only 1 point of damage; each has 100 hp. The cubes are also
immune to all spells of 6th level or less. The range of the rays is
sufficient to hit anything in the room, but no further.
    Cause serious wounds (2d8+1)
    Charm person
    Charm monster
    Death ray
    Disintegrate
    Fear
    Flesh to stone (reversible)
    Sleep (40' square)
    Slow (20' square)
    Telekinesis (250 lb)

b. Center

In the center of the room, two square step-patterns lead up to a
central block 5' tall and 10' square. Atop this block is a 10' glass
cube, apparently empty. A statue of an 8' -tall burly humanoid giant
stands on the lower step, one on each corner (4 in all).

Magical sight can reveal the contents of the cube. A 2' -high bier
in the center supports an elderly supine human male, eyes closed,
wearing a robe, bracers, and a ring on each hand. He has a wand at
his side and holds a rod on his chest with both hands. Above him,
supported horizontally 3' below the top of the box, is a mirror. Glass
rods are mounted at odd angles from wall to wall inside the box,
apparently so that very little free space remains.

DM note: This is to minimize the chances of an intruder entering
by teleport or dimension door.

The glass is magical, treated with a glassteel spell; it cannot be
easily broken. If damaged at all, the figure inside (Bigby) will
awake. He will also stir if the statues are destroyed (see below) and
then his name is spoken aloud within the room. However, in the first
(fake) room, the contents are illusory, and nothing will cause him to
stir. (See "Bigby," for notes on the results of success.)

c. Statues

In the first (fake) room, the statues are male caryatid columns,
which will animate when the box, any step, or any statue is touched.

Columns: 4, AC 5, M 6, HD 5, AT 1, D 2d4; THACO 15, hp 22
each; immune to spells, normal weapons = 1/2 damage, magical
weapons = full damage but without magic/strength bonuses.

In the second (real) room, the statues are stone golems, which will
activate when the box, any step, any statue, or the cubes are
touched.

Golems: 4, AC 5, M 6, HD 14, AT 1, D3d8; THACO 8, hp 60
each; slow 1" range, 1 per 2 rounds; +2 weapon to hit; rock to mud,
stone to flesh makes vulnerable to normal weapons; immune to other
spells

d. The doors

A normal door is in the middle of each wall; all are locked. The
doors leading "nowhere" (by the map) lead to gray mist; anyone
entering the mist is teleported, at random, somewhere within 1,000
miles in any direction. The destination may, however, be set by
giving the proper instructions to the cubes.

Modifications: This encounter isn't very difficult for a high-level
party. If you wish, have the cubes get involved by disintegrating
weapons that can harm the golems, using charm and fear to remove
invaders from the fray, and/or cause serious wounds on those
engaged in battle. Try not to get too nasty; after all, they've made it
this far. .. .

Bigby

If properly awakened, Bigby will telepathincally tell the cubes to
disintegrate the glass box, and will then activate his rod of beguiling
within 20' of the party'; this is merely insurance. He wears rings of
regeneration and protection +5, bracers of defense AC 0, and a robe
of eyes. He carries a wand of illumination and a cube of force, and
can call forth his minions in his mirror of life trapping as desired
(including a cockatrice, beholder, hieracosphinx, ogre mage, storm
giant, troll, and xorn, all of whom have been charmed). He still remembers
his spells, as well (Level 30 magic-user)

After using his rod, Bigby asks for potions of longevity. He
recognize them by smell, and cannot be deceived. He will drink up
to three of them, making successful miscibility and reversal checks
each time. If none are available, he will offer the same warnings as
each would-be rescue party has been given (see Players' Background),
and will say good-bye. The cubes then take over, running
time in reverse, but unable to restore life to any slain characters.
Note that this results in everyone appearing outside without treasure.

If all goes well, Bigby will converse warily, keeping his distance
but not becoming hostile. He will have the cubes disintegrate all
the armor weapons found in the dungeons, explaining that they are
cursed (they disintegrate if struck by sunlight), but allowing the
party to keep everything else found. He can provide command
words for any items found, if asked. He will offer one favor to each
rescuer, to be obtained at any later date by contacting him; he will
also give the party one scroll of his "hand" spells (1 each of levels 5
through 9) as party treasure.

Finally, Bigby will offer to send the party home via teleportation. If
accepted, he will set the destination desired via the cubes and allow
the party to leave by a door. Otherwise, the party may leave on foot
-- by what is now a straight, featureless corridor, 20' by 20' leading
290' south to the original entranceway.

20. Crossway

A shimmering magical curtain of light extends down the center of
this area, north to south, ceiling-high. It is a permanent magical
effect, overlaid with a permanent illusion of an identical visual effect
(and can thus be detected as being an illusion). It offers no resistance
to physical attempts to penetrate it. It negates all spell effects touching
it, and all magic items become non-magical as they pass through
(no saving throw, no chance of error). Magic items merely contacting
it must be saved for (vs. disintegration) or become non-magical.
Note that the curtain does not cause anything to disappear (except
the magic, and thus the glow from formerly magical swords and
daggers), and that it has no other effect. The curtain is not evil, but
any intelligent magic weapon can sense a definite aura of extreme
danger and will warn its user if possible.

Design: Frank Mentzer

Graphics and art: Roger Raupp

Editorial assistance:

Roger Moore
Patrick Price
Jon Pickens

Production:

Marilyn Favaro
Roger Raupp
 

Appendix
It is assumed that Bigby's level (30th) is sufficient to place him in a
position of high power, above all PCs. If not, adjust his level
upwards to fit your campaign and add other pwerful magic items to
the given list.

Bigby: neutral M-U 30; AC -9; hp 59

MAGIC ITEMS
* Bracers of Defense, AC 0
* Rings of protection +3 and +5
* Ring of regeneration
* Ring of x-ray vision
* Robe of eyes (infra/ultravision 12", detect invisible 24", see
all things, track as a ranger)
* Djinni bottle
* Dagger +2
* Rod of Beguiling (20' radius, 27 charges, 1 turn/charge)
* Staff of power (+2, 14 charges; 1 charge =  continual light, darkness 5',
levitation, lightning bolt, ray of enfeeblement, fireball;
2 charges = shield 5' radius, globe of invulnerability, paralyzation in 4"x2" cone)
* Wand of illumination (55 changes; 1 charge = dancing lights, light. 2 characters; 3 charges = sunburst, 6d6 against undead.
* Wand of lightning (41 charges; 1 charge = shock touch<shocking grasp?>;
1d10)
* Cube of force (36 charges/day, 1" cube,
1 charge vs. gases, 1" move;
2 charges vs. non-living, 8" move;
3 charges vs. living, 6" move;
4 charges vs. magic, 4" move;
<5 charges?>
6 charges vs. everything, 3" move)
* Mirror of life trapping; 15 spaces, 7 occupied (all charmed);
Cockatrice (N; CAC 6, M 6/18, HD 5, hp 31, AT 1, D d3, THACO 15)
Beholder (LE; AC 0/2/7; M 3, HD 12, hp 54, AT 1, D 2d4. THACO 9)
Hieracosphinx (CE; AC 1, M 9/36, HD 9, hp 50, AT 3, D 2d4/2d4/d10, THACO 12)
Ogre mage (LE; AC 4, M 9/36, HD 5+2, hp 30, AT 1, D 1d12, THACO 15; fly, invisibilty darkness 1", polymorph self, regenerate 1/r; 1/day: charm person, gaseous form, sleep, cone of cold 8d8)
Storm Giant (CG; AC 1, M 15, HD 15+4, hp 98; AT 1, D 7d6,
THACO 8; predict weather, control weather, control winds, call
lightning (3, each 13d6))
Troll (CE; AC 4, M 12, HD 6+6, hp 45, AT 3, D d4+4/d4+4/2d6,
THACO 13; regenerate 3/r)
Xorn (N, AC -2, M 9, HD 7+7, hp 47, AT 4,D d3/d3/d3/2d10+4,
THACO 12; immune to fire, cold, electricity = 1/2 or no damage;
form shift = AC 8)
 

Bigby's spellbooks are stored withiin the cubes, irrecoverable
except by him.