353. GREAT HALL
 
Some 30 feet beyond the odd pillars, the
hall broadens to 60 feet width. A huge
dais of translucent alabaster commands
the west end of the place. Before this
stepped platform is a magical device, set
in the floor — a hexagon whose two inter 
locking equilateral triangles and the circle 
that rings them, seem to be made of
molten electrum. Tips protruding from
the sides of the central hexagon glow 
different colors; clockwise from the north
being red, orange, yellow, green, blue,
and indigo. The center of the device
pulses a pure purple light.

If all 4 of the sealed bronze gates have
been broken, this device will take any and
all who step within its purple center to Zuggtmoy's
own Abyssal Plane. If not, then
nothing happens if it is entered.

The dais is marked "A" on the map. Atop
it is a huge throne of silver, set with 666 precious gems—

300 of base value 50 gp;
    <23 bloodstone>
    <24 carnelian>
    <23 chalcedony>
    <23 chrysoprase>
    <23 citrine>
    <23 jasper>
    <23 moonstone>
    <23 onyx>
    <23 rock crystal>
    <23 sardonyx>
    <23 smoky quartz>
    <23 star rose quartz>
    <23 zircon>
    <(1 x 100, 1 x 100, 1 x 55, 5 x 50, 1 x 45, 1 x 10)(30)>
    <(360)(30)>
    <total: 10,800>

200 of base value 100 gp;
    <18 amber>
    <19 alexandrite>
    <18 amethyst>
    <18 chrysoberyl>
    <18 coral>
    <18 garnet>
    <18 jade>
    <19 jet>
    <18 pearl>
    <18 spinel>
    <18 tourmaline>
    <(1 x 1000, 1 x 200, 1 x 110, 5 x 100, 1 x 80, 1 x 50)(20)>
    <(1940)(20)>
    <total: 38,800>

100 of base value 500 gp;
    <17 aquamarine>
    <16 garnet(violet)>
    <17 pearl(black)>
    <16 peridot>
    <17 spinel (very deep blue)>
    <17 topaz>
    <(1 x 10,000; 1 x 1000; 1 x 600; 5 x 500; 1 x 400; 1 x 100)(10)>
    <(14,600)(10)>
    <total: 140,600>

33 of base value 1,000 gp; and
    <4 black opal>
    <4 emerald>
    <4 fire opal>
    <4 opal>
    <5 oriental amethyst>
    <4 oriental topaz>
    <4 sapphire>
    <4 star sapphire>
    <(1 x 5000; 1 x 2000; 1 x 1400; 5 x 1000, 1 x 900, 1 x 500)>
    <(1 x 5000; 1 x 2000; 1 x 1400; 5 x 1000, 1 x 900, 1 x 500)>
    <(1 x 5000; 1 x 2000; 1 x 1400; 5 x 1000, 1 x 900, 1 x 500)>
    <(2 x 500, 1 x 700>
    <total: 46,100>

33 of base value 5,000 gp.
    <6 black sapphire>
    <6 diamond>
    <7 jacinth>
    <7 oriental emerald>
    <7 ruby>
    <(1 x 20,000; 1 x 10,000; 1 x 8000; 5 x 5000; 1 x 4000; 1 x 1000)>
    <(1 x 20,000; 1 x 10,000; 1 x 8000; 5 x 5000; 1 x 4000; 1 x 1000)>
    <(1 x 20,000; 1 x 10,000; 1 x 8000; 5 x 5000; 1 x 4000; 1 x 1000)>
    <1 x 10,000; 2 x 5000>
    <total: 224, 000>

<total, 666 gems: 460, 300>

Included is every type of
precious stone known to man. Each stone is
attuned to a demon:

a Type I to each of the least value;
Type II to those of 100 gp;
Type III to those of 500 gp;
Type IV to those of 1,000 gp; and
babau demons to those of 5,000 gp.

Possessors gain demonic attention
at a time they least desire it; an exorcise spell
can be used to cleanse 20-120 (2d6x10)
gems. If all the gems are pried from the
throne, Zuggtmoy is freed to return to her
home plane (as if all the bronze gates had
been sundered), but is imprisoned there for
66 years, after which she may come forth
with all her normal powers.
-
Atop the dais to the west is a huge throne
of silver, adorned with hundreds of precious gems. These are set to form leering
demon faces, skulls, fungi, and like patterns; they are of all colors, sizes, and
shapes. Behind this seat is a huge tapestry of deep purple, worked in red, green,
ochre, and white to show various fungi. 

You find it difficult to see details of the
throne or the tapestry behind, for the
west end of the room is dim and
shrouded in a black mist. As you
approach, you see a small, fat old crone
seated on the throne, almost lost in the
huge seat. She cringes and shrieks when
you approach, crying out "You won't get
my treasure!" With that, she fumbles
with the arm of the chair, and her voice
suddenly booms out "You may take my
pillar of electrum. Begone!"

If intruders attempt to move the pillar, it
rises easily (as if a mere staff), and can be
carried by a single person. However, if it
comes within 60 feet of the bronze gates in
area 340, the pillar suddenly leaps from the
grasp, smashes the gates, and crumbles to
dust! If this occurs or if the offer is not
accepted, the hag (Zuggtmoy) offers the
gold column next. Whether refused or
accepted, the platinum pillar is offered last.

The first (electrum) pillar is enchanted
only to break the gates in room 340, and
crumbles to dust after doing so (worth nothing).

The gold pillar breaks those doors &&
continues upwards, passes corridor areas
227 and 9, enters the octagonal room (210),
and sunders the gates therein, crumbling at
that time.

The platinum pillar can, if used
alone, sunder both gates as the gold, and the
gates of area 145 as well.

If the three pillars
are each accepted and then used to sunder
gates, the first breaks only the lowest gate,
the gold breaks only the gate in area 210,
and the last breaks not only that in area 145
but continues unabated to crush the portal
at the Grand Entrance (area 1). Thus, only if
all three offers are accepted can the pillars
free Zuggtmoy completely.

If all three offers are rejected, continue
with the following.
 
The crone desperately fumbles with the
arms of the throne once again. First an
olive ray springs forth, eating a small
hole in the floor; then one of maroon hue
appears, disintegrating some of the metal
sheathing in the ceiling. A prismatic
sphere of odd colors then springs up, as
even more rays of green and red shoot
forth. These beams bounce around
inside the sphere, causing swirls of radiance and sparks. Hideous shrieks come
from the figure bathed in the rays — and
the hapless crone is blasted, and turns
into a fine gray ash!

This is an illusion, of course. The crone,
Zuggtmoy, has slipped invisibly behind the
tapestry to see what the intruders will do.
Part of the magick which binds the place
involves greed. When and if Zuggtmoy is
freed (whether by the taking of the pillars,
which is still possible at this time, or by the
prying of gems from the throne), she can
take all the treasures from this place (including those secreted in the niche in area B) to
her own plane, which she will certainly do if
remaining in the Temple seems dangerous.

If any character tries to explore behind

the curtained alcove to the west where Zuggtmoy hides, she sends out a wave of fear;
each victim within 15 feet must make a SAVE vs. spells || shrink back. She
hopes to encourage intruders to take the
throne's gems. If the party leaves before
prying them loose, she assumes her normal
form and moves to attack physically.

Zuggtmoy (still fully bound): AC 0 (body)
or -2 (head), MV 6" (walls or ceilings),
12" (if in crone form), 15" (normal
form), HD 49, hp 222, #AT 2 + 2 or 2, D
2-8 each or 2-12 each, SA at will—fear
15' radius, improved invisibility, programmed illusion, silence 15' radius,
crushing damage or stun (see below), SD
regenerates 1 hp per round (2 hp per
round if standing in loose soil); XP
28,770 (if still fully bound).
THACO 7.

Zuggtmoy may USE either of 2 strategic
ploys in hand-to-hand combat. The first is
engaging with four pseudopods a maximum
of 2 against a single opponent. A single
hit inflicts 2-8 points of damage, but if 2
succeed in the same round, each inflicts an
additional 5-8 points of crushing damage
(for a total for both hits, of 14-32 points, or
6d4 + 8).

She may instead choose to trample
1 opponent if that individual is prone or
under 4 feet in height. Trampling consists of
2 attacks, each inflicting 2-12 points; if
both hit, the victim is stunned for 1-4
rounds. If one or more gates are sundered,
Zuggtmoy gains additional powers (usable
at will, to a maximum of 1 per round), as
follows. Effects are cumulative, of course.

    No gates broken: as above; XP 28,770

    One gate broken: continual darkness,
pollute food & drink; revised XP 31,370

    Two gates broken: detect good, detect
magick, levitate, read languages, read magick,
tongues; revised XP 33,970

    Three gates broken: polymorph self, TK (up to 10,000 gp), gate (as normal;
see description of gates), && limited wish
once per day; revised XP 36,970

    Four gates broken: All other powers (see
description of gates); full XP 45,170

If the lowest gate (340) is sundered, Zuggtmoy is no longer imprisoned in area 353
(A and B), but is freed to roam the entire
north dungeon (areas areas 339-353). If the gates
at the top of the stairs (area 210) are also
broken, she is free to roam dungeon levels
2 && 3. If the upper gate (area 145) is

opened, she is free to roam dungeon levels
1 && 4 as well; and if the outer gate
(area 1) is also broken, Zuggtmoy is completely freed. If characters do manage to
SLAY Zuggtmoy, remember that the four elemental symbols in area 339 vanish, and the
Elemental Nodes collapse as well. Characters may then investigate the corridor alcove west of the Great Hall.
If Zuggtmoy surrenders to save her life, she will get out
her treasures && exchange them for safety.
.
Beyond the tapestry behind the throne is
a corridor 80' long and 10' wide. It is
unlit and has no furnishings. A recess in
the west wall forms a shelf about two feet
deep and ten feet long, the niche being
about four feet tall. On the shelf are only
four dusty stones.

If all four stones are moved simultaneously, the rear wall of the niche slides
upward to reveal the treasures. However, if
the stones are moved singly or in some combination other than all at once, the following effects occur (keyed per stone):

1. Blade scythes downwards, cutting off
any body part thrust over the shelf (no
saving throw)

2. Poisoned darts shoot outward 15 feet;
before the shelf area is hit by 1-4 darts,
each inflicting 1-4 points of damage and
requiring a saving throw vs. poison to
avoid death in 1-4 rounds.

3. Nothing happens for 1 round; then a
lightning bolt streaks the length of the
corridor, for 60 points of damage (save
vs. spells for half damage)

4. A jet of green slime erupts from the back
of the shelf area, spraying an area 20'
long; each victim in the area must make a
saving throw vs. poison or be covered.

In the secret niche are the following items:
wand of fire (72 charges), rod of smiting (41
charges), ring of feather falling, Daem's
Instant Fortress, a scroll case containing a <bone scroll case>
scroll of 5 magic-user spells (monster summoning I, death spell, repulsion, maze, symbol of discord),
and a box containing 8 potions (animal control, climbing, flying,
healing, invulnerability, philter of persuasiveness, polymorph self, super-heroism). (The
first potion affects mammals, marsupials, and
avians.)

Level 3.
Level 4.