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16

Dungeon Module D3
Vault of the Drow
by Gary Gygax

This module contams background Informat/on. IJ Isrge -scale referee's mBp with 8 matchmg parI lsI map for players. referee's notes,
special exploration and encounter pieces. a helt map detading 8n enormous cavern 8r8a, 8 speC/8/ templa map. encounter and mop
matrix keys. and additional sections pertaining /0 untque new creatures for use with this module and the game 8S a whole . A complete
seltmg lor play 01 ADVANCED DUNGEONS & DRAGONS IS contained herein ThiS module can be played a/one, 8S the fmal part 01 a
senes 01 three modules (with DESCENT INTO THE DEPTHS OF THE EARTH, D1 and SHRINE OF THE KUQ · TOA. 02.). or 85 the $Ixth
part of 8 conllnumg series of modules which form 8 spec/a/campslgn sCClIsrio(DUNGfON MODULES Gl. G2. G3. Dl . D2. D3, and
Q 1. QUEEN OF THE DfMONWfB PITS. soon to be released)

If you have found this module and Its companions eKciting. stay IUned for more action from The Game Wizards!
197a.TSR~

ISBN 0-935696-07-5
i' Ts.o Game>
PCB 756
LAKE GENEVA. WI 53147

PII1NlliD ... USA


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Dungeon Module D3
YauR of the Drow
by GaIy Gygax
This module contains background inl ormation. a large-scale referee's map with a matching partial map for players. referee's not8S,
special exploration and encounter pieces, 8 hex map detailing an enormous cavern area, 8 special temple map. encounter and map
matrix keys, and additional sections pertaining to unique new creatures tor use with this module and the game 8S 8 whole. A complete
setting for play of ADVANCED DUNGEONS & DRAGONS is contained herein. This module can be pl(lyed alone, as the final part of 8
series of three modules (with DESCENT INTO THE DEPTHS OF THE EARTH, D7 and~HRINE OF THE KUO-TOA, 02.), or 8S the sixth
part of 8 continuing series of modules which form 8 special campaign scenario (DUNGEON MODULES G 1. G2. G3. 01 . 02. 03. and
Ql. QUEEN OF THE OEMONWEB PITS. soon to be released):
If you have found this module and its companions exciting, stay tuned for more action from The Game Wizardsl
DISTllbufed to the book trode In the unlled Stoles by Random House. Inc. and In Conodo bv Random Hous.e o f Conoda. Lid.

~1 978, TSR Gomes



TSR Games
POe 756
LAKE GENEVA, WI 53147

ISBN o..935696.()7-5 PRINtED IN u.sA.


Advanced Dungeons & Dragons As Dungeon Master you should read this module thoroughly
belore allowing your players to begin this expedition. If they have
Dungeon Module # 03 not adventured in any of the other modules in this series, and
especially in 01 and 0 2, they wilt be handicapped and lock
Yaun of the orow certain Draw medallions and badges which would allow them
relatively unQuestloned passage In most areas (see hereafter for
details). You must use your best judgement as to how to handle
lackground: As a member of a bold party of adventurers, you this.
a nd your assoc iates hove trekked for into what seems to be a
whole underworfd of subterranean tunnels - arferies connecting Complete information on the Draw is given in MODULE G3 (HALL
endless coves and cavems which honeycomb the foundations OF THE FIRE GIANT KING) . likewise, full information pertaining 10
of Ihe lands benealh the sun. From the entrance to this maze the 5vlrfnebll (Deep Gnomes) Is given in M ODULE 02 (SHRINE OF
lound on the lowest level of the HALL OF THE FIRE GIANT KING THE KUO-TOA). Sufficient information has been included herein for
(DUNGEON MODULE G3), your expedition has dogged the heels you to handle these creatures in case the needed modules ora
01 the Dark Elves who c aused g reat woe and then fled under- not available to you.
ground , but accidentally left a mop which hos enabled pursuit. Start: Ploy commences a hol1 m ile beyond the Kuo-Toan temple
Overcoming wererats. and mind flayers, Draw patrolS and their area (hex co-ordInates F41·42 on the mosier map) In whichever
minions (MODULE 01, DESCENT INTO THE DEPTHS OF THE EARTH), passageway the party left the shrine cavern, or in either the
your group managed to cross a vast subterranean river in the primary passage northwest or the secondory tunnel north 01
lace 01 a mad fish-man, a Kuo-Toan 0 1exceptional abilities and players' option il this is their filst module. All routes into and out of
strength; and otter days of joumeying through corridors hewn the Kuo-Toon temple cavern are smooth-walled, showing the
from living rock, discovered on underground temple 01 the Kuo- signs of ancient mining work. The pr1mary possage also shows
To an fish-men where an idol of their repu lsive goddess, considerable working. but secondary and terfiary corridors are
BlibdOOlpOOlp, hod to be venerated by all who would pass mostly natural with only small hewn areas. Sam~ sections of the
through (MODULE 02, SHRINE OF THE KUO-TOA). All a long the main, seconda/y, and tertiary tunnels are given on the special
roule. signs 01 the Insidious Drow have been noted. II is now map sheet lor this module. (These sample sections can be flffed
evident that the Dark Etves pass freelythroughoulthis underworld. to those given with MODULES 01 and 02 it you desire.) Players will
but it is just as evident that these evil elves are hated and feared by observe that the primary passage is well-kept and well-traveled,
the other intelligent races inhabiting the subterranean lands. This and the the phosphorescent lichens are rekltivetV abundant so
does not give couse to hope that your party will receive any as to prOVide a dim and ghostty light. In contrast, the narrower
substantial aid. for most of the creatures dwelling in the sunless (20' and 10' wide) routes are rubble strewn and fofebod ing, with
places beneath the earth are as evil as the Draw. There a re Deep tor tawer lichens to illuminate the way. While the main passagewill
Gnomes, the SVlrfnebll, who might help, but the vast majority of have only the taint rustllngs, twitterings, a nd scrabblings common
the denizens of the underwor1d a le as inimical to you as are the 10 Ihe underwor1d and caused by bois, rats. insects and olher
Dark Elves, and that enemy will certainly be a lert, not complacent, .-ermin, vogue noises of another sort will be heard • they listen in
as they too must deal with powerful enemies continually In order secondary passages - d istant footfalls and a clOtler at disturbed
to survive in this grim and ghostty underwor1d. rocks. CaretulHstening in a tertiary passage will reveal something
Your map indicates that two d ifferent passageways can be tor more disturbing, moaning and g ibbering terminated by a
followed to reach what you all suppose Is the homeland of the scream of agony - from what source none can tel - fading into
Dark Elves. The pr1mary corridor to the northwest has an area 01 absolute Quiet from somewhere lar ahead.
almost certain danger shown o n II at about the mid-point 0 1the Notes For The Dungeon Master
march. The north passage to the east 01 the primary passage
leading from the Kuo-Toan temple area Is narrower, and bound Travel a long the system 0 1 subterronean passages will be at a
to be more dangerous. It too shows a probable danger area, bul slow rate because of the slippery and often slanting 01 terraced
there is a lso on intriguing tertiary tunnel shown connecting this noors. Footing is treacherous In places, and the tiers to clamber
passage with the primary one, and it seemingly bypasses both down are often nearty 3' from top to bottom. If mules accompany
danger areas. The mop shows this route as a narrow corridor, one the porty, these beasts will not slow movement, for they are sure-
c ertain to be /raught with peril due to Its confines. Is that risk less 'ooted and negotiate the worst places with relative ease. The
thon facing the hazards of the certain encounters shown? Your rubble and detritus, natural projections, protrusions. ledges, and
group must now decide and proceed in yourovowed purpose to stone " icicles" are more common and prove a real hazard in the
bring nemesis to the Draw. secondary and tertiary tunnels. These lesser·traveled ways offer
more places for lurking loes than do the primary a rteries of the
CAUTION: This module. as all of the ot hers in Ihe series. has been
designed strictly for use by experienced players with high level characters. underworfd. ASSUME THE MAXIMUM RATE OF TRAVEL IS 1 MILE (1
II demands a degree of ability which cannot generally be attained merely by hex) PER DAV PER 1 ~ OF BASIC MOVEMENT RATE OF THE SLOWEST
allowing an in experienced gro up to adventure with powerful charact ers. /I MEMBER OF THE EXPEDITION, and this rate o nly if unnecessary
'lour players have alrendy played in one or more of rhese modules. 'IOU w ill delays and careful map making are avoided. Reduce move-
be familiar wit h Ihe caution sections th erein. and they will be 8wareofthe ment by 1 mile for every hour of delay, and assume that careful
challenges they eRn expect. If by some chan ce this is th e first module for mopping will slow the party to 6 m iles per day maximum trovel.
your group. it is recommended tha t(besides going right out and purchasing
module G I or D1 to begi" with If/slt/adl you give your players a chalice to Ceiling helghl In p rimary tunnels varies from 20' to 50'. In
survive by observing the foffowing: secondary corridors of about 20' width, the rool overhead varies
, . The composition of the party must be well bafanced with respect to from 15' to 40' distance. The narrow tertiary passages and secret
magic· users and fighters. and at feast one thief and two clerics should odits have ceiling vauHs of from 8'10 25' In the obvious tunners. the
be along. secret ways being from 5' to 15' high. Where natural enlarge-
ments occur, ceiling height will be at least 20',ond It can beas for
2 . The averag e level of the group shouJd boobout 10th. and eachcharscter
as 60' or 70' In the large coves.
should have magic ilems commensurate with his or her fevel of
experience. There are three encounter areas which are possible a long the
3 . There is no instant retroat from this underworld, as teloportation will route to the final section, although the p layers' hex map o f the
not function properly so deep beneath the ground, find the parry must be underworld shows but two. Areas Q l 49 and Ul48 are shown. but
both Slrong and numerous enough to trek in and face what they the really dangerous Rl 47 1s o mitted - but hinted at through what
discover. then' manage to come out alive. 8 or 9 characters is not an a prudent group will hear when listening in the tertiary passage
excessive party number. and 6 is the m inimum number that should leading to the encounter area. Each of these areas Is detailed
attempt the module. hereafter.
2
When a random or pre-set encounter occurs, use the special 20. Draw patrOl, mixed
encounter piece included specialty forthe purpose-the sample Secondary Passage, 1 In 12 chance of encountering a monster
passageway sections Of the encounter pieces as approprtate.
Note that encountered monsters will oct/ react with intelligence 1. 5-8 sMekers
and orgonization commensurate with their mentality and social 2. 2-5 giant spiders (~2/3'i.)/giant spitting snoke (33-1/ 3'L)
development. 3. Draw patrol, mixed
Camping for the night in a passageway (including a spur or 4. Draw merchants, small train
room olf of same) will Incur a random monster check according 5. lurker above (5Q'L.)/ 2·5 fire beetles (50'L)
to the passage type, but onty 1 such check lora "normal" sleep 6. 4-16 shadows (SO'i.)/ Drow merchants, small train (50%)
period of 8 hours, unless the party simpty tlops down In the middle
7. giant slug (50'1.)/ 2·5 g iant splders (5O'L)
of the passage. 8. 2 subterranean lizards (huge, +4 h.p. per die)
9. Draw patrol, mixed
Nole thai beyond the encounter areas, the only random 10. 5-20 p lercers (50~)/type I, II , III or IV demon (50%)
encounters In the primary passageway leading to the Draw 11. rust monster (SO'i.)/Drow merchants, small train (SO~)
homeland will be with Draw merchants o r patrols o r with Draw 12. Draw patrOl, mixed
servants. Indication of any other encounter should be ignored, 13. 2-5 ghosts with 9·16 ghouls
and no encounter will take place unless a laler check indicates a 14. 13-18 bugbears wlth 19-24 slaves
possible sort. Separate encounter tables are given for random 15. purple worm (50~)/2-5 fire beetles (501.)
meetings with wondering creatures In passageways and for 16. 2-5 ropers (5O'f.)/ Drow merchants, small train (50$)
encounters when the party is within the Vault of the Draw. You 17. Draw merchants, medium train
must be familiar with these tables, and especial pains should be 18. Draw patrol, males
token to property handle Drow and Svirfnebll encounters. 19. 2-8 huge spiders
A considerable period of game time can be spent by the party 20. 1·4 shriekers with 1-4 violet fungi
when they enter the terminus area. Becouse of the chaotic noture Tertiary Passage, 1 In 12 chance of encountering a monster
of the Dark Elves, their continual feuding. and the degenerate
nature of the city dWellers, there is no reason why a clever group 1. lurker above (50%)/ 2-5 subterranean IIzords (50%)
cannot successfully muck around, harry merchants (and 2. 2-5 xorn (SO'l.)/ Drow merchants, smalilTain (50'1.)
possibly even nObles) and not attract undue attention so long as 3. Draw patrol, mixed
they do not attempt to organize the escaped slove groups for 4. 1-2 umber hulks (50%)/ 2-5 ghosts with 9-16 ghouls (SO'L)
open warfare against the Draw. The threat of a general uprising of 5. Draw merchants, small train
sloves will certainty bring all of the Draw into full c~operation, and 6. rust monster (50%)/ 2,5 giant spiders (50%)
that means the adventurers will likety meet their doom. 7. 5-20 p iercers (50")/ 2-8 Deep Gnomes (5O't)
8. green slime (SO%)/ Drow patrOl, mixed (50%)
This module is ideal for elaboration and extensive development
9. 2-5 giant spiders
by the Dungeon Moster. The subject matter desefVeS this. and it
10. 2·5 subterranean lizards
should be done by you in order to put personality and finishing
11. vampire (50'i.)/ 2-5 fire beetles (50"1.)
touches into a set·plece scenario which locks Ihe individuality
12. 1-4 violet fungi with 1-4 shrtekers
particular to your campaign.
13. Draw merchants, small Irain
Remember that teleport - spell o r otherwise - will not properly 14. 5-20 piercers {SO'l.)/ 2-8 Deep Gnomes (50%)
function anywhere In this module. Furthermore, when the party 15. Draw patrol, mixed
arrives at the Vault of the Drow, they will find that their light and 16. 2-8 huge spiders
continual tight magic will produce not bright glowing iIIumina- 17. 1-4 shambling mounds (50%)/ 2·8 shriekers (50%)
lion, but rather brownish glowing a reas of soft, ale colored light. 18. Draw patrol, males
(The Dark Elves dislike even this, and while it will not affect therr 19. 11-30 giant ants (SO't)jtype I, II , iii, or IV demon (50%)
abilities in any way, it is 75~ probable that a dispel magiC or 20. ttapper
darkness will be used to remove the offending illumination.)
Drow patrol: There are three types of Draw potrols, male, female,
and mixed. The composition of each type is:
RANDOM MONSTER TABlES FOR PASSAGES
Encounters occur as shown; check each hex (t mile) : Males: There will be 7-10 tlghfers of 2nd level (H.P.: 9 each; +1
chain moil, +1 buckler, +1 lor 15 dexterity, loran overall AC of
PrimarY passage, 1 In 10 chance of encountering a monster. 1) with +1 dogger, .1 short sword, and hand crossbow (6-
1. Draw potrol, moles maximum range) and 10 poisoned bolts (1-3 h_p_ of
2. giant Slug (50'1.)/ purple worm (50'1.) damage, save vs. polson at -4 or sleep for 3-1 2 turns). Each
3. 1·4 Irolls with 9·16 troglodytes can use the equivalent of a dancing lights, darkness, and
4. Draw merchants, small train faerie tire spell (at 2nd level) once per day perspelJ. Theywill
5. rust monster (50%)/ 2·5 fire beetles (50%) be led by a 4th levelfighter(H.P.: 18; +2 chain moil, +2 buckler.
6. Draw merchants, small train +2 for 16 dexterity, for on overall AC of -2) with +1 dogger, +1
7. Draw patrol, females short sword , atlatl and 3 poisoned Javelins (9 - range,
8. 1·4 viole" fungi with 2·8 shriel<ers (50'1.)/ 2,5 subterranean +1/ +2/+3 to hit of long, medium, and short range, 2· 7 h.p.
damage plus polson as above). He is also able to use the
lizards (50%)
9. Orow merchants, medium train spells noted above. The patrol will be commanded by a
10. 3-12 shriekers tighter/ mag lc,user of 5th/ 5th level (H .P.: 23; +2 chain mail, +2
buckler, +3 for dexterity of 17, for on overall AC 01-3) with +2
11 . Draw merchants, small train
dogger and +2 short sword. He will have the following spells in
12. type I, II or lit demon (50'1.)/ 2-5 fire beetles (50'1.)
13. 2-5 ghosts with 9-16 ghouls (soo.)/ 2·5 giant spiders (50'1.) addition to those noted above:
14. Draw patrOl, mixed First Level: comprehend languages, detect magiC·,
15. 1-4 violet fungi with 2·8 shriekers magic missile (x2), sleep
16. 19-24 bugbears with 25-30 slaves Second Levet: know alignment·, levtlate", mirror Image,
17. Draw mercha nts, large train web
18. Drew patrol, mixed
19. block pudding (33-1 / 3'i.)/ ochre jelly (33-1 / 3'L)/ gray ooze Third Level: fireball
(33-1 / 3%) "innate power 01 Drow over 4th level

3
Females; There will be 7-10 fighters of 3rd level (HP.: 15 each: Train Number 01 Slave Pact<
+1 chain, +1 shield, +2for dexterityofI6. loranoverOIiAC 0(0) .
They a re ormed as are males, Eoch can use the eQuivalent of
clairvoyance, dancing lights, dartmess, detect lie, dispel
sm. ,.,
Size Mercha nts Guards and Level
2 2nd, 14th, plus
Boa ....
0.8 ,.,
Uzords

mogle, faerie fire, ond suggestion spells (at3rd tevel) once 4 bugbears
per day per spell. Theywill be led bya 5th level fighter (H.P.: 25; mad. 3-4 6 2nd, 2 41h, plus 9·16 3-4
+2 chain moil, +2 buckler, +2 fOf dexterity 0"6, for on overall
AC of -2) with +2 dagger,+2 short sword, atloll and 3 poisoned
jovellns. She can use the spell powers noted aboVe plus
detect magic, know alignm ent, and levitate. The potral
Ig. 0.8
8 bugbears
12 2nd, 34th, plus
16 bugbears
17·24 ...
commander will be a female cleric of 7th level (H.P.: 35: +3
chain moil, +3 buckler, +3 lor dexterity of 17, lor an overali AC Slave bearefs: will be a mixture 01 captives. The exact mixture
01·5) with +3 mace. She will hove thelollowing cleric spells in con be determined as follows :
addition fa .hose powers noted lor the 5th level commander: a"'o"'o"o...o"I"S"'..
""o'--_ _ _____
,,
Ole Roll
First Level: cause light wounds, cure light wounds bugbear
( d ). fear
dwod
Second Level: hOld p erson ( x2) , silence 15' radius 3 . 11
Third Level: cause blindn ess, prayer 4·5 gnoll
6 gOblin
Fourth Level: tongues 7 half-ell
Mixed: Mixed patrols will olways contain 2 2nd level male 8-. hall-orc
fighters and a 4th level fighter with the some statistics as 1(H2 hObgOblin
shown above lora potrol 01 male Draw. Wrth the Drowwill bea 13-17 human
number of lesser (by Drow standards) creatures to bear the 18-19 o'c
brunt 01 any lighting. The type olcreafures and number are as '0 troglOdyte
fonows:
Bearers are alwoys leg chained in files of up to 6. 8ugbear
'RtMARY PASSAGE : ond troglodyte slaves a re former servonts who are enslaved
0 1. Creatures for d isobedience, committing some error, etc .
1-3 11·16 bugbears (H.P,: 15 each) with ring moil Pack Uzards: These creatures ore a breed of subterranean
jocks and large shields (AC 3) and each armed lizard - slow, sturdy, strong, stupid, and not easity POnlcked.
with heavy morning stars ( 1"2 on damage) and The statistics on these creatures a re:
2 heavy spears. One will be a leader (H.P.: 24)
attacking as a 4 hit dice monster and adding-+1 ARMOR ClASS: 5
to damage trom all weopon hils he scores. MOVE : 9-
HIT DICE: 6+6
4-5 2 Ira lls a nd 11 ·16 troglOdytes (H.P.: 9 each) NO . OF ATTACKS: 1
armed with a stone boille axe and 3 javelins DAMAGE/ ATTACK: 2-8
each. One will be a leoderwilh 3 hit dice (H.P.: 14 SIZE: L (15' lOng, brood bocked)
ond carry a sword ond 3 Jovellns.
These creatures seldom will attock onythlng unless harmed
6 4 ghosts and 7-12 ghouls. first. Their lOads ore carried on specicl bock hornesses.
Goods Carried: In addition 10 the normal (re latively
SECONDARY PASSAGE: worthlesS) goads (Cloth, leathers, wood, foodstuffs, wine,
Ole Creatures etc.) typically foun d in a Drow merchants' train, there Is a
chance that som e valuable Items wlll be c arried. The chance
1 11-14 bugbears as above. is 3O'r. foro small, 45" foro medium, and 75% for a lorgetroin.
2·5 2 trolls ond 11·16troglodyles as obOve. If valuoble items are Indlcoted, roll on the following table,
once for 0 small troln, twice fOf 0 medium train, thtice for a
6 4 ghosts and 7·10 ghoUlS. lorge train:

TERTIARY PASSAGE: Dice Roll Treasure


Ole Creatures 01·45 11 (}300 silver Ingots, 100 g.p. weight each
1·3 2 Irolls and 7-10 troglodytes as above. 46-75 31·50 gold Ingols, 100 g.p. weight each
76-80 5-10 platinum ingots. 100 g.p. weight each
4-6 4 ghosts ond 5-8 ghouls. 81·83 2·5 mithril bors, 100 g.p. welght each '
84-85 1·4 odamanltte bars, 100 g.p. weight each"
Draw merchants: Each Draw merchant Is mole and a clerlc/ 86-89 1-100 bose 50 g .p. value gems
nghter 01 4th/ 4th level (H.P.: 18; +3 choin ma il, "'3 buckler,-+1 9Q.94 5-12 potIOns
lor dexterity oilS, for on overaliAC 01·3). Each lsarmedwllh a 95-98 1·4 scrolls
+2 moce. They have the fOllowing spells: 99 1 ring or rOd/ stoff/ wand
00 1 miscellaneous magic item
First Level: cure light wounds ( x2) , detect magic
'value in the underworld a nly Is 2,500 g.p .jbor
Second Levet: hold person. speak w Hh an imals "value In the underworld only 154,000 g.p.jbor
In addillon, they have the usual Da~ Etven speU·llkeabllities
of dancing lightS, darkness, ond faMl. fir. once each per Drew Treasure: Unless stated ol helWise, each Drow will hove
day at 4th level of experience. 1·4 p.p. per level 01 experience, 2-8 p.p . per level if
The size 01 the Iroln determines Ihe components. The guards m ultlc lossed. Eac h Drow m erch o n t will h ave on equal
will conlorm 10 the same level of lighter lound In a patrol of number 01 gold pieces 0$ well , and 1·4 100 g.p. bose value
mole Drow, or mixed potrol with respect to bugbears. gems . Each Do rk Ell above 4th Jevel, as well os eac h
4
merchant, wtll hove either a block melal medallion on a fine 1 5th 18'¥eI fighter (H.P.: 30, AC 0) armed os are 4th
metal chain (75'1.) or both a medallion and a special level fighters, bul with a +2 military PIck.
brooch (25"). These pins are always well hidden on the
Note: Deep Gnomes are 2Q<l, magic resistant, plus on extra 5'l. per
person of the merchant. Dice for which particular broach
level over 3rd, I.e. 25'1. at 4th, 30" at 5th. etc. Each is able to employ
type Is possessed, all merchants in a train hovlng the some
the following Illusionist-like spells once each per day: blindness,
kind:
blur, change "N. Each radiates non-detectlon continually. They
Ole Roll Description of Brooch immediately see any illusion Q( phantasm. They make all Saving
throws at +4. except against poison, which Is at +2.
1 blue enameled prism
2 white enameled morel mushroom Treasure: Each SVlrfneblln (Deep Gnome) will cony 4-20 bose
3 bronze coiled whip value 10 g.p. gems.
4 silver crescent Giant spiders will not attack Drowol any sort, and they are able to
5 tan enameled puffball mushroom converse with and will obey Draw lemale cJer1cs who S8N8 the
6 iron hook, block demoness lotth-90'I. ollemore Draw clerics encountered. Killing
7 russet enameled shelf fungi of splders 1$ sacri~ge to all Drow and incurs their enmity and
8 brass chain links (3) wrath (except fOf a 30" chance of any group being those who
9 yellow enameled mushrooms (2) are cryptic worshippers of the Elder Elemental God, In which case
10 pewter bars (4) they will be dIsposed to Ignore arachnid Slayers). Spiders
11 violet enameled um attacked but not totally exterminated will hasten to Inform their
12 pink enameled horsetail mushroom mistresses that there ore enemies approaChing.
13 red enameled gem
14 lilac enameled star of 5 points
15 green enameled lOzenge
16 whHe enameled bone ENCOUNTER AREA Q 249
Special Note Regarding Drow Cloaks, Armor, and weapons: All This encounter uses piece VII from the special map. All passages,
01 these items hove special properties, although none of them sove the northeastern one directly to the Drew vault, debouch
radiate any magic. The items ore mode under the conditions Into a large chamber direclty below a massive wall with sentries
particular fo the strange homeland 01me Draw. lor this p lace has pacing its battlements. This chamber is 130' long, 120' wide, and
unknown radiations which import special properties to these 150' high along Its great central dome's apex. Buttresses and
c looks, ormar and weapons. When such Items are exposed to llying arches carved from IMng rock support the massive rool of
direct sunlight a rotting process sets in. The process is absolutely the cavem, and its side walls are polished smooth to a height of
irreversible, ond within 2 weeks cloaks will loll to shreds, while about 35'.Vegetation and mInerals givea bluish glowtothe area.
armor and weapons become pitfed and unusable. If items are a dim and shadowtess light. The northeostem quadrant of the
not exposed to sunlight, they will retain their magical properties chamber is guarded by a slone wall, 8' thick and 30' high not
for 31 -50 days before losing them. and if they are exposed·to the counting Its 7' crest. a crenelated battlement pierCed with small
radiation of the Drow homeland 30 or so days, they will remain crosslets. There are two massive gates fashioned of beaten
potent. Items not spoiled by sunlight will eventually lose their bronze, protected with long spikes which point outwards and
special properties if not exposed to the special radiation, butthey prevent any creature from forcing these valves by body pressure.
will remain serviceable as normal c loaks, armor. shields, swords, Each gate opens inwards by windlass and counterweight. In the
maces, etc. area behind the wall are 2 buildings, 20' toll, with a 4' high
D,ow sleep poison decoys instantly in sunlight. lis power is lOst porapet along the courtyard sides. Each is pierced with narrow
after about 60 days in any event, and the coating on the small slits closed from the inside with bronze shutters, ond each has but
bolls and Javelins mu st be periodically renewed with fresh a single door. also of bronze and bristling with spIkes.
applications of the fungoid substance. The Dark Elves will often The wall is patrolled by 4 mole Draw lighters of 2nd level ( H.P.; 10
have ~moll barrels filled with several pockets of Ihls poison. each each; +1 chain mail, +1 buckler, +1 tor dexterity of 15. foron overall
sealed 10 insure the poisonous substance remains fresh to( about armor closs of 1) armed with a +1 short sword, hand crossbow, 10
1 yeer. (sleep) poisoned bolts, and a 10' long military fork.
Troll and troglodyte groups o,e Drow S6fVcmts, usually checking Below at the gate are 4 additional 2nd level mole Drowexoctlyos
on something specific or going to report for service. those on the wall, but these do not have military forXs. With these
gate tenders is a 5th level mole fighter (H.P.: 23; +2 chain moil, +2
Ghast and Ghoul groups are Drow connected. They report to the buckler, +2 for 16 dexterity, for on overall AC 01-2) who is armed
female Drow nobles and serve the deily of the Draw. with +2 dogger, +2 short swa,d, 011011 and 3 poisoned Javelins.
Bugbear and slave groups are maintenance crews going about Inside the long eastern building are cots for 24. and 16 2nd level
their duties of clearing paths and passages blocked by rockfalls mole fighters are usually off duty here. Each has armor class and
C)( anything else: arms exactly as do the gate guards, and In a rack to the right of
Shadow groups are spies for the Draw, for they are the major the doC)( are 12 o f the 10' long military forks. There are pegs along
creations 01 the Draw deity. the walls for garments and personal gear, and each soldier has
his own small trunk. In odd it Ion a lOng benched table and 2 small
Deep Gnomes: These relatives 01 common gnomes are reclusive chairs are readily seen. The staIrs lead to a trapdoor to the roof
creatures 01 neutral (wIth good tendencIes) aUgnmenl. Those (and an additional night of steps tothe bafflement). Stored under
encountered will be:
2·5 Jrd level fighters (H.P.: 20eoch; AC2) armed with
0'
the stairs are 4 boxes proviSions, a large borrellliled with water.
a smaller barrel with violet-colored wine, and a box containing 24
(non·maglcal) +1 dagger, +1 military pick, pouches, each 01 which guards 10 of the small poisoned
7 +1 darts (1-4 h.p. damage, poison gas sluns/ crossbow bolts.
slows, 40' range) which they can loose at 2 per The westem building houses the Draw commande,s. 2 mole
round fighters o f 5th level (exactly the same as the one at the gate) and
i - 2 4 t h level fighters (H.P.: 25 each; AC 1) ermed as a leader who is a 6th/ 7th level fighter/ magic-user (H.P.: 33; +3
above but having in addition 3 ocid·filted darts chain moll, +3 buckler, +3fordexterityof17, foron overall AC o f-5) .
(2-8 h.p. damage and destroy 3' diameter of The 10Her Draw has a +3 dogger, a +2 short sword and a wando!
ormor where hit occurred). viscid globs. (This weapon Is a metallic baton with 48 charges in
5
it. Range Is 6 N • Each blab covers an area of 4 square feef with a pOiSed gracefully with one hand outstretched as ilto p luck a rose.
gummy substance which adheres various things fogefher- Several small birds can be heard twittering amidst the branches
honds to items they hold, arms to shields, members to bodies. of the leafy bushes and shrubs, whilst 0 nightingale sings its sweet
That is, whaf9'ler is struck and glObbed will permanently slick to song from high atop a tree.
any other such object, but the substance is dissolved by alcohol The statue is Silussa, a succubus (H.P.: 40/ AC 0) . She will cast
such as Ihat in wine. The blob bond is generally for stronger than charm person unliJ her true nature is discovered. When the party
the substances 'I holds togelher, so that on exceptionally strong does so, she will use suggestion to couse the party disorganiza-
creature might actually lear itself aport Irying to get tree if It exerts tion and dissension . When the partyfirsf comes into Ihe place, or if
sufficient ef1ort- a saving throw applies for any creature with in doubt about what Ihey know, she will use ESP. II seriously
inteJligence between 2 and 6, those with 7 or beHer need not do threatened by powerful oHacks, or faced with death, she will
so, for they are intelligenl enough 10 slop self-destructive action. become ethereal. In no event will Silussa gale In anolher demon,
Note that blobs which miss will hit something!). He also has wings for she relies upon the aid of her lover.
of flying. His spells are:
The twittering "birds" are also in reality 60 bats hanging about the
First Level: burning hands, charm person, comprehend walls of the covem and 40 rats ranged around the walls. They
tanguages, magic missile have inlormed "master" 01 the approach 01 the party, and upon
Second Level: mirror Image, ray of enfeebtement, web his command the bats will nutter up and obscure the vision ofthe
Third Level: fireball, hold person party while tI"le rats attock. Each rot Is a giant (H.P.; 2 each). Any
blow will kill a bot.
Fourth Lavel: walt of fire
Silussa's lover, master of bats and rots, is a male Drow vampire,
Note: All mole Draw have the following innate spell abilities: 8elgos (H.P.: 57. AC O(hewearsa +1 rtngof proteeHon)), who Isstltl
dancing lights, darkness, faerie fire, and those over 4th able to use the lollowing Dark Elf spell powers in addition to his
level odd detect mogle, know alignment. ond levttate, vompiric ones: darkness, detect mogle, faerie fire, know
all usable once per day each. alignment, levttate. When the party enters, 8elgos will be in his bat
form, but as soon as the adventurers become aware that
There are 4 beds in the room, each separated by a small folding something is amiss he will change to Draw lorm and attack - first
screen. Near each bed is a small chest, a chair, and a small by charm (gaze), then by means of physical blows. If the party
writing table with parchment, quill, and various orders atop each. attacks Silussa, the vampire will odd +1 to both his "to hit"
In the forepart of the place is a table and 4 choirs with various chances and damage In"'cted, and hewlll beabsolutelYfear1eSS
pieces of solid silver dinnerware (but worth only the value of their and 75% likely to strike aside any holy symbol before him (even
weight in silver, as they are plain). However, each of the small though such action will cause him 2-12 h.p. of damage). He will
trunks contains a Jeweled gOblet (3x 3,000 g.p. and 1 5,000 g.p. do his utmost to prevent any creature from going northwest from
value) , and the fighter/ magic-user holds 10 bose 100 g.p. gems the area towards the Drowvault. Belgos wears a black metal Drow
and a scroll of 4 spells (lightning bott, charm monster, passwall, medallion around his neck.
tnvlslble stalker) in a solid platinum tube worth 1,000 g.p. In the
storage area undemeath the stairs which lead to the rool are 2 The Island-like cenler of Ihe cavern Is merely bare rock, but its floor
ration boxes, a tun of water, a cask of wine, a crate with 18 hides a secret entrance which opens to a narrow ftight 01 steps
poisoned javelins, a small wooden trunk with 20 blank scrolls, a leading down. At the bottom of these stairs is 0 chamber hewn
large hamper filled with blankets, and an Iron chest covered with
an old blanket. This chest is locked. Inside are a pole green robe,
4 block metal medallions (with a spider on one face and a
female Drow on the other) on fine chains, 2 pairs of tinted lenses, 4
healing potions, and 2 plant control potions.
Note regarding combat: Creatures defending behind a parapet
subtract 2 from opponent "to hit" dice rolls, while those on a
crenelated battlement subtract 4. Missile ranges are increased
by 10' for every 15' of wall height, so a hand crossbow fired from
the wall has a range of 80', but the additional range is always
long.
Draw weapons will remain with their pluses, and the some Is true of
ormor and shields, for a maximum 011 month's time afterlheir lost
exposure to the radiation of the vault area. Thereafter, they
become nothing more than finelY mode normaillems.
Treasure: Each Draw has 1·6 p.p. per level of experience, and 1-6
base 10 g.p. gems carried on his person. All other treasure is
noted above.

ENCOUNTER AREA R'47


Encounter piece VIII is used fO( this meeting. The area has a
permanent illusion cost over it. As soon as adventurers step out of
a tunnel mouth they will see the Iollowlng: A stony sky gleams
overhead, and a bright crescent moon beams down upon the
place, filling it with soft white light. Dwarf flowering trees and
blooming shrubs and bushes circle the central garden, and
beautiful Howers bloom everywhere. The perfume of Jasmine,
magnolias, lilacs, orange blossoms, honeysuckle, and camellias
fill the air with so heady a scent as to make the individuals gasp.
There is a particularly lovely grotto in the center of the place,
lustrous marble steps leading down to a rosa-surrounded statue
of alabaster - a breathtaking nude SculPture of a human female
6
out of the rock, a 16' x 14' room richly furnished with rugs upon the monster of unusual size (H.P.: 38; AC 0; aHacks as a 6 hit dice
noor, tapestries on the walls, and erotic sculptures here and there. creature) and virulent venom (save versus her polson is ot -2). She
There is a silk couch, a beautifully wrought cottin, 2 lounge chairs, seldom ventures forth from her tunnel, but If any creature sets foot
a small table, a chest, a wardrobe, and a folding screen in the in it she will rush to aHack the one who dares violate her abode.
place. There are a basin and ewer and two chalices on the table, For bock in Ihe place is the treosure she guardS, a golden idol
all worked gOld and set with gems (3,000, 4,000, 2,500, 2,500 g.p. mode In the likeness of the demoness Lolth:
value each, respectively), the ewer containing blood and the This gold statue radiates both magic and evil. It is only about l'
goblets traces of the same substance. Beside the couch is a long and about as wide where the legs project. Itwelghs some 10
small coffer of rose quartz (1,000 g.p. value) which holds 6 gems pounds, so it is obviously hollow. The idol has 6 spider legs, but the
(5,000 g.p. each), and 6 pieces of gOld jewelry set with gems (2 foremost set of legs are those of a human or ell, complete with
rings worth 2,000 and 4,000 each, a necklace worth 16,000 g.p., a hands. More gruesome still, there appears to be a Draw's face
pair of earrings worth 3,000, and a bracelet worth 10,000). If the peering from a position between the great storing sets of spider
basin is closely examined before it is picked up , it will be noticed eyes on the head. (There are 6 spider eyes and 2 Draw eyes mode
that it contains a barely visible substance (011 of etherealness), of block sapphires set into the gold; these gems are worth: 2 x
but If it is grabbed up the contents will be spilled ond lost. There is 10,000, 2 x 5,000, 2 x 2,000, 2 x 1,000 g.p.) On the bulging
the equivalent of 3 potions In the bosln. While all of the other abdomen of the spider statue ore 4 spinnere' s.
furnishings are of high quality, their value is not sufficient to give
them a gold piece worth as treasure. There are some grooming Holding this Idol wilt Import knowledge thot the possessor can
items scattered about, and a number of normal garments are command any of the following powers: send the equivalent of a
hung In the wardrobe. Amongst them Is a poisonous cloak. In the web spell up to 40 ~ distant from the spinnerets simply by pointing
inner pocket of an old robe is a flat case of ebony lined with lead them at the target and thinking of the resul t, be immune to a ll
to prevent all radiation of magic. In this case are a ring 01 spell webs, hove the power to travel along webs as a giant spider
storing (knock, polymorph self, animate dead, maze) and a set would, and the ability to couse fear in large and huge spiders or
of pipes of the sewers. Carelessly cost into the bottom of the command giant spiders to obedience for 3-12 rounds. Pos-
ctoset are a pair of the strange pinkish lenses, a nd unless a seSSing the Idol has two great dangers. The foremost danger is
careful search is made they will be overlooked. that of complete desire for the object. The character picking it up
must make a saving throw versus poison (·2 on the die) or be
Acting as SeMlor is a charmed Svirfneblin (3rd level; H.P.: 21, but overwhelmed with the conviction that he or she alone can
currently down 10 points from blood lOSS) who will provide the withstand the danger of the Idol, so none other than he or she
pair's next repast. His armor and weapons hove been thrown Into must ever touch it. Each person handling the idol must so save,
a small nook which is screened by the wall hangings. If there is a and those foiling their save will be convinced that all others
command from either Silussa or Belgos, the Deep Gnome will handling it will (or have) become evil. (Only a remove curse can
obey. dispel this conviction.) Thus, desire is masked in altruism and the
"certain knowledge" that the character is acting in the best
interests of the party by retaining the idol and atfacking any
ENCOUNTER AREA U'48 member who subsequently may hove hondled it and been
Use encounler piece IX when the party enters this area.As soon as subjected to the evil that he or she alone can withstand. The
the covem can be observed, the explorers will see a weller of second and more insidious danger lies in the slow metamor-
bones , exoskeletons , dried mummy-like husks, and o th er phosis that the possessor of the statue will certainly undergo. For 6
unidentifiable materials. Closer examination will show that these days nothing happens except that a careful examination 01the
remains are of humans, troglodyfes, bugbears, orcs, goblins, character's limbs will reveal that he or she has block and bristly
gnomes, various insects (mostly fire beetles and giant ants), hairs peeping forth, and lithe idol is removed from the possessor
spiders (dead mates of the inhabitants of the place as well as prior to the end of the 6th day, this ha ir growth will slowly
wondering victims of other sorts), as well as various and sundry disappear. After the 6th day through the 66th day of possession a
unknown parts of dead things. However, such examination will slow but Inexorable series of changes take place: 4 vesligallegs
require that the party step into the area, and this action will gradually emerge and grow into those of a giant spider, while the
subject up to 7 01 them to aHack by 2·5 fine web strands flungfrom legs of the victim c hange to become the some as a spider's: the
above unless all who step Into the area are Draw-sized and wear character's abdomen swells and rounds; mandibles begin to
Draw cloaks. Each such attock is equal to a spell of the some grow from the victim's mouth, and as Ihe head enlarges,.Ihe buds
nome (and If buming torches are available, the strands can be of new, multHensed eyes Can be seen. On the 67th day the
named off with only 1·4 hit points of damage per character transformation will be complete and totally irreversible - the
webbed). victim will hove the mind of a giant spider and nothing will ever
bring back original form. If a cure dtsease. remove curse, and
50' above, In a network of webbing which covers the whole roof,
atonement are placed upon the character prior to the 60th day,
lurk 7 giant block widow spiders (H.P.: 31,28,27, 2x25, 24, 22) . After there is a 99% certainty that the process can be reversed, but this
ninging their web strands, these monsters will hasten down to c hance drops 13%j day from the 60th day on to the 66th day.
aHack the party, arriving in position to do so on the round ofler
they mode the web attock. These arachnids are pets and friends Treasure: If the Idol can be brought whole from the place it will
of the Draw, and as symbols olthe diety altha Dark ElVes, they are fetch 200,000 g.p.ln a large city, but Ills on evil act to so dispose of
otten fed prisoners or slaves no longer useful to the Draw. Because it, as it should be destroyed. Any mutilation of the idol, such as
of this relationship they do not molest the Dark Elves, but any removing the gem eyes, destroys both its powers and its evil curse.
creatures with them are always food for the ever-hungry spiders, Amidst the jumble of remains olthe spider's victims will befound a
so they quickly oct to gain such meals. The spiders are in great q u iver with 8 +1 magic arrows; a poison pollan; a rotten
fear of the vampire Belgos and his demon mistress, fortl'lis pairwill backpack containing 100 g.p., a pouch with 8 gems of 50 g.p.
occasionally tount the spider.., or corry one off to sacrlflce to the bose value, 5 viols of holy water, and the remains of Iron rations
demo ness lolth, so should it appear that either or both of these long since roHed away (if this pock is lifted up it will come apart
creatures ore within the cavern, the blad: wid ows will flee to their and Ihe holy water viols will be broken), and a wand of
holes In fear. polymorph with 2 charges in it. Two of the husks of recent victims
The numbered tunnel spurs a re the lairs 01 these spiders. Each have the pinkish cusps still affixed to their eye sockets, and if these
tunnel Is about 45' above the floor of the cavern, a roughly remains are examined thoroughly by the party it is 80% likely that
circular opening of 8' diameter. Area E Is a deserted lair. 1-7 are both pairs of these lenses will be found even though they are
spun with webs but contain no treasure. 8 is the lair ofthe queen polarized crystal, not magical (and so are not detectibJe as
spider of this nest - a pa rticu larly bloated and disgusting magic).
7
KEY TO THE VAULT OF THE DROW (H.P.: 15) and 1 leader with 3 hit dice (H.P.: 21) . These creatures ore
going about the affairs of a noble house, and the leader will corry
a special broach of one of the 8 noble families (see 9. belOW) .
Wandering Monsters: Each trag will hove 1-6 g .p .. sub-leaders double that, theleader5-
Encounters for the area ore divided Into four basic or90 types,
m .
open terrein, fungi crystal forests, vault walls, and river - the Nightmares will be encounlered ONLY on the north bonk of the
laHer including the small tributary cnd loke areas as well as the Pitchy. If this result Is determined for another area simply roll again
Pitchy Flow itself. A separate table is g iven loter for ra ndom until another result is obtained. tfopprooched, the nightmores witt
encounters in the Draw city of Erelhel-Clnlu (number 8.). for thot attock viciously.
place is unlike any other in the Vault.
Bugbear and slave groups are work parties. The bugbears Will
Encounter occurs 1 in 12, check each turn: conform to the specifications given above, including a leader.
Open Terrain Fungi/Crystal Forest Slaves will be a mixed lot determined at random as follows:
1. 13-18 bugbears 2-8 shriekers Die Roll Race of Slave Die loll Race of Slave
2. Draw merchants, small train yellow mold patch 1 bugbear 9 half-orc
3. 2-8 pock lizards 1-4 pack lizards 2 dwarf 10 hobgoblin
4. 5-30 troglodytes 1-4 violet fungi 3 eff ii-iS human
5. 1·4 nightmares harvesters 4-5 gnoll 16-17 Kuo-Toon
6. 2·8 bugbears with DfOW merchants roiding party 6 gnome (Deep Gnome) 18-19 arc
13-24 slaves 7 goblin 20 troglodyte
7. 3-12 troglodytes with m ixed band of 21 ·30 8 holt-elf
19-24 slaves escaped sloves
8. 1·4 trolls 1·2 shambling mounds Freed sloves will co-operate tully with rescuers until a p lace of
9. 2-8 pock lizards 2·8 shriekers relative safety is reached. Evil·aligned races will not co-operate
10. 2-8 giant spiders Draw patrol, females over an extended period with characters of good alignment. No
11. Draw patrol, males harvesters slave wilt have more than a 10% chance to turn on rescuers and
12. 13·18 bugbears 2·8 giant spiders report them, for they all know the capricious nature of their
masters, who are as likely to feed the informant to a nearby
Encounters occur 1 in 10, check each turn: demon as they are to go after the escapees.
Vau" Walls River/Lake (or shore hex) Troglodyte and slave groups are sometimes (50%) work parties,
1. 21·40 troglodytes Kuo-Toan spies and sometimes (50%) the former are escorting a balCh of
2. 13-16 escaped slaves 2 subterranean lizards prisoners for gomes, sacrifice or some other foul end. These latter
3. 1-2 shambling mounds 2-8 giant frogs slaves witt always react with ferocity if freed, attacking their guards
4. 1-4 ropers g iant pike at +1 "to hif' and damage If they have weapons available. Race
5. 1·4 trolls 1-2 shambling mounds is determined as shown previously.
6. 13·18 escaped slaves 2-5 giant crayfish
Trolls are employed by the Draw to maintain discipline amongst
7. Draw merchants raiding Draw noble hunting party
their other servants. All trolls encountered will have a minimum 015
party
8. purple worm (50%)( umber type II demon hit points per die. Each will carryelther a bardlche or a nail, hove a
"to hit" bonus of 2, and get +4 on damage caused from hits.
hulk (50%)
These monsters are more intelligent than the overage found
9. 2-8 giant spiders 2-8 poisonous frogs
elsewhere.
10. 17·20 escaped sloves giant snapping turtle
11. Draw noble hunting party giant water beetle Drow patrols are detailed In the preceding section on RANDOM
12. 1·4 subterranean lizards 2·5 gian' water spiders MONSTERS.
Explanation of Encounter Tables: Shrlekers will look like other tungl unless the stronge eye cusps
are worn by one or more members of the party. In the latter case,
Special Note: Colars will be non-normal under the strange light of they will be able to differentiate these things at 90'·1 00' distance
the stony Draw "heavens". Those with normal visual capabilities unless surprised.
will see only in blacks and grays with bluish tinges. Those with
infravision will see blues and purples as well as dull reds. AU Yellow mold appears to shimmer in rainbow colors unless the
yellows appear green. With ullrovlslon, all colors glow, scintillate, eye cusps ore available and worn, and with these lenses if is seen
and are breathtaking. As referee, feel free to give any COlor you as vivid scarlet or c rimson.
believe reasonable for monsters with distinctive coloration, i.e. Violet fungi appears as do shriekers above.
indigo worm, lavender trolls, puce bugbears, etc. Harvesters are groups of 12, 14, 16, 18, or 20 sloves of mixed type
Bugbears will be armed males (H.P.: 15 each with shields, ring (use table above) equipped with crosscut saws. Each pair must
mail jacks (Ae 3), hecrvy momingstars (+2 on damage) and 1 also draw a two-wheeled cart. The fungi ripens rapidly, and crews
spear (throwing weapon), One will be a leader (H .P.: 24) of workers must harvest the stuff for lood (fhe tough outer skin
attaCking as a 4 hit dice monster and adding +1 to damage from being used for many other purposes) and fertilizers from the City
all weapon hrts he scores. These creatures are going about the (token in trade by lt1e merchantS) are scattered about the area
business of one of the merchant c lans, and they will bear a cleared. Slaves a re guarded by 1 bugbear per 4 or 5 slaves, or 1
distinctive brooch (see 6. below) carried by the leader. Each troglodyte per 3 or 4 slaves. All are non-leader types equipped in
bugbear will have 2-8 gOld pieces, the leader 5-30. the manner stated above. Slaves will react a s those freed from
Drow merchants are the some as shown under RANDOM bugbear and slave groups.
MONSTERS preCeding this section. They will be coming from or Drow merchants raiding party groups will be composed of 7-12
going to a villa (6. hereafter). bugbears (as above) led by4 Draw of 2nd level (H.P.: 10 eaCh)
Pack Lizards will be docilely grazing upon the fungi that covers and a fighter/ magic-user of 5th/ 4th level. 2nd level Drowwill have
the area and will Ignore passersby unless they are molested. It 10 hit points, AC 1, and corry +t dogger, +1 short sword, hand
handled with the proper goadS, they will be led eaSily. lizard crossbow and 10 bolts. The captain of the group (H.P.: 23) will
goads are long ankus-like hooks. have +3 chain and dexterity of 17 for AC ·1 . In addlt10n to +2
dogger and +3 short sword, he will hove the following spells:
Troglodyte parties will be armed mates (H.P.: 9 eaCh) bearing
stone bottle axe and 1 javelin each. There will be 2 sub-leaders FIrst Level: hold portal, sleep (xl)
Second t.ev.1: phantasmal tore_, w~ energy levels). This lance has 6 charges. The leader is
All mole Draw can cost the following spells: dancing fights, lizard-mounted and has Ihe following cleric spells:
darkness, faerie fire. Draw over 4th level can also cost: detect First Level: command (x2), cute light wounds
magic, know alignment, levitate. (x2), sanctuary
The raiding porty will be from one otthe 16 houses. but none althe Second Level: find traps, hold person, slow polson
Dark Elves will corry any identification. They are oul to deliver (x2)
"death and destrucNon" to another merchant clan with whom Third Level: animat_ dead, speak with dead
they are feuding. Such raids seldom result In more than a few
seNonts slain and minor property damage. although occasion- Fourth Level: cure serious wounds
ally one of the Draw will be siain during these actions. All Draw females use the following magic spellS:
Escaped slove bands will be composed alone of the fallowing clairvoyance, dancing lights, darkness, detect lie, dispel
mixtures of slaves: magic, faerie fire,
Die and those females above 4th level can also use
Roll Types of Sioves detect magic, know alignment, levitate.
1·2 elf (20'1.), half·elf (2()'$.), human (60'1)
3+5 half-arc (25"), human (50'l.). arc (25") Lizard Mounts are a species 01 subterranean lizards which the
Dark Elven nobles bi'eed. Each lizard hasAC 5. moves is'", has 4 +4
6+7 bugbear (25"). gnoll (50%). hobgoblin (25")
8-9 goblin (20%) . arc (60%). IIoglodyie (20"l.) hit dice, and will attock by biting lor 2-8 poinls of damage. These
o dwarf (50".4). gnome (30%). Deep Gnome (20%) creatures are as large (L) as a small horse. with longish legs lor a
lizard. For purposes 01 mounted aHack. treat them as medium
horses when a lance is wielded from atop one.
Weaponlng of any bond of escaped slaves will be as follows:
There is a 10% chance that any hunting party w1!1 be occam-
hand crossbow and 5 poisoned bolls . . . . .. . .. . . 10"1i ponied bya demon aftypel, II. or 11I,0r by a menodaemon (see
+1 Draw dogger .. ............... ............... 1O"1i the appropriate section appended to this module for details 01
"'1 Draw short sword ... .......... ... . .......... . 1O"l. the laHer monster).
heavy momingstar ........... . ... . ... ... ........ 10".4
spear . .... ........ ............ . ... .. 1O"l. Treasure carried by these groups win be only what has been
stone axe . .............. ... .... . ............... 10% captured tram slave lairs. It will be carried in saddle bogs by the
lower level Draw fighters. Probabililies are types Pond R. but only
Javelin .. . . . . . ........ . ......................... 2Q%.
wooden or similar club ..................... 2QGk.30".4 10% of metal indicated, Ond 201. of gems and Jewelry (rounded
down), with a 2S'l. chance for 1 potion and a 10'l. chance for 1
Round down except with respect to club-armed creatures. Draw· scroll. Note: If a demon or mezzodaemon is with the hunters, the
sized creatures will employ their chain moil. smaller slaves will amount of any treasure will be the maximum possible. and
have Draw bucklers. larger types will use any bugbear armor and prObabilities lor a potion will be 50% and for a (7 spell) scroll 75%.
shields captured (201. of group. rounded up) . Bands of opposite Each Dark Elfwill wear a broach of the same type. Indicating from
(gOOd/ evil) alignment will tend to be suspicious and not which noble house Ihey are (see 9. below). The leader's wilt bethe
particularly co-operative. seeking Instead to gain additional some as the others, but she will also wear a jupon showing the
weapons, armor. and o ther gOOdS from the party. COIOf'S and device of her house beneath her cloak. while the
lesser nobles will nof.
RoptH'$ will be encountered only along the walls where they can
lair in spur caves, crevasses, etc. Each will be working with its Kuo-Toan spl" will always be in or near the water. A porty will
fellOws to insure victory. They will have only their normal treasure consist of 2·5 4th/ 4th level flghter/ ossassins (AC 4; H.P.: 28 each)
type. armed with dogger and garrote. They will be accompanied b'( a
monitor (H.P.: 56: AC 0; 18 ~ move: 4 aHacks/ round lor2·8 x2 and 2-
Drow noble hunting party groups are auf for the enjoyment and 5 x2 with open hands and leeth). Normal movement for these
sport of traCking and killing escaped slaves. A porty will consist of creatures Is 9 ~ / / 18-, and each is capable ota biting attack for 2·5
the fotlowing:
hit paints of damage. If nat In the water, they will be clod In block
3+6 bugbear trockers (H.P.: 17 each; AC 3) armed with Draw cloaks and make every attempt to ovoid being detected.
heavy momingstor (+2 damage) and spear
B: COMPLEX OF CAVES In whIch dwell 4 large bonds at bugbears.
2·4 displacer beasts (H.P.: 36. 30. 30, 24) as "hOunds" Several guardS (5-8) ore always on watch (see I below for
~B female Draw of 3rd level (H.P.: 15 each) with -+2 buckler, guard stats). There are 2 small cove mouths on each flank of a
+2 chain mail. and +2 for dexterity of 16 (for an overall gaping cavern opening in the vault wall; numbering Irom west
AC ·2). Each is armed with +1 dogger. +1 short sword, ta east these contain:
hand crossbow and 10 bolts, and lonce. Each rides a I. A long cave which has many small protrusions houses 41
special lizard mount. male bugbears (H.P.: 15 each) withAC 3,morningstars ( +2
2·3 Dark Etven female nobles of 6th-8th level fighting ability on damage), 2 spears each; and a chief (H.P.: 30; AC 2;
and having 5 hit poinls per hit die; each wearing +3 attacks as a 4 hit dice creature) with a bordlche (+1 "to hit"
buckler. +3 chain moll, and having dexterity of 16-18 and +2 damage) accompanied by 2 subchlels (H.P.: 26,
(Ae of -4.·5 or -6 according to dexterity score). Each will 25; AC 2) armed with the some weapons as norma! moles.
corry a +2 dogger. +2 short sword, 3 Javelins and atlall There are 32 females and 37 young. Each mole bugbear
(cased on the side of her steed). and a lance. They too has 5·20 g,p .. the leaders hove 1 g.p. per hit pOint, plus 1
ore lizard mounted. base 50 g.p. gem per hit die. There are only Nde fumishlngs
in this (and all other) cove(s).
i Drow cleric/ fighter leader at 7th/ 7th level (H.P.: 42) with
+3 buckler, +3 chain moil, +3 for dexterity 0117. for on II. Two caves In a ligure eight shape, the larger being the one
overall AC of ·5. She will carry a +3 mace and a death further from the entrance. This p lace houses 39 males (as
lance (a 10' spear which discharges a negatllJe force above), a chief (H.P.: 28; otherwise as above). with a flail (+1
when it hits, the discharge causing 3-12 hit paints of "10 hit", -+2 damage) and 2 assistants (H .P.: 26. 24) armed
damage in addition to normal points inflicted by the as normal males. There are 42 females and 31 young here.
weapon as employed, and any opponent falling to Treasure Is the same as I. above.
save versus poison when so struck will lose 14 lile III. 6 bugbear guards stand at the entrance - these are male

9
warriors typical of all the others in this place. A large cavern, angry troglodyte will be affected by the magic odorgenerated
about 70' wide and 135' long to the south is the special by wearing the ring. This device also a llows the wearer to easily
assembly place for all bugbears serving the Draw. To the see any troglodyte within visua l range (thus negat ing
wesl and east in the forepart are several spur passages chameleon-like powers 01 these creatures), and otcoursetrog
used to house the warriors and 20 females and 16 young. At musk does not affect the ring wearer.
the deepest port ofthe cavern is a limey deposit In a chair· There are no recognizable fumishings in any of these areas,
like formation wh ich is used by Kreffok, the Bugbear
although there ore piles of fungi skins, pieces af mushrooms,
hetman (H.P.: 39: attacks as a 6 dice monster). This massive piles 01 old cloth, etc.
creature is clad in pieces of chain moil and plate (AC 1)
and has a huge mace which he wields wearing gauntlets 1. When the adVenturers of lasl leavethe passageway end enter
of ogre power - the +2 weapon, the magical gloves, and Ihe Vault of the Draw, a strange sight will greet them. They will
his strength give bonuses of +4 "to hit" and +8 damage. be able to see clearly at 240 yards and dimly outto 480 yards
Kreffok has a gold earring with a 3,000 g.p. topaz, and 8 If they wear the weird cinnabar &ve c usps. Characters with
more of these stones (500 g.p. value each) are set in his Jnfravisual c apability Will see clearly oul 10 about 80 yards,
broad belt. Always nearby are 12 hand picked guards (H .P.: with hazy Sight to about double that range. Even human
19 each) armored and armed as normal males, but each normal eyesight allows clear vision to some 40 yardS, and
equipped with a heavy crossbow and 6 +3 bolts (gifts from loint sight beyond to eo yards. This immediate area is simply a
the Dark Elves) . Behind the Hetman's seat is a locked iron slowly descending gorge, about 200 yards wide a n d
chest holding 842 p.p., 4,123 g.p., and a leather pouch with gradually opening to Ihe north along the roadway. To either
19 base 10 g.p. gems. hand sleep walls rise to 150', and as the path descends these
cliffs grow proportionately taller. Here and there along these
IV. This cove ts almost identical to J. above, bul il is somewhat
bluffs are sma ll crocks and caves. (This Is the norm lor the
longer, and it houses 47 normal moles, 38 females, and 30
Vault walls as welL) All are uninhabited.
young bugbears. The chief (H.P.: 31 : AC 2) is armed with 2
large war hammers (+2 "to hit" and on damage). 1 of The true splendor 01 the Vault can be appreCiated only by
which he will hurl before closing. His sul:>chiefs hove 25 hit those with Infrovislon, or by use 01 the roseate lenses or a gem
paints each and are typ ically arm ed. Treasure and 01 seeing. The Vau lt is a strange anomaly, a hemispherical
furnishings are as In I. above). cyst in the crust of the earth, on incredibly huge domed fault
over 6 miles long and nearly as brood. The dome overhead Is
V. 4 small caves radiate from a roughly circular entry cove to
a hundred feet high 01 the walls, arChing to several thousand
house 44 males, 36 females, and 27 young. The chiefis a 30
leet height in the center. When properly viewed, the radiation
hit point monster, with AC 2, and a two-handed sword (+2
from certain unique minerals give the visual effect of a starry
"to hit", +2 damage). His assistants hove 26 and 25 hit
heaven, while near tne zenith of this block stone bowl is a
paints respec tively, and are armed and armored as the
huge moss of tumkeolte - which in Its slow decoy and
other moles. Fumishings and treasure are as staled in I.
tra nsformation to taco/cite sheds a lurid gleam, a ghostly
above.
plum-colored light to human eyes, but with ultravision a
Loud noise in anyone of these coves Will draw bugbears from wholly different sight.
all ather locations. If a random encounter is indicated near this
The small "star'· nodes glow In radiant hues of mauve. lake,
area it will be bugbears coming to or leaving the caves 75% of
Ihe time.

T. TROGLODYTE TUNNELS honeycomb the face of the c liff,


although only 20 will immediately be seen, for the other 40 are
masked by fungoid growths and crystalline "plants". From 9-12
trag guards are watching the area (see below lor slats.) Each
at these burrows leads to a series of small dens which house 6
moles, 6 females, and 1·6 eggs/ hatchlings per female. All
males are standard (H.P.: 9 each; slone battle axe and 1
javelin). A larger tunnel mouth gives into a cove where the
chieftain and the strong leader·types dwell. These creatures
ore:
Tlirsssiup the Chieftain (6 hit dice; H.P.: 44) armed with a
bastard sword with a 1,000 g.p. gem in the pommel,
4 sub-chieftains (4 hit dice; H.P.: 31, 29, 26, 23) each bearing
a sword, and
20group leaders (3 hit dice: H.P.: 1geach) armed with stone
battle axe and short sword.
There ore 37 lemales and 61 eggs/ hatchlings in a rear area.
Here Ttirsssiup maintains the treasure of his tribe. all caretulty
sto red in iron chests which have silver bonds. These 2
containers hold 7,900 and 5,211 s.p. respectively. Beneath
these silver pieces are solid silver coffers, 1ln each box. Theflrst
holds 14 gems of 100 g.p. base volue each, plus 3 pieces of
silver jewelry set with gems (5,000, 4.000, 2,300 g.p. value). The
other contains a platinum ring set with a black opal easily
seen 10 be worth 10,000 g.p. This magical ring can be wdm by
o troglOdyte so as to not exude a revulsion stench. II a non-
troglodyte dons it, a saving throw must be mode versus magic
- failure tums Ihe wearer to a trag by a potymorph curse, and
the usual system shock must be rolled. II the sove is successful.
the wearer can couse on odor to surround his or her person at
a 4' distance. so any opponent affected by the stench 01 an
10
violet, puce, lilac, and deep blue. The large "moon" of 2. THE BLACK TOWt:R: A full mile tram the entrance to the Vault, 0
tumkeoite costs beams ot shimmering amethyst which touch mesa· like mound of rock rises to dominate the landscape.
the crystalline formations with colors unknown to any other This Is rather like a cork in the bottie neck of the entrance, and
visual exPEH1ence. The lichens seem to glow in rose madder the Drow maintain 0 strong guard post at this point, a block
and pole damson, the tungl growths In golden and red stone tower with walls 10' thick. This cy1inder rises 40' aboVe
ochres, vermillions, russets, citron, and aquamarine sha d es. the plateau, topped b V a notched battlement. It is 55'
(Elsewhere the mer and other water courses sheen a deep diameter, but due to the thickness of the walls, the Interior Is
velvety purple with renected highlighls from the radiant 35' across. The structure w~l be detailed a bit further on.
gleams overhead vying with streaks and whorls 0'
old silver
where the liquid lops the stony bankS or surges against the
The road branches lelt and right of the bose of the mesa, with
on obviously well·troveled path In the midd le going
ebon plies Of the Jetties and bridge of the effin city for the northwards up a talr incline. All tro1'lic allowed Into me Vault Is
viewers' attention.) The rock walls of the Vault appear hazy
ordered to report to the tower. It is the custom house and
and insubstantlal In the wine-colored light, more like mist
c heckpoint lor all aliens entering the Drow homeland. All with
than solid walls. The place is indeed a dark fairyland.
medallions are relieved 01 the devices, questioned brletly
The rood stretches downwards between the cliffs on elther regarding the purpose of their visit (trade, sport, gambling,
side, its bed strewn with crushed crystals which taintlyglilterto leaming, or what9V9f) and Issued a cloak which glOWS a
the onlooker, but which give olf a lucent blue glow, an brilliant lime green infrovlsually. Such ind ividuals are
enchanted pathway, to those with ultrovlsual powers. In perrniHed to move Ifeely to and within the city to the north or
contrast, Ihe jutting prisms and sheer and Jogged rocks tothe even wonder about the Vault anywhere south o f the great river
sides lend the pass a strange ond foreboding air. (A thletwill - o f their own riSk, 01 course. Anv allen token without
find It Is quite difficult to climb the foce 01 either wall - 10% medallion or cloak is instantly slain: those without cloaks
greater chance of foiling.) beyond this place are either enslaved or slain according to
As the party proceeds doWn the rood they will observe that the whim of the Drow. There are exceptions. Aliens with a
the countryside beyond the gorge is filled with abnormally brooch of one of the merchant clans or noble houses ore
lorge lichens, large and small crystalline growths, and fungi of allowed to keep their special p ins and need notweora green
a ll sizes. shapes and description. There are shell fungi, morels, cloak either, but they will be required fa display their special
branching types, puffballs, horsetails, and more conventional pass (the brooch) whenever requested, and woe to the
mushrooms as well. Various sorts of yeasts, smuts, rusts, adventurer who lails 10 hOve a glib tongue If the InterrogatOf"
blights, a nd molds of huge size grow upon some of the happens to be of the cion or houseoflhe pass (or worse still
toadstools and strange fungI. These growing things all thrive on enemy of that cion or house).
upon the radiation o f the "stars" and "moon" above, or the The smooth and massive blocks 01 the tower hove no sharp
fertilizers spread about fOf" them by slaves and servants otthe corners, lor the very ages have been 01 work. Atop the lortress
Inhabitonts 01 the Vault, the Dark Elves. The huge growths torm are 8 male draw of 2nd level (H.P.: 11 ea ch: AC 1) ormed wtth
regUlar forests and brakes which the Draw use tor all manner +1 dogger, +1 short sword, hand crossbow and case of 10
at things ... The open land is covered principally with poisoned bolts. These sentinels watch only IOf" unusual Q(
various lichens, with c lumps of small c rystals and smaller suspicious behavior - groups coming up to the tower ore,
fungi patches here and there. alter all, expected. They each man a special heO"<Y crossbow
c lipped to on Iron ring which c ircles the tower top so as to
command 361)0. " requires a full round to wind one of these
weapons alter It has been discharged. Each crossbow IIres a
Jovelin-like bolt which is +3/+2/+1 at short/ medium/long
range (9·/18"/2r maximum per range) . Theseweaponsare
always reodyto fire, and a hit causes 4-14 (2d6+2) hit points at
damage (4·18 (2d8+2) versus size L targets) . Near the center
of the root are 4 cases which hold 12 of the missiles to be lired.
Enfly is near the northem battlement, where a tropdoor giveS
access to a staircase circling the walls.
Here and there In the tower smoll arrow slits pierce Its smooth
exteriQ(, but the only visible entrance Is a great arch with
massive bronze valves (which are open unless warning 01
Invaders has reached the Vault) hinged outwards. Entrants
pass along a 20' wide, 15' high corridor, with slils in the walls
and murder holes above. Attheendofthlstunnelareonother
pair of gates, oak bound with adamantite a lloy, closed and
barred, but with a small door (3' wide x 6' tall) wh~ch normally
stands open. Those stepping through will find themselves
within a circular room 25' across. In the center Is a long table
behind which sits the High Bollifrofthe Tower, a 7th level lighter
(H.P.: 42: +3 buckler, +4 chatn mall, +4 for 18 dexterity, giving
an overaliAC 01·7) armed with +2 dogger, +4shortsword,and
a hand crossbow (before him on the table) with 10 poisoned
bolts. Divolg, the High 8allitr, in going over various manifests,
notices and the like, his business as usual. Behind him aretwo
chests at wood, one with geen cloaks, the other with 4 metal
boxes Ins ide - one with 17 medallions, another with
important papers (all pertaining to trade), one with 4 sets of
cinnabar cusps, and the lost (trtple locked) holds 120 p.p.,
6100 g.p. gems, and (in a secret space In the lid) a small
piece of parchment with Draw script saying: "The bearer Is mv
most trusted servant and must be speeded and aided as Is
his need. Eclovdta". Wrth this message IS a brooch of copper

11
formed in the likeness 01 a staffwtth tentocled end, engraved massive bolts lor the crossbows on the top of the tower, 12
on the bock, EILSERVS. military larks (10' long) , 10 hand crossbows, and 40 cases
with 10 bolts In each_ None of the weapons hove the special
There ore a few benches around the walls, steps circling poison, but there is a chest with 200 applications In one
upwards to the second story along the westem one, and a comer of the armory.
ramp leading downwards behind and under them. Flanking
the entrance are 2 guards, and 6 others stand along the Third Story: This area Is entirety open, being given over 10 an
northem wall. Each is 2nd level (H.P.: 11 each) and armed with exercise and refractory usage. There are 6 tables and 12
+1 dagger, +2 short sword, hand crossbow and 10 poisoned benches around the walls, leaving the central space open.
bolts. These fighters are AC 0 as they hove standard +1 The stair continues upwards.
b uckler and +1 chain moll, but dexterity bonus 01 +2. Reaction Fourth Story: There is a large barracks room and 2 small
to attack will be immediate, and all troops will rush to the private rooms here. There are lriple-tiered cots along the walls
defense alan attacked area if they are called or hear the sufficient lor 36, with pegs for gear, and a small chest for each
sounds of battIe. Reaction time is 1 round to move 1 stOIY, plus bunk (all contain nothing of value). The2 small rooms have a
1 round/ 3 persons to move Into hand-Ie-hand combat, 11 any. single cot, choir, chest (wllh nothing ofvalue). and pegs also.
Note: There Is a secret passage on the north wall of the There are 12 2nd level fighters (H.P.: 9 each; AC 1: +1 dagger,
audience c hamber. the entrance screened by a rock filled +1 short sword, hand crossbows and 10 bolts) In the barracks
with parchments and scrolls pertaining to various trade and 2 41h level fighters (H.P.: 18 each AC -2; +2 dogger, +2
matters, duties. tarms, elc. II gives to a stair to the lower level, short sword, atlatt and 3 Javelins), 1 to each small room.
where a second secret door teads into the basement or a All Draw are able to casl one each of the fOllowing spells
long tunnel may be followed northwards to a hidden e.xil at once per day: dancing lights, darkness, foetle fire; and
the base of the meso. If any encounter is obviously hopeless, those above 4th level (High Bailm and Bailiff) can cost detect
the High Bailiff, the Bailiff, and any guards nearby witt obscure magic, know alignment, levltate_
vision wifh darkness spells and flee to alert garrison areas 4.,
5. and 7., and thereafter atert the watch at Erelhel-Clnlu. Draw The Iroops here carry 1-4 p.p. per level of experience, and
scouts will screen the area 01 the tower within 2 hours, and a those above 3rd level corry a like number of g.p. as well. The
force of a size equal to 2 mote patrols, 4 female patrols, 40 High Bailiff wears a platinum chain set with 7 1.000 g.p. rubies
bugbears. and 120 troglodytes will move to surround the around his neck, the Bailiff a like chain set with 5 such stones.
whote pJoteau within B hours. Thereafter, if invaders are still (Jewelry value of these necklaces is 9,000 and 7,000 g.p.
within the tower, Orow magic-users, lemale clerics. and respectively.)
hundreds 01 lesser Dark Elves will converge with still more
bugbears and hoglOdyles . with several various minor 3. ROW OF 16 STONE WAREHOUSES: Each of these structures Is
demons or mezzodaemons to assault the place and put to about 30' x 70', only some is' high, and bum against thewall
slow deofh any within. (The adVenture Is all over 'or the party If of the Vault. Each belongs to a different clan at merchants.
they are still there. All escape will be blocked, so just tell them and above each door is a shield bearing the device of the
a heroic struggle results in death for many of the Drew and appropriate clan. These devices are:
their aUies. but all of the party eventually fall. Flnh._) PRISM (blue) MUSHROOMS (2, yellow)
Cellar: The lower basement has 2 guards (as above, but MOREL (white) BARS (pewter/ gray)
neither hove hand crossbows) who serve as grooms for 2 COILED 'NHIP (bronze/ brown) URN (violet)
nightmares (H.P.: 39, 35). These creatures are stabled nearthe CRESCENT (SilVer) HORSCTAIL MUSHROOM (pink)
secret door to the escape tunnel/steps up to the audience PUFFBALL (ton) GEM (red)
chamber. There is a small kitchen area here, a provision room HOOK (iron/ black) STAR (lilac)
filled with food stuffs, a cistern, and 8 small cells which hold 2 SHELF FUNGI (russet) LOZENGE (green)
sloves (or prisoners) each - there are currentty 10 slaves and CHAIN (brass) aONE (white)
1 Kuo-Toan prisoner (monitor) held in these cells, and they
Each warehouse is staffed by 1 3rd level fighter(H.P_: 13:AC-1;
will help any liberators to fight the Drow. (Determine race of
+1 weapons; hand crossbow and 10 bOltS) and 3 Hghters at
each slave by standard random means.)
2nd level (H.P.: 10each; AC 1; weopons as 3rd level) - Drow
Second Story: The stairs cirCling upwards have a small males. Each wears a c lan brooch. AlSo guarding these
landing here, and then continue upwards to the next level 01 places are 7-10 bugbears (H.P.: 15 each; AC 3; heow morning
the tower. This level provides quarters for the High Bailiff In 0 star (+2 damage) and spear) in c harge of 7-1 2 slove loborers
large northern room. This chamber is Slightly over hatfthetotal (use preceding table lor random determination of race).
orea of the level. It contains a wide and silk-strewn bed, 0 Each warehouse contains lumber, boles of cloth (normal),
table and 4 choirs, a chest (locked, with 280 p.p_, 20 base 50 wine kegs, leather and leather goods, various sorts of poHery,
g.p. gems, and a potion of extra-healing and a flying potion parchment, fungi skin, dried foodstuffs (principally dried
hidden under clothing), a wardrobe, a desk, and a chest of fungus) , tin Ingols, bronze ingots, iron pigs, and some crude
drawers, Dlvolg has a few lewd and erotic statuettes and weapons (boxed) such as spears, stone axes, heavy
tapestries decorating the place, but they are of no great mornings stars, javelins, and daggers. Therewill also be about
value. The southem 2/ 5ths 01 the second stOlY house the a dozen sets of padded armor, studded leather armor, and
Bailiff, Merinld. At the moment of entlY, he will be at ease in his ring moil jacks in man-size and a few bigger (bugbear) sized
chamber. The Bailiff Is a 6th level flghter (H.P.: 36: +3 buckler, as well. From 3-18 normal ond large shields will be stored with
+3 chain, +3 for dexterity of 17, for an overall AC of -5) armed weapons and armor, and a ll such materials are always kept
with +3 dagger, +3 sword, and ha nd crossbow and 10 in a small locked chamber in the rearolthe warehouse. Near
poisoned boHs. His furnishings are similar to those of Divolg's. the front will be a heavy bronze chest, wetl locked, which
but the bed is smaller and there are but 2 chairs. Merinid has holds various vessels and containers carved from crystal.
183 P.P.. 2 500 g.p. gems, and a scroll of protection from Each Is about 'ti c ubic foot in volume and worth 100 g.p. There
elementals in a gold tube set with block opals (6 stones will be from 10-60 such items in each chest.
worth 1,000 each). He hides these In a secret comportment
in a leg of his desk, and therein also Is a broach of on No other loot at any particular value to the partywill befound,
odamantlle mace bearing the engraved nome DESPANA on although there Is a 75" chance that a thorough search will
the reverse. A 6' wide section between the 1wo chambers is tum up 1-3 green robes and 1-3 pairs 01 the pinkish lenses
given over to on armory, entered from the Ballifl's apartment. which allow the USel ultrovisual capabilities within the Vault.
In this space are 12 oflatls and 64 poisoned javelins, 48 of the 4_ TOWERED WALL AND GATE HOUSE: A thick stone wall, 40' high
12
topped by a crenelated battlement closes olf a diverticulum up when any plate pieces are to be formed and for making
01 the Vault. The wall is over Y.z mile long, and each seelion the roug h bars from which swords and maces are fashioned.
(hex) is patrolled by 4 female Orowof 3rd level (H.P.: 15each; Various unnnished p ieces 01 armor and a variety of rough
AC 0; +1 dagger, +1 short sword, hand crossbow and 10 weapons are around the place. A 6th level overseer (H.P.; 36;
poisoned baits), and the gotehouse is guarded by 8 such +3 choln mail, +3 for dexterity of 17 - overall AC -3) with +4
fighters. Each of the woll's 6 towers houses an additionol12 short sword and hand crossbow with 10 bolts and 4 3rd·tevel
3rd level fighters, plus 0 5th level captain (H.P.: 30; +2 buckler, guards (H.P.: 15; AC 0; +2 weapons and hand crossbow with
+2 chain moll ond +2 for dexterity of 16 - overaliAC -2) armed 10 bOltS) are on duty at a ll times In thIs building.
with +2 dogger, +2 short sword, atlotl and 3 Javelins. The The other is about 120 yards southwest of the sorority
captain has on armory of 12 military forks (10' length), 20 barracks. It is a large square tower, 60' on a side, 50'tall, with a
cases of poisoned bolts, 10 otlotls, and 60 javelins. At the bartlzan on each upper comer. This Is the headquarters offhe
tower roof is a specially pitched gong to warn ofattacl<, and a female fighters' society. Its large double doorway is guarded
code signal tells if an organized assault or simply stupid by 4 3rd level fighters, and there are 4 like guards on each
monsters ore involved. The gatehouse houses 24 additional of the 5 tower levels (24 total; H.P.: 15 each;AC 0; +1 weapons,
3rd levellemale fighters, 25th level captains, and a 7th level hand crossbows, 10 bolts). The first floor Is given over to
commander (H.P.: 42; +3 buckler, +3 chain moll, and +3 for meeting rooms and business offices. All storage and cooking
dexterityof1 7 - overaIlAC-5) armed with +3 dogger, +3 short is done in the cellar, where 12 slaves are penned (determine
sword, ond 011011 and 3 Javelins of lightnlng_ The gotehouse race randomly by use oflhe previous toble). The second story
armory contains triple the number of weapons of a tower is divided Into a great hall and 2 lesser dining rooms. Thethird
armory. The commander has 6 additional Javeli ns of floor houses 8 4th level fighters (H.P.: 20; AC -2) each armed
lightning hidden In a secret floor comportment in her with +2 dagger, +2 short sword, hand crossbow and 10 bolts.
gotehouse room (2nd Hoor). The fourth level has a long hall giving to 3 rooms. The right is
If attacked, the guards will sound the alarm, and all those in that of General Telenna, a 9th level fighter (H.P.: 63; +3 buckler,
towers and gotehousewlll arm themselves appropriately and +5 chain mail, +4 for dexterity at 18 - on overall AC of ·8; +3
rush to the battlements. A courier will be sent to infOO'n the dogger; +5 short sword; and a rlngotregeneratlon). The lelt is
Grand Mistress (5. below) 01 events. that of her assistant, lieutenant General Orisinil, on 8th level
None of these individuals carry any treasure, nor will any fighter (H.P.: 56; +3 buckler, +4 chain ma il, +4 foro dexterity of
money or other valuables. other than what Is noted, be found 18, for an overall AC of -7; +3 dogger, +4 short sword, hand
upon their person or in the towers or gatehouse. crossbow and 10 bolts). Both rooms contain only spartan
furnishings and no treasure. The for room is a locked armory
Only female Draw fighters or representatives of the noble witt:"! 20 each +1 daggers and +1 swords, 20 +1 bucklers, 20
houses are a llowed beyond the wall, others are turned away. sulls of +1 chain mall, 10 aflatls, 60 javelins, 6 lavellns of
lightning, 20 hand crossbows, 40 cases at 10 bolts each. a
5. FEMALE FIGHTERS SOCIETY: This mllitaryslsterhoodsupposedly
locked chest with 500 applications of sleep poison, and 6
counters all other factions in direct service of Lotth. There ore
death lances (6 charges eaCh). There is a secret door to a
8 sorority buildings here, each of which houses 40 Dark Elf small cell behind the chest, and this room is the treasury. 2
female fighters - 2nd level trainees (H.P.: 10 each; AC 1)
iron chests with normal locks flank a chest of adamantlle
armed with +1 dagger and +1 sword. An armory in each alloy. Each side box holds 6,203 g.p. and 100 silver ingots
building contains 40 hand crossbows, 80 bolt cases with 10
(100 g.p. weight each). The middle chest is bolted to the floor;
quarrels each, 10 atlatls, 60 javelins, and 2 chests with 1,000
It has a deadly (-6 on saves) contact polson on lis padlock,
sleep poison applications in each. There are 5 small rooms in
hasp, and handles. If the chest Is opened normally, a special
odditlon to the large barracks. 4 of these rooms house 14th conjuration upon It summons a type III demon into the room
level female each (H.P.: 20; AC -2; +2 dogger, +2 short sword, (coming just in front of the door). There is a secret catch on
and hand crossbow with 10 bolts), while the largest of tbe 5 is
the bock (75% undetectable, dice for this before checking
the quarters altha 6th level sorority captain (H.P.; 33;AC -4; +3
normally when the chest is examined) which enables theta!:'
dagger, +3 short sword, otloll and 3 javelins). None possess
plane of the lid to open, hinged to the front. Inside are 7,138
any treasure. Each of these buildings Is defensible, having
p .p., 200 base 50 g.p. gems, a scroll of protection from magic,
heavy bronze-bound doors, shuttered windows, orrow slits,
a n other of protection from demons , and 2 potions 01
and walls severol feet thick..
tnvulnerabillty. The uppermost floor of the tower Is a barracks
Each sorority of fighters represents one of the 8 noble houses, room for the 3rd level guardS.
although not all of the members are by any means of that Note: The inhabitants ofthe tower hove no personal funds, as
particular noble family. The nobles furnish recruits, equip
any member of the society is issued a set amount whenever
them, and pay all costs. The sorority is only nominally they leave the enclave. All members are very loyal to their
answerable to the nabla house, but the noble family is
society at sororities, although each of the 4th level under'
responsible lor any misconduct or misdeeds 01 the group it
officers (third noor) who are the sorority liaison personnel Is
sponsors. Considerable rivalry does exist between the
direc tly affiliated with a noble house, and each will have a
sororities, and there Is intrigue and politics within the society.
different brooch hidden on her person (see 9. belOW).
A long, low building about 240 yards south of the sorority
. bui ldings is the slave barracks. There ore 62 slaves of
miscellaneous race penned here. They are guarded by 6 2nd 6. MERCHANT VILLA: There are 16 of these multiple bu ilding
level females (H.P.. 10 each; AC 1; +1 weapons), 2 3rd level strongholds, 1 for each clan. The small letter designates
(H.P.: 15 each;AC 0; +1 weapons and hand crossbow with 10 which clan (see below). Each villa consists of a walled
bolls), and a 4th level female overseer (H.P.: 20; AC -1; +2 compound with a large (c. 20 room) house surrounding a
weapons, and hand crossbow with 10 bolts). All slaves are p rivate fungi garden bum into one wall, a stable for the pock
lOcked in separate rooms and chained in groups of 5. lizards with barracks above to one side of the compound,
several smaller buildings (3-5 rooms each) and a slaves
There are 2 buildings beyond the stove barracks. The closest quarters on the other, and a small gate house. A clan device
to the slave quarters is a smithy and armory. Here most of the will be shown above the gate.
Drow armor and weapons are forged. There are 4 Deep
Gnomes (3rd level) and 6 dwarven-smith slaves used to assist A villa will house the following creatures:
2 salamanders (H.P.: 45, 42). These creatures dwell In a pool of - 1-3 riding lizards
motten lova at the for end 01 the smithy, and they make the - 2·8 pack lizards
adamantlte alloy and draw the wire. A fire elemental Is called - 19-30 slaves (use random race d etermination table)
• 13·18 bugbear servants (H.P. : 15 each; AC 3; heavy p. BONE (Eilservs) allied wilh J.
morningslar (+2 damage), and spear-with special Noble tomily names are shown In parentheses. The members
fauchard forks 12' long tor detense of the 20' high of each clan wear the appropriate emblem as a brooch (ct.
compound wall) 3. above).
• 21-40 females (H.P.: 9 each) unarmed except for +1 dogger
- 9-16 mo~s (H.P.: 8 each) unarmed except for +1 dogger 7. MAlE FIGHTERS' SOCIET'f: Just as the female organization is a
- 2·12 immature Drow children
neutral instrument of the Draw clerical hiera rchy, so too is the
- 17-24 2nd level mo~s (H.P.: geach;AC 1; +1 dogger, +1 short
fraternity of mole lighters an Instrument to counter any
sword, and hand crossbow with 10 bolts)
destructtve feuding or power seizure by one or more of the
• 2·8 3rd level males (H.P.: 13 each; AC 0; +1 dagger, +1 short
merchant clans at the expense of the others. Of course, the
sword, and hand crossbow with 10 bolts)
socIety 0 150 fumlshes troops (or guard duty, patrols, elc.
• 2-5 4th level males (H.P.: 18 each; AC -2; +1 dagger, +2 short
sword, and atlall with 3 Javelins) The society consists 0116 smallish barracks bUildings in 2 rows
- 2 cleric lighters of 2nd/ 5th level (H.P.: 23 each; AC -3; +2 about 200 yards aport. These barracks are connected by a
dagger, +3 m ace) with the foll owing spells: 20' high wall to form a rectangu la r compound 240 yards
lOng. At the .far end olthe compound is a large building which
First Lev.l: bles" command, cure light wounds (x2),
contains store rooms, stable space for 2-12 pack IlzOlds and
- 1 clan Lord, a 4th/ 7th level cleric fighter (H.P.: 42; +3 buckler, 4-16 riding lizards, an assembly hall, andquarters where 21-40
+4 chain mo il, +2for16dexterityfortotaIAC'5; +3 dogger, +3 slaves (random race) are penned.
short sword, +3 mace) with the following spellS:
Each barracks has 2 levets, the lower housIng 19-24 2nd level
First Level: bless, command, cure light wound, fighters (H .P.: 10 each; AC 1; +1 weapons, hand crossbow and
(d), sanctuary (d) 10 bOilS), with the upper story divided into a day room and 7
prtvate chambers for 4 3rd level nghters (H.P.: 14 each: AC 0;
Second Level: augury, hold person, ,lIence 15' radius armed as 2nd level lighters are) , 24th tevellighters (H.P.: 19
" is important to remember thot aU Draw have the lollowtng each; AC -2; +2 weapons and atlott and 3 Javelins), and a 5th
spells: le'lelfratemity captain (H.P.: 25;"'2 buckler, +3choin mall, and
+3 for 17 dexterity tor on overall AC of -4; armed with +3
dancing lights, darleness. faerte fire, weapons) . Furnishings are rather spartan. Each Draw carries
and those above 4th level also can cost the following: 1-6 each gold and platinum pieces per level of ability.
, Fratemlty caplains will have a small coffer containIng 20-120
detect magic, know alignment, levttate, eoch of g.p. and p.p. - the fraternity treasury. A small closet
while (emale Dark Elves are able to use these additional off the captain's room will contain 20 hand clossbow boll
spells: cases (lilted with 10 quarrels each), 10 otlatls, 30 Javelins, 10
clairvoyance, deted lie, dl~ magiC, luggestion. military forks, and 400 poison applications In a small chest.
Entry to th~ compound is through a galehouse nanked by 2
The following treasure will be held in each villa, secured In small towers. The lett houses 16 3rd level guardS (asabove),4
locked Iron chests: 4th level guards (as above), and 15th leval gate commander
21-40 silver ingals of 100 g.p. weight each (as above, except armed with hand crossbow and boltS).
2,000-8,000 g .p. The right tower Is the society leaders' Quarters and offices.
1,000-4,000 p.p. There are 1 large and 2 small rooms on the lowest leveI.Above
10-100 gems of base 10 g .p . value is the suite of General Istolll, a 7th level lighter (H.P.: 42; +3
2-20 pieces of }&welty buckler, +5 chainmail, +3 dexterity bOnus for overall AC of -7)
2-8 potiOns and above is the suite of his executive officer, Commander
1-4 scrolls (751./ 251. cleric/ magic-user) Caplaln Relonor, a 6th level flghter (H.P.: 36; +3 buckler, +4
In addition, each IndivIdual Draw in the fortress will have 1-4 chainmoll, +3 for 17 dexterity, for on overall AC of -6). 80th
each g.p. and p.p. per level, with those over 3rd level hovtng 1 leaders have +3 dagger, ... 5 short sword, hand crossbow and
100 g.p. bose value gem per leveL 10 bolls. Each has a small coffer with 2-16 base 100 g .p . gems,
and the General has In addition 4 pieces of Jewelry and 2
Merchant clans are nominally allied In pairs to a noble potions of frost giant strength. The uppermost story Is on
house, thus making a perfect balance of power, but due to armory with 20 militaty (ol1<s (10' length), 20 otlolls, 120
intrigue and feuding between the m9fchants and nobles, javelins, and a chest with 400 applications of sleep poison.
there Is on uneven balance. feuding and raids are fairly Hidden In a lead case on a small ledge above the door, and
common. Merchant clans and alliances are shown belOW: screened by cobwebs to be 90% unnoticeable, is a wand of
a. PRISM (Tormtor) allied with h. and c . (Eilse",s) missiles with 50 Charges (0 magic missile Is discharged by
b. MOREL (Godeep) allied with d. (Aleval) any character USing the wand) .
c. COiLED WHIP (EllselVS) allied with o. (Tormior) Rek>nor Is secretly in the service 01 the House of Tormter.
d. CRESCENT (Aleval) allied with b. (Godeep) and I. Hidden on his person is a Tormlor brooch (electrum javelin)
(Noquar) and a ring 01 water walking.
e. PUFFBAlL (Kllsek) allied with f. There are always 4 guards on duty at the gate, and 4 sentries
f. HOOK (Kilsek) allled with e. and m. (Despana)
from each fratemlty barracks patrol the walts. Persons with
g. SHELF FUNGI (Despana) allied with m.
clan or noble brooches may entel the place, but only clan
h. CHAIN (Tarmtor) allied with a. devices will permit free movement throughout the whole
I. MUSHROOMS (Noquar) allied with d . (Aleval) and a . compound. as noble representatives are restricted to the
(Evertlote)
forepart of the place.
J. BAAS (Eils9IVS) allied with p .
k. URN (currently uncommited) 8. THE GREAT GATE TO THE CITY: Although there are a number of
I. HORSETAIL MUSHROOM (Noquar) allied with a. small dOQ(S In the walls atthe anc~nt Draw ctty, this Is the only
(Everhate) entry permitted to non-Drow (assume that entty through any
m. GEM (Despana) allied with g. and f. (KUsek) other portal will need to force a tripte lock, triple bar, and
n. STAR (currently leaning towards Eils8fVS) automatically summon a type " demon to the sPOt). The
o. LOZENGE (Everhate) allied with i. (AtevOI) a nd I. gatehouse 15 a large pile o( old black stone, frescoed with
(Noquar) demoniac visages. Two Splked bronze valves stand open at
14
the tar end. and a raised portcullis can close the nearer end exceptionally virulent poison so saving throws are at -1). Each
of Ihe passage. The city walls are 20' thick. and those or the of these speCial female soldiers carries 1-4 each g.p., p.p.,
gotehouse 10' through. The construction is 70' wide and 40' and 10 g.p. base value gems per level. Jysiln has In addition a
deep and high. The tunnel which passes through its center is string of 12 matched peor1s (10,000 g.p. value as jewelry) and
20' square. with slits and murder holes guarding its length. At a periapt of proof versus polson (+4 on all Saving throws
the entry are 4 2nd level male lighters (H.P.: 9 each; AC 1; +1 versus pOiSons). The Noble Gate guards the access to the
dogger, +1 short sword. and military fork) with a 4th level flying bridge which spans the Pitchy Flow and leads to the
commander (H.P.: 18; AC -2; +2 weapons, hand crossbow high p lateau upon which the noble families hove their
and 10 bOlts). At the Inner end are 4 3rd level females (H.P.: 15; estates.
AC 0: "1 weapons. hand crossbow and 10 bolls) and a 5th The alien and strangely disturbing buildings 01 Erelhei-Cinlu
level commander (H .P.: 25; AC -3; +2 weapons). Each set of
are crowded together In a welter which confuse any not born
g uards watches for entrants without the proper green and bred to the place. Its crooked. narrow streets and alleys
garment - those without are asked for their credentials (0 are dimly illuminated by signs scribed in phosphorescent
brooch of clan or noble device).
chemicals and occasional lichen growths or fire beelle
The gatehouse proper houses an additional 12 2nd level cages. Not even the Draw are certain what horrors lurk in the
males. and 34th level commanders on the left; 12 3rd level sewers beneath. but the rooftops are home to many sorts of
lemale tighters. and 35th level commanders on the rlght side lorge. huge. and giant spiders.
- all armored and armed as those on gate duty. Overall The main ways 01 this anci ent and depraved city are
commander of the gate is a male fighter/ magic-user of thronged with as unlikely a mixture of crealures os can be
3rd/ 6th level (H.P.: 30: +3 buckler. +3 chain moil. +3 tor 17 imagined. Green ciao ked IlIithlds and Kuo-Toans lu b
dexterity. for an overall AC of -5; armed with +3 dogger, +3 shoulders with Dark Elves. Ghosts and ghoulSroom freely. and
short sword. wand 01 viscid globs, and a scroll of 3 spells an occaSional shadow or vampire will be seen. Bugbears
(hold portal x 3). He is on ally ofthe House 01 Eilservs, so any and troglodytes are common, as a re other various servants
person possessing on Eilservs or Tormtor badge will be and slaves of the Draw (dWalVes. goblins, half-orcs, humans,
passed with onlY minimal queslioning by him. He has the and orcs are sometimes free inhabilants olthe ploce) .AII are
following spells: pale from dwelling in the sunless Vault, Trolls slink by evil-
First Level: comprehend languages, magic mis- looking men wearing the green garb. None are disturbed to
Sile, shield, sleep pass a lesser demon or succubus, a night hog or mezzo-
Second Level : mirror Image, web daemon. These crowds part hurriedly for Noble Draw riding
nightmares or the more powerful demons or nycadoemons
Third Level: fireball, tongues (see special section at the end), but those of the Dark Elves
Each soldier hos 2·8 p.p. per level, those above 3rd hove in with pock lizards must slowly force their way through traffic.
addition 1 base 50 g.p. gem per level (or levelS) . Beggars of all sorts are seen, and half-Draw thieves, p imps,'
and harlots are as common as the enslaved human and
9. ERElHE I-CINLU; This stronghold 01 the Dark Elvenfolk is el\len prostitutes displayed before certain establishments.
countless centuries old. It is surrounded by walls of block
stone, 30' high and adorned with crenelated banlements
above that. At irregular Intervals around the perimeter are 11
squa re towers, 40 ' on a side , 45' toll, and crenelated
battlements adding over 6' to the towers' height. Thewalls are
patrolled by pairs 01 2nd level mole tighters (as abOve)
passing between towers, and each tower houses 10
additional 2nd level moles and 2 3rd level leaders (H.P.: 13
each; AC 0; +1 weapons, hand crossbow. 10 poisoned bolls)
on its two upper floors. The second level is a dayroom. and the
first is used for the offlces and quarters of the 4th level fighter Between 8.000 and 9,000 Drow live in the city, and doubte fhat
(H.P.: 18; AC -2; +2 weapons, hand c rossbow and 10 botts. number of hall-costs. servants. and sloves. To this permanent
otlall and 3 javelins) who is in overall command of Ihe tower. population can be added a thousand orso creaturesvisiting
Eoch soldier has the some amount of personal wealth as do for pu rposes known only to themselves . The tiers and
!nose guarding the gate to the city (8. above). dungeons 01 Erelhei·Cinlu reek of debauchery and deca-
Note: The untowered river woll of Erelhel-C lnlu Is the special dence. and the City's Inhabitants are degenerate and enete.
province o f the female soldiers. This wall is very smooth and (Those with any promise and ability are brought out of the
50' high. Near the center at this edifice is a thickened wall place to serve the fighting societies. merchant clans or noble
section Into which Is bu ilt a set of special double gates houses. The rest ale left to wallow in the sinkhole of absolute
protected from each side by portcullises. The place houses depravity which is Erelhei-Cinlu.) The most popular places in
20 2nd level fighters (H.P.: 11 each; AC 0; +1 weapons. and the city ate the gambling dens, bordellos. taverns. drug
hand crossbows with 10qU~rreIS).103 rd level fighters (H.P.: 15 saloons, and even less savory Shops along the two main
each; AC -1; +1 weapons, allall and 3 javelins), 44th level streets. The bock streets and alleyways too bOost of brothels,
fighters (H.P.; 20 each: AC -3: +2 weapons and hand crossbow poison shops, bars, and torlure parlors. Unspeakable things
with 10 bolts) . 2 51h level fighters (H.P.: 25:AC -4; +2 weapons. transpire where the evil and jaded creatures seek pleasure,
allatl and 3 javelins). and 16th level captain (H.P.: 30; AC -5; pain, excitement, or arcane knowledge, and sometimes
+3 weapons, hand crossbow and 10 bolts). 2 patrols of 4 2nd. these seekers find they ate victims. All visitors are warned thot
2 3rd, and 14th level female soldiers watch the walls from its they enter the bock streets of the city at their peril.
parapet. The commander of the Noble Gate is a temale 01 A patrol of mole Draw (as above) pollce the main streets of
8th/ 4th cleric/ figh ter level. She is Jysiln. a member of the the city every hour, and a patrOl oltemoles (as above, but with
Servants of lolth, wearing her gold spider broach proudly 2 displacer beasts (H.P.: 32 each) works the back streets on a
(and openly hostile to any bearing the Eilservs or Tormtor regular hourly round as well; but they are indinerent tothe fate
device). Jysiln has 48 hit paints and wears +4 chain moll and o f ony non·Drow and seek only to prevent major riots or
a +3 buckler, which gives an overall AC at -6. She has a +4 destruction. The party will encounter creatures every turn they
mace. a +3 dogger. and Is accompanied every'Where by 2 room the streets, and every 6 turns spent inside any
trained huge spiders (wOlf spiders; H.P.: 17, 16: AC 6; with establishment open to publiC traffic.
15
RANDOM ENCOUNTERS IN ERELHE I-CINLU defense miscellaneous magIc lIem which he or she can
Back Street/Alleyway employ. Lesser deric:s hove a 5% chance/ level for each such
Main Thoroughfare
Draw female potrol item. Fighte rs will hove a like chance for a usefu l ring,
1. Draw mole patrol
2. type I or IV demon type I. II. or III demon miscellaneous weapon, and miscellaneous magic Item.
3. type II or III demon type IV demon or mezzodaemon 10%/ level chance for 1 useful potion in addition. These
5-8 shadows groups will be likely to attack and slay any humans they
4. mezlodaemon
5. nycadaemon vampire meet- such as explorers-who are of good alignment.
6. night hog night hag Rakes roaming the streets in Erelhei-Cinlu ore bands o f bitter
7. type V or VI demon 7-12 rakes youths, onen outcasts. The bond will be composed of either
8. succubus succubus Draw, Draw-elves. and half-Draw (human cross) or Draw. hatl-
9. 5-8 ghosts 5-8 ghosts Draw, and (1-2) half-orcs. The former sort of group Is 40% likely,
10. 2-5 IIlithids 2-51l1ithids the totter 60%. Draw crosses will hove magic resistance equal
11 . 2·5 trolls 2-5 trolls to their Dat1< Elven heritage but no spell ability. The bonds with
12. diseased beggar diseased beggar elven-Draw members will be hostile to aU they perceive as port
13.3-6 111Ithids 7-12 rakes ol the system which prevails in their world, and the Dark: Elves
14. human magiC-User party human magic-user party with them ore of the few who are neither totally degenerate
15. Draw nobles 7-12 rakes nor whOlly evil-they are haters of the society around them
16. 2-5 IIlithids beggar and see no good in it. All rakes will be fighters of 4th-7th level 01
17. human cleric party human cleric party ability (or in the case of groups with hall-orcs, fighler/ thieves
18. succubus 2-5 thieves of 3r<>5th/ 4th·7th or fighter/ assassins of 4th-6th/ 4th-6th level
19. 7-12 rakes succubus are 50% likely for half-Draw and hall-arc rakes) . The first sort of
20. 2-5 thieves 7-12 rakes group will weor chain shirts under their garments (+1 or +2)
and hove +1 weapons. The latter groups will not wear armor,
lIIithids will generally ignore others except if provoked or and they will be likely to hove a few +3 weapons. Rakes
attacked. encountered Inside will be seated so as to appear to be
Diseased beggars will touch creatures not gMng them any several smaller groups. Those outside will be in 2 or 3 groups
money (il they dare. 01 course) , thus making it 90% certain of so as to surround and surprise their victims. All wiU scatter
infecting the victim with leprosy. when a patrol or nobles appear, fO( they are greatly d isliked
Muman magic-user party will be composed of 1 14th-16th by the Drow military and upper closs. (See Thieves below.)
level and 1 11 th-13th level magic-user. or it will be a magic- If the party manages a triendly meeting with a group 01
user 0 112th-14th level with 2 associates of 9th-11th level. Each Drow/ Drow-elves/ half-Drow rakes the youths will tell them
will wear magical bracers and rings or robes of proteClton, aboutlhe worship of the Demoness Lolth and the way to her
the higher levels having the best protection. The leader will "Egg." The rakes will accompany the party to the area in
hove a powerful stoff arwand or rod. lesser magic-users useful . question if a plan which seems reasonable to them is put
items of this nature. Each will wear 2 useful rings. Each will hove forth. They will also leave the Vault-Egg areas in the course of
magical dogger, and 1-3 useful scrolls of protection. In adventuring.
addition, the leader will hove 3-4 useful items of miscel-
laneous magic, lesser magic-users 1-2 such items. Useful as Thieves will be of. several racial types. The table given below
used here means helpful for attack/ defense/ protection in the will enable you to determine what sort of members ore in a
City of Erelhel-Clnlu and on the joumeyta and from the place. bond of thieves. Typical ploys are to hove 1 member of the
The alignment of these magic-users will be as follows: group pose as a beggar. while others "rescue" the mark from
the "beggo(s" diseased touch - thus having a chance to
neutral ......... . . ..... ... . .... 25% pick the mark:'s pockets, cut his or h9f purse, etc. If the
neutral evil ......... ... . . . .... . ...... 20% vlctlm(s) seem to be weak. it is very probable that the thieves
chaotic evil . . . . .. .. . . . .. . . . .. 50% will strike from behind and kill in order to completety loot the
lawful evil .. . .. . .. . .. .. .. .. . .. ... . . . 05% vlctim(s). Each member of the group will be 5th-8th level; If 4-5
If the magic-users are evil. they will attock good parties if thieves are encountered deduct 1 level from eoch-theywiil
discovered. Neutral magic-users will be open to any be 4th-7th levels. AUthieves will have +1 to +3 daggers, and it is
reosanable offers. of course . 50~ likely that each will hove a concealed Drow short sword.
A table for weapon types is given Im mediately after that for
Crow nobles ore a party composed of 2·4 fighters of 4th-6th racial type.
level guarding 1-3 c leriC/ fighters of the 6th-8th/ 4th-6th level
and 1-2 fighter/ magic-users of 3rd-sth/ 71h-9th level. Guards Cle Roll Race 01 Thief
will hove 6 hit paints per die. 16-18 dexterity,"2 buckler and 1-3 Q.ow
chain mail, .. 3 weapons and hand crossbows. Cleric/ fighters 4 ctwarl
will hove the some statistics but wear +3 buckler and chain 5-6 ell-Draw
mall, cony +3 mace and hand crossbow. The mole fighter/ 7 gnome
magic-users will hove the some statistics. use a +3 buckler,"4 8-9 half-Draw
chain, +2 dagger, +4 short sword, and one will cony a wand of 10 half-ell
viscid globs (30%) or a cold wand (70%). (Determine spells 11 half-arc
by selection based on other clerics or magic-users detailed 12 human
herein, if necessary.) Noble parties will stop to converse with
unusual groups 75'l. of the time. If they see anything which Type of + Weapon Ca"led (Use tor Rakes also)
appears dangerous to the welfare of the Draw, they will +1 dagg9f 65% .1 short sword 60%
Immediately oct (attoCk, summon a paSSing creoture(s) to +2 dogger 25~ +2 short sword 25%
old them. aITest, etc.). +3 dogger 1O'J. +3 short sword 1O'J.
Human cleric party will be on evil (chaotic or neutral) c leric +4 short sword 5%
of 10th-13th level, 2-4 lesser clerics of 6tfl-8th level. and 1-2 The FlyIng Bridge and Plateau Beyond: As mentioned
fighters of 5th-7th level. All will hove magical armor and previously. the onty persons permitted to leave the city by the
shields. Each will have so me form of magic weapon Noble Gate are those on business o f the noble families. I.e.
(hammer, mace, or sword). The leader will have a useful ring, those with the proper devices and a good reason (fabricated
a rod/ staff/ wand which Is useful for attock., and an attac k/ or real) are allowed to poss ov9fthe bridge to the area north.
16
The flying bridge joins the plateau obout 30' higher than Its protecfton from demons, and useful Items to be deter-
southern end. The rood beyond lakes on a variegated hue - mined at random: 2 potions, 2 scrolls. 1 ring. 1 rod/ stalf/
violets, blues, greens, reds, purpleS-os II rises steeply to the wand, 1 miscellaneous magic.
top of the noble lands.
11 . ESTATE OF THE HOUSE OF EVERHATE: Device: Crossed silver
10.· 17. LANDS OF THE NOBLE FAMILIES: The plateau serves as the daggers. Rank: 5th. Nominal supporters of the noble
exclusive preserve of the Drow nobles. Each of the 8 noble houses worshipping the demoness Lolth, but seldom
houses has its own estate and a palace-fortress complex active against the Ellservs-Tarmtor faction, as Ihey prefer
thereon. Although there are no forests of fungi and cIYStal to wait to see the eventual outcome at the conlest. The
growths, there ore small brakes and copses of these things following nobles rule the house:
growing along the rood and between estate boundaries. · 10th/ 5th cleriC/ fighter female ruler ( H.P.: 60; AC -7)
Each estate consists of a large (30 + room) polace sur- · 5th/ 8th fighter/ magic· user mole consort (H.P.: 48:
rounded by outbuildings and connecting walls to form a AC -6)
large compound. Outbuildings include 2-4 small villas, - 9th/ 4th cleric/ tighter female (H.P.: 54: AC -5)
barrocks, stables, menagerie, and slave quorters. Each estote - 8th/ dth cleric/ fighter female (H.P.: 48: AC -4)
will hove the fallowing c reatures and P9fsonnelln addition to - 6th/ 5th cleric/ tighter female (H.P.: 36: AC -4)
the ind ividuals named in the numbered paragraphs - 4th/ 6th fighter/ magic-user mole (H.P.: 36: AC ·5)
detailing the particular houses later on: · 4th/ 4th tighter/ moglc·user mole (H.P.: 24: AC -4)
- 84th level female guards (H .P.: 24 each: AC -3)
7-12 riding lizords
2-5 nightmares Everhale magic items Inc lud e the following: staff of
2·8 dlsplacer beasts (trained hunting pock) wfthering, wand of paralyzaHon, efreet bottte, and useful
21-50 slaves lIems to be determined at random: 3 potions, 3 scrolls, 2
9·16 bugbear servants (H.P.: 16 eaCh: AC 3; heavy morning rings. 3 miscellaneous magic Items.
star (+2 damage) heavy crossbow, and 30 bolts) 12. ESTATE OF THE HOUSE OF DESPANA: Device: Adamantile
19·24 troglodyte servants (H.P.: 10 each; metal baHle axe, mace. Rank: 3rd. The Ho use of Despana is closely
3 javelins) . leagued with that of Kilsek and Noquar to bring ruin upon
11-20 femoles (H .P.: 9 each) unarmed except for +1 the Eils9fVS, for eoch at these families imagines thot their
dagger house woutd then gain first precedence. The following
21 ·30 moles (H.P.: 8 each) unarmed except for +1 dagger nobles rule the Despona family:
4-16 immature Drow c hildren
8 2nd level mole fighters (H.P.: 11 each; AC 0: +1 weapons - 11th/ 6th cleric/ fighter female ruler (H.P.: 60: AC ·8)
and hand crassbow with 10 bolts) - 8th/ 7th cleriC/ fighter female (Nedytene) (H .P.: 56:
d 3rd level male fighters (H.P.: 16 each; AC ·2: +2 weapons. AC -6)
allatl and 3 javelins) · 3rd/ 7th lighter/ magic-user mole (H.P.: 35; AC ·5)
24th level mole tlghters ( H.P.: 24 each; AC -4; +2 weapons · 5th/ 4th tighter/ magic-user mole (H.P.: 30: AC -5)
and hand crossbow with 10 bOltS) · 5th/ 5th cleric/ fighter female (H.P. 37; AC ·4)
15th level male tighter (H.P.: 30: AC ·5; +3 weopons. allotl Despona magiC lIems include the following: demon stan
and 3 Javelins)
16th level mole lighter (H.P.: 36; AC ·6; +3 weapons and
(1 each of these functions doily: touch causes 'ear
save). hit causes 4-24 h.p. of damage. summons a type I
(no

hand crossbow with 10 bolts) demon. transforms hold er to a type I dem on fo r 5


6 2nd level female fighters (H.. P.: 12 each; AC 0; +1 rounds-c.l. MODULE G3), rod of cancellation, boots of
weapons and hand crossbow wllh 10 bolts) speed. ond useful items to be determined at random: 5
- 12 3rd level female lighters (H.P.: 16 eoch: AC ·2; +2 potions, 3 scrolls. 1 ring. and 3 miscellaneous magIc.
weapons and hand crossbows with 10 bolts) 13. ESTATE OF THE HOUSE OF NOQUAR: Device: Bronze
- 64th level female fig hters ( H.P.: 24 eac h: AC -4; +2 nightmare's head. Rank: 4th. These c lose a llies o f the
weapons, otIatl and 3 javelins) Desponas and Kilseks secretly hope that the strugglewith
- 45th level female lighters (H.P.: 30 each; AC ·5; +3 the Eilservs will weaken their allies so thot Noquor will be
weapons, hand crossbow and 10 bolts) the greatest noble family. There are the following nobles
26th level female fighters ( H.P.: 36 each: AC ·6; +3 ruling the Noquors:
weapons, hand crossbow and 10 bolts)
17th levelfemalefighter(H .P.: 42:AC -7; +3 dogger, +4 short - 8th/ 8th Cleric/ lighter female ruler ( H.P.: 56; AC ·8)
sword, hand crossbow and 10 bolls) - 6th/ 7th fighter/ magic-user consort (H.P.: 44: AC ·6)
All troops hove military forks and faucharcHorks for wall - 6th/ 6th cleric/ fighter female (H.P.: 42; AC -7)
defense. · 4th/ 6th Cleric/ tighter female (H.P.: 30; AC ·4)
· 2nd/ 5th fighter/ magic-user mole (H.P.: 25: AC ·4)
10. ESTATE OF THE HOUSE OF TORMTOR: Device: Electrum
Javelin. Rank: 7th. Actively allied with the House at EilServs Noquar magic lIems include the following: 2 death
(17.). rising. and thus incurring the enmity of the other lances, staff of healing. ring of spell storing. potion at
nobles . the Tormlors are very powerfut despite their cloud giant strength. and useful items to be determined
current low rank. There are the following nobles ruling the at random: 6 potions, 2 cleric scrolls. 2 scrolls. 1 rOd/ staff/
house: wand. and 4 miscellaneous magic items.
- 10th/ 7th cleric/ lighter female ruler (H.P.: 58; AC ·6) 14. ESTATE OF THE HOUSE OF ALEVAl: Device: Gold wond.
- 4th/ 10th IIghter/ moglc·user mole consort (H .P.: 52; Rank: 8th. This weok family is primarily bent on gaining
AC -5) more power. As they are relatively unimportant. they c an
. 8th/ 5th cleric/ lighter fem ale (H.P.: 48; AC -6) manage a semi-independent position. waiting for the
- 7th/ 4th cleric/ tighter female (H.P.: 42; AC -5) Kilsek-Despono-Noquar faction or the Eilservs·Tormtor
. 4th/ 6th fighter/ magic-user mole (H.P.: 30: AC -5) axis to wax supreme and then join with the victors. The
- 4th/ 4th fighter/ magic-user mole (H.P.: 20: AC -3) following nobles rule the house:
weapons are commensurate with rank (and this applies - 9th/ 4th cleriC/ fighter female ru ler (H .P. : 54; AC -6)
to all other noble groups as well). Tarmlor magic items - 3rd/ 6th fighter/ magic-user mole consort (H.P.: 30;
Include the following: staff of striking, wand of viscid AC -5)
globs, fir. etemental gem, +3 ring of protection, scroll of - 4th/ 4th cleric/ fighter female (H.P.: 24; AC ·4)
17
- 2 2nd/ 4th fighter/ magic-user males (H.P.: 20 each; - 44th level cleric males (H .P.: 20 each; AC -2)
AC -4) Eilservs magiC items include the following: great tentacle
Aleval magic items include the following: snake staff rod"" (strikes 6 limes at 1 opponent as 6 hit dice monster,
(hoOded CObra) , wand of enemy detection, wings of with -+6 "to hit" bonus, innicting 6 h.p. damage/ hit, 3
ftylng, and useful items to be determined at random: 2 simultaneous = opponent at -4 on attacks for 3 rounds, 6
potions, 2 scrolls. 1 ring, 1 miscellaneous magic item. simultaneous hits a nd victim loses 1 p oint of dexterity
15. ESTATE OF THE HOUSE OF KILSEK: Device: Mithril sword. permanently and of -4 on attacks for 6 rounds in
Rank: 2nd. Hatred and Jealousy has always existed addition), 2 18ssertentacle rods" (strike 3 times each at
between Kilsek and Eilservs. and the KUsek family is more 1 opponent as 3 hit dice monster, with +3 "to hit" bonus.
than happy to be able 10 playoff the Despanas and inflict 3 h.p. domage/ hit: 1s1rod causes double damage
Noquors against their rivals. The fOllowing nobles rule the and slows opponent for 9 rounds if 3 tentacles hit
simultaneously; 2nd rod causes double damage plus
house:
making right or left arm weak and useless for 9 roundS). a
· 9th/ 6th cleric/ fighter female ruler (H.P.: 54; AC ·7) wand of viscid globs, a +3 ring of protection, a cold
- 4th/ 9th tighter/ magic-user mole consort (H.P.: 45; sword, 9 magical bolts for hand crossbows - 3 each
AC-7) stunning (10' radius blast stuns for 1-4 rounds), blinding
- 8th/ 5th cleric/ fighter female (H.P.: 48; AC -5) ( burst of light in 10' radius bHnds all who fail save vs.
- 7th/ 3rd cleric/ fighter female (H.P.: 36; AC -5) magic for 1-4 rOUndS) , stinking vapors (0 3~ ' x 30' X 20'
- 3rd/ 6th fightElf/ mogic-user mole (H .P.: 30; AC -4) cloud of gas which is the same as a stinking cloud spell
- 2nd/ 5th fighter/ magic-user male (H.P.: 25: AC -4) (q.v.) ), an earth elemental stone, and useful items to be
Kllsek magic items Include the following: bag of tricks, -t-3 determined at random: 5 potions, 6 scrolls, 1 ring, 2
spear,.wand of lightning bolts, +1 ring of proteetton. and rod/ staffjwand, and 3 miscellaneous magic Items. lyme
useful Items to be determined at random: 6 potions, 4 commands a slone golem.
scrolls, 3 miscellaneous magic. 'If Eclovdra was slain during the course 01 ploy of
16. ESTATE OF THE HOUSE OF GODEEP: Device: Platinum MODULE GJ, she will have been cloned by her
crossbow. Rank: 6th. The Godeep nobles are also consort, Lyme, so In any even! she will be ruler.
committed to the anti-EH5efVS faction, fOf they perceive " llthe greotertentacle rod is taken or destroyed, both
that they will gain greater rswards from the viclorious lesser rods will be destroyed, and Eclavdra will have a
KUsek combination, and thus displace the Everhate rod of rulership: If either or both of the lesser rods are
House as 5th In precedence. The following nobles rule the token or destroyed from previous adve nturing,
house: duplicates will be in the possession of the Ellservs.
- 9th/ 4th cleric/ fighter female ruler (H.P.: 54; AC -8) Note all J rods must hove a specia l ring worn by the
- 5th/ 8th figh ter/ mogle- user mole consort (H.P.: 48: wielder In order to use their powers. They are usable
AC -6) only by clerics, and Eclovdra has the necessary rings.
- 6th/ 3rd cleric/ fighter female (H .P.: 36; AC -5) Special Note: Those DMs who have MODULE G3 should
- 5th/ 5th figh ter/ magic-user mole (H.P.: 30; AC -4) note that 2 hexes directly northwest of the EilselVS estate
· 4th/ 4th cleric/ fighter female (H .P.: 24; AC -4) there exists a secret entrance to a cavern. It houses the
Godeep magic items include the following: crossbow of TEMPLE OF THE EYE OF TH E ElDER ELEMENTAL GOD (cf. GJ,
accuracy and 14 -+ 3 bolts (sleep poisoned), fear wand, Level "' 2, 9.-11 .) . The scenes are appropriate to the
cube of force, and usefut items to be determined at worshippers-Drow and servants. but o therwise it is the
random: 2 potions, 2 scrolls, 1 miscellaneous magic item. same in all respects.
17. ESTATE OF THE HOUSE OF EILSERVS: Device: Copper stoff. Treasure: A noble house will hove the foll owing treasures:
Rank: 1st. The Eilservs have long seen a need for an individuals (except slaves) 1·6 p.p. per level, those above
absolute monarch to rule the Vault, and as the noble 4th level (or 5th combined levels) will have 1-4 base 100
house o f first precedence, they have reasoned that their g.p. base value gems per level. The palace will have 100%
mistress should be Queen of All Draw. When this was chance of types Rand U treasure. but omounls must be
proposed, the priestesses of Lolth supported the other diced for.
noble families aligned against the EilselVS, fearing that 18. ENTRANCE TO THE EGG OF LOLTH : The road northeast from the
such a change would abolish their position as the final flying bridge which spons the Pitchy Flow between Erelhei-
authority over all disputes and actions of the Dark Elves. Cinlu and the nobles' plateau leads to a broad and high
Thereafter, the Eilservs and their followers lurned away gallery, 100' and more wide and over a mile long. Its wailS
from the demoness and proclaimed their deity to be an hove been carved by slaves over centuries, so that every-
Elder Elemental God (see MODULE G3) . Although there is where Ihe eye rests a grinning demon face, feeding spider,
no open warfare, there is much hatred, and both factions gibbering mones, or scenes of disgusting practices or the
seek to destroy each other. An anemptto move worship revolting landscapes of the planes upon which demons
of their deity into the upper world, establish a puppet dwell will sicken the viewer. Skulls and orgy scenes ore the
kingdom Ihere, and grow so powerful from this success typiCal motifs used to border major reliefs. The sculpturing
that their demands for absolute rulership could no longer becomes more detailed, more disgusting, more horrible as
be thwarted, was ruined of late, and the family Is now the end of the passage nears.
retrenching. The house is ruled by the following nobles: The party will see a squat building of yellowish rock (60' x 100'
- 10th/ 4th cleric/ fighter female (Eclovdro') (H .P.: 60: x 30') when it leaves the passageway. The whole space of
AC -8) lOLTH'S EGG glows with a rusty red light, as if the very air
· 5th/ 12th fighter/ mag ic-user mole consort (lyme) contains phosphorescent particles. while certain rock strata
(H .P., 56; AC -7) and lichens add their putrid greenish light, so that the whole
· 8th/ 5th cleriC/ fighter female (H.P. : 48; AC -5) scene is fitting for a creoture from a plane ollhe Abyss. The
· 3rd/ 8th fighter/ magic-user male (H .P.: 40; AC ·5) roadway leads directly to the ugly structure crouching about
- 4th/ 6th fighter/ magic-user male (H .P.: 30; AC ·4) 100 yards distance from the entranceway. It too Is ornately
- 5th/ 3rd cleric/ tighter female (H .P.: 30: AC -4) sculpted In demoniac bas-relief, for the building is the Lesser
· 8th level fiQhter female (H.P.: 60: AC -4) Temple of Lolth. lis open interior is pillared, and has a large

18
sacrificial altar and 2 nanking frames which resemble spider gargoyles, tumlng them back to normal monsters (H.P.: 20
webs. (When a ritual sacmce is mode at the altar, 2 victims each; AC 5). The many wtndows of the structure are each
are also placed Into these rromes for feeding of the temple guarded by a shadow (H .P.: 17; AC 7) which will aHack any
spiders.) These giant block widow spiders are exceptionally who enter by surprise at +4 "to hit". The enclosed mop should
large (+2 per hll die) and will attock any non-Draw observed. be used with the following sub-key for adventures In the Fane
There are 16 of these monsters dwelling on the ledges which of lolth.
run around the Interior oflhe place, and they have webs spun
about 20' above the noor, so that they can move Quickly
about the whole interior. They have no treasure.
An obscene tapestry at the feor olthe temple screens a poir of
double doors which lead to the lower level 01 the place. Here
are slore rooms, a kitchen, refractory, cells fOf sacrifices (3
current victims therein), and slave barracks where a dozen
prisoners ore kept when not laboring for the glory of Lolth (raU
for random race determination foroll sacrifices/ slaves). There
is a suite of 6 rooms where the clerics of the temple dwell. A
small barracks provides for the temple guards. The staff of the
Lesser Temple is:
• 10th level high priestess, Boitano ( H.P.: 56; +3 buckler,
+4 chain moll, and +3 dexterity bonus for an overall
AC of -6) armed with +3 mace and demon staff (see
above).
In addition to spell powers common to Draw, Baltano has the
following cleric spells available:
First Level: command (x2), cute light wounds (x2),
detect good, sanctuary (x2)
Second Level: augury, hold person (x2), speak with
animals
Third Level: blindness, prayer, speak with dead
Fourth Level: cure serious wounds, neutralize polson,
tongues KIY TO THE GREAT FANE OF LOLTH
Fifth Level: quest, true seeing IndMduals will have 2-8 p.p. and 1-2 base 50 g.p. gems per
level. Clerics will have base 100 g.p. gems.
2 6th level underprieslesses (H.P.: 30 each; AC -3: +2
maces) each with the following spells: Level #1:
First Level: bless, command, cure light wounds, feor 1) Balistraded steps leading up to the main story of the
Fane. These stairs are fashioned to resemble a spider
Second level: chant, si lence 15' radius, slow polson web.
Third Level: bestow curse, prayer 2) The foyer of the temple is deserted. The black stone ofthe
- 25th levelfemalefighters (H.P.; 30eoch:AC -3; +3weopons, floor is shot with web-like traceries of white, and the mar-
hand crossbow and 10 bollS) b le pillars are veined witl"1 black webbing. Normally,
some noble comes only this tar wl"1en a special favor is
- 8 3rd level female fighters (H.P.: 15each:AC 0: +1 weapons,
hand crossbow and 10 bolts) requested, for minor sacrifices are made at 3) andA). The
walls 01 the place are hung with gauzy matenal, and the
Note: Each wears a golden spider brooch. overall effect is that of standing amidst endless webs.
Treasure: Individuals have 2-8 p.p. per level, clerics twice that 3) An altar where offerings of goods are placed. It Is carved
amount, p lus 1 100 g.p. bose value gem per level. lohe treo- with many spider shapes, and 2 candles bum on either
su/y of the temple Is hidden as follows: A secret trapdoor in end. It bears an octagonal offerings planer mode 01
the floor of the sleeping chamber of Boitano leads d own 10'. beaten gold (3,000 g .p. value), and the candle holders
The 2nd rung of the ladder Is set to come loose and are of onyx inlaid with gold (300 g.p. value eaCh).
precipitate the climberto the bottom, where a covered pltwill
drop the victim another 10' onto a bed o f 6 poisoned spikes 4) This altar is similar to 3), but it is for minor blood offerings,
(1-6 h.p. damage, plus a save versus poison for each spike- so there is a bowl rather than a plate.
2-5 splJ<es will olw"ay hit the climber). In the 20' x 10' room 5) Meditation area where those thinking of Lolth can
there is a locked chest with 5,780 g.p. and 12 p ieces of contact her, for she will telepathically link her mind to that
wrought gold Jewelry (value 200-1 ,200 g.p. eaCh). There is a of her worshipper. There are runes inlaid in silver in the
secret door in the pit, however, which will open 10 reveal a noor which state In Draw: "Think on the glory of Mighty
small platinum coffer (2,500 g.p. value) which contains 100 Lolth, for She will old those faithful to Her." Noturally. she
base 50 g.p. gems and 1,000 p.p. A loose stone beneath the will mentally aHack any creature who is not chaotic evil
coffer hides a tmeple saMce (chalice, dish, 'and ewer) of and devoted to her.
gem studded gold worth 10.000, 20,000, and 25,000 g.p. 6) This oroa is the same as 5), except the runes ore inlaid in
respectivelY. mother of pearl, and there will be no menial contact with
19. THE GREAT FANE OF THE DEMONESS LOLTH: AI the very center of the demoness unless a special sacrifice is made by the
the "Egg" is a mound upon which Is built the great temple to priestesses (see Dungeon Levels 2) and 3) ) while the
l olth, the Fane whereat onty the noble Draw are allowed to supplicant Is meditating. In the laHer case, Lolth will be
come. The edifice is a pogodo-like structure, decorated with most likely to old !he supplicant by advice, and the
many carved spiders and demon statues. If any humanoid c lerica l servan ts of the demoness wi ll also be 01
creature c limbs upon it, a magic spell will release 20 stone assistance.

19
7) This room is a council chamber, with a long table in its rods set into the solid stone. The door has 0 small window
center. There are several chairs around the table and (which can be ClOSed) and heOVy' locks. The rooms
several comfortable couches along the walls. The noor is contain 11-16 sloves of various races.
covered with soft carpeting, a nd the walls are hung with 18) This slave Quarters area Is exactly the same as 17)
gossamer veils. Those who hove sacrificed richly to Lolth
are brought here for rest, refreshment, and clerical
advice after (or instead of) meditation. The secret door
Dungeon Level:
has small spy holes wh ich can be opened to permit
viewing and listening. 1) As the party descends, they will note that the air here has
a grayish light Instead of the reddish one common
8) This room is Identical to 7) above.
elsewhere in the " Egg" . The walls are covered with
9) 2 female fighters of 3rd level (H.P.: 15;AC 0) armed with +1 luminescent frescoes 01 spiders feeding upon prey and
dagger, +1 short sword, and hand crossbow with 10 bolts lesser demons dragging sacrifices -horror-stricken
which are coated with deadly poison (normal sovtng humans and like creatures-to torture and deoth. These
throw vs. poison, but failure equals death) are on duty at murals are everywhere on the dungeon walls.
all times. The room is plain and sparsely furnished with
2) This area Is where the High Priestess and her 2 assistants
table, a few chairs, and a couch. Note: All guards have
only may enter and sacrifice to Lolth. Such sacrifices
bolls thus envenomed.
actually bring the demoness forth. The floor is a webbing
10) This room is identical to 9) above. of silver inlaid in black onyx, and the walls in the oreo
shOw only likenesses of Lorlh. All c reatures 01 other than
11) The Great Temple Areo: The noor Is of traceried block chaotic evil alignment must save versus fear when they
stone here also, but at its center it appears to be a 20' enter this area. An aura o f absolute evil is tangible, even If
diameter pool of c lear amber liquid in the middle of saves are successful.
which noafs a huge block spider with human lorearms 3) Here stands an ollar stone of jet, hollowed so as to hold a
instead of legs and a Draw lace between the multiple man-Sized farm 01 up to 8' length . It has Inlays In ivory,
spider eyes of the head. As the viewer approaches, this silver, and precious stone (20 rubies of 1,000 g.p. value
pool seems to slowly rise above the level oflhenoor, unNt each) of skeletons and spiders. A creature laid into the
the likeness of the demoness is apparently nooting in on hollow is instantly enmeshed In webs which spring forth
amber column which extends from noor to ceiling. Tests from tiny holes an either side altha hollowed-out portion.
will prove that this is a projection, an image of the real To either side of the altar are small silver cages. Into these
Lolth, although one without senses. (See 14) below lithe are thrust additional sacrificial victims when an especia~
party approaches the projection.) this is as close to the Iy great of1ering Is demanded by the demo ness, and
actual as most Draw care to come. Those making great Lolth will paralyze these victims and then take the m to
olferings are permitted to come 10 this area escorted by feed upon at her leisure. In the right hand cage there is a
clerics. Dark Elf male figh ter/ magic-user 01 4thj 4th level (H .P.: 24;
12) These web-like sloirs climb upwards to the levels above. A no armor; 12 strength. 18 intelligence, 9 wisdom, 18
giant black widow spider guardS Ihe steps from a dexterity, 15 consitution, 13 charisma) placed into
position about half-way upon them. She has 36 hit paints, captivity yesterday and paralyzed by the spider demon-
attacks as a 6 hil dice monster, and her poison must be ess. He Is Nilonlm , a dissident Draw captured in Erelhei-
saved against at ·2. She will attack any creature which Cinlu where he led a band of rebels attempting to
does not wear a golden spider broach. overthrow noble rule. He is of neutral alignment with a
slighl tendency towards good deeds.
13) Other than for the fact that Ihese stairs descend to the
dungeon beneath the Fane, theY are the same as 12). 4) The passage here is totally screened off by thick webs
cast by Lolth. While these webs appear to be normal
14) 2 silver braziers of Incense smoke gently on either side of
spider strands, they will not bum. They are, of course,
what appears 10 be a strange wall mural. The smoke
sticky. A tunnel down the center permits Lolth to come
goes drifting to this mural and Into it, as if drawn by a draft.
and go as she wills.
The mural Itself Is a scene resembling a starry sky, but a
tunnel of webs stretches into space, the opening 5) The web of the Demon Queen Lolfh. Seethe appended
apparently a passageway to the galaxy. The elTect section for details o f Lolth. She will attoc k any creature
appears dimensional, but It can be touched and felt to which dares enter her abode. Note that the one-way
be not. ExcepHon: If any indMdual ls bold enough to walk doors to the north ore hidden by webs. If she is sorely
through the projection of Lotth at 11) and then touch the pressed, Lolth wiU use these doors to escape. If Lolth nees,
"mural" he or she will be Instantty drawn Into the tunnel or Is slain In her current form, a silVery (platinum) egg will
vortex and brought to the plane of the Abyss where Lolth be revealed. A remove curse will enable it 10 be opened,
actually dwells. (It you plan to continue the campaign, and whomever does so is geasedto enter the aslral gate
this will be handled In MODULE Q1 , QUEEN OF THE on Level # 1 (14) and confront Lolth if he or she is able or
DEMONWEB PITS; OTHERWISE, SUCH INDIVIDUAl CAN BE die trying. In the egg are an Iron pyramid, a sitversphere.
CONSIDERED AS SLAIN.) The area radiates a strong a bronze star of eight points, a nd a cube of pale blue
magic, but there is no evil aura from the "mural", as it Is crystal. (These items hove value and use only if the party
simply on astral gate. continues the adVenture in the next Module (Q1. QUEEN
OF THE DEMONWEB PITS).)
15) Th is Is a guard post where 4 3rd level (H.P.: 15 each; AC 0;
+1 weapons. a hand crossbow, and 10 boris) and 1 4th 6) In this area of 30' wide corridor there are 5 barred and
level (H.P.: 20; AC -2; +2 weapons, hand crossbow and 10 locked cells holding 11 slave sacrlnces, and on Ihe west
boits) females are atways on duty. They make periodIc wall are 6 cubicles wherein dwell the guardS who watch
(hourly) ~ounds of the whole level. oyer these prisoners, 4 huge ghasts (H.P.: 32 each; attock
as 6 hit dice m onsters; odd +2 to all dam age SCOred)
16) This post is the same as 15), with rounds being mode
and 8 huge ghouls (H.P.: 16 each; attock as 4 hit dice
every hour an the half hour.
monsters; and add +1 to all damage scored). These
17) Slave quarters here 01 the bock ollhe Fane are storie., with creatures are atways alert, cannot be surprised, and a
only the barest of necessities for sleeping and sanitation. spell cast upon the Olea negates all turning effects of a
The wIndows are high up and barred with adam antite clerical banishment 01 undead.
20
7) Secrel do or sinks to allow passage along a 4' wide save versus that attack form). Her spells are:
corridor and steps down 10 a 10' wide tunnel to arec 20.
hereafter. First Level: cure light wounds (x3), detect good,
tear, sanctuary
Level #2: GUARDS AREA (All wecr gold spider brOOChes.)
Second Level: augury, detect chanTI, hold person
1 )-3) Each of these rooms Is a borracks fOf 2 4th levellemale (x2), silence 15' radius (x2)
fighte rs (H.P.: 20 each; AC -2; "'2 weapons, hand
crossbow and 1Ovenomous boHS). The rooms are riChly Third Level: couse blindness, dispel magiC (x2).
corpeted, tapestried, and furnished with sa lt couch, pray...
Inlaid wood table, padded choirs, etc. Fourth Level: cure serious wounds, neutralize poi-
4)-7) Each otthese rooms quarters 4 3rd level guards ( H.P.: 15 son, tongues
each; AC -1 ; +1 weapons, hand crossbow, and 10 Fifth Level: commune (to conlact Lolth immedl-
envenomed bOHS). The rooms are somewhat less well- atelyl)
appointed than those for 4th level guards.
4) This area is where the priestesses dine and generally
8)-11) These 4 rooms serve as b arracks for 24 2nd level lemale enjoy themselves. There are numerous couches. small
fighter trainees (H.P.: 10 eac h; AC 0; +1 weapons). 6 per tables. cushions, etc. scatt8fed about. There are 8 gold
room. The rooms are rather plain and functional. services (plate. bowl, nagon, utenSilS) . 4 sets of which are
worth 3,000 g.p . each, 2 sets ate worth 5,000 g.p . each,
12) This room quarters 25th level female fighters (H.P.: 30 and 2 sets are worth 12,500 g.p. each. All are set with
each ; AC ·3; +3 weapons, hand crossbow a nd 10 small gems.
envenomed bolts), one of whom is In charge of the 5) These chambers are those of Inldil, another 9th level
trainees, while the other commands the balance ot the cleric. She conforms in all respects to Vlondril, save that
females h8fe. Each has 2 sapphires set in their gOld she has no lur1<er cloak. Amongst her belongings Inldll
spider brooch (1 ,000 g.p. value each). The area Is very has a scroll of 7 cleric spells (determine randomly). (See
richly fUrnished, and the room to the west is likewise well- 3) above.)
appointed, with two soft couches covered wHh silks. The
small closet off the sleeping area Is on arsenal which 6) Room of a 7th level priestess exactly conforming 10 2)
contains 30 hand crossbows, 30 cases 0 1 boHs, venom a bove.
sufficient lor 500 applications, 10 oIloIls, 30 javelins, and 2 7) Quarters of 24th level clerics exactly conforming 10 1)
death lances. above.
13) The open areas of the level have narrow tables and Level #4:
benches along the walls. At this point there are atways 4
3rd level guards (H .P.: 15 each: +1 weapons. hand 1) This Is the administrative and relaxallon area for the lop
crossbow. and 10 envenomed boHs) on a lert, as only officers of the Fane soldiers. There ore 3 desks, 6 choirs, 1
priestesses and officers of the guard are permitted to go large and 2 smalilables, and 4 couches in the area.
abOve. 2) Doyroom and quarters of1 6tf:lle\lel tigher (H.P.: 36;AC ·5;
Level *3 +3 weapons, hand crossbow, 10 envenomed bolls) and
1 7th level (H.P.: 42: AC ·5; +4 weapons, hand crossbow,
This Jevel is reserved for the underpriestesses 01 the fane. All and 10 envenomed bolts) female. Both are captains 01
rooms are richly carpeted and hung with tapestries. the guard. Their chambers are hung with 12 costly (but
1) Quarters for 2 female clerics 01 4th level (H.P.: 24 each; lewd) tapestries which have on average commercial
AC a; +2 mace). They assist In the more common rituals value of 2,000 g.p . each. Their gold spIder brooches hove
but are nol permitted 10 venture Into the 1ow8f level before 2,000 g.p. emeralds- 2 each per brooch.
Lolth herself. Their spells are: 3) Ooyraom and quarters olCommonderPelianistra, an 8th
First Level: bless, command, cure light wounds level female fighter (H.P.: 56; AC ·7; +5 weapons, hand
(x2). detect good crossbow, and 10 envenomed boHs) . Her apartm ent Is
also very expensivety and lavishly furnished, and amidst
Second Level: augury, chant, hold person, slow
the articles are several lewd statuettes worth 1,000-6.000
polson
g.p. each (2·5 jade cONlngs) and 14 tapestries of on
2) Chamber of 17th level female cleric (H.P.: 42; AC ·3; +3 average value of 1,500 g.p . each. She wears a ring of anti-
mace, stoff of striking). Her spells ore: venom (20 charges) which makes her impervious to any
First Level: command, cure light wounds (x2), form of polson (a s long as the charges hold out). Her
detect good, sanctuary gold broach has 2 diamonds of 5,000 g.p. value each
inset. Pellanistra is of the House of Noquar originally, so
Second Level: detect charm, hold person, silence she Is exceptionally hostile to any of the Ellservs ilk.
15' radius, slow polson (x2) Level #5:
Third Level: cause blindness, prayer, speak with This level is the privole domain a tthe High Priestess ot Queen
dead Lolth, Charinldo, a 14th IeYel cleric (H.P.: 64; +3 buckler, -+ 5
Fourth Level: cure serious wounds, pratectlon from chain moll, · 4 for 18 dexterity, +1 ring of protection-overall
good 10' radius AC ·9) . Charinida has a demon staff (see 12. in the
preceeding section), a +5 mace, and wears an amulet vs.
3) Suite of rooms belonging to Viondril, 9th level female
crystal balls and ESP.
c leric (H.P.: 54; AC ·6; +4 mace), with lurker cloak
enables her to polymorph to a 7' spread lurker above), 1) This is a lounge decorated with Innumerable perverted
and spider wand (a normal appearing wand which has and lewd paintings. tapestries. statues, elc. Even Ihe
50 charges -it can project a strand which lasts for 3 carpets are obscene. At inteNals, however, are silver
rounds and Is equal to a rope 01 entanglement (i - threaded hangings which have a spider embrodiered
range), or it can be used to tOUCh (hit probability as Ihe upon them, with 1,000 g.p. rubies set as eyes (2 per
user of the wond) victims and polson them if they foil to tapestry). 1 hangs of the end of the west passage, 2 on

21
the north wall, and 2 on each the east and south walls, are wrapped In a velvet c loth, and the tailsman in a
while an 8th depends from the wall beside the door to strangely printed silk square. If the latter is laid atop the
room 2). II any creature other than Chorinida touches former, It will reveal writing in Draw runes. This writing tells
them, the embroidered spider becomes a giant black how to reach the plane upon which Lolth can be fo und
widow (H.P.: 36; oHocks as a 6 hil dice monster, save vs. (Leve[ #1,14).
poison at -2). The High Priestess can command anyfo life 20. WHARFCAVERN; The Fane maintains a secret bose here, for its
by an incantation (3 segments long, 4 segments to take agents trovel the waters of the Pitchy Flow, the SvartJet, and
effect thereafter). There are various containers for wine even fare upon the Sunless Sea at times. Moored at a stone
and spirits scattered about, and several sorts 01 drugs jetty are 2 small galleys, about 40' long, with 8 oars per side.
(mushroom powder, poppy ju ice, lotus dust) are These black craft are adorned with demon figureheads (type
contained in gold and crystal dishes on a bone and tJ demon). 6 ghosts (H .P.: 20 each) and 66 ghouls (H.P.: 10
silver stand. Debauchery is the keynote of this p lace. each) dwell In the covern, serving as guards and crew for the
A spacial warning device connected to the stairs alerts vessels.
Charinida of trespassers, and she will obseNe them [f Lolth's nome is uttered as the individual first sets foot on one
through the slit of the secrel door of room 2). Her spells orthese ships, the demon figurehead Is awakened to a semi-
are: living state, thus selVing as forward lookout, and if the vessel is
Fil$t Level: command (x3) , cure light wounds oHacked It will come to full life (H.P.: 72) and protect the
(x2) , resist cold, sanctuary (x2) galley. If this demonesses' name is not spoken by Ihe first
Second Level: augury, detect c harm, hold person creature boarding, the figurehead comes to full life and
(x2) , resist fire (x2), siience is' radius, attacks the trespassers. [f the demon Is slain , it will magically
return to the figurehead condition, but it is powertess without a
speak with animals
human sacrifice and a prayer to Lolth, which will restore the
Third Level: animate dead, bestow curse, cause demon to the sculpture.
blindness, cure blindness, prayer,
remove curse, speak with dead The firs t ship bears the Dark: Elvan runes "IN lOLTH'S NAME".
while the second is named "LOlTH COM MANDS".
Fourth Level: cure serious wounds, neutralize poi·
son (x2), protection from good 10' Each galley has a soil of silver-block spider silk which has
radius, tongues, tum sticks to snakes magical power. When Ihe sail is set, the ship can stand stiU
against any current up to 15 knots speed. It can move without
Fifth Level; flame strike, quest, true seei ng wind or across currenlless waters at 3 knots speed. The sail will
Sixth Level: animate Object, heal odd 3 knots when soiling with a current or wind Of under
oared movement. The sa il 's magical power enables
2) The bed chamber 01 the High Priestess is as lewdly and negation of adverse winds and/ or currents up to 15 knots
evilly decorated as the outer room. There are no spider speed, so trovel against the wind or upcurrent is easily
tapestries hel"e, merely opulent furnishings, including accomplished by rowing.
variOUS Jewe[ed Objects of great value (13 Items with a
worth of 1,000-8,000 g.p each) -including a strange A galley can hold 16 rowers, 24 other persons, and sufficient
platinum rune set with black opals (if It Is touched a food and water for all for about 2 weeks Of so. This leaves
nycodaemon is summoned, and it will expect some- sufficient room for about 100 cubic feet 01 cargo in addition.
thing altogether different than the party of adventurers, TH IS ENDS THE DESCENT INTO
so it will immediately ottackl). THE DEPTH S BUT BEGINS MANY
3) Behind the secret door is a cell wherein is chained an NEW AND EXCITI NG PROSPECTS
insane human of greet strength (9th level figher; H.P.: 73;
REGARDING THE lARGE·SCALE HEX MAP OF THE UNDERWORLD
18/ 81 strength, 11 Intelligence, 9 wisdom. 16 dexterity, 18
constitution: 17 charisma) kept here by Charinida for You will note that the players' version of the mop shows only a
whatever purposes please her at the time. There are relatively narrow section or the whole area- that part which
several whips and torture Instruments on o ne wall, and pertains to this module and the other two in the set. As Dungeon
near them Is a gag and a rtngollnvlslbtJlty. Note that the Master you might wish to develop other material regarding the
prisoner is bound to the east wall where the secret encounter areas shown on your large-scale map. You can then
entrance to room 4) Is. allow your players to explore passages which are off their map ,
4) This is the treasury room of the Fane. All 4 chests in the thus eventually completing their version; and, o f course, having
room are locked, have poison needle traps in the many adventures along the way. You can place other Drow
handles and latches, and are constructed from sllver- enclaves, locate the realm of the mind nayers, expand the
inla id iron with lead linings. An invisibility spell Is cast over underground sea and place the Kuo-Toan stronghold, etc.
all (by dust of disappearance of a permanent nature
when used 10 hide non-living things). The only thing in the SMAll SCALE ENCOUNTER PIECES AND PASSAGE MAPS
room which can be normally seen is a small metal idol of The widest passage is a section of Primary Tunnel, the next widest
a spider. (If this palm-sized sculpture is touched, alllMng is a Secondary Route section, the smallest is a Tertiary Passage,
maHer within a 30' radius will be transported instantly to regular or secret. These and the three encounter pieces can be
area 5) o f the dungeon to sland before Lolth.) Chest 1 joined with other like map sections from the other modules in this
contains 11 ,230 g.p. and 3 pockets at 12 applications set Jf desired.
each of the special dust of disappearance. Chest 2
holds 4,389 p.p. Chest 3 contains 20 pollonsand 8 scrolls
(aU clerical or of protective nature). Chest 4. contains 37
pieces 01 jewelry set with gems (1,000 - 6,000 g.p. value
each), a sock of 103 10 g.p. bose value gems, a small
pouch with 41 50 g.p. base value and 29 100 g.p. bose
value gems, and on ivory box (covered with an invisible
contact polson whic h must be saved against at -6) lined
with satin which holds 13 diamonds (base value 5,000
g.p. each) and a talisman 01 lawfulness. The diamonds

22
LOLTH (Demon Queen of Spiders) domination, and the major sciences of dimension walking,
mind bar, molecular reafTangernent, probability travel. These
FREQUENCY: very Rare disciplines (as well as magical powers) are performed at 16th
NO. APPEARING; 1 level of ability (experience).
ARMOR ClASS, -1 0 (-2)
MOve, 1" '9" (15") MEZZODAEMON
HIT DICE: 66 hH points FREQUENCY: Uncommon
'l. IN lAIR: 25% NO. APPEARING: 1 (rarely 1-3)
TREASURE TYPE: Q(x5), R. X(x3) ARMOR ClASS: -3
NO. OF ATTACKS: 1 and 1 (1) MOVE : 15'
DAMAGE/ATTACK: 4-16 + polson and webs (by weapon type) HIT DICE : 10 +4/ die
SPECIAL ATTACKS: See below " IN LAIR: Nil
SPECIAL DEFENSES: See below TREASURE TYPE: Individuals Q (5), X
MAGIC RESISTANCE: 70% NO. OF ATTACKS: 2 or 1 weapon
INTELLIGENCE: Genius DAMAGE/ ATTACK: 7-12/7-12 or by weapon -+6
ALIGNMENT: Chootic evil SPECIAL ATTACKS: See below
SIZE, l (M) SPECIAL DEFENSES: See below
PSIONIC ABILITY: 266 MAGIC RESISTANCE: Special
AMack/Defense Modes: AIl/oil INTElliGENCE: High - Exceptio nal
The demoness lolth Is a very powerful and leared demon lord. ALIGNMENT: Evil (neutral)
She usually takes the form 010 g iant block widow spider when she SIZE : M (about 7' toll)
is on the PrIme Material Plane, and she sometimes assumes tMis PSIONIC ABI Ll1Y: Nil
form on her own as well, but she also enjoys appearing as on At1ack/Oefense Modes: Nil
exquisitely beautiful female 0011< Elf (Ihe statIStics for this form as Meuadaemons Inhabit the law9I" planes between the AbySsal
given in parentheses) . little Is known about her aims, and only the Layers and the Hells, i.e. TorteNS, Hades, Gehanna. There.lhey
loct thot the Drow worship of Lolth causes her to assume form on will be found In numbers. They freely associate with night hogs
the earth permits compilation of any substantial information and demons, and are not adverse to devils, although they tind
whatsoever. their strict regulations very tiresome. Meuodoemans room the
Lolth enjoys the company of spiders of all sorts - giant species In astral and ethereal planes at times, and Ills not too difficult to
her a rachnid shape, those of normat, large and even huge in her summon them to the Prime Mat ... lal Plane, as they enjoy
humanoid form. She Is able to converse with a ll kinds of spiders, wreaking havoc here, and are willing to associate with evil
and they understand and obey her unquestioningly. humans and the like If the price is right and their "superior"
position is generally recognized.
Although the Queen of Spiders has but 66 hit points, her high
armor class prevents most damage, and she Is able to tMtat A meuodaemon can use its 18/ 00 strength to great advantage
herself at will, up to thrlce/ day. As Lolth enjoys roving about in one when physically aHacking. lis horny hands and talons can be
form or another, she will seldom be encountered in her tolr no used to strike blows, but one will otten use some form o f magical
matter what the p lane, unless worshippers have Invoked her to weapon (bottle axe, nOli. or sword - bastard or two-handed) . A
some special shrine or temple. magic shield Is usually used with a weopon. as they have a +3 ''to
hit.. bonus when so armed.
In the form of a giant spider, Lolth is able to cast web strands 30'
long from her abdom inal splnnerets which are equal to a web MelZodaemons are able to employ virtually any magical Item
spell with the addition at 1-4 polnls of damage per round not restrfcted by alignment or affecting only a specific ciass, viz.
accruing to webbed victims due 10 a pOisonous excretion upon books. IIbrams. tomes, et 01., of magical nature affecting the
the strands; and during the same melee round she is able to reader. However, their Innate magic resistance gives such items
deliver a vicious biting attock for 4-16 hit pOints of damage plus varying probabilities of failure. so they ore likely to be shunned
death II the victim falls to make his, her, or its soving throw versus unless 01 great power.
poison at -4 penalty. In her humanoid form, Lollh will use The following powers are usable by melZodaemons: dimension
weapons common to humans. door twlce/ day, become ethereal o nce/ day, magic jar
As a g iant spider, the demoness can use anyone 01 the following onc~/day, passwall four times/ day. repulsion once/ day, wind
powers. one per melee round, at will: comprehend language,. walk ance/ day, and word of recall once/ day. They can use at
confusion (creature looked at only), darkness (10' radius), will anyone of the following powers during a round: comprehend
dispel magic, once per day gate in a type I (45%), type 11 (35%) languages, detect invisibility, detect magic, ESP, invisibility,
or type III (20%) demon (with 66% chance of success), twice per levHate, polymorph themset.'es, and read magic.
day use phase door, read magic, shape change, once per day All meuodaemons are unaffected by non·magical weapons
summon 9-16 large (20%),7-12 huge (30%). 2-8 glonl (40") or 1-4 (including iron and silver) , paralysis, and poisons of any sort.
phase (101.) spiders, teleport with no Inaccuracy, tongues, and Acid, cold. and tire couse them only one-half damage.
true seeing . In her humanoid shope, Lolth is a 16th level Mogle resistance varies according to the level of the spell.
c leric / 14th level magic ·user with commensurate abilities .
Meuodaemons ore 95% resistant to 1st level spells, 90% 10 2nd,
However, in the Iotter form she is unable to wear armorol any sort,
85% to lid, 80" to 4th, 75% to 5th, 70% to 6th, 65% to 7th, 601. to 8th,
and her psionic powers are lost to her (see herealter).
a nd 55" to 9th level spells. This Is based on a 11th level ofdbllityal
Lolth Is not affected by weapons which are not magical, silver the spell caster, and vanes upwards or downwards by 5"/ level if
does her no harm (unless magicked to at leost -+1), and cold, the spell coster Is lawer or higher level. A meuodaemon can
eleclTtcol and gas attock foons couse only one-half damage. never be charmed and IU9gesHon spells will never wort. upon
Acid, Iron weapons, magic miasiles (If her magic resistance foils ooe.
h6l", naturally), and polspn affect the demoness normally. Meuadaemans hove both infrared and ultraviolet spectrum
The visual range 01 the demaness extends into the infrared and visual capability. They have a limited torm of telepathy which
ultraviolet spectrums to a normal distance of 120'. Lalth has allows communlcotian with any creature of low or better
limited telepathy communlcallon ability as do demons In Intelligence.
general. Each mezzodaemon has his or her own nome. They keep these
Her psionic disciplines are body equilibrium, c lairvoyance, v8fy secret, of course, to avoid being commanded by nyco-

23
daemons, demon lords , arch devils , a n d li ke creatures or their strength.
entrapped by a summoning spell.
As nycodaemons are clever and capable, thev can use all sorts
of magic Items appropriate to their size and nature. These
NYCADAEMON creatures hove a graduated magiC resistance whic h prevents
FREQUENCY: very Rare low level magIc from functioning except rarely, and even higher
NO. APPEARING: 1 (very rarely 1-2) lev91 spell devices are likelY to malfun ction with distress ing
ARMOR CLASS: -4 regularity. so nycadaemons typically shun all but the most
MOVE: 12"/36 " powerful ctweomered ojects - some few miscellaneous objects,
HIT DICE: 12 -+3/ dle artifacts, relics, and the like - and enchanted weapons which
'I. IN LAIR: Nil have no magical prOjections to be affected by their mUlti-planed
TREASURE TYPE : Q (x10), X structure.
NO. OF ATTACKS: 2 Of 1 weapon The following powers are usable by nycadaemons: command
DAMAGE/ ATTACK: 9-16/ 9-16 or by weapon -+8 thrice/ day, dispel magic twice/ day, dimension door thrice/ day,
SPECIAL ATIACKS: See below gaseous form once/ day, mirror Image twice/ day, revelSe
SPECiAl DEFENSES: See below gravity twice/ day, wind walk thrice/ day, word of recall
MAGICAL RESISTANCE: Special once/ day; and they are able to employ anyone of the following
INTElliGENCE: Exceptional -Genius p o wers once per round : comprehend languages, detect
ALIGNMENT: Evil (neuTral) Invlslbllty, detect magic, enlarge (and reverse), fear (by tOUCh),
SIZE: l (aboul 8' toll and brood) Invisibility (up to 10' radius), polymorph self, project Image,
PSIONIC ABILITY: Nil read magie, telepathy.
Attock/Defense Modes: Nil
Only weapons of -+2 or greater enchantment will couse damage
The race 0 1 nycadaemons a re among the most powerful of the to nycadaemons. Iron weapons and silver weapons do not harm
creatures nalive to the middle lower planes. Like their cousins, the these c reatures, unless ftle weapons are enchanted as noted.
meuodoemons, nycadaemons are common 10 the planes of Paralysis and poisons ( including all gasses) hove no affect upon
TarteNs, Hades, and Gehenna. Unlike theIr related creatures, nycadaemons, and a c ids, cold, and fire couse them only one-
they are also able to enter the 666 Layers of the Abyss and the half normal damage. They regenerate 3 hit points o f damage per
Nine Hells as they will. Nycadaemons ore avoided by all lesser tum (.3 hit point/round).
creatures - nIght hogs, mezzodoemons, lesser and greater
devils, and most demons - for the race Is totally wicked and Nycadaemons are 100% resistan t to magic of the 1st level, and
do mineering, coring not who or what they enslave or exploit, but thIs resistance decreases in 5'1. Increments (cl. mezzodaemon) 10
olways acting in on intelligent and c'a refutly calculated manner 60% at 9th level. This resistance Is based upon 11th level of ability,
aimed at maximIzing personal power and safety. Thus, these and it decreases if the spell caster is of 12th or greater level, or
creatures will co·operate wIth other evil beings and races increases if the spell caster Is of1 Oth or lesser level, in 5% lactors.
whenever mutua l a ctions are likely to prove beneficia l to aegulllng, charm, and suggMfion never affect nycadaemons.
themselves. The entire spectrum 01 radiation can be seen by nycadaemons,
Nycadoemons are very strong (comparable to stone giants) i.e. infrared, ultraviolet, gamma rays, X-rays, microwaves, etc. The
and gain -+ 8 on damage, so blows from their huge homy fists telepa!hlc ability o f these c reatures allow communication with
inflict terrilic punishment. However, nycadoemons will employ intelligences of low or better.
suitably larg9 magic weapons in canjuncNon with a shield (cl. Each nycadaemon has a personalnomewhichlheyguord mbst
mezzodaemon) whenever such weapons are available. When carefully to ovoid entrapment or selVitude 10 some demon lord,
using a weapon, these creatures hove a -+4 "to hit" bonus due to arch d evil, or the like.

24
SVIRFNEBUN (Deep Gnome) KU().JOA
FREQUENCY: Very tore FREQUENCY: Very rare
NO. APPEARING: 3-30 NO. APPEARING: 2-24 (40-400)
ARMOR ClASS: 2 ARMOR CLASS: 4
MOVE : 9~ MOVE, 9"//1S"
HIT DICE : 3 +6 hit points HlfDICE: 2
" IN LAIR: a % IN LAIR: See below
TREASURE TYPE: IndMduals K (x2) and Q (x3) TREASURE TYPE : Individuals l . M. N; Z in lair
NO. OF ATIACK$: 1 or 2 NO. OF AnACKS: 1 or 2
DAMAGE/ ATTACK: By weapon type DAMAGE/ An ACK: By weapon type and/ or 2-5
SPECIAL ATTACKS: See be40w SPECiAl AnACKS: See below
SPECiAl DEFENSES: See ~ow SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 20'1. MAGIC RESISTANCE: See below
INTELLIGENCE: Exceptional INTelLIGENCE: High and up
ALIGNMENT: Neutral (good tendencies) AliGNMENT: Neutral evil (Chaotic tendenCieS)
SIZE: S (about 3' toll) SIZE : M (higher levels to l)
PSIONIC ABILITY: Nil PSIONIC ABILITY: Nil
Attack/ Defense Modes: Nil Mack/ Defense Modes: Nil

All of the roce are doughty fighters. For f!Nery 4 normal SVlrfnebti Special defenses at these c reatures Include their skin secretion
encountered, there will be an additlonolleoder-type of 4th level which makes it 75% improbable to grapple, grasp. lie. or web a
(4 htt dice plus 7 hit poInts). II mOle than 20 normal Deep Gnomes Kuo-Toan. Although theif eyes are set on the sides o f their heads.
are encountered, there will be on oddltionol6th level fighter (6 hit Kuo-Toans hove excellent Independent monocular vision, a very
dice plus 9 hit points), a burrow warden, with 25th level ossistants wide degree of field (180 0 ) , and they ore able to detect
(5 hit dice plus 8 htt points). It Is 25'1 probable thot a 6th level m ovement even though a creatufe is normalty invisible due to
Deep Gnome will hove illusionist abilities o f 5th. 6th, Of 71tl1eve1. magic . astrally projected Of ethefeal. Thus, only comple te
motionlessness can avoid sight detection by a Kuo-Toan. They
Note that a SVirfneblin of 6th level Is ~ likely to be able to
see into the infro-red and ultro-violet spectrums. Also. vibrations
summon an earth elemental If the individual is not on illusionist as
within 10' can be fell bylhese creatures. so th~ are surprised onty
noled above. The type of earth eleme ntal which can be
o n a 1 (d6).
summoned Is found on Ihls 10bie (d20) :
The race of Kuo-Toa People are totally immune ta poison , and
they are not affected by paralysis. Spells which generally atrect
1 24 hit dice earth elementol o nly humanoid-type creatures (charm person, ~d person,
2-6 16 hit dice earth elemental sleep) have no etrecl on these creatures. Electrical attacks cause
7-10 12 hit dice earth elemental only half, or no. damage. A magic missile will couse only 1 h.p. of
damage to a Kuo-Toan, and all forms of illusion are useless
11 ·15 8 hit dice earth elemental against them. However. Kuo-loons hate bright light-such as
16-18 xom from a light spell-and ftght at -ion "to hit" dice rolls when
exposed 10 such illumination. they suffer full damage from all ftre-
19-20 summoning lolls based aHacks. and saving throws against such aHacks are at-2
on the dice.
Elemental summoning can be attempted once per day. Especially fit fingerlings. usualty of noble spawning. are trained fOf
Summoned elementals must be paid In fine gems by the the priesthood-as c lerics, c leric/ assassins, or as special
summoner, a commodity the deep gnomes are loath to give up. celibate monks. The latter are monitors whose role Ills to control
In addition to the abilities given above, all the Svirfnebli hove the the community members who become violen! or go Insane. The
follOwIng magical powers at illusionist nature: bUndneu, blur, monitor Is capable of attacking to subdue or 10 kill. A monitor has
change ..... Each of these spel~lke abilities can be used once 56 hit paints . attacks at 7th level . and has the following
per day by any Deep Gnome. All of these creatures always characteristics:
radiate a non-detedJon Identical to the spell of the some name
(q.v.).
- twice normal movement rate
AU Deep Gnomes are 20'1. magic resistant. gaining an extra - sUrpl'ised only on a 1 in 10
magic resistance of 5'1. for each level above lhe Jrd thev aHaln.
No Illusion , phantasm, or hallucination Is able to affect a . armor class 1
Svirfneblin's mind. Because of this. and their high wisdom, speed, . 6 attacks/ round, 2 bore handed doing 2-8 h.p. 01 damage
and agility, they make all saving throws at +J. except poison. (double if attacking to subdue). 2 aHocks with teeth (unless
which they make at a +2 on the d ice. subduing) doing 2-5 hit points of damage. a hOnds/ blte
routine in the forepart of a round and !he second In the losl
These small and fast-moving creatures are able to move very portion.
quletty despite their metal armor and arms. They are 601.IIkety ta
be unseen by any observer, even a Kuo-Toan. os Deep Gnomes
ore able to "freeze" in place for long periods without any hint of Subdued creatures cannot be larger tflan man-sized or Slightly
movement. They ore surprised onty 1 In 12 due to their keen larger (up to about B' 1011/ 500 pounds). Subduing attockS cause
hearing and smelling abiliies. Ihey are 90% likely to surprise most only half actual damage. but when points scored equalthetotal
opponents. tor the creature it is rendered unconscious for 3-12 rounds.

25
I
9 7

., ~
8

14

=W - -
2

I~ '). ~\3V
1st
<
I/< ),.
II
I D~+-+-+++-+-++-t-+--
-.!. 1 1
Terrace Une Sinkhole
Ledge or Shelf Crevasse
Column or Pillar Pool
SfoJogmite Streamlet
Stolocti:te Rubble
LARGE SCALE MAP: 1 HEX =1 MILE
Encounter Area Detailed in a Module of this Series"
Primary Passage
Major Encounter Area as Described Above"
Secondary Passage
Encounter Area to be Designed by DM or in a Forthcoming Module"
Tertiary Passage
Major Encounter Area as Described Above" Secret (Tertiary) Passage
Waters of the Sunless Sea Underground River (80' to 240' wide)
Islands of the Sunless Sea
"not shown to scale Area Shaded is Shown on Players' Map
I
1


This Item Is only one of the many popular ploying aIds for DUNGEONS &. DRAGONS~ produced by TSR Hobbles, Inc.
Other D &. D accessory Items currenlly a vailable Include:
Dungeon Geomorphs, Set One (BasIc Dungeon)
Dungeon Geomorphs, Sel Two (Coves &. Coverns)
Dungeon Geomorphs, Sel Three (lower Dungeon)

Outdoor Geomorphs, Set One ('Nailed City)

Monster &. Treasure Assortment, SeIOne (levels One to Three)


Monster &. Treasure Assortment, Set Two (levels Four to Six)
Monster &. Treasure Assortment, Set Three (levels Seven 10 Nine)

o &. 0 Character Record Sheels Pod

The entire selecllon of th is series 01 Dungeon Modules for ADVANCED DUNGEONS &. DRAGONS Is comprised 01 the follow-
Ing lIems:
Dungeon Module G1 (Steading of the Hili Giant Chief)
Dungeon Module G2 (Glaclol Rift of the Frost Giant Jarl)
Dungeon Module G3 (Hall of the Fire Giant King)
Dungeon Module 01 (Descent Into the Depths of the Earth)
Dungeon Module 02 (Shrine of the Kuo·Toa)
Dungeon Module 03 (Vault 01 the Drow)

Other releases of addilionaillems relating 10 0 &. D are planned lor the future,
TSR Hobbles publishes 0 complete line 01 fantasy, science IIctlon, and historical games and rules. A complete catolog on
the entire selection ofTSR Items Is available lor 52.00 from TSR Hobbles, POS 756, lake Genevo, WI 53147.

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