The Temple dungeons are a busy place, for
the
underground is still alive with followers
of the
defeated cult. They are engaged in various
struggles amongst themselves, forgetting
the
common enemy Good. A few individuals and
groups still strive to unite the factious
adherents
of Zuggtmoy
and Elemental Evil; most,
however, seek to place themselves at the
head
of the conjoined group. Because of this
rivalry
and internal strife, adventurers can fairly
easily
penetrate the Temple dungeons, whether
disguised or not.
This is not to say that attacks won't often
be
made upon the party, regardless of any
disguise!
For example, characters wearing the
robes of the priests and servants of Elemental
Earth will
likely be attacked by the other three
elemental groups (if they perceive the
party to
be weak) or by other bands dwelling beneath
the Temple. Another benefit of the power
struggle
is that no concerted effort to free Zuggtmoy
has been mounted. All of this will become
clearer and more detailed as you read through
the encounter explanations for each level.
Unless noted otherwise, corridors are of
dressed
stone blocks
or worked from the natural limestone
(or granite, in the lower depths). Walls
and floors are smooth and polished wherever
possible. The 10' wide corridors have gothic
arches, peaking at about 17' height. The
20'
and 30' passages and spaces have roman
arches, about 30' tall. Unless otherwise
described, doors are of oak, hornwood,
or
bronzewood.
Each is about three inches thick,
bound with bronze,
and set with a large ring on
each side. Cressets and sconces are along
the
walls, and unlit torches
REST in most of the latter.
In 10' wide corridors, sconces are at 10'
intervals.
Cressets in wider passages are at 30' intervals.
Both are staggered left, right, left, right
(etc. ), and unlit unless specified.
All stairways are steep, with 1-foot risers.
The large one is of
polished stone and specifically
detailed (area 148
et al. ). Small ones
are hewn from solid rock. Though not especially
old, the stairs are already worn from
the passing of many feet.
Drafts and less noticeable
air currents exist
aplenty in the Temple
dungeons. The builders
worked many small
vents and air shafts into
the place to assure
proper ventilation. Rooms
are thus usually
warmed by braziers.
Torchsmoke
does not linger near ceilings, let alone
at lower levels or
in corridor or chamber.
Strange odors and
odd noises are borne on
gusts of air. The
hollow, echoing underground
ways are rife with
musty, damp, feral, foetid,
and more noisome
scents.
<1. draft
2. zephyr
3. gust
of air, bearing strange odor
4. gust
of air, bearing odd noise
5. musty scent
6. damp scent
7. feral scent
8. foetid scent
9. more noisome scent
10. draft>
Due to the size of the whole complex, the
encounter areas are coded, rather than
numbered
sequentially. The first digit indicates
the
Dungeon Level. Area 1 of Level 1 becomes
101; area 29 of level
2, 229; and so forth.
All DM notes are arranged in order of their
probable use. Some areas also contain boxed
information to be read to the players.
Many
encounters involve immediate combat,
and
the area descriptions are then revealed
after
the melee.
In general, read the full contents of
each encounter before starting it, to be
sure
that all the details are properly used
and
revealed in their proper sequence.
The standard abbreviations of PH,
DMG, UA, MM1, MM2, and FF are used
(with page numbers) whenever these
AD&D
game references are needed—the
PLAYERS HANDBOOK,
DUNGEON
MASTERS GUIDE,
UNEARTHED
ARCANA, MONSTER
MANUAL (1),
MONSTER MANUAL
II, and FIEND
FOLIO(tm) Tome,
respectively.
When human
and demi-human prisoners
are found and rescued (i. e. taken out
of the
dungeon), the XP value given for each
should be applied to the party's total,
as if
they were defeated monsters. Conversely,
if
the prisoners are slain, the characters
lose
triple the XP values given. Deduct the
amounts from the other awards earned. If
such prisoners are simply turned loose
in the
dungeon, no XP award is earned, but no
deductions apply.
XP values of other prisoners
are also given. For monsters
of the same general
alignment as the majority of the party,
treat
them as above. If otherwise, award no XP
if
they are slain, and deduct triple the XP
value if
they are turned loose in the dungeon.
Adventurers may find many coins and gems
herein, and such will be fairly easy to
remove
and spend. A base value is given for each
gem
found loose; roll 1d10 for each gem recovered
to check for increase or decrease of worth
beyond the noted value (DMG,
page 26). Jewelry
should likewise be checked using 1d8, as
explained on the same page.
Note, however, that not all of the treasure
is cash. A typical assortment of potions,
scrolls,
and other magickal treasures are
present. Furthermore, many common but
finely crafted accessories—serving sets,
plates and cups, tapestries, and the like—
are quite valuable, though not quite as
immediately negotiable. And for the exceptionally
industrious, even normal armor
and weapons abound to such a degree that,
assuming half book value as the resale
price,
nearly 10,000 gp worth of such items can
be
taken from the Temple's inhabitants!
All factions of the Temple are active in
this
crucial area. Agents roam near and far
to
bring all sorts of evil humans
and humanoids
into service. River pirates
and brigands
are major sources. Humanoids come from
all quarters. Any group of humans or small
humanoids within the dungeon is able to
replace its losses (to adventurers) at
the rate
of one per day. Larger humanoids (3 + 1
or
more Hit Dice) can replace one each three
days; monsters can replace their numbers
at
the rate of one per week.
If the Temple forces are not heavily
pressed by the party, they actually grow
at
the rates given above. Note, however, that
once the leaders of a group are eliminated,
neither they nor their forces can be repaired.
AREA 206:
"The fighter commands
the few forces at
the beck and call of
the Fire Temple — the
troll (area
203), various bugbears, werewolves
(area 208 et al. ), and ogres.
<>"
ZUGGTMOY BOUND
The demoness is imprisoned is a room of
Dungeon Level Three, and cannot free herself.
Four
huge bronze gates exist within the
dungeon complex, the first found at the
Grand
Entrance (area 1),
the
others described in areas
145, 210,
and 340. If the lowest pair of valves
(340) is destroyed, Zuggtmoy is free to
roam
areas 339-353. If the gates at 210 are
opened as
well, she is free to roam the second and
third
dungeon levels. If the gates of area 145
are further
sundered, she can also roam dungeon
levels one and four. If all the gates are
destroyed, Zuggtmoy is completely freed.
The fourth level of the dungeon is the true
climax to the whole campaign. The PCs
must be strong enough to adventure there,
and to enter the Elemental Nodes (partial
planes). These areas are challenges, of
course, but they are testing grounds of
the
fitness of those who seek to slay Zuggtmoy.
If the PCs are careless on the fourth level
and bring Iuz
to the scene, only the intervention
of St.
Cuthbert himself will save
them from certain death
and utter destruction.
The factions of the Temple— reflecting
the true spirit of Chaotic Evil— should
suffice
to enable Good characters to win
through, to both the Elemental Nodes and
the prison of Zuggtmoy. Power comes in
overthrowing the denizens of the Greater
Temple; the ability to beard Zuggtmoy in
her lair comes from the magic and weapons
found in the Elemental Nodes. The anticlimax
comes when the party finally reaches
the portion of the third level wherein
Zuggtmoy
is bound.
As a final note, you might find it interesting
to have each gem taken from the Throne
of Zuggtmoy allow entry to and exit from
one plane of the Abyss.
This assumes, of
course, that you desire to develop such
areas. (This is a tall order, but it can
certainly
make an interesting campaign. See
module Q-l Queen
of the Demonweb Pits
for direction as to what an Abyssal Plane
can be like. ) With or without such development,
it is strongly suggested that you place
this campaign within some sort of developed
background — the WORLD
OF
GREYHAWK™
Fantasy World Setting being
the natural one, as this work was drawn
from it. Your own can be made to serve
as
well, with a bit of work. I certainly hope
that you and your players find this extensive
module an interesting and enjoyable
scenario, one which offers challenge and
opportunity while heightening your own
heroic fantasy campaign!
Try to encourage players to gather knowledge
as well as treasure, to maximize the
fruits of the adventure.
In area 216, characters
may find a scroll
bearing a short and cryptic poem. For your
reference, this note refers to the contents
of
area 334. The recovery
of Fragarach can be of
great importance not only to this scenario
but
to the larger campaign events in progress.
As the key to final success against Zuggtmoy
hinges on the recovery of the Orb
of
Golden Death
(described in Appendix D), the
following poem should be introduced at
a convenient
point. The exact method is left to the
DM. After any dungeon level is entered,
if any
Neutral player character revisits the Jaroo,
the
Druid of the Grove in Hommlet (for shelter,
advice, etc. ), he may bring out an old
parchment
bearing the clue. A Lawful Good character
visiting the Church of
St. Cuthbert (in
Hommlet) for similar reasons can likewise
receive the poem, by means magickal or
mundane.
(Of course, such a character could not
actually employ the Orb, so this route
is not
optimum. ) At last resort, if PCs lack
the
opportunity for such contacts or fail to
gather
enough background information, you might
introduce the clue in a dream, simply reciting
it to one or more players as you see fit.
The Two united, in the past,
a Place to build, and spells to cast.
Their power grew, and took the land
and people round, as they had planned.
A key without a lock they made
of gold and gems, and overlaid
with spells, a tool for men to wield
to force the powers of Good to yield.
But armies came, their weapons bared,
while evil was yet unprepared.
The Hart was followed by the Crowns
and Moon, and people of the towns.
The Two were split; one got away
but She, when came the judgment day,
did break the key, and sent the rocks
to boxes four, with magic locks.
In doing so, She fell behind
as He escaped. She was confined
among Her own; her very lair
became her prison and despair.
The Place was ruined, torn apart
and left with chains around the heart
of evil power—but the key
was never found in the debris.
He knows not where She dwells today.
She set the minions' path, the way
To lift Her Temple high again
With tools of flesh, with mortal men.
Many now have gone to die
in water, flame, in earth, or sky.
They did not bear the key of old
that must be found—the orb of gold.
Beware, my friend, for you shall fall
unless you have the wherewithall
to find and search the boxes four
and then escape forevermore.
But with the key, you might succeed
in throwing down Her power and greed.
Destroy the key when you are done
and then rejoice, the battle won.
RANDOM ENCOUNTERS <bookmark: dungeons.htm#r1>
Roll d% once per turn and refer to the following
chart. (A result of 11 or more means
no encounter. ) If Zuggtmoy is free to
roam
this level, she appears if the result is
00.
1d100 | Result | Encounter Stats | Sample Encounter | Sample Encounter |
01-02 | 1d6 + 6 brigands,
with a Warrior (F2) leader, coming to
report on
outside activity. Each has 1d6 gp, 3d6 gp for leader. |
Brigands (7-12): AC 8 (leather armor), MV 12", Level 0 (HD 1-1), #AT 1 or 2, D by weapon, SA half have shortbows (D 1- 6/1-6, range 6"/12 "18") with 40 arrows; AL NE-CE, XP 10 + 1/hp or 14 + 1/hp |
12 brigands
HP: 2, broad sword, 6 1, 12' ash spear, 4 4, light crossbow, 1 6, long sword, 3 6, bastard sword, 6 7, long sword, 1 4, long sword *, 3 1, heavy lance *, 6 2, light crossbow *, 3 1, short bow *, 5 7, light crossbow *, 5 7, long sword *, 3 46 gp total leader:
total gp = 62
|
9 brigands
HP: 7, long sword, 1 4, 6' spear, 3 3, light crossbow, 4 1, long sword, 2 6, short sword, 1* 5, broad sword, 1* 3, awl pike, 6* 1, light crossbow, 2* 1, short bow, 1* 21 gp total leader:
total gp = 34
|
03-05 | 1d4 + 1 gnolls,
entering to take
service with the forces of the Earth Temple; no treasure. |
Gnolls (2-5): AC 5, MV 9", HD 2, #AT 1,
D
2-8 (bastard sword), SA throwing axes (D 1-6/1-4, ranges 1 "/2"/3"); AL CE, SZ L (7' + ), XP 28 + 2/hp <+1 damage incl. STR> |
4 gnolls
HP: 9 3 14 8 total xp = 180 <(196)> |
3 gnolls
HP: 8 7 9 total xp = 136 <(152)> |
06-07 | 1d4 + 1 ghouls,
prowling for prey.
Each may (50%) have 2-12 gp, and might (10%) have a bloodstone (base value 50 gp). |
Ghouls (2-5): AC 6, MV 9", HD 2, #AT 3,
D
1-3/1-3/1-6, SA touch paralyzes; AL CE, SZ M, XP 65 + 2/hp |
3 ghouls
HP:
total xp = 284 |
3 ghouls
HP: 16, 8 gp 8, 10 gp 4 total xp = 269 |
08 | In 10' corridor, 1 gelatinous
cube
with normal treasure;
otherwise, 1 gray ooze, no treasure. |
Gelatinous Cube: AC 8, MV 6", HD 4, hp
18, #AT 1, D 2-8, SA surprise on 1-3, paralysis, SD affected only by blows,
fire, or cold, AL N, SZ L, XP 150 + 4/hp Gray Ooze: AC 8, MV
1", HD 3 + 3, hp 16,
|
1 gelatinous cube
HP: 18 THACO: 15 22 cp
xp = 263 <(279)> 1 gray ooze
|
1 gelatinous cube
HP: 18 THACO: 15 22 cp
1 gray ooze
|
09 | 1 ogre with
indigestion, looking
for trouble; no treasure. |
Ogre: AC 4, MV 9", HD 4 + 1, hp 24, #AT
1, D 5-10 (stone-set club, 1d6 + 4); AL CE, SZ L (9' +), XP 90 + 5/hp |
1 ogre
HP: 24 THACO: 15 <13 incl. STR> XP: 210 <(230)> |
- |
10 | Patrol: 6 men-at-arms plus 1
leader (Swordsman: F3). May be encountered once only; see area 149 (Guard Room). |
Men-at-Arms (6): AC 4, MV 9", Level 0,
hp
4 each, #AT 1, D 1-8 (longsword), SA 3 with javelins (D 1-6, ranges 2"/4"/6"), 3 with light crossbows (D 2-5); AL NE, XP 18 each <2 small shields> <2 small wooden shields> <2 bucklers> Leader: AC 4, MV 9", Level 3 Fighter, hp
21,
|
6 men-at-arms
THACO: 20n leader
total xp = 221 "Each guard wears chain
mail armor and carries a shield.
(Total treasure: 24
sp, 31 ep, 6 gp, 6 pp.)
|
- |
11-20 | Ventilation | 11. draft
12. zephyr 13. gust of air, bearing strange odor 14. gust of air, bearing odd noise 15. musty scent 16. damp scent 17. feral scent 18. foetid scent 19. more noisome scent 20. draft |
- | - |
21-99 | No encounter. | - | - | Originally: 11-99. |
00 | Zuggtmoy (if free). | - | - | - |
101 | 102 | 103 | 104 | 105 | 106 | 107 | 108 | 109 | 110 | 111 | 112 | 113 | 114 | 115 | 116 | 117 | 118 | 119 | 120 |
121 | 122 | 123 | 124 | 125 | 126 | 127 | 128 | 129 | 130 | 131 | 132 | 133 | 134 | 135 | 136 | 137 | 138 | 139 | 140 |
141 | 142 | 143 | 144 | 145 | 146 | 147 | 148 | 149 | 150 | 151 | 152 | 153 | - | - | - | - | - | - | - |
>>101. Armory>>
-
RANDOM ENCOUNTERS <bookmark: dungeons.htm#r2>
Roll 1d% once per turn and refer to the
following chart. (A result of 11 or more means
no encounter). If Zuggtmoy is free to roam
this level, she appears if the result is
00.
1d100 | Result | Encounter Stats | Sample Encounter | Sample Encounter |
01 | 8 bandits,
2 L1 fighters (Veterans), and 1 L4
leader (Hero),
returning to areas 240-241-242-243-244; <alt> with 1-4 prisoners, general foodstuffs, etc., and 100-400 (d100 x 4) gp in all. |
Bandits (8): AC 8 (leather
armor) or 7 (with
shield), MV 12", Level 0, #AT 1, THACO 20n, D 1-6 (shortsword) or 2-5 (light crossbow); AL CE-NE, XP 14 + 1/hp Veterans (2): AC 4 (chain
& shield), MV 9",
Leader: AC 2 (plate
& shield), MV 6", Level 4 Fighter, hp 37, #AT 1 or 2, , THACO base
16, D by weapon (bastard sword,
shortbow,
|
HP: shield, XP
1: large, 15 6: small, 20 3: large, 17 6: medium, 20 6: large, 20 5: medium, 19 4: medium, 18 2: medium, 16 <vet1: large shield>
<vet1: ox tongue>
<leader: large shield>
<289 gp> <good wine, worth 10 sp per pint. 8 pints
(wineskin)>
<trusting, <Total encounter XP: 694> |
HP: shield, XP
6: buckler, 20 3: medium, 17 6: medium, 20 3: large, 17 6: large, 20 4: medium, 18 1: medium, 15 2: large, 16 <vet 1: small
wooden shield>
<vet1: spear>
<leader: large shield>
<237 gp> <nuts (walnuts), fowl (squab stuffed pheasant), meat (sausages), berries (blackberries), biscuits, broth> <foul, careless, malevolent, loquacious,
cautious, obsessive, warlike, contrary>
<Total encounter XP: 640> |
02-04 | 4-6 bugbears,
wandering around
looking for food and loot; no treasure. |
Bugbears (4-6): AC 5, MV 9", HD 3 + 1,
#AT
1, THACO 16, D 2-8 (morning star), SA surprise on 1- 3; AL CE, SZ L (7' + ), XP 135 + 4/hp |
6 bugbears
HP: 7, 14, 16, 8, 14, 19 Total XP: 1122 (1194)
|
5 bugbears
HP: 11, 21, 20, 13, 16 Total XP: 999 (1059) |
05 | 1 carrion crawler, no treasure | Carrion Crawler: AC 3/7, MV 12", HD
3 + 1, hp 14, #AT 8, THACO 16, D 0 + paralysis (2-5 turns); AL N, SZ L (9'), XP 580 + 4/hp |
XP: 636 (648) | XP: 636 (648) |
06 | 1 ochre jelly, no treasure. | Ochre jelly: AC 8, MV 3", HD 6, hp 25,
#AT 1, THACO 13, D 3-12, SD lightning splits; AL N, SZ M, XP 150 + 6/hp |
XP: 300 | XP: 300 |
07-09 | 2-4 ogres
looking for an undescribed
humanoid rumored to have attacked one of their kind; no treasure. |
Ogres (2-4): AC 4, MV 9", HD 4 + 1, #ATl,
THACO 15,
D 3-10 (stone-set club, 1d8 + 2); AL CE, SZ L (9' + ), XP 90 + 5/hp |
2 ogres
HP: 28, 23, Total XP: 435 (475) |
3 ogres
HP: 19, 27, 25 Total XP: 625 (685) |
10 | 1-2 trolls,
followers of the troll
chieftain in area 229, coming in to report; no treasure. |
Trolls (1-2): AC 4, MV 12", HD 6 + 6, #AT
3, THACO 13 (12 with military fork), D 5-8/5-8/2-12, SA military fork (range 10', damage 3-10), SD regenerates (3 hp per round starting 3 rounds after being damaged); AL CE, SZ L (9'), XP 525 + 8/hp |
2 trolls
HP: 36, 39 Total XP: 1650 (1746)
|
1 troll
HP: 29 Total XP: 757 (805) |
11-20 | Ventilation | 11. draft
12. zephyr 13. gust of air, bearing strange odor 14. gust of air, bearing odd noise 15. musty scent 16. damp scent 17. feral scent 18. foetid scent 19. more noisome scent 20. draft |
- | - |
21-99 | No encounter | - | - | - |
00 | Zuggtmoy (if free) | - | - | - |
201 | 202 | 203 | 204 | 205 | 206 | 207 | 208 | 209 | 210 | 211 | 212 | 213 | 214 | 215 | 216 | 217 | 218 | 219 | 220 |
221 | 222 | 223 | 224 | 225 | 226 | 227 | 228 | 229 | 230 | 231 | 232 | 233 | 234 | 235 | 236 | 237 | 238 | 239 | 240 |
241 | 242 | 243 | 244 | 245 | 246 | - | - | - | - | - | - | - | - | - | - | - | - | - | - |
>>201.>>
This level was designed to Zuggtmoy's
specifications. When she reigned over the
Temple,
the northernmost portion of the AREA
(339-353: 339, 340,
341,
342,
343,
344,
345,
346,
347,
348,
349,
350,
351,
352,
353)
was for rewarding the "faithful", as <alt>
well as for her personal pleasure. Worshippers
could receive audience with their Mistress or Her ministers without being
initiated
into the secrets of the Greater Temple
on the
level below. Councils and similar matters
were likewise conducted in these rooms
and
chambers. The southern portion of the level
(the whole) housed Zuggtmoy's trusted servants
and her "pets"; a few of the latter still
remain.
When the Temple was overthrown, the
magical sealing of the place (to imprison
Zuggtmoy) also sealed off the northern portion of
this dungeon level. The entire wall separating
the northern and southern portions is thus
magical, radiating a strong dweomer. It
defies
any attempts to pass through it, whether
by
physical or magical means (including even
a
wish). Similarly,
the AREA cannot be examined
by crystal
ball or other scrying, and cannot be
penetrated by way of teleport
or
dimension
door,
plane travel (including
Ethereality),
etc..
In short, the AREA can be penetrated only
by
direct entrance through the
sealed bronze gate
(area 340), or by
finding a Key in one of the
Elemental Nodes
(q. v. ) which transfer the user <link>
to one of the Elemental symbols in area
339.
RANDOM ENCOUNTERS
<bookmark: dungeons.htm#r2>
(Ignore in the northern AREA containing
Zuggtmoy.
)
Roll d % once per turn and refer to the
following chart. (A result of 13 or more means
no encounter. ) If Zuggtmoy is free to
roam
this level, she appears alone if the result
is
96-98. If the result is 99-00, she appears
with
others; roll again on this chart, using
1d12,
to find the exact type, and then roll the
appropriate die to find the number of others.
All encounters are with monsters from
level 4, except the black puddings (who
are
simply scavenging).
d100 | Result | Encounter Stats | Sample Encounter | Sample Encounter |
01-03 | 1 black pudding | Black pudding: AC
6, MV 6 ", HD 10, hp 55 (65),
#AT 1, THACO 10, D 3-24, SA dissolves wood & metal, SD affected only by fire; AL N, SZ L (7' dia. ), XP 1350 + 14/hp |
1 black pudding
HP: 55 (65) XP: 2,120 (2,260) |
- |
04 | 1-2 ettins | Ettins (2): AC 3, MV 12 ", HD 10, #AT 2,
THACO 10, D 2-16/3-18, SD surprised only on a 1; AL CE,
SZ L (13' + ), XP 1950 + 14/hp |
1 ettin
HP: 48 (58)
|
1 ettin
HP: 35 (45) XP: 2,440 (2,580) |
05 | 5-8 gargoyles | Gargoyles (5-8): AC 5, MV 9"/15", HD 4
+ 4,
#AT 4, THACO 15, D 1-3/1-3/1-6/1-4, SA + 1 bonus "to hit" and damage when first swooping to attack, SD hit only by + 1 or better magic weapons; AL CE, SZ M, XP 165 + 5/hp |
8 gargoyles
HP: 14, 25, 17, 31, 21, 21, 18, 20 XP: 235, 290, 250, 320, 270, 270, 255, 265 Total XP: 2,155 |
7 gargoyles
HP: 25, 24, 23, 26, 28, 20, 20 XP: 290, 285, 280, 295, 305, 265, 265 Total XP: 1985 |
06-07 | 2-3 hill giants | Hill Giants (2-3): AC 4, MV 12", HD 8 +
2,
#AT 1, THACO 12, D 2-16, SA boulders (D 2-16, normal ranges 6"/13"/20", indoor ranges 3"/ 6"/12") ; AL CE, SZ L (10' + ), XP 1400 + 12/hp |
2 hill giants
HP: 46 (56), 32 (42) XP: 1952 (2072), 1784 (1904) Total XP: 3,736 (3,976) |
3 hill giants
HP: 41 (51), 33 (43), 33 (43) XP: 1892 (2012), 1796 (1916), 1796 (1916) Total XP: 5,484 (5,604) |
08-09 | 5-8 ogres | Ogres (5-8): AC 3, MV 9", HD 4 +1, THACO
15 (12), #AT 1,
D 9-18 (3d4 + 6, with huge trident); AL CE, SZ L (9'+), XP 90 + 5/hp |
5 ogres
HP: 13 (17), 24 (28), 18 (22), 21 (25), 14 (18) XP: 155 (175), 210 (230), 180 (200), 195 (215), 160 (180) Total XP: 900 (1000) |
5 ogres
HP: 10 (14), 22 (26), 17 (21), 20 (24), 20 (24) XP: 140 (160), 200 (220), 175 (195), 190 (210), 190 (210) Total XP: 895 (995) |
10-12 | 2-3 trolls | Trolls (2-3): AC 4, MV 12 ", HD 6 + 6,
#AT 3, THACO 13, D 5-8/5-8/2-12, SD regenerates (3 hp per
round starting 3 rounds after being damaged); AL CE, SZ L (9'), XP 525 + 8/hp |
3 trolls
HP: 29 (35), 39 (45), 41 (46) XP: 757 (805), 837 (885), 853 (893) Total XP: 2,447 (2,583) |
2 trolls
HP: 29 (35), 23 (29) XP: 757 (805), 709 (757) |
13-22 | Ventilation | 13. draft
14. zephyr 15. gust of air, bearing strange odor 16. gust of air, bearing odd noise 17. musty scent 18. damp scent 19. feral scent 20. foetid scent 21. more noisome scent 22. draft |
- | - |
23-95 | No encounter | - | - | - |
96-98 | Zuggtmoy alone (if free). | - | - | - |
99-00 | Zuggtmoy
(if free) with others —
roll again (1d12) to find type. |
- | - | - |
301 | 302 | 303 | 304 | 305 | 306 | 307 | 308 | 309 | 310 | 311 | 312 | 313 | 314 | 315 | 316 | 317 | 318 | 319 | 320 |
321 | 322 | 323 | 324 | 325 | 326 | 327 | 328 | 329 | 330 | 331 | 332 | 333 | 334 | 335 | 336 | 337 | 338 | 339 | 340 |
341 | 342 | 343 | 344 | 345 | 346 | 347 | 348 | 349 | 350 | 351 | 352 | 353 | - | - | - | - | - | - | - |
The Interdicted Prison
of Zuggtmoy +
The Great Temple of area
419 is the central
command headquarters of all current
operations of the Temple
of Elemental Evil.
Recruiting drives,
raids, temporary and
long-term plans — all are the products
of
the leaders herein.
The masterminds of the Greater Temple
maintain some degree of contact with Zuggtmoy
herself by way of a special magical
area deep within the compound (area
435).
Iuz, however,
is seen in person on occasion,
as he visits here to gather information
and
to offer advice. The Temple personnel are
respectful of both Iuz
&&
Zuggtmoy in a
practical sense rather than one of awe,
seeing the Two
as great leaders and commanders rather
than dwelling on their true
aspects of demoness && demigod.
It is only by luz' influence and occasional
instructions
that the humans
herein keep some small
measure of order amongst their unpredictable
minions.
Zuggtmoy's current
location is not
known to any of the Temple personnel, nor
to Iuz.
They are all aware of her imprisoned
state, but do not know where that prison
may be. Iuz
suspects the true location
(dungeon areas 340-353),
but has been <cf. The Interdicted Prison of Zuggtmoy>
unable to penetrate it, nor have his followers.
But none have pressed the matter
with great diligence, for several reasons.
Iuz
is satisfied with matters as they stand,
at
least for the moment; he is doing a few
things with which Zuggtmoy's
presence
might have interfered. Zuggtmoy is known
to be alive && well, as gleaned
from her
communications with those in the Greater
Temple, so nothing is to fear from that
quarter. And finally, a being more powerful than
Iuz —
the lesser god St. Cuthbert Himself
—
has been involved from the beginning, and
it seems best to postpone the inevitable
confrontation with that august personage for a
time. Thus, Zuggtmoy's prison will not
be
sundered by the efforts of her allies
&& followers.
Zuggtmoy's splendid
Greater Temple and
Iuz' chamber
north of it (area 433) are
important features of the dungeon level,
but
others are even more critical. Eight long
corridors stretch from the sides of the Temple,
each a color corresponding to one of the
four elements. These corridors lead to
permanent magickal gates, each marked by a
corresponding shape already seen in the
upper dungeon levels —
a circle for air,
triangle for earth,
square for water,
and
the eight-pointed
fire symbol.
Two gates Xist
for each such symbol, however. One of each
pair leads directly to the corresponding
Elemental Plane;
<Fire>
<Earth>
<Water>
<Air>
the other leads to a nearby
partial plane, called a Node.
The Nodes are
detailed in section 4 of this adventure.
<>
The elemental nodes form the basis for
the whole evil operation. They are as cauldrons,
used to mix evil && elemental forces
in an unholy recipe concocted by Zuggtmoy
and luz over a decade ago. Within the nodes
are special creatures, to be used as future
troops and specialists. The nodes and the
Orb of Golden
Death (see Appendix D)
were created together, and are directly
and
magickally linked. The powers of this artifact
come from the nodes; if the Orb
is
destroyed, the nodes are likewise (and
vice
versa, though destroying a plane of existence
is a far greater task).
This dungeon level is a dangerous place
even for higher level characters. Cautious
PCs will explore quietly and carefully,
and
should quickly realize the dangers herein.
If
they take appropriate measures, such as
disguise (preferably magical, polymorphing
being quite convenient), they might be
able
to infiltrate, misdirect, encourage xaos,
and generally turn the place into a shambles
without suffering too much damage.
On the
other hand, direct frontal attack is nearly
suicidal. If necessary, an overzealous
party
might be surprised, captured, and simply
ejected as soon as they reach the intersection
between areas 402
&& 409.
If the party has been ravaging the upper
dungeon levels, those herein will be on
alert
status (see Troops &
Sentries below), maintaining exact guard positions and ready for
trouble. If characters have allowed any
victims or witnesses to escape, a fairly good
description of them will have reached this
area, and retribution will be as swift
and
cruel as possible. On the other hand, if
PCs
have carefully explored the dungeons in
such a way as to SLAY few and escape with
maximum gains, they will probably not
have this reputation. The forces of the
Greater Temple may be relatively unprepared,
and if the PCs are taken, they might
be thrown to the Nodes rather than exterminated.
If PCs venture into the
nodes on their own accord, without first
obtaining the Orb
from its current custodians (see area 338), they
may suffer further
defeat and even entrapment therein. If they
have not received the special poem-clue
(described at the introductory notes to
Dungeon Level One), review that info &&
select a method for introducing it.
If players ignore the fairly explicit instructions
in the poem, or do not leave the
dungeon setting for respite, they will
probably blunder into the nodes unprepared. Do
what you can to channel them back to the
dungeon (by means as detailed in the preface
to the nodes), so they may obtain <>
another chance at complete success.
PC || NPC actions herein may result in the
appearance of the demigod Iuz,
the lesser
god St.
Cuthbert, or both. Should Iuz be
attracted or summoned (either by the direct
actions of local residents or by PC errors),
Cuthbert will probably (90% chance) arrive
as well in 2-9 segments; if not, the PCs
are
surely doomed. Cuthbert will not appear
unless Iuz does so first. Zuggtmoy's
freedom
or lack of it does not affect Cuthbert's
actions in any case.
If St. Cuthbert,
does appear, he && Iuz
will vanish together in a puff
of smoke and
thunderclap, as they will not discuss or
settle their differences in the presence of their
followers || other mortals. Before their
departure, however, Iuz will first restore
his
troops w/ a gesture, && his ancient
enemy will do the same immediately thereafter.
This has the effect of animating all
slain evil troops wearing the symbol of
Iuz
(i.e. the Temple guards), restoring them
somewhat as monster
zombies. Leaders
wearing the golden
skull are also revived,
but as if raise
dead &&
heal were applied.
SLAIN PCs are similarly revived by
St.
Cuthbert, being raised && healed
either to
20% of normal HP
or, if the PC is a
follower of the deity, with a full heal
(curing
all but 1-4 hp).
The troops of the Temple include the rank-and-file
bugbears
&& ogres, led by hill
giants
&& ettins, all commanded by human
clerics
&& magic-users. The troops are
used
for nearly any sort of task anywhere in
or
near the Temple and its dungeons, being
a
powerful strike force capable of wellcoordinated
attacks under their human
strategists. The Temple guards, who stay
here at all times, are a horde of gargoyles
and trolls,
offering either aerial or ground
attacks (or both) against intruders, and
having good resistance and stamina. Guards are
often supplemented or reinforced by troops.
Nearly all of the Temple's regular forces
wear distinctive garb, even though armor
or
clothing may not be typical of the race.
Only the gargoyles
wear none. For ceremonial occasions, the entire force is attired
suitably, in a color matching one of the
four
elemental forces. However, more protective
garb is the rule at most times. Armor is
either black leather
|| blacking on metal,
with similar shield if one is used. Both
shield
&& armor are decorated, the latter
typically
high on the back. The designs employed
vary by troop rank. Regular troops (bugbears
&& ogres) wear Zuggtmoy's
Eye
of
Fire, the
symbol first encountered in
the
ruins by Hommlet.
The guards (trolls,
giants,
&& ettins) and the bugbear and ogre
chieftains wear the ensign of Iuz
— the grinning red horned skull so common
to the
guards on Dungeon Level Two.
The clerics
&& magic-users
wear the emblem of the
Orb of Golden
Death, a golden skull without a lower jaw
but with a jeweled crown.
The positions of the residents will depend
on the relative status of the area. If
PCs have
recently been raiding the upper dungeon
levels heavily (i.e. if half or more of
the
monsters therein have been slain), the
Greater Temple will be on special alert
for
intruders. A lighter guard schedule is
used
otherwise. The resulting positions are
as follows for the hours of 8 AM to midnight. Cut
all numbers in half at other times, using
one
guard to watch a pair of adjacent corridors
(420 + 423,
426
+ 429) from a position just
inside the Temple proper.
Human leaders usually keep position
behind the main altar (419 A) during alerts,
but may be anywhere at other times. A preferred
tactic is to haste most or all of the
ogres massed in the Temple while intruders
are delayed on the stairs. If the invaders
turn off into a barracks area, troops will
be
quickly moved into position to cut off
possible escape.
Troop and Guard Positions
Area | Normal | Alert |
401 | Empty | 2 trolls |
402 | 2 trolls | 2 trolls |
409 | 2 trolls | 2 trolls |
410 | 1 troll | Empty |
416 | 1 troll | Empty |
418 | Empty | 2 trolls |
419 | 2 trolls
+
2-8 gargoyles |
12 ogres
+
12 gargoyles |
420(x2) | Empty | 1 hill giant |
421 | 1 hill giant | 2 bugbears |
422 | 1 hill giant | 2 bugbears |
423(x2) | Empy | 1 ettin |
424 | 1 ettin | 2 bugbears |
425 | 1 ettin | 2 bugbears |
426(x2) | Empty | 1 ettin |
427 | 1 ettin | 2 bugbears |
428 | 1 ettin | 2 bugbears |
429(x2) | Empty | 1 hill giant |
430(x2) | 1 hill giant | 2 bugbears |
Thus, when not on alert, the bugbears
&&
ogres are
generally moving about — patrolling, cleaning, and/or repairing areas of
Dungeon Levels Three &&
Four.
At times other than alerts, the residents
wander a bit from their stations, and may
be
found up to 50 feet away at any time.
They
may MOVE to engage intruders if such seems
appropriate, but will sound an alarm while
doing so. When an alarm is thus called,
the
others will eventually come to take their
assigned positions, but this may require
as
much as 11-20 rounds of preparation and
movement.
If fighting starts during alert status,
those
stationed at specific points do NOT MOVE
from those places to engage intruders unless
specifically ordered to do so. They contribute
missile fire to melees in the Greater Temple whenever possible, but will
keep their
posts and fight to the death.
The gargoyles
(who actually live in the
Temple itself) rove the place in groups
of 3-
6, but return to and defend the Temple
during alerts, meetings, and so forth. Their
primary purpose during an alert is to stop
all flying intruders. Their secondary task
is
to enter melees by swooping from the air,
as
they might thereby gain surprise
against
opponents already engaged (1-3 on 1d6).
During alerts,
ettins
&& giants stand in
corridors about 10-15 feet from the Greater
Temple area, weapons at ready. They contribute
to melees in the Temple with thrown
boulders,
avoiding their comrades if possible (but often not entirely). Note that
three
of the ettins have been instructed by the
giants in rock-throwing, and have a similar
capacity for hurling such, at the faster
rate
of two per round (ranges 3"/6"/12", D 2-
16) but with a -4 "to hit" penalty due
to minimal proficiency.
The bugbears
by the gates stay out of lineof-sight from the bulk of the corridor,
around a corner if possible, with weapons
at
ready. Note their surprise
ability, and the
fact that this could give them several
surprise segments of missile fire.
Roll 1d100 once per turn, and refer to the
table below.
<>
encounter areas if noted.
1d100 | Result | Statistics | Sample Encounter | Sample Encounter |
01-02 | One black pudding, scavenging | Black pudding: AC
6, MV 6 ", HD 10, hp 55,
#AT 1, D 3-24, SA dissolves wood & metal, SD affected only by fire, AL N, SZ L (7' across); XP 1350 + 14/hp THACO 10 |
- | - |
03 | Smigmal and Falrinth (with Kriitch,
a quasit familiar), heading down from their rooms (areas 336-337) to see Supreme Commander Hedrack (area 417) about some trouble caused by the PCs. (If either of the two has been SLAIN, the other appears alone; if the PCs have killed or chased off both, No Encounter.) |
Smigmal Redhand:
AC 4 (leather +1 &&
<large> shield +2), MV 12", Level 7/7 Fighter/ Assassin: Champion/Cutthroat; hp 41, XP 4924 S 17 I 15 W 7 D 16 Co 17 Ch 14 #AT 3/2, D 3-8<??>, SA poison on <??>sword (insinuative type B, + 3 bonus to saving throw, Dmg 25 in 2 rounds), SD ring of spell storing/invisibility; Thief Abilities: PP 45, OL 52, F/RT 45, MS 40, HS 31, HN 25, CW 95, RL 15 THACO 13 Total magic item XP: 3300 Falrinth: AC 3 (bracers
of defense), MV
Kriitch (quasit
familiar): AC 2, MV 15",
|
- | - |
04-05 | 1 Ettin,
checking on guards
|
Ettin: AC 3, MV 12", HD 10, #AT 2, D 2-
16/3-18, SA throw rocks (#AT 2, ranges 3"/6 "/12", D 2-16 each), SD surprised only on a 1, AL CE, SZ L (13' + ); XP 2400 + 14/hp THACO 10 <THACO 14: see note in Tactics> |
- | - |
06-07 | 1-2 Trolls, patrolling | Troll: AC 4, MV 12 ", HD 6 + 6, #AT 3,
D 5-
8/5-8/2-12, SD regenerates (3 hp per round starting 3 rounds after being damaged), AL CE, SZ L (9'); XP 525 + 8/hp THACO 13 |
- | - |
08-10 | 3-6 <d4+2> Gargoyles, patrolling | Gargoyle: AC 5, MV 9"/15", HD 4 + 4,
#AT 4, D1-3/1-3/1-6/1-4, SA + 1 bonus "to hit" and damage when first swooping to attack, SD hit only by + 1 or better magic weapons, AL CE, SZ M; XP 165 + 5/hp THACO 15 |
- | - |
11-12 | 1-2 Hill giants, checking on guards | Hill giant: AC 4, MV 12", HD 8 + 2, #AT
1,
D 2-16, SA boulders (D 2-16, indoor ranges 3"/6 "/12"); AL CE, SZ L (10' + ), XP 1400 + 12/hp THACO 12 |
- | - |
13-16 | 1-4 ogres
&& 2-5 bugbears, heading
back to area 405 to get a between meal snack. They are 50% likely to panic && run if challenged, since they should be on guard duty somewhere. |
Ogre: AC 3, MV 9", HD 4 + 1, #AT 1, D 1-
10 or by weapon +3, AL CE, SZ L (9' +); XP 90 + 5/hp THACO 15 Bugbears (4-6): AC 5, MV 9", HD 3 + 1, #AT
|
- | - |
17 | Zuggtmoy alone
(if able to wander
this area; otherwise No Encounter) |
- | - | - |
18 | Zuggtmoy with
one of the above
groups (roll again, using 2d8 if able to wander this AREA; otherwise No Encounter) |
- | - | - |
19-28 | Ventilation | 19. draft
20. zephyr 21. gust of air, bearing strange odor 22. gust of air, bearing odd noise 23. musty scent 24. damp scent 25. feral scent 26. foetid scent 27. more noisome scent 28. draft |
- | - |
29-00 | No encounter | - | - | - |
>>401.>>
401 | 402 | 403 | 404 | 405 | 406 | 407 | 408 | 409 | 410 |
411 | 412 | 413 | 414 | 415 | 416 | 417 | 418 | 419 | 420 |
421 | 422 | 423 | 424 | 425 | 426 | 427 | 428 | 429 | 430 |
431 | 432 | 433 | 434 | 435 | - | - | - | - | - |
Level 4.
>401.