Part 3: Dungeons of Elemental Evil

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.

STANDARD CORRIDORS

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.

STAIRS

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.

VENTILATION

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>

MAP NUMBERING

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.

AREA DESCRIPTIONS

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.

PRISONERS

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.

TREASURE

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!

RECRUITING

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.

GOALS

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!

CLUES

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.

Dungeon Level One

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

* short bow

leader:
HP: 18, halberd specialist, 16, XP 48 (estimate)

total gp = 62
total xp = 302

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

* short bow

leader: 
HP: 17, light crossbow (specialist), 13 XP 48 (estimate)

total gp = 34
total xp = 223

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: 
2, 
6, 5 gp
9, bloodstone worth 50 gp
THACO 16
SW turnable

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,
#AT 1, D 2-16, SA corrodes all but wood
and stone, SD immune to heat, cold, all spells except lightning; AL N, SZ M, XP
200 + 5/hp

1 gelatinous cube
HP: 18
THACO: 15

22 cp
13 sp
8 ep
5 gp
6 pp
normal dagger

xp = 263 <(279)>

1 gray ooze
HP: 16
THACO: 16
XP: 280

1 gelatinous cube
HP: 18
THACO: 15

22 cp
9 sp
6 ep
7 gp
5 pp
potion of avian control
(smoky, phosphorescent-opaline(glowing), taste: meaty, 
black:pitchy)
xp = 508 <(524)>

1 gray ooze
HP: 16
THACO: 16 
XP: 280
 

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,
#AT 1, D1-8 (longsword), SA 2 javelins (D
1-6, ranges 2 " / 4 "/6 "), Strength 17 ( + 1 "to
hit" / + 1 damage); AL NE, XP 113
<1 small wooden shield>
 

6 men-at-arms
THACO: 20n

leader
longsword specialist
#AT: 3/2
THACO: 16

total xp = 221

"Each guard wears chain mail armor and carries a shield. 
The shield and the normal garb are adorned with the brown and black triangle of the Earth Temple
Each leader is armored in like fashion, and wears a necklace from which hangs a bronze medallion with a raised triangle (worth 20 gp). Each
guard carries 1-6 sp and 1-6 ep. Each leader has 2-12 ep, 2-12 gp, and 2-12 pp."

(Total treasure: 24 sp, 31 ep, 6 gp, 6 pp.) 
(Total 2e treasure XP: 74)

-
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). - - -

ROOM MATRIX
 
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>>
-
 

Dungeon Level Two

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",
Level 1 Fighter, hp 9, 6, #AT 1, THACO base 20, D 1-8
(longsword) or 1-6 (spear); AL NE, XP 19, 16
<longsword specialist: THACO 19, #AT 3/2, D 1-8+2>

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,
spear, etc. ); AL NE, XP <225?>
<bastard sword double specialist: THACO 13, #AT 3/2, D 2d8+3>

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>
<vet2: medium shield>

<vet1: ox tongue>
<vet2: ash spear>

<leader: large shield>
<leader: ox tongue>

<289 gp>

<good wine, worth 10 sp per pint. 8 pints (wineskin)>
<butter (goat), meat (mutton), nuts (cashews), meal (grain), milk>

<trusting, kindly, opinionated, cruel, warlike, studious, studious, obsequious> 
<altruist, precise>
<obsequious>

<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>
<vet2: small wooden shield>

<vet1: spear>
<vet2: ash spear>

<leader: large shield>
<leader: spear>

<237 gp>

<nuts (walnuts), fowl (squab stuffed pheasant), meat (sausages), berries (blackberries), biscuits, broth>

<foul, careless, malevolent, loquacious, cautious, obsessive, warlike, contrary>
<helpful, exacting>
<studious>

<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.>>
 
 

Dungeon Level Three

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)
XP: 2,622 (2,762)

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 +
 


 
 
 

Dungeon Level Four

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).

CHARACTER ACTIONS

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.

IUZ AND ST. CUTHBERT


 

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).


 

TROOPS AND SENTRIES

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.

TACTICAL NOTES

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.

RANDOM ENCOUNTERS

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
12", Level 8: Warlock (Level 9: Sorcerer with familiar), hp
27, #AT 1, D 2-5, SA spells, SD regener-
ate 1 hp per round, MR 25 %; XP 4024
S 10 I 17 W 10 D 17 Co 15 Ch 12
(See Dungeon Level 3 <(area 337)> for Falrinth's usual
memorized spells. Modify them accordingly if PC raids have caused alerts.)
THACO 19

Kriitch (quasit familiar): AC 2, MV 15",
HD 3, hp 16, #AT 3, D 1-2/1-2/1-4, SA
claw poison (save or lose 1 point Dexterity for 2-12 rounds), fear blast once per
day (30' radius), SD 25 % MR, regenerate
1 hp/round, hit only by iron or magic
' weapons, immune to cold, fire, and
lightning; XP 373
THACO 16

- -
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
1, THACO 16, D 2-8 (morning star), SA surprise on 1-
3; AL CE, SZ L (7' + ), XP 135 + 4/hp
THACO 16

- -
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.

>>401.>>
>>301.>>
>>201.>>
>>101.>>