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D3 - Vault of The Drow
D3 - Vault of The Drow
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
t- r:.
- ,
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.
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:
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.
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
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)
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.