Official Game Adventure

The Throne of Bloodstone by and

Table of Contents

Introduction ...... 2 Pregenerated 100th-Level Characters ...... 91

Running 100th-Level Characters ...... 6 Mazes...... 65,67-69 Cover Maps for the Palace of Orcus ...... 93, 95 Prologue ...... 9 City Maze of Orcusgate ...... 94 Battle Arena...... 96 Chapter 1: Citadel of the Witch-King ...... 12 Chapter 2: Into the Abyss ...... 30 NPC Capsules Chapter 3: Realm of the Undead ...... 46 Arctigis ...... 15 Chapter 4: The Abyssian Fortress ...... 57 Zhengyi...... 19 Chapter 5: Into the Seven Heavens...... 78 Klavikus ...... 23 Dimwold...... 50 Epilogue: Return to Bloodstone Pass ...... 82 The Dire Whiner ...... 55 Fyrillicus...... 58 People of Bloodstone Pass ...... 85 Baphomet...... 64 Glyphimhor ...... 72 Pregenerated Player Characters ...... 86 Orcus...... 76

CREDITS Distributed to the book trade in the United States by Random House, Inc., and in Canada by Random House of Canada, Ltd. Distributed to the toy and hobby trade by regional distributors. Distributed in the United Kingdom by TSR UK Ltd. Editing: Mike Breault ADVANCED DUNGEONS & DRAGONS, AD&D, , FORGOT- Cover Art: Keith Parkinson TEN REALMS, DRAGON, PRODUCTS OF YOUR IMAGINATION, and the TSR Interior Art: Graham Nolan logo are trademarks of TSR, Inc. Cartography: David C. Sutherland III, Stephen Sullivan, and Dennis Kauth This adventure is protected under the copyright laws of the United States of America. Typography: Betty Elmore Any reproduction or other unauthorized use of the material or artwork contained Keylining: Stephanie Tabat herein is prohibited without the express written permission of TSR, Inc. ©1988 TSR, Inc. All Rights Reserved.

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Printed in U.S.A. 0-88038-560-X 9228 INTRODUCTION

Notes for the the player characters must enter the paign, there’s nothing wrong in sam- Abyss and defeat Orcus on his own pling what really high-level play has territory in order to secure their king- to offer! The four-module Bloodstone Pass dom. The authors acknowledge their As usual, the authors will be campaign series (of which this is part debt to the spirits of such great tradi- pleased to answer questions when four) explores what is one of the most tional dungeon-crawls as the infa- accompanied by a stamped, self- interesting aspects of the AD&D® mous S1, Tomb of Horror, and Q1, addressed envelope, mailed to us game: becoming a ruler. Queen of the Demonweb Pits. Dave using the address on the back cover. Although the Dungeon Masters Sutherland, co-author of Q1, and Good luck, and good adventuring! Guide provides that a character of currently Chief Mapmaker for TSR, is sufficient level can build a castle, hire the designer of the castles of the What Has an army, and set himself (or herself) Witch-King and of Orcus, and his up as a proper medieval ruler, the malevolent, sinister imagination is Gone Before rules given for accomplishing this are greatly appreciated. Players whose characters have not sufficient to allow ruling and role As noted in H3, The Bloodstone adventured in the first three modules playing to go together. Instead, high- Wars, this series was integrated into of the H-series should be familiar level characters who become rulers are the new ™ with the background information normally considered to be “retired” Fantasy Game Setting from TSR, Inc. that is summarized here. Players who from adventuring. Perhaps from time The Forgotten Realms is the creation are new to the Bloodstone Pass cam- to time these old warhorses in your of the incredibly talented Ed “Elmin- paign need to be given the general campaign get trotted out for a partic- ster” Greenwood, whose columns in background; it may also not hurt to ularly tough challenge, leaving their DRAGON® Magazine have inspired refresh the memories of the other seneschals behind to administer their many a campaign. A certain amount players. Certain “deep background” dominions for a while. But mostly the of retrofitting had to take place to information is for the use of the campaign moves on to younger, new- shoehorn this campaign into the larg- Dungeon Master only; the player er characters. er world, including melting a large characters will discover the truth soon More often, players avoid the bur- glacier on the original maps from Ed enough. . . . dens of rulership altogether, prefer- Greenwood’s campaign to make This material may be read or shown ring to maintain their high-level room for the kingdoms of Damara directly to the players, or it may be characters as freelance adventurers, and Vaasa. revealed in the course of the adven- ready to move on to the next Pre-generated characters are pro- ture as the PCs explore the area, con- dungeon, carrying their treasure in vided for those players whose charac- duct research, or ask those whom they their backpacks or in the saddlebags ters are not yet of sufficient levels. encounter. of their mounts, or in a convenient Certain situations are built around magical chest that neatly avoids the the specific abilities of these charac- The Kingdoms of ters, but handling those situations issue of encumbrance altogether. Damara and Vaasa It has been our feeling for a long should pose no challenge for the time that there is a lot more that can experienced Dungeon Master. For generations, the cold northern be done with characters who become High-level modules are inherently wastes supported a scant population rulers. The Bloodstone Pass saga is open-ended, because of the vast of hunters, trappers, and poor our attempt to show that high-level range of options available to powerful farmers. These hardy souls scrabbled AD&D® game play can be qualita- characters. It takes skill and a firm a meager living from the hard, stony tively, as well as quantitatively, differ- hand to run such an adventure suc- soil; they barely endured the long, ent from low- and medium-level cessfully, but we have confidence in dark winters. play—and just as exciting. your ability to handle the unforeseen But that was before the coming of In this conclusion to the saga, the in the context of the evolving plot. the Witch-King, Zhengyi, who villain that has been lurking just This is the first module written for formed the Kingdom of Vaasa and in behind the scenes, Orcus, Prince of people who run super-high level char- a single night built an evil castle atop the Undead, comes to center stage, as acters. Although we do not endorse a lonely crag, from which his sinister the so-called “Monty Haul” cam- shadow crept across the land.

2 Some said that Zhengyi had conspired against the others for scraps harvest followed by a long and terri- enlisted the aid of powerful demons, of power and wealth, throwing the ble winter caused mass starvation, or was a demon himself, and this entire south into political chaos. A and dire wolves from the Galenas must have been true, for the King- steady stream of refugees moved preyed on whatever they could find. dom of Vaasa soon raised a powerful south, searching for an ever-elusive Some of the wolves were infected with army of human, non-human, and safety and leaving economic chaos in lycanthropy, compounding the hor- undead warriors—far more than the its wake. ror. Many people starved in that long poor northern lands could possibly winter, and those who dared to hunt support. And with this army, Vaasa The Barony of Bloodstone for food themselves became fodder became a power to be reckoned with for the dire wolves. Hardship and poverty had long The next disaster struck the follow- in the Forgotten Realms. been no stranger to one small barony. The armies of the Witch-King ing year, when the Witch-King’s arm- The Barony of Bloodstone, so named ies closed the passes through the invaded the peaceful Kingdom of for the deep-green chalcedony Damara without warning. At first Galenas, cutting off the Barony of flecked with red jasper that was Bloodstone’s remaining source of they seemed unstoppable. But the mined there, had once been a pros- army of Damara was brave and well- wealth. Many families left for the perous, if small, province of Damara, south that year, and the population of trained, and soon the tides of battle located in a verdant valley in the the valley dwindled to a scant fraction turned. For 10 long, bloody years, the Galena Mountains. In addition to the forces of Vaasa and Damara fought, of what it had been. The remaining gems that were its trademark, the bar- humans gathered close to the village neither able to achieve final victory. ony gave its name to Bloodstone Pass, Many thousands of brave warriors and of Bloodstone, abandoning the outly- the major route through the Galenas ing areas. The dwarves, , and fell creatures died. to points north and west, including Then, in the summer of 1147, centaurs who shared the valley Zhentil Keep and the Moonsea. The became clannish and insular, and King Virdin faced the Witch-King’s valley was home to humans, dwarves, cohorts at the Ford of Goliad in what withdrew to their own communities. centaurs, and halflings, who farmed Poverty settled in the valley. Bandits would be the final engagement of the the land, mined the mountains, and long war. Some say it was the treach- and strange creatures began to infest maintained the trade routes. All gave the passes to the south. Escape was no ery of the King’s chief lieutenant, their loyalty to the Baron, and lived in Felix (who was reputed to be secretly a longer possible; the valley of Blood- peace for many generations. stone was now completely isolated. member of the Guild of Assassins, in But at approximately the time the league with the enemy), that Then the final disaster struck. In Witch-King came to power in the 1147, following the defeat at the Ford betrayed the young King to his death, north, the first of a series of disasters and threw his army into utter defeat. of Goliad, the Grandfather of Assas- befell the Barony of Bloodstone. sins, whose mysterious citadel was The Witch-King and his secret ally, First was the loss of the mines. the Grandfather of Assassins, moved long rumored to be hidden in the Once, the bloodstone mines pro- Galenas, reached out to organize the quickly to consolidate the victory. In a duced stones worth well over 100,000 single night, the most loyal and pow- bandits of the mountains. Soon, a vir- gp annually. Human and dwarven tual army (allied with Vaasa, of erful nobles of Damara were slain by workers toiled side by side beneath sword and by poison, leaving the cra- course) had built a camp in the can- the earth, providing a steady stream yon that once held the mining opera- ven, the incompetent, and the disloy- of wealth. But one day, a duergar dis- al to sue for peace. tions. The poor citizens of Bloodstone covered a strange pool of mercury knew nothing of this, until the army Indeed, the Witch-King would within which lurked a nameless evil. make peace, but on his own terms. began demanding tribute of gold, The evil awoke, and death stalked the food . . . and finally, slaves. He took the rich northern provinces mines. Only a few mine workers for his own, then generously granted Baron Tranth, 5th Baron of Blood- returned to tell the tale. Many brave stone, was discouraged from long “independence” to the southern souls tried to enter the mines to dis- lords. . .as long as they paid tribute years of hardship and defeat. His oath cover the truth and defeat the evil, to protect and defend his people had and acknowledged the Witch-King’s but none returned alive. power. This was a shrewd political kept him going through each succes- Next came the fell winter of 1137, sive disaster. . . even the personal trag- move, for each petty baron and duke known as the Wolf Winter. A poor

3 edy of his wife’s death in childbirth. the children took up arms, and all the occupied by the svirfneblin, while the He had counseled that his people give enemy’s might could not sway them. duergar led mean and squalid lives tribute to the bandits—anything, The bandit army was broken, and the outside the cavern network. Over just to keep surviving. But slavery was Grandfather of Assassins retreated by many years, the duergar had preyed worse than death, and so he resolved magic to his mountain fastness. on the deep gnomes, but never to fight back, even at the risk of losing The beautiful daughter and heiress achieved military victory. all. of Baron Tranth, Lady Christine, fell But one night a lone duergar crept He needed help—powerful help, in love with one of the adventurers, a into the gnome city to steal food and but where could he turn? There was brave paladin, and they planned to perhaps murder a few gnomes. no treasure with which to buy merce- wed. It seemed that with the power- Sneaking through an infrequently naries. He could only beg. Garlen ful patronage of these adventurers, used tunnel, he found an open mine and Garvin, two cousins, were sent the Barony of Bloodstone might have shaft. Curious, he crawled inside, and south just before the fall harvest to a bright future. found there a pool of mercury, glis- seek the aid of powerful adventurers Yet even in the moment of victory, tening coldly. He felt a calling from who might save his people. the Baron realized that very soon win- it, a sense of implacable evil that ter would set in. Even now, the cold thrilled him. He stretched out his The Adventure of northern winds were bringing the hand, touched the mercury, and was Bloodstone Pass first frost to the valley. . . . instantly transformed into a figure of In H1, Bloodstone Pass, Garlen transcendent horror—an avatar of and Garvin approached a party of The Mines of Bloodstone Orcus, Prince of the Undead. adventurers in the town of Valls, capi- In H2, The Mines of Bloodstone, The spirit of Orcus ravaged the city tol of the Duchy of Arcata. Although an early winter set in and the villagers of the svirfneblin, driving them from they could only afford to offer a fee of began to fear a repeat of the Wolf their homes and destroying their civi- lization in a single night of horror. five silver pieces per day, the adven- Winter. The military success of the turers agreed to help. past few months had not solved all The horror then stalked the mine Operating under a cloak of secrecy the problems of Bloodstone, and the shafts near the surface to bring and aided by the powerful magic of adventurers were once again called to death—and worse—to those who the seven heroes, the village prepared action. But as they began to investi- worked there. Then the avatar dissi- for battle. First, a party of tribute col- gate the food situation, a new night pated, leaving the strange pool of lectors was ambushed and wiped out. of horror descended on the village. At mercury gleaming with its eerie blue light. The villagers, long used to defeat, a home near the Abbey of St. Sollars, were elated. Then came a battle on a peasant family had been foully mas- The duergar were quick to exploit the open field, and a punitive expedi- sacred by worgs, and there was evi- the destruction of the svirfneblin, tion by the bandit army was defeated! dence of vampirism. And painted on and took the city for their own. Cler- But then came a night of horror, a wall in the blood of the victims was a ics of the duergar found the glowing when a Priest of Orcus conjured the goat’s head—sigil of Orcus, Prince of pool, and learned its awful secret: it dead of the Bloodstone graveyard to the Undead. was a gate to the lower planes of the unholy life, and corpses shambled the All signs in the investigation point- Abyss, and through it Orcus would streets. A simultaneous sneak attack ed to the long-closed bloodstone one day be able to enter the Prime Material plane and claim it for his by enemy cavalry resulted in much of mines, and it was there that the the village being burned. The people adventurers traveled. The abandoned own. of Bloodstone were sore afraid, but mine shafts were redolent with evil; at The duergar built a huge Temple of resolved that death was preferable to the bottom, demons and succubi Orcus with the pool of mercury at its subjugation and slavery. Thus it was eagerly awaited new victims. center. Guards, wards, and fiendish traps were set about it to keep anyone that the first clue of the presence of On defeating the demons and suc- the Prince of the Undead came to cubi, the heroes rescued two from penetrating its secrets. The svirfneblin, shattered remnants of light. svirfneblin gnomes, who revealed the their former glory, lurked in small Then came the final battle, as the existence of a huge cavern city of Grandfather of Assassins himself took duergar far beneath the mines. Once, caves outside the city, hoping one day to return. the field. The aged, the women, and the gnomes said, the city had been

4 After hearing this story, the adven- goods and gold, and so the adventur- war was declared. turers proceeded down the narrow ers were once again pressed into serv- The Bloodstone Wars began with corridors that led to the great cavern ice to take the gems to the Free City of an invasion of Bloodstone Pass by the of the duergar city, escaped through Heliogabalus. Duchy of Arcata, then a lightning the city in a desperate rush, then The overland journey was hazard- counterattack by the forces of Blood- entered the catacombs outside, ous, involving border crossings, stone against Valls, capital city of the finally locating the gnome king. bribes, and encounters with hostile Duchy. Adding the Duchy of Arcata King Ruggedo of the svirfneblin and suspicious guards from the petty to their realms, the adventurers next quickly realized that destiny was baronies and duchies that lie between battled the Duchy of Carmathan in a upon him. He suggested to the Bloodstone and Heliogabalus. But clash of steel. adventurers that a military attack by the fabled, sin-ridden city of Helioga- With the news of war in Arcata and the svirfneblin would create a diver- balus was at the end of the journey, Carmathan, the minor baronies of sion while the heroes penetrated the and the adventurers sold the gems at Ostel, Morov, and Polten united to Temple of Orcus to destroy the evil at good prices, recruiting several units of face the threat to their “indepen- its center. mercenaries in the process. dence.” Upon their defeat, the south- Passing through the eight Tests of One cannot sell a million gold piec- ern provinces of the old kingdom of Orcus, the adventurers finally es worth of gems without setting off Damara were reunited, owing fealty reached the Pool of Orcus in the Dark rumors, and the word of the wealth of to the new realm of Bloodstone. Sanctuary at the very heart of the tem- Bloodstone Pass spread like wildfire. The Witch-King and his ally, the ple, and there managed to disrupt a Thousands of refugees in Heliogaba- Grandfather of Assassins, decided ceremony of summoning at the last lus and neighboring provinces heard that enough was enough. Plotting to instant before Orcus penetrated the the word; so did the petty princes, lure the troublesome heroes into the Prime Material plane! dukes, and barons of what was once mountain fastness of the Grandfather With the rupture of the ceremony, southern Damara. The mysterious of Assassins, they sent one of their Orcus was forced back into the Abyss. Grandfather of Assassins heard the number to be captured. Upon inter- The duergar were routed from the city word in his mountain fastness. And, rogation of their prisoner, the adven- by the svirfneblin army, to flee into in his evil castle in the far north, the turers learned the secret location of the twisted corridors of the great Witch-King of Vaasa heard... the Grandfather’s fortress. Unable to . The grateful King Rug- but, of course, he had known the launch a direct military attack, they gedo swore a treaty of eternal friend- truth ever since the defeat of the used stealth to enter the fortress. ship, and the mines of Bloodstone Priests of Orcus in their temple deep That, of course, was all according were restored. beneath the earth. to plan. Lured into the fiendishly And it was thus that Baron Tranth Refugees, scoundrels, adventurers, deadly Assassins’ Run, it looked like offered the hand of his daughter, traders, soldiers, farmers, and labor- certain death for the heroes. But Lady Christine, in marriage. And as a ers all headed into the Galena Moun- through superhuman effort (and per- dowry, Baron Tranth gave the barony tains toward Bloodstone Pass. The haps a little bit of luck), they survived itself as a fief to his new son-in-law, new citizens of the valley were put to even this challenge. retiring to become an adviser to the work, cultivating farmland, building Resuming the military offensive, new baron and baroness. new towns, building fortifications, the Bloodstone Army pushed the and drilling as soldiers. For war was Vaasan troops back to the Ford of The Bloodstone Wars inevitable...if not with Vaasa at first, Goliad, site of the greatest defeat of then certainly with the jealous lords the Damaran Army. But the forces of With the evil of the mines of neighboring states. the Witch-King held the other bank. destroyed, the dwarves of Bloodstone William the Lazy, eighth Duke of Whichever army crossed the river first and the svirfneblin of Deepearth were Arcata, in league with the Grandfa- would be vulnerable to the other, and able to reopen the mines and restore ther of Assassins, was first to strike, by so a stalemate seemed inevitable. them to full production. Within six using the Chief Assassin, a man months, a fortune of nearly one mil- known only as the Fist, in a midnight lion gold pieces worth of the fabled attack to eliminate the troublesome bloodstones had been mined. Yet adventurers. The attack failed, but gems are worthless unless traded for

5 RUNNING 100th-LEVEL CHARACTERS

A large part of the fun of playing the playing hobby are best served by peo- sionists, there is no further decrease in AD&D® game is the opportunity to ple running fun, exciting games that number to hit AC0 (THAC0) or in do the impossible. Even at low levels, can last a long time. saving throws. The cleric gets 2 more the thrill of entering a strange fantasy In spite of these reasons, there are hp /level and the magic-user or illu- world where the laws of magic super- corresponding reasons why people sionist gets 1 more hp/level and that’s sede the laws of science lets you slip want to play super-high characters all. That means a 100th-level cleric loose from one reality and enter legitimately. First, we believe, is the differs from a 29th-level cleric by a another one. But the characters who thrill of role playing great fantasy theoretical maximum of 142 hit populate our favorite fantasy novels heroes—wizards with a seemingly points, and by nothing else. Now, are much greater than the average endless arsenal of powerful spells, great 142 extra hit points is nice, but characters who inhabit our campaign. fighters who can cleave an enemy from against the level of opponents a Heretofore, we’ve been encouraging head to breastbone with a single blow, 100th-level cleric is liable to face, it is you to moderate your lusts for power crafty thieves of ultimate skill and dar- not a huge protection. Fighters can and play “ordinary” fantasy charac- ing. There is also the desire to test the get huge hit point bonuses, but their ters rather than the great heroes of ultimate limits of the game system, to lack of spell abilities or other special myth and legend. “max-out” a character with everything talents still keep them loosely within There are, of course, quite good that the AD&D game can provide. the bounds of reason, since their reasons for this. First and foremost, And finally there is the desire to con- THAC0 and saving throws top out at game balance is much easier to main- front in battle those creatures in the level 17. Thief ability increases stop at tain when the power level of players is various monster manuals that are 17th level (23d for thief-acrobat), and kept to reasonable levels. Even an beyond the reach of ordinary mortals. the THAC0 and saving throws do not experienced Dungeon Master can be The challenge was too great to improve past 21st level. overcome by a party of aggressive, resist (not that we tried very hard). It Another way that extremely high- super-powerful player characters. turned out to be easier than we level characters differ from lower- Another reason is our desire to thought, once we discovered the level ones is in the number and power maintain the illusion of reality—what three principles of running 100th- of the magical items they possess. A science fiction writers refer to as the level characters: 100th-level charac- hundred or so extra hit points may “willing suspension of disbelief.” ters are not 10 times more powerful not disrupt your game balance, but a Within our fantasies we maintain than 10th-level characters; apply all fighter with a vorpal holy dancing strict standards of realism. Ulti- the rules strictly; and never give a luck blade +25, Intelligence 17, all mately, if you as players and DMs can- 100th-level character an even break. primary abilities, extraordinary not believe in our illusions, we have Follow these strictures carefully, dis- powers, special purpose powers, plus failed you. cuss them with your players, and you, 29th-level spell use and +50 bonus to Third, we have been suspicious of too, can successfully run a super- wielder’s AC may be a little tough to the desire to play super-high level powerful adventure! handle. There is a simple solution: characters. We tend to believe that Four sample 100th-level PCs are restrict characters to the magical items most people who want to play 100th- described on pages 91 and 92. listed in official AD&D rule books, level characters are motivated primar- modules, and possibly DRAGON® ily by the desire to have unkillable 1. 100th-Level Characters Are Not Magazine, and don’t allow them to PCs—thereby eliminating the chal- 10 Times More Powerful Than have artifacts. Even if 100th-level lenge of the game. We believe that 10th-Level Characters characters load themselves down with unkillable PCs and a never-ending one of everything in the DMG, there supply of easy wealth may be attrac- The relative power difference are still limits—a fighter can hardly tive for a short while, but boredom between levels tends to lessen dra- use more than two swords at a time with the game inevitably sets in, and matically as the levels increase. The (well, three if you use a sword of the campaign eventually collapses. cleric, magic-user, and illusionist all dancing), a magic-user cannot wear Therefore, we advocate balanced reach the limit of the number of spells more than two magical rings at the games, where the rewards are given they can memorize at a time at 29th- same time, and all characters must for heroism, skill, and excellent play. level. Above 19th-level for clerics and account for the encumbrance of all The AD&D game and the role- 21st level for magic-users and illu- items carried.

6 Still, a character can acquire too type spells, psionic abilities, and unimportant rules turn out to be many magical items even at lower spell-like effects, as described in L&L, extremely important after all. Espe- levels, and so a 100th-level character pg. 7. Avoid using such spells in your cially when running high-level char- is still not hugely more powerful dungeons, or concentrate them acters, it becomes vital to apply all the than, say, a greedy 15th-level charac- against non-clerics. rules strictly and precisely. For exam- ter with a too-generous DM. The effects of high Constitution ple, it would be relatively easy to Finally, characters of very high level are most beneficial to fighters, since extend the magic-user spell acquisi- will frequently elevate all or at least other classes can’t get more than an tion table past 29th-level, but then a most of their statistics above 18, using extra 2 hp/level even with a constitu- 100th-level character wizard would wishes, various tomes and manuals, tion of 25. The automatic regenera- have an incredible 15 spells each for intervention of the gods, artifacts, tion ability can be troublesome if levels 1-4 and 14 spells each for levels and other means. Although this gave your dungeon strategy is to wear 5-9. If the THAC0 tables for fighters us pause at first, we realized that if we down the party slowly, but the maxi- were extended, a 100th-level fighter were going to design an adventure for mum possible regeneration of 1 hp/ would hit AC 0 on a -40 on 1d20, 100th-level characters, we should turn only results in 144 hp/day. One plus get 11 attacks every 2 rounds. assume that people who create 100th- good 100-HD fireball will take care of Strictly following the rules as they are level characters will tend to give them that neatly. written puts a reasonable brake on PC stats above 18. So we consulted Leg- Charisma bonuses give characters improvement. ends &Lore to determine the effect of innate awe abilities. This may prove Spell descriptions are also impor- super stats, and found that they were very effective against some low-level tant to follow. Material spell compo- not as disrupting as we had feared. opponents, but does not affect ene- nents for certain high-level spells are There is an absolute limit of 25 in mies of high Intelligence or of greater very difficult and expensive to obtain, each stat. A Strength of 25 only gives than 12 HD or levels. thus limiting the ease with which a a bonus of +7 to hit, +14 to dam- Saving throws of some characters PC can have multiples of those spells age, and some bonuses for opening will fall below zero because of race/ ready for immediate use. Finding magical doors and bending bars/ class bonuses, magical items, or high material spell components takes lifting gates (100%). Dexterity is also stats. Give your key traps some saving time, and some spell components are easy to handle, giving bonuses to throw penalties to compensate, such bulky. Spell memorization times get reaction/attack and defense, and as powerful poison that gives a -10 longer and longer, also putting some some adjustments to thief scores. penalty to saving throws. limits on magic-users. To memorize Intelligence poses some challenge, Overall, although these walking the full range of spells of a 29th-level because with an Intelligence of 25 a tanks are nobody’s pushovers, they spell-caster takes 70 hours, or slightly character is effectively immune to all are just not that much more powerful less than three days. illusion/phantasm spells. To handle than characters of mid-20th-level. It The DMG provides rules for the this, avoid using illusion/phantasm is critical to design adventures that are maximum number of magical rings spells as the basis for traps. You can appropriate to the powers and abili- that can be worn at a time, and for the cover a pit of boiling lava with an illu- ties of these characters, but then it is effects of drinking multiple potions. sion of a stone floor and fool normal always appropriate to design any Some character classes cannot use cer- characters, but with high-level PCs, adventure based on the level, skill, tain items; some classes, like the pala- hollow out stone blocks until they and interests of your campaign partic- din, are restricted as to the number of form a thin crust that will collapse ipants. items they can use. Magic-users must under the weight of a normal human, have spell books to recharge spells, cover the pit with that, and the ability 2. Apply All the Rules Strictly which take up bulk. to see through illusions won’t help Don’t give an automatic identify of the characters. The illusion/ The AD&D® game is very carefully new items discovered in the adven- phantasm spell is an easy tool for balanced. It may sometimes seem to ture; make players experiment. May- dungeon designers, but you can avoid you (and has sometimes seemed to us) be you’ll get them to take a cursed it with some effort. that some tiny little rules are unim- item or two. Beings with very high Wisdom portant nuisances, but we have dis- As mentioned earlier, study the scores are immune to most charm- covered that those ostensibly strengths and weaknesses of the PCs

7 in your campaign when creating an made into a powerful opponent if through which they are taken, which adventure, and tailor the monsters, intelligently handled. means that all +5 swords are now traps and tricks to make them truly With one player per PC, the PCs only +3. Clerics turn undead at two challenging. In the adventure in H4, are normally much more effectively levels lower than normal (that ability for example, we take the PCs to the run than are the monsters, which are tops out at 14th, anyway), but can Abyss, and strictly apply the rules in all handled by a harried, overworked only recover 1st- and 2d-level spells. , which will help DM. Consider recruiting one or two Remember that evil clerics can turn us keep the characters’ powers under assistant DMs to run the monsters. paladins. control, as you will see. That way, the odds are evened up, When designing an adventure, it is since the assistant DMs will run their easy to believe that the fiendish trap 3. Never Give a 100th-Level monsters as effectively as possible. you have just designed spells auto- Character an Even Break Select the right monsters for your matic, instant death for your unwary adventure. It doesn’t take a lot of skill PCs. This reminds us of the story At low levels, it is often incumbent as a scenario designer to throw 50 tar- about a scientist who put a chimpan- on the DM to make adjustments on rasques at a party. It shows much zee in a room with only four ways to behalf of the PCs—fudging the odd more talent to use a less-powerful escape, to see which of the four the die roll when an unfair “instant creature cleverly. A ring of spell turn- chimp would first discover. The death” result would hurt the game. ing on a monster of middling power chimp found a fifth way. So will your But as characters get more powerful, turns the party’s magical strength players. it is appropriate for you to get stricter against them. Or just working out The very best encounters don’t rely in applying the rules. details of creature tactics in advance on brute strength, but the intelli- Let’s say that you manage to trap a can vastly increase the strength of gence and creativity of the player (not party in a vat of boiling acid, and they even a minor monster. his character). All the power in the take a mere 100 hp of damage apiece. Challenge high-level PCs by taking game is not enough when there is a They shrug it off, perhaps using a few them to an environment that restricts puzzle to solve instead of a monster to heal spells. But then you insist that their power. We’ve chosen the Abyss; fight. Or just changing the motiva- they make a saving throw for each virtually any extra-planar location has tion of your monster from “kill the item in their possession. The magic- its plusses. On the way to the Abyss, PCs” to something more subtle can user’s spell books save at a 10, the we first enter the Astral Plane, where make a great difference. Encounters cleric’s pearl of wisdom saves at an 11, all sorts of fun things can occur. A that concentrate on role-playing skill all scrolls in the party save at a 14, etc. broken silver cord, for example. The rather than unlimbering the heavy Challenging a party of high-level silver cord of a 100th-level character is artillery are just as challenging for a characters is often a matter of attri- no more resistant to being broken 100th-level character as for a 10th. tion. Each individual monster, trap, than that of a 1st-level character. Fortunately, your objective is not or trick may do only minor damage, Magical items and spells that tap into necessarily to kill the PCs, but only to but it all adds up after a while. Work extradimensional space or the Ethere- challenge them and make them at designing adventures that force al or inner planes do not function in believe that they could die. The looks characters to move forward, rather the Astral. These spells include of horror on your players’ faces when than retreating to safety to recharge Leomund’s secret chest, deeppockets, a magic-user’s spell book catches fire spells and heal damage. If they stop, bag of holding, etc. This has the in a pool of boiling lava, or a paladin’s attack them to disrupt the rest and delightful effect of drastically limit- holy sword disintegrates on a roll of recuperation they need. Bleed off ing what party members can carry. 10, will make running the adventure their spells by giving them juicy tar- In the Abyss, we have other inter- truly worthwhile for the suitably gets. esting problems. For example, the fiendish DM. Run their opponents intelligently; wish, limited wish, and alter reality don’t give them lots of dumb cannon spells are granted by the nearest fodder (unless your goal is simply to Power capable of granting such a drain their magic), Almost any mon- desire—in this case, Orcus. All weap- ster in the system, from the wimpy ons, armor, and protection devices are kobold up to Orcus himself, can be reduced by one plus for each plane

8 PROLOGUE

Set-Up # 1: tory Tavern Scene to bring the party counselor, Quillan the Sage. Lady together (You know, “Like, you’re all Christine is also present. If the PCs For New Players in this tavern, see, and you introduce are not already familiar with the story Use this section if you have not yourselves, and one of you says, ‘Gee, given in the Introduction, they are played the earlier modules of this let’s find some monsters to kill,’ first briefed on what has happened up series. and....”), then give them the back- to this point. Then the Baron says the Although this adventure can be ground, and have at it. That’s pretty following: integrated into your existing cam- basic, however, and we hope you’ll be paign world or played as a stand- more creative than that. There are “Through consultation of wise alone adventure, it is designed for use many ways to get a new group of char- men, use of the mystic arts, and with the FORGOTTEN REALMS™ acters together, such as the opening of the craft of military intelligence, Campaign Setting, which is recom- H1, “The Circus of Doctor Trundles.” we now know that our opponent is mended (but not absolutely essential) Note that in the Forgotten Realms, in league with powerful demons. for play. The kingdoms of Damara most parties tend to have official par- We suspect the Prince of the and Vaasa are shown on the maps that ty names. Undead, Orcus, whose name I come in the basic boxed set. To get characters from the southern shudder to even mention. Zhen- To set up the adventure, you must provinces of Damara to Bloodstone gyi, the Witch-King of Vaasa, is first lure your characters to Blood- Pass, they must climb the pass obviously a minion of that fell stone Pass, located in the Galena through the Galena Mountains. demon. The Witch-King’s army Mountains that separate Damara and Module H1 has a route map and some consists largely of undead. We can- Vaasa. They could easily learn the sto- pre-set encounters, but you can also not cross the Ford of Goliad with- ry of the great war (as told in the use REF3 and REF4, The Book of Lairs out being at a great disadvantage; Introduction) by a chance conversa- I and II, and run several of the short if they crossed the ford first we tion in a tavern. adventures therein—they are much could prevail in battle, but they There are lots of potential motiva- more exciting than a series of random show no signs of such foolishness, tions for PCs to travel to Bloodstone encounters. No map is necessary. more is the pity. Pass. Plant a rumor or two about the When new characters enter the “We have been seeking adven- amazing bloodstone mines in the campaign, the DM has two choices: to turers both brave and powerful Galena Mountains, and the normal leave Baron Tranth (see page 85) as enough to enter the castle of the greed of most parties will move them Baron of Bloodstone Pass, or to use Witch-King in the north of Vaasa, in the desired direction. Or have Gareth Dragonsbane (see page 86) as penetrate its secrets, learn the role them learn the history of Damara and Baron. Either way, the bloodstone of Orcus in this matter, and destroy realize that there are great opportuni- wealth of the barony has allowed the the source of this evil once and for ties for military command and hero- Baron to finance an army that has all. ism. Both the winning and losing annexed the smaller baronies and “There is virtually no limit to sides in a war make good employers. battled the Army of Vaasa to the the reward we would pay to rid If characters in your campaign have a banks of the Goliad Ford. Lady Chris- ourselves of this evil, but there is previous history of planar travel or tine is unmarried, and may be attract- virtually no limit to the dangers demon-battling, a hint of the ed to one of the PCs, if that provides you may encounter in the castle. involvement of Orcus in the whole additional motivation for the party. Come, let us discuss this matter matter should get them excited. The PCs should stay at the Inn of together.” If you are starting a new high-level the Clowns on their first night in the campaign with this adventure, your Barony. Here Stephan the Innkeeper, The Baron brings out fine brandy, players can create characters at any a blunt ex-soldier, engages them in and talks freely about the strategic sit- mutually agreeable level from 18th conversation. Once satisfied of their uation. He and Quillan are pleased to through 100th or use the pre- ability and honor, he recommends answer any questions to which they generated characters provided at the them to the Baron. Stephan is well- know the answer. Although they do back of this book. You might start this respected, and his recommendation is not know that the castle of the Witch- high-level campaign with the Obliga- enough to get the party an audience King leads to the Abyss, they can pro- with both the Baron and his chief

9 vide general advice on dealing with alities should occur, the problem is The strategic problems are simple: demons, and the treachery and evil of still the might of Vaasa, and the PCs attacking Vaasa head-on is suicidal, their opponents. See the next chapter need to defeat the Witch-King any- the source of Vaasa’s power is proba- for details. way. Once the power of the Witch- bly demonic, and the Witch-King is King is broken, all the other the focus of that power. Therefore, if Set-Up #2: problems are solvable. the Witch-King is neutralized, then If the PCs were fully successful in the power of the Vaasan army will Bloodstone Warriors H3, then Baron Tranth and Quillan fade, and military victory is relatively If you are continuing play from the Sage suggested to the party that assured. To win the war, save the peo- previous modules in the H-series, use they declare that a new kingdom has ple of Bloodstone Pass, reunite the Set-Up #2. been formed, and that they are mon- entire kingdom, and become great At the conclusion of H3, The archs. They have a choice whether to rulers in the Forgotten Realms, the Bloodstone Wars, the player charac- call their realm a united Kingdom of PCs need only enter the Witch-King’s ters should have conquered the Damara, or to declare a new King- castle, find the source of power, southern duchies of Arcata and Car- dom of Bloodstone, or to name it destroy it, keep Orcus from ever both- mathan, and the baronies of Ostel, something else (or, of course, not to ering the Realms again, and escape in Morov, and Polten, thereby reuniting do it at all). We have a personal pref- one piece. southern Damara under the leader- erence for calling the new realm the Because of the role of Orcus in the ship of the Barony of Bloodstone. Kingdom of Bloodstone, since the matter, Quillan the Sage offers advice They should have developed the PCs probably don’t have blood rights about the Astral plane and the Abyss, economy of Bloodstone Pass, to the throne of Damara. (Of course, “For we do not know what powers absorbed large numbers of immi- a pretender to the Damaran throne Orcus will bring to bear, and it may grants, and fortified the approaches could spring up later, if you liked.) be necessary or unavoidable for you to to the valley. They may also have built If the PCs declare the kingdom, enter his realms.” castles for themselves. In addition, then they must either choose one of Both the DM and the players they should have completed the their number as king, or select one of should read Manual of the Planes, adventure of the Assassin’s Run, and the NPCs to be king (Baron Tranth is pp. 60-83 and 101-103. If the players broken the power of the Grandfather a good choice), then set up the opera- are not already familiar with planar of Assassins in southern Damara. tions of their new realm. (The Epi- travel, this should be considered to be As the adventure opens, the main logue to this adventure goes into the briefing and advice they get from army of Bloodstone is probably some detail on running the king- Quillan the Sage. Once the PCs have encamped on the southern edge of dom.) It is probably unwise for the entered the Astral plane, do not allow the Ford of Goliad, facing the main characters to hold the proclamation the players to refer to their copies of army of Vaasa in a stalemate— and coronation ceremonies until after Manual of the Planes during the whichever army crosses the ford first is the Vaasans are finally defeated, espe- adventure. Anything the players likely to lose the battle. The charac- cially with the opposing armies set- don’t remember, their characters ters are faced with the problem of ting on the banks. But if they declare don’t remember either. If your play- how to break the stalemate and defeat the new kingdom to their army, then ers have questions after reading the Vaasa once and for all. the army gets a +1 morale bonus for sections of Manual of the Planes, you Since this is a role-playing game, the remainder of the war with Vaasa. may clarify any material given in the there are other possibilities. The PCs Start the adventure in the tent of book, but don’t give them any infor- could have lost one or more of the the Commanding General of the mation not in the book. For Manual major engagements, or elected not to Bloodstone Army at the Ford of of the Planes is just the “known” go to war in the first place, preferring Goliad, at a late-night strategy ses- information about the planes—the to maintain the safety of Bloodstone sion with the PCs, Baron Tranth, Lady truth may be a little different.... at all costs. Alternatively, the PCs Christine, Quillan the Sage, and any The PCs should next travel to the could have lost in a big way, and other NPCs who have been involved castle of the Witch-King, and into Bloodstone has fallen into the hands in the war, such as the leaders of the their greatest adventure. of the enemy. One or more of the PCs dwarf, centaur, , and could be dead. If any of these eventu- svirfneblin communities.

10

CHAPTER 1: CITADEL OF THE WITCH-KING

The first step on the characters’ jour- atop the central tower, that will will not get any of the details. ney to the Abyss is taken at a castle observe them unless they think to standing in the remote and frozen take precautions and conceal them- Rising like a ghostly tree trunk wastes of Vaasa: the Citadel of the selves. from the surrounding tundra, the Witch-King Zhengyi. During this The encounters and challenges that Witch-King’s citadel is clearly visi- part of the adventure, the PCs must the PCs face during this part of the ble for miles. A solid wall circles break into the fortress, discover the adventure are designed especially to the base of the fortress, which shaft leading into the ground below, warn them to prepare for the unex- appears to be a tall cylinder sur- and reach the pool of mercury that is pected. If they are surprised by the rounded by several narrow towers. the gate to the Abyss. dragon, and in particular by his magi- Each of these towers is supported The Witch-King himself—a lich cal protections and abilities, they by a frail-looking flying buttress. with the powers of a 30th-level should learn something valuable The stone of the castle is black, wizard—is a formidable obstacle to about the rest of the adventure. If streaked with red. It stands like a this task. Take a few minutes to famil- they don’t make the connection garish sentinel over an expanse of iarize yourself with the character of themselves, you can provide them barren, lifeless wasteland. Even the Zhengyi—he will fight the party with with a subtle hint (“Well, that little rough grass that has grown else- his wits as well as his wizardry. And fight didn’t go exactly the way you where across the tundra has died remember that Zhengyi, above all thought it would, did it?”) or two. If here. The ground is cracked and else, is cautious; he will never sacrifice the characters are going to live broken in the area around the himself in a risky attack, preferring to through this adventure, they will Witch-King’s fortress, as if super- wait for the deadly ambush. have to play it smart! natural forces had at one time And the white dragon Arctigis The land changes dramatically wracked and twisted it. should provide another worthy foe— when the characters reach the hex on not so much for his innate abilities, the map containing the Witch-King’s but for his brash confidence and cruel citadel. As a result of the regularly The Weather Here sense of humor. Of course, the ring of opened gate to the chaos of the spell-turning that he wears doesn’t Abyss, both the terrain of the imme- Regardless of the conditions across hurt, either. diate area and the weather are subject the rest of Vaasa, the hex containing But remember that, overall, the to special rules—naturally designed the Witch-King’s citadel is always purpose of this adventure is to set the to create difficulty for unwelcome covered by thick, gray overcast. The stage for the real challenge that faces travelers to the place. temperature will be much warmer the characters when they reach the The effects on both terrain and here than in the rest of the tundra—it Abyss. You should do your best to weather extend for three miles from will feel like a muggy spring day right teach them that they are up against the castle in all directions. after a heavy rainstorm. The ground, foes to be reckoned with, but you The characters can see the castle however, is quite dry. In fact, there is shouldn’t try to wipe them out at this when they are 10 miles from it, if it is no standing or running water in the stage of the game. (Well, maybe one daytime. If they travel at night, the hex of the castle. or two of them, but not the whole castle will not be visible until they During daylight, the thick clouds group....) have come within 200 yards—the reduce the light to a bright twilight. almost-constant overcast here makes This is one reason why the citadel can- The Land the nights very dark indeed. Of not be seen with normal vision from course, the PCs will have had an any adjacent hex, even though it Around the Citadel encounter with one of the castle’s occupies the highest ground in the denizens before they get that close, hex. The manner in which the party At night, of course, the area is vir- approaches the citadel will set the unless they have taken pains to con- ceal themselves. tually pitch black. Walking is treach- stage for the rest of the mission. If erous for characters without light or they are observed, their task will be If they see the castle during day- light, read the following description. infravision because of the rough nat- much more difficult. The citadel is ure of the terrain. Characters who guarded by a magical eye, resting If it is dark, they will be able to see the general shape of the structure, but cannot see must make Dexterity

12 Checks every turn. Failure means a wise suffer. A large shield will negate Any characters flying when the fall that inflicts 1d6 points of dam- 1d8 points of damage. (The shields hailstorm strikes will be unable to use age. will not protect characters totally shields to protect themselves. In addi- Every six hours (Midnight, 6:00 because of the chaotic nature of the tion, because of their exposed posi- AM, Noon, and 6:00 PM), a savage hailstorm—some of the hail comes tions, they will suffer double the hailstorm bursts from the sky, thun- straight down while other chunks tra- damage listed. They will also be dering onto the ground throughout vel almost horizontally.) forced to the ground. If a character is the hex. Hailstones the size of small After one round, the hailstorm flying with a fly spell or through the rocks pummel anything exposed to stops, and the hail immediately use of a magical device that the PC them, inflicting 2d10 points of dam- begins to evaporate. One hour later, actually wears, he can land with no age upon characters in any protection it will all be gone. The hail turns additional ill effects other than those flimsier than plate armor. Characters directly from ice to water vapor as described. If, however, a character is in plate armor suffer 1d6 points of long as it lies on the ground. If char- using a broom of flying, a flying car- damage. A character can use a small acters pick up the hailstones, or other- pet, or other device that requires that shield to protect himself from 1d4 wise protect them from the ground, he remain balanced upon it, he must points of the damage he would other- they melt normally. make a Dexterity Check with a -4 modifier to his Dexterity score. If he attempting to climb into or out of a that he will be seen. The eye has no fails, he falls from whatever height he ravine must make a Dexterity Check abilities to see invisible or magically is flying at. when he first moves onto the slope, camouflaged characters. Note that, although the hail occurs then again at the halfway point, and If the characters are seen, Arctigis, at quite regular intervals, the PCs will lastly when he is just about at the top. the white dragon, will immediately have a tough time determining the Failure means that the character slides be notified. The dome at the top of exact hour under the overcast skies. to the bottom, from wherever the the castle (area 21) will unfold, allow- Unless they attempt (verbally) to do check was failed. This results in no ing Arctigis to fly out. The white some specific calculations, do not feel damage if the character fails the check dragon will fly at full speed to the obligated to give them the exact min- at the bottom. A character falling location where the PCs were seen. He ute that the storm starts. from the middle of the slope suffers will search in an expanding spiral Both the cloudy skies and the regu- 4d6 points of damage by the time he from that spot outward. lar hailstorms vanish if the characters reaches the bottom. A character fall- succeed in closing the Witch-King’s ing from the top suffers 8d6 points of Encounters gate to the Abyss. damage. Any character aided by a rope When characters are traveling in Approaching the Castle anchored at the top of the slope can this region, whether on the hilltops or climb up or down with no danger. in the ravines, check once every hour The castle has a number of defenses Because of their better balance and for a random encounter. There is a against approach and penetration by wall-climbing experience, thieves 50% chance per check that the PCs hostile forces. These include wander- receive a bonus of +2 to their Dexter- will encounter some undesirable ing parties of undead and demons, ity when making these Dexterity group of creatures. Roll 1d8 to deter- roaming among the gulleys and hil- Checks. mine what is encountered. locks surrounding the structure, and The advantage of staying in the the All-Seeing Eye, which sits atop ravines is that the characters will not Castle Area Random Encounter Chart the high dome of the castle and sur- be observed from the castle as they veys the area, seeking intruders. make their approach. However, the D8 RollEncounter The ground is divided into rough ravines involve taking a much longer 1 1d6 Type I Demons: AC 0; hills of bare dirt and steep-sided route because of their winding nat- MV 12”/18”; HD 8; hp 34 ravines that cut savagely across the ure. In some ways they are like a each; #AT 5; Dmg 1d4/1d4/ area. Characters can elect to travel in maze, because characters who have 1d8/1d8/1d6; MR 50%; AL the ravines, or along the hilltops, or not mapped out a route from a hilltop CE; Size L; XP 1,600 each through any combination of these or higher altitude will have to guess at 2 1d6 Type II Demons: AC terrain types. Each pathway, of their route. -2; MV 6”//12”; HD 9; hp course, entails risks and problems of a Characters crossing the hilltops, 39 each; #AT 3; 1d3/1d3/ unique nature. however, will almost certainly be seen 4d4; MR 55%; AL CE; Size The ground is dry, cracked dirt that by the All-Seeing Eye that rests upon L; XP 2,450 each crumbles underfoot and slides easily the top of the castle’s main dome. 3 1d4 Succubi: AC 0; MV 12”/ down the slopes of the ravines. The This eye looks in all directions simul- 18”; HD 6; hp 28 each; #AT high ground is not smooth, although taneously. Darkness has no effect on 2; Dmg 1d3/1d3; MR 70%; the overall terrain is fairly level. its ability to detect intruders. It has a AL CE; Size M; XP 2,300 Movement rates along the soft dirt, range of two miles at all times, but it each either atop the hills or within the cannot see into the ravines. 4 1d4 Type III Demons: AC ravines, are only 1/2 of a character’s If a character exposes himself, or -4; MV 9”; HD 10; hp 47 normal rates. most of himself, within range of the each; #AT 5; Dmg 2d6/2d6/ Because of the soft dirt lining the eye (see the map on page 13) he will 1d3/1d3/1d4+1; MR 60%; walls of the ravines, climbing out of certainly be discovered. If a character AL CE; Size L; XP 3,000 each them is not so much a matter of wall- peers over the top of a ravine, but 5 3d6 Wraiths: AC 4; MV 12”/ climbing (as in the thief ability) but tries to remain concealed, there is 24“; HD 5+3; hp 26 each; perseverance and luck. Each of the only a 10% chance (per character) #AT 1; Dmg 1d6 + energy ravines is 100 feet deep. A character

14 drain; AL LE; Size M; XP 720 All-Seeing Eye, or by undead or ing him, and perhaps the globe of 6 1d6 Spectres: AC 2; MV 15”/ demons who escape an encounter invulnerability and the shield spell. 30”; HD 7+3; hp 34 each; with the characters and return to the He will fly past the PCs, using his #AT 1; Dmg 1d8 + 2 level castle to sound the alarm. breath weapon to strike the maxi- energy drain; MR immune to It will take 2d6 rounds for Arctigis mum number of characters possible, sleep, charm, cold, hold, poi- to be protected by the Witch-King, until it is expended. He will engage son, and paralysis; AL LE; and then the white dragon will fly. any characters who take to the air in Size M; XP 2,000 each The lich protects the dragon by cast- melee. He will only land and fight the 7 1 Groaning Spirit (Banshee): ing a globe of invulnerability upon party if many of the PCs have been AC 0; MV 15”; HD 7; hp 29; him immediately before Arctigis immobilized or badly wounded. #AT 1; Dmg 1d8; SA Wail flies. The spell lasts for 30 rounds. causes death within 3”; MR The white dragon will fly at an alti- 50%, + immune to sleep, tude of 500 feet above the ground as NPC Capsule charm, hold, cold, and elec- he races at full speed (30”—300 yards tricity; AL CE; Size M; XP per minute) to the spot where the PCs 2,750 each were seen. He can see into all of the Arctigis 8 2d10 Manes: AC 7; MV 3”; ravines within a quarter mile of his Huge, Ancient White Dragon HD 1; hp 5 each; #AT 3; flight path. When he reaches the Dmg 1d2/1d2/1d4; AL CE; area, he begins to circle outward in an AC: 3 Size S; XP 25 each expanding spiral until he discovers MV: 12"/30" the intruders, or his path returns him Hit Dice: 7 (56 hp) Any of these groups of monsters to the castle. # AT: 3 automatically attacks the PCs on When Arctigis reaches the spot Dmg: 1d4/1d4/2d8 sight. The undead fight to the last where the PCs were seen, he casts his Special Attack: Frost breath weapon creature, unless forced away by a cler- shield spell, which lasts for 20 rounds. Alignment: Chaotic Evil ic’s turning ability. In this case, they This path of flight keeps him at the Size: L (24’ long) flee to the castle and, if they make it, lower fringes of the cloud cover. In inform the Witch-King about the the shadowy overcast, he is very diffi- SPELLS: intruders. cult to see. Of course, any players spe- Level 1: Magic Missile (two missiles), The demons fight until at least half cifically stating that their characters Shield, Read Magic, Enlarge of their number have been slain or are keeping an eye on the sky will see otherwise removed from the fight. As him-if no one keeps such a watch, Special Equipment: soon as this occurs, the remaining you can allow the PCs to make Intelli- Ring of spell turning demons head for the castle by the gence Checks—with a -10 modifier Scroll containing the following most expeditious means (flight, tele- to Intelligence scores—in order to spells: invisibility, detect invisible, portation, or simply hoofing it) avail- determine if they happen to look up detect magic, and haste able. Once there, the castle guards are and see Arctigis. alerted, and Arctigis, the white If he sees the PCs, he will attack Arctigis has been a faithful servitor dragon, is sent to search for the boldly, even going so far as to bellow a of Zhengyi since the time, centuries intruders. In addition, the number of cry of challenge before he dives upon earlier, when the lich was actually a random encounter checks around the them. living being. Zhengyi, then a wizard, castle will increase to one check every Any characters striving to observe subdued the white dragon when Arc- three turns. the dragon carefully will notice the tigis was a sub-adult. band of gold upon the claw of his Arctigis is a cruel and vicious tor- Encounter With Arctigis right forepaw. However, characters mentor of the weak and helpless. He taking action—fleeing, preparing to enjoys nothing so much as allowing a Arctigis is a medium adult white cast a spell, or using a weapon—will doomed captive to feel as if he has a dragon. He is described fully in the not be able to look carefully. chance to escape, only to meet a slow following NPC Capsule. This Arctigis will enter the encounter and lingering death at the claws of the encounter occurs only if the PCs are with his ring of spell turning protect- dragon who snatches that hope away sighted outside of the castle by the

15 just before it can be realized. An overhanging parapet presents a -1 penalty. In addition, characters Arctigis has learned to approach challenge to any thief attempting to attempting to open them must have a high-level enemies with caution, climb the sheer surface. He must way to raise themselves along the however. If he has the opportunity, he make a climb walls check with a -30 wall, and then hold themselves will have Zhengyi cast a globe of modifier in order to negotiate the steady. A levitating character, for invulnerability upon him before obstacle. example, who smashes at the door entering combat. If the castle is pene- The wall itself is 50 feet high. It is will only push himself away from it. trated, Arctigis is liable to use an made of solid, nonmagical stone. The If a character does open the door, invisibility spell from his scroll to con- walkway within the parapet seems to read the following description: ceal himself. He will remain at his be a smooth stone surface. This is post in the top of the castle, awaiting actually a thin shell of stone that will The door leads into the side of a any intruders—he knows that they break if it is stepped upon, or even if long corridor. The passageway will have to pass by him in order to prodded sharply by a character thrust- curves away to both sides, appar- reach the gate below the castle. ing a staff or a weapon against it. The ently mimicking the curve of the In a peculiar and reptilian way, top of the wall contains a huge ring of wall itself. It is strewn with bits of Arctigis loves the lich. Should any- acid, three feet deep. The top of the rotted wood and other refuse. thing untoward happen to Zhengyi, wall is 30 feet wide, and the trough of The air smells musty and stale, Arctigis will spare no effort to track acid runs uninterrupted around its like topsoil that has just been spad- down and destroy the perpetrators. In entire circumference. Any character ed over. this case, his normal wariness of high- stepping into the acid will suffer 6d6 level opposition will be forgotten, points of damage, and will lose all There are no other entrances or and he will press in with blood-thirsty clothing and magical items carried exits from this tunnel. It is just wide rage for the kill. below the waist. Metal items, such as enough to hold a massive purple swords, should be allowed to save vs. worm. The worm will hear the door acid. A character touching the acid open as the characters enter the wall, 1. The Castle Wall carefully, and not actually jumping or and will immediately move forward stepping into it, will suffer only 1d6 to attack. It will take the worm 1d20 A smooth-surfaced high wall runs points of damage. rounds to reach the PCs (it might through an apparently perfect cir- If the characters manage to reach have to go all the way around the cir- cle around the castle proper. You the castle wall via the ravines, it is cle, since it cannot turn around in the can see no doors or gates on ground quite possible that they have done so narrow confines). It always moves level, although two doors are visi- unobserved. Each ravine that is clockwise. ble in the wall, some distance marked on the map as adjoining the When the PCs enter the wall above the ground. These doors are wall runs right up to the barrier. The through one of the doors, all of the spaced about 60 degrees from each wall has been built into the ravines, other doors disappear—they can only other along the circular wall. all the way to the bottom, so the dis- leave through the one they entered The top of the wall is protected tance to the top from a ravine is a full via. If they enter through magical by a steep overhang that is crowned 150 feet. means and do not use one of the by a studded parapet. No signs of Characters emerging from the doors, then none of the doors will be life are visible either outside or on ravine in the shadow of the wall will there when they are inside. top of the wall. not come within sight of the All- Seeing Eye, however—the eye can see Purple Worm: AC 6; MV 9”; HD A smooth stone wall runs in a per- nothing closer than 100 feet from the 15; hp 88; #AT 1; Dmg 2d12 + swal- fect circle around the castle. There is wall. low if attack roll exceeds number no gate or other passageway entering A curved tunnel runs within the needed by 4 or better, roll of 20 it at ground level. However, at a wall, with entrances at the six doors in always means swallow; AL N; Size L height of 30 feet above the ground, the outside of the wall. They are all (60’ long); XP 6,700 six wooden doors are set into the wall, braced securely from the inside—they spaced evenly around its circumfer- have no locks to pick, and any There are a few items of treasure ence. attempts to smash them open suffer a that have been excreted by the worm

16 and now lie scattered throughout the natively, if it looks like the characters Each of the four towers flanking passageway. Allow whichever charac- will remain in the air, the perytons the castle has a slender and unpro- ter is leading the party to check every will attack them there. tected stairway climbing from the round to see if something is discov- tower to the main castle, where it Perytons (4): AC 3 (because of ered. A roll of 5 or 6 on 1d6 means ends in a door. Doorways also lead that one of the items from the list is invisibility; MV 12”/21”; HD 4; hp from the stairways into the small discovered. No item can be discov- 17 each; #AT 1; Dmg 4d4; SA +2 to towers. ered more than once, and if the char- all attack rolls; SD +1 weapon need- There is a parapet surrounding acters walk the full circumference of ed to hit; AL CE; Size M; XP 200 each the base of the castle’s high tower. the tunnel they will find all of the This is simply a platform of smooth items. (You can stop checking ran- Once the perytons attack, or get stone—there are no visible doors domly if they have killed the worm attacked by the PCs, they will fight leading into the castle from the and declared or displayed an intent to until they have all been killed. parapet. Below this parapet is walk the full circle). another platform. This one sup- 2. The Outer Parapets ports the bases of the many but- D10 tresses that curve upward to These open, flat platforms might Roll Treasure support the midsection of the cas- look like tempting landing zones for 12 gems, worth 1000-6000 gp 1 tle. This platform also does not flying characters. They are smooth, each, scattered along 50 feet show any signs of doors into the and the stone of their surfaces is light of the corridor castle. brown, rather than the black and red 2 A medallion of ESP of the rest of the castle’s exterior. Any 3 A wand of fireballs, with six If the characters can see the south- attempts to detect magic or detect charges left ern side of the castle, they will see two invisibility will show nothing wrong 4 A metal bottle containing huge bronze doors at ground level. here. A true seeing spell will reveal a four doses of a potion of gas- These doors stand side by side, and clear glaze, almost like a thin layer of eous form are apparently the only ground-level water or varnish, over the stones. 5 A ring of contrariness entrances to the castle. This glaze is in fact a powerful, 6 A periapt of proof against Show the players the illustration on albeit nonmagical, adhesive of poison page 18 to amplify your description of demonic origin. Anything coming 7 A long sword +1, luck blade the castle, and to aid in their plan- into contact with the adhesive will be with two wishes remaining ning. stuck fast—it’s so powerful that even 8 A shield -1, missile attractor The area within the castle wall is the tip of a sword or spear used to 9 A scattering of 10,000 gp, apparently devoid of any life. In actu- probe the platform cannot be pulled spread along 40 feet of the ality, it is guarded by four perytons away. The bond cannot be broken by corridor that have been made permanently mortal strength, or magical powers 10 A small glass vial containing invisible by the magic of the Witch- such as telekinesis, levitate, or fly. A dust of sneezing and choking King. One of these creatures perches character could teleport off of it, how- atop each of the four towers placed ever. Also, the adhesive can be dis- The Castle Exterior around the periphery of the castle. solved by oil. The perytons will not venture out- Any character attempting to fight The courtyard within the wall is a side of the castle’s outer wall—their in melee while stuck to the adhesive moonscape of blasted dirt, barren assigned task is to attack and kill suffers -2 penalties to both his of even a blade of grass or withered intruders within the courtyard, or any Armor Class and his attack rolls. bush of thorns. The castle itself ris- that fly over the wall into the airspace There are no entrances into the cas- es, more like a skeleton than a solid around the castle. tle from either of these platforms. Pay edifice, high into the air from the In the case of flying characters, the attention to the thickness of the stone center of this courtyard. Its black perytons will wait and see if they land walls if a character attempts a passwall stone walls are streaked with red, as upon one of the parapets (areas 2). If spell—in most cases it will take sev- if countless gallons of blood have any characters become stuck there, eral uses of the spell to reach any hol- been spilled across them. the perytons will then attack. Alter- low area within the castle.

17

3. Throne Room of the such as a spear or a staff, he only suf- Level 2: detect good, detect invisibili- Witch-King fers 2d6 points of damage. A charac- ty, invisibility, mirror image, ter who is not in contact with the ray of enfeebfement, shatter, The Witch-King sits eternally ground is also protected—if he is web upon the throne in this, the heart of more than one foot from the ground, his citadel. He is always attended by he suffers no damage; at a height of Level 3: clairaudience, clairvoyance, his two bodyguard guardian one foot or less, the electricity arcs dispel magic, fireball, fly, daemons. Players who attempt to from him to the ground and he suf- lightning bolt, slow waltz through the front door and do fers 6d6 points of damage. battle will be in for a rude surprise— If the characters take pains to rig up Level 4: confusion, dig, dimension perhaps the last surprise of their an insulated device, they can do so. door, ice storm, minor careers! Thick padding of leather, any ceramic globe of invulnerability, protection, or an unusually long and polymorph other, wall of ice First, the Doors thick piece of wood can be used to hook one of the rings, and easily open Level 5: animate dead, cloudkill, con- The huge bronze doors leading the door. jure elemental, magic jar, into the ground level of the castle are Because this is magical electricity passwall, teleport fully 20 feet high. Each is 12 feet (and also because the characters know wide, and together they are engraved a great deal less about electricity than Level 6: anti-magic shell, death spell, to create a picture of a leering and the players do, presumably) the glassee, globe of invulnera- bestial face. Any PC taking the trou- charge in the doors cannot be short- bility, spiritwrack, stone to ble to examine the engraving will, circuited into the ground. flesh with a successful Intelligence Check, The charge in the doors can be recognize the face of Orcus himself. detected with a cleric’s find traps or Level 7: cacodemon, delayed blast (The Intelligence Check is not true seeing spells. The doors can be fireball, limited wish, because the PCs are presumed to be annihilated by destructive magic such phase door, statue, vanish stupid, but rather because the quality as disintegrate. of the engraving is very bad.) Level 8: clone, glassteel, mass charm, Each door has a round ring set in permanency, power word the center of the door, about six feet blind, trap the soul above the ground. Toward the junc- NPC Capsule ture of the two doors, and even with Level 9: astral spell, gate, meteor the ring, each door has a large key- The Witch-King Zhengyi swarm, monster summon- hole. Lich, former 30th-level magic-user ing VII, shape change, The doors are not locked—the key- time stop holes are only a part of the trap AC: 0 designed to kill unwary thieves. The MV: 6” Special Device: doors, instead, are magically charged Hit Dice: 11 (85 hp) Talisman of Orcus- this is a potent with a tremendous electrical voltage, # AT: 1 amulet that Zhengyi wears around his such that any character touching the Dmg: 1d10 neck. It makes the lich much tougher doors, or touching a metal object or Special Attack: Touch causes paralysis for a cleric or paladin to turn—all another character who touches the Alignment: Chaotic Evil turning attempts against him suffer a doors, will suffer 12d6 points of elec- Size: M -6 penalty on the die roll. trical damage. The character’s posses- sions will also have to save as if hit by SPELLS: The lich Zhengyi has been dead for lightning. Level 1: charm person, detect magic, nearly four centuries, and it shows. Swords, daggers, and thieves’ lock- enlarge, erase, magic missile His almost entirely skeletal visage is picking probes will transfer the full (15 missiles), read magic, concealed beneath a deep hood, damage to their bearer if the object is ventriloquism made from the skull of a dragon. His touched to the doors. If a character robes were formerly quite splendid, holds the wooden shaft of a weapon 19 but they have rotted almost entirely he will teleport away before he gets King, and another round before the away. Still, their former elegance is permanently killed. In this case, he two guardian daemons come into suggested by the remnants of gold will teleport to Arctigis in the upper view. thread that still hang about Zhengyi chamber of the castle, where he will Describe these characters using the like a frail spiderweb. warn the dragon of the imminent boxed text in the NPC capsule for The Witch-King has been a devo- threat. Then he will drop down the Zhengyi on page 19. tee of Orcus throughout his death, shaft to the underground cavern, to The two areas labeled with the cone and also through much of the life that await the PCs there. of silence on the map should be preceeded his demise. He is dedi- He will fight to the death in order noted. They are fully inside the room, cated to the principles of chaos and to prevent them from gaining access so a spellcaster standing outside of the evil, and he seeks to spread both to the gate to the Abyss, however. opened doors will not be affected. through the realms. However, as soon as he steps inside, To this end, he has gathered the he will be unable to cast until he army of undead that now faces the Now, the Room moves out of the cone. armies of Damara across the Ford of The bubbling lava pool and its fire Goliad. Although their might is not Whether the characters enter are an illusion, but a very good one, yet great enough to carry the invasion through the front door (foolishly) or even to the point of appearing to radi- southward, Zhengyi knows that even- use a passwall or other magical means ate heat. This pool actually serves to tually, aided by the power of his to come in from an unexpected direc- conceal the shaft that runs from the demonlord manifested on the Prime tion (much smarter), read them the dragon’s lair on the upper level of the plane, his forces will be ready to following description after they have castle to the cavern and gate below. sweep the armies of law and justice gained access to the throne-room. The shaft is lined with lead, and will from the land. thus defeat any attempts to passwall. Formerly one of the wizards of This massive room apparently-- fills If the electrical charge in the door is Thay, Zhengyi has managed to retain the entire area of the castle at shorted by a character touching it or his animation, at least in an undead ground level. The only light comes otherwise triggering the trap, the form, by the force of his evil and pow- from a blazing fire in the middle of Witch-King will immediately sense erful magic. His current state has bred the chamber, where orange-red the potential threat to his castle. He within him an irrational hatred of all tongues of flame flicker upward will begin casting spells, anticipating that is alive, such that he will seek to from a bubbling pool of lava. The a combat, until the PCs enter, or he slay life whenever and wherever he domed ceiling rises nearly 50 feet has cast all of the following spells (in encounters it. This is why he sur- overhead in the center of the room. order): detect invisible, mirror rounds himself with undead, or with The fire rests upon a raised plat- image, globe of invulnerability, invis- the denizens of the Abyss—they do form in the center of the room. ibility, conjure elemental (16-HD fire not remind him of his former, and Beyond that platform rises elemental). much more enjoyable, existence. another, and then a wide flight of If the battle is joined in the throne (Well, yes—he was chaotic evil then, stairs leads to a massive throne, room, the lich will fight cleverly as too, but that doesn’t mean that he made entirely of bone. Stone long as it looks like he has a chance of didn’t know how to have a good columns flank the throne, and also winning the fight. If things start to go time!) stand in a line behind it. badly, he will teleport out at the first But Zhengyi is a cautious and opportunity, resorting to a dimension methodical character—four centuries If the PCs enter anywhere in the door spell if the teleport is interrupt- of undeath will teach one patience, if southern half of the room, they will ed. nothing else! Thus, he will do his best immediately see the lich and its two The guardian daemons will fight to see that all of the characters meet guardian daemons. If they come in until one side or the other is horrible and untimely deaths during from the north, Zhengyi will be aware destroyed, or the PCs flee from the their visit to his citadel, but not if it of their presence—he can sense the castle. Their primary objective in the means that his own reign will come to faintest disruption in this, his cham- fight will be to see that intruding an end in the process. If a battle in his ber for all eternity—but it will be one fighters do not have a chance to close throne room goes badly, for example, round before they see the Witch- with their master—they they will

20 ignore any other targets in an effort to without muffling the blow under body back out of the doorway. place themselves between such fight- some kind of silence spell, they will If the PCs are fairly close together, ers and the lich. alert Klavikus, the guard demon in you can require those in the second They, too, are formidable foes: room 9. Klavikus will begin gating in rank to make a Dexterity Check reinforcements—keep careful track of (penalized if they are really close) to Guardian Daemons (2): AC 1; MV passing rounds in order to get an see if they can react before they get 9”; HD 8; hp 45 each; #AT 3; Dmg accurate number of adversaries ready stuck in the trap. 1d6/1d12/1d12; SA breathe fire in for the PCs. Read the NPC Capsule Oh, yes—the ones who get caught 30’x10’ cone for 5d6 points of dam- on page 23 for more information on are immediately blinked to the upper age (but not on targets closer than the encounter with Klavikus. of the two parapets described in area 10’); SD immune to charm, hold, Silent movement will be critical for 2. Of course, they will be stuck there. sleep, polymorph, and fear, +2 or the characters throughout this level of At the same time, Arctigis will be better needed to hit; AL CE; Size L; the castle. If they make an untoward warned that the trap has been sprung. XP 1,700 each amount of noise at any time, you can He will prepare himself as if the All- allow Klavikus an Intelligence Check Seeing Eye discovered intruders out- When and if the characters are free (call his Intelligence a 17) to see if he side the castle—see the Arctigis NPC to examine the chamber, they will see hears the intruders. Of course, you capsule on page 15. that a door stands in the wall of the can give the check a hefty negative throne room directly opposite the modifier if the PCs are relatively 6. Good Moaning! entry. This door leads to a stairway quiet— arguing in whispers, for The door to this room is closed, but that spirals upward. No other example. the latch is clean—it does not have entrances or exits can be found in the the abandoned look of the previous room (except for the front doors). 5. Another Empty Room doors encountered on this floor. If (Very Empty) anyone so much as attempts to listen The stairs spiral upward in a tight at this door, he will certainly hear the circle. The light from the “burning The door in the hallway between tragic sound of a woman crying. She lava” flickers at the base of the stairs, rooms 4 and 5 is stuck, similar to the wavers between a low moaning keen but quickly fades to inky darkness. door to room 4. If the party moves into the corridor beyond it, they will and a nearly hysterical wail— obviously, she is heartbroken. 4. Landing see that the door to room 5 is standing open. The door opens easily if pushed. The stairs climb through 120 steps, Within stands a low couch, very near approximately 60 feet upward for This room is empty, dry, and the door. A frail figure sits, hunched those characters who take the trouble featureless—except for the stair- over and buried in a woolen blanket, to keep track. It is very dark after the way that starts in the far corner of sobbing into her hands. first 10 feet—characters without their the room and spirals upward Only after the door is opened does own light source, or infravision, will through the ceiling. she lift her head, and the PCs will see be quite blind from here on, except that she is a ghostly creature with a where light sources are specifically There is no stairway in this room, horrid, snarling visage. The creature mentioned. nor is there anything else here. The immediately opens her mouth and door contains a teleporter, however, screeches a horrible sound—the The stairway ends at the floor of a and any characters passing entirely death cry of a banshee. still, dark room. A thick layer of through it are instantly teleported. dust, grown pasty with condensed Any characters who start through the Groaning Spirit (Banshee): AC 0; moisture, gives the air a moldy door and then decide to change their MV 15”; HD 7; hp 38; #AT 1; Dmg smell. The floor of the room does minds (say, because their companions 1d8; SA Wail causes death within 3” not seem to have been disturbed just blinked into apparent oblivion (save vs magic); SD +1 needed to hit, for years. before them) will find themselves immune to charm, sleep, hold, cold, stuck in the teleporter. They can electricity; MR 50%; AL CE; Size M; The door to this room is jammed move forward any time they want, XP 2,800 solidly shut. If the PCs smash it open but they cannot pull any part of their

21 The banshee will wail every round of ice spell across the door. seem. Gold coins have been scattered that the door remains open, unless After this, the death knight across the top of mounds of copper the characters enter the room. In this attempts to gate in a demon every and silver pieces. Many of the case she will shriek forward into melee round that it can do so. When and if “gems” are pieces of cleverly cut glass combat, lashing out viciously until the characters engage in melee com- that, at a distance, will seem to scin- slain. Her room is empty of items of bat, it abandons the use of magical tillate like the real thing. value. powers in order to fight with its two- Many of the swords and suits of The good news: her wail does not handed sword, +5 defender. plate mail are indeed magical, while cause Klavikus to begin gating in much of the rest has been enchanted demons. She does it several times a Death Knight: AC 0 (+ effect of only with Nystul’s magic aura. day on the average, and he’s used to sword); MV 12”; HD 9; hp 51; #AT The door into room 9 has a large the noise. In fact, he rather likes it. 1; Dmg 2d6+5 (+ effect of sword); keyhole in it. If the PCs have some- SA all power word spells; MR 75% how entered this room undetected, 7. Lair of the...Vampknight? (on roll of 11% or lower, spell one can peer through the keyhole to rebounds on caster); AL CE; Size M; see Klavikus, bored, waiting on the A dull flickering light is visible XP 4,500 other side. (Show the players the pic- from under the door to this room. It is ture on page 24.) If the demon has quite faint, and might not be noticed The death knight will not use its heard them, however, the room if the characters are carrying light fireball in these close quarters. It will beyond will be cloaked in darkness. sources of their own—any character fight soundlessly, and the wall of ice The purpose of this room is to draw not carrying a light can make an Intel- will help to soundproof the room, so intruders into it, where they can be ligence Check. Klavikus will not be alarmed by this restrained by one of the two traps in The door to this room swings open fight—unless the wall of ice is the room and slowly dismembered by easily if pushed. destroyed before the fight is over. Klavikus and his pals. Each of the traps is activated when the door Thirteen candles glow from niches 8. Treasure Room (sort of) between rooms 8 and 9 is opened. in the wall around the periphery of The first trap is mechanical: an this room. Each is tall and The door to this room is stuck and invisible net is strung across the ceil- slender—no wax yet runs from must be opened forcefully. Unless the ing of the room. It will cover the them. noise of this is silenced, Klavikus will entire floor (and everything on it) The walls of the room, between hear it. He will not intervene yet, but when it drops. Note that, even if the the candles, are hung with plush he will begin gating in his war party if characters have a detect invisible spell draperies of a deep crimson color. he has not already done so. in operation, the character with the The candlelight gives them the col- spell must state that he is looking at or of/fresh blood. In the center of There is another door in the right- the ceiling—the net is camouflaged the room, resting on a raised stone hand wall of this large room. The so as to be difficult to see, even with- platform, is a long box. Its lid near side of the chamber is empty, out the spell. The net can be dropped stands open. but many objects are piled on the by the players if they discover it floor and against the wall on the first—they simply have to cut a loop Any character who thinks to ask other side. at each corner and in the middle. Or immediately recognizes the box as a Small mountains of gold coins it could be burned, or magically coffin. Even as the PCs open the door, are heaped across the floor. Bril- destroyed—it is mundane in every a body sits up in the coffin and liant gems gleam from these piles. respect. beckons them inward. Swords, shields, several long staffs, Characters caught in the net can This creature resembles a vampire and shirts of plate armor can be cut themselves free in 1d6+1 rounds. in every way—it is dressed in a black seen—the piles are so high that While trapped, they suffer a +4 pen- silk robe, and its face is pasty white. It there is no telling what might lie alty to their Armor Class. If they even has long white fangs. But it is, in under the surface. attempt to fight within the net, they actuality, a death knight. It attempts are unable to use missile weapons. to lure as many of the PCs as it can This room does contain treasure, Attacks with melee weapons suffer a into the room, and then casts its wall but not perhaps so much as it might

22 -4 penalty on all attack rolls. gems, 800 gems (1d6x100 gp each), & AD darkness 10’ radius, create illu- Spellcasting might be possible—a 100 swords (nonmagical), 12 swords sion, cause fear, levitate (as 12th-level character must make a successful Dex- +1 (all types), 50 suits of plate mail magic-user), detect magic, read lan- terity Check immediately before cast- (nonmagical), eight plate +1, and guages, dispel magic, polymorph ing a spell (during the same round). assorted staves, figurines, sacks, and self, telekinesis (5,000 gp weight), Failure means that the tugging of the vials, all nonmagical project image, symbol of fear, symbol net interfered with the somatic por- of discord tion of the casting, and the spell does 9. Lair of Klavikus The room contains the table and not work. chair shown in the illustration, and The two doors to this room are both The second trap is magical, and is thousands of books. Each wall is lined locked. If the PCs somehow manage also triggered when the door between with bookshelves that are filled to to approach either door without hav- rooms 8 and 9 is opened. The effect of bursting. Dozens of stacks of books ing alarmed Klavikus, then they can this trap is to cast a slow spell upon are scattered around the floor. On the peek through one of the keyholes and every character in the room. The table, carefully marked with a silken see something: show them the picture room will radiate magic if a detect bookmark (unless the PCs have sur- on page 24. If the demon has been magic is used; a dispel magic will prised Klavikus in this room) is a alerted, however, the room will be negate the effect of the trap. The slow heavy tome entitled, The Effects of cloaked in darkness. spell can be dispelled either before or Drought Upon the Farm Economies The locks on the doors were manu- after it goes into effect. of the Eastern Realms. factured in the Abyss, and are far Klavikus will hear any disturbance sturdier and more complex than most of the treasure in the room, even if he mundane locks. A penalty of -50% has not previously discovered the NPC Capsule applies to all thief attempts to pick presence of the characters in this part locks. If the roll fails by more than of the castle. He will begin gating in Klavikus 20%, the demon hears the clumsy his team. Type IV Demon Guardian attempt. Klavikus will attack the PCs in this The doors are also very sturdy. Any room, with as many of his demons as AC: -6 person attempting to bash one of he can muster, as follows: MV: 6”/15” them in suffers a -2 penalty. They If he did not hear the party until Hit Dice: 8+8 (61 hp) have an inherent magical resistance of they reached this room, he will attack #AT: 1 66% vs. spells cast against the doors, when he has gated in 12 demons, or Damage: 1d12+1 door frames, or locks. when the PCs seem ready to leave the Special Attack: Whip pulls victim The number of demons encoun- room-whichever comes first. (He into ring of fire for 4d6 tered here will vary depending upon will have the first demon gated in points of damage the amount of warning Klavikus has watching through the keyhole to Special Defense: +1 or better weap- had regarding the presence of the warn him if the party prepares to on needed to hit PCs. See the NPC capsule on this leave.) Magic Resistance: 75% page to determine the nature of the If he heard the party previously on Alignment: Chaotic Evil encounter. this floor of the castle, he will attack Size: Large (12’ tall) Type III Demons: AC -4; MV 9”; when he has gated in 20 demons. Ten HD 10 (45 hp each); #AT 5; Dmg will attack through the hallway, and Special Abilities (All can be used as 2d6/2d6/1d3/1d3/1d4+1; MR the other 10 will accompany their often as desired, but only one per 60%; AL CE; SZ L (9 1/2’ tall); SA & master through the door between the round): darkness in a 10’ radius, SD darkness 10’ radius, fear, levitate, rooms. He will hurry his attack if the cause fear (as a wand of fear), detect polymorph self, pyrotechnics, teleki- party seems ready to leave the room, magic, read magic, read languages, nesis (4,000 gp weight) however. detect invisible objects, cause pyro- Type IV Demons: AC -1; MV 9”/ If the PCs take the time to go technics, dispel magic, suggestion, 12”; HD 11 (51 hp each); #AT 3; through the treasure, they will discov- telekinesis (6,000 gp weight), symbol Dmg 1d4/1d4/2d4; SA +2 to hit; er the following items: 20,000 gp, of fear, symbol of discord, symbol of SD +1 or better needed to hit; MR 100,000 sp, 500,000 cp, 10,000 fake stunning, 70% chance to gate in a 65%; AL CE; SZ L (10 1/2’ tall); SA

23 demon of Type III (80%) or Type IV Klavikus will read anything. An offer The two secret doors in the room (20%) of a spell book will always buy passage work with the same type of mecha- for a party of characters. A lesser tome nism as opens the door to the room Special Equipment: ring of protec- will have only a chance of success. itself. The one to the right opens into tion, +4 on AC, +2 on saving throws Assume a base chance of 50%, modi- a circular chamber containing a spiral fied up or down for the rareness of the staircase very much like the one Klavikus has been ordered to guard tome, the quality of its contents and between the throne room and this the Witch-King’s citadel by none binding. Increase this chance if the level of the castle. other than Orcus himself. The Prince PCs offer several books. The other secret door opens into a of the Undead detected in Klavikus He might even be persuaded to small closet. Here, Zhengyi has stored seeds of ambition that caused Orcus allow a single character to teleport off some of his most cherished mementos some considerable unease. The solu- to get some books—but he will make of his former life as a mage. However, tion: assign him to an important sure to keep other PCs, unarmed, as this door is protected by a double trap guard post on the Prime plane, to hostages. arrangement. Players must detect the serve for 500 years. In that time, Klavikus does not suggest trading two traps individually, since one is in Orcus hopes to decide upon a more the characters’ lives for books—the the ceiling and the other is in the permanent solution. players have to think of it themselves. If floor. Klavikus does indeed aspire to rule the demons force them to surrender The areas of effect for the traps are in the Abyss, but Orcus tricked him (see Tactics of Klavikus) the party is tak- shown as two semi-circles on the map. into this pledge of service. He spends en into the room with his books, so The inner circle is hit by the ceiling his time now (measured in centuries) they get this clue as to his interests, trap: a two-foot-thick slab of stone reading. The thousands of books he however. falls to the floor when the secret door has gathered here are only part of his is pushed open (not when the catch is library. Though he cannot leave the Tactics of Klavikus released). Any characters caught citadel, and in fact cannot leave this under the slab suffer 12d6 points of If Klavikus becomes aware of room except to attack some enemy of damage. The trap releases with a loud intruders in his part of the citadel, he the Witch-King (and, hence, enemy “clunk,” however, so characters will attempt to use his gate ability every of Orcus), he collects new books all standing at the very edge of the area round until he has gathered a force of the time. He gates in weaker demons of effect can be given a Dexterity 20 demons, or is forced into combat. whenever his supply of unread books Check to see if they can jump out of Keep track of the number of each type. begins to drop, and sends them the way. That brings us to trap #2: If Klavikus has the chance to throughout the realms, and indeed The second trap affects the floor assemble all 20 of his demons, he will the planes, to steal more volumes. around the area of effect of the ceiling attack with his full force when the PCs Then, when his room begins to fill trap. The floor around this area are in room 8, or if they walk past the with books he has read, he bullies his swings freely downward, depositing entrance to room 9. subordinates into taking many of the any characters standing upon it into a tomes to the Abyss to await Klavikus’s deep pool of acid. Characters falling return. He has 112 years to go. 10. Going Up? into the pool suffer 12d6 of damage Klavikus has vowed to stand guard The secret door guarding the at first, and another 1d6 per round in the citadel of the Witch-King, but entrance to this room looks like a until they can be pulled out. The pool nothing more. Of course, he will attack blank section of wall. It can be is 10 feet below the surface of the and kill any intruders for the simple opened by pushing on one of the room. Characters standing at the amusement of it—other than reading, stones near the top of the wall, just to edge of the pit might be able to make that’s the only fun he gets to have. the right of the door. a fingertip grab of the edge of the Knowing this, Orcus didn’t bother to trap as the floor falls away—give make him extend the pledge. The large, L-shaped room is empty them a Dexterity Check with a -8 However, Klavikus can possibly be and featureless. There seems to be modifier. Oh, and don’t forget to bribed into letting intruders live. The no dust on the floor, and the air is have them make saving throws for any price, of course, will be books. Spell cool and dry. items that take the plunge. . . . books, map books, whatever— If any PCs manage to get a look

25 into the room, however, they might light. marked on the map (inside the dotted find it worth their while. It contains a By six days, the character suffers a lines) becomes a deadly trap. large wooden chest that is protected point of damage per turn spent in The floor swings away to either by nothing more than a simple poison sunlight. If given an opportunity, he side, separating in the middle, to needle trap in the lock. Of course, the will draw blood from any available reveal a nightmarish collection of poison is of Abyssian origin—saving source to drink it. He will not expose gears and grinders. Characters stand- throws suffer a -8 penalty. his craving to companions, ing on the falling floor will drop into The chest contains the following however—at least not a companion the gruesome machinery, although treasures: that will be alive after the vampiric you may allow characters very near to • A scroll, with these spells, as cast PC is through with him. Also, the the edge of the trap to make Dexterity by a 30th-level wizard: fireball, light- character’s canine teeth have begun Checks with a -8 modifier. Success ning bolt, meteor swarm to grow. This is a subtle effect, notice- means that they grabbed the lip of • A scroll, with these spells (also at able only to a character who specifi- the trap at the last minute. level 30 ability): teleport, globe of cally looks. Those unfortunate characters fall- invulnerability, mass invisibility After seven days, the transforma- ing into the grinders will suffer dam- • A potion of levitation (four tion is complete, and the character is a age. Some characters might slip doses) vampire in every respect. through cracks in the mechanism and • A ring of vampiric regeneration, These effects are cumulative, so a escape relatively unscathed, while with these special effects: immunity character wearing the ring for four others might catch the full brunt of to charm, sleep, and hold spells, days, and then taking it off for a the savagely cutting teeth. To deter- immune to poison and paralysis* while, will start right in on day 5 if he mine the damage suffered by each, • A robe of eyes puts it back on. The effects last after roll 1d20. The resulting number is the ring is removed, also—although, the number of d6 of damage that the * Any means of examination used an exorcize or wish spell can remove character suffers in the trap. upon this ring will not be able to dis- them. After turning into ground PC, tinguish it from a normal ring of The character wearing the ring is whatever is left of the characters will regeneration. However, this ring of unable to remove it. He does every- fall into a holding bin below the vampiric regeneration carries. certain thing in his power to conceal the machinery. Characters can possibly risks—it was created by Orcus himself changes from his comrades. He hides climb through the machine to and is imbued with the power of or flees from his companions in order safety—there are a lot of handholds. undeath. While this is the source of to retain the ring, and even fights A character will only suffer 1d4 d6s of its powers, it also causes a character them if necessary. damage in making this climb, but who wears the ring for a total of seven must either have help from characters days to become a vampire. The effects 11. Landing outside of the trap, or make a Dexter- become gradually apparent to the ity Check as he climbs out. Characters character. The stairway enters through: the failing that check will fall back floor of this small room and ends After two days, the character will through the trap. find sunlight on his body to be very here. There is a typical door set in the unpleasant. Inform the character wall of the room—and it’s not even 13. Poison Gas wearing the ring, but not the entire. locked or stuck. There is also a secret party, of this fact—you do not need to door leading directly to room 15 that This room is nearly as featureless as tell the player that the effect is caused allows players to bypass the traps on the last one, although, in addition to by the ring, of course. this level of the castle. the two doors, it has a number of After four days, the character small holes in the ceiling. When the thirsts for blood, such that if any 12. Slices, Dices, Makes door that leads to room 14 is opened, bloodshed occurs near him, he will Julienne Fries! a spray of poison gas rushes from the holes, filling the room instantly. As (surreptitiously) attempt to consume This long room is empty of visible the stuff. Also, by this, time, the char- the gas is of Abyssian origin and features, save for the doors at either exceptionally deadly, saving throws acter suffers 1 point of damage per end. When the door connecting the hour that he spends in direct sun- vs. poison are made with a -8 penal- room to room 13 is opened, the area ty to the die roll.

26 14. Fly the Fiendly Skies ter of the room. There are strange appropriate keys. runes carved into the surface of each The keys to these doors are kept in Once again, here is a room with of the doors. the towers (areas 17-20) outside of the nothing to offer but a pair of doors. The runes are intricate, but study main keep. The runes on the door And one of those doors—the one that will reveal that the runes on a given appears to lead into room 15—is in leading out of this room indicate one of the outer doors will match the which key is kept in the tower out that reality a false door. The facade of a runes on one of the. inner doors, door. regular door has been mounted on a although the match is always with one The keys in towers 17, 18, and 19 smooth stone wall in an effort to of the three doors that does not line open doors that. reveal blank stone entice intruders into the room. up directly with the outer door. The walls—there are no rooms beyond The reason: a teleport trap that outer doors are locked with typical them. They key in tower area 20 affects everyone in the room is acti- iron locks, and can probably be opens the door that actually leads to a vated when the fake door is pushed or picked by a high-level thief. These spiral stairway going up. pulled. The trap teleports the charac- doors will radiate powerful magic if a ters to the upper parapet (area 2) and detect magic spell is used. There is no also notifies Arctigis of the potential 17. Waiting Pool magical effect to the doors if and victims awaiting him. The white when they are opened from inside This room contains a 12-foot-deep dragon will prepare as if the All- this room. They will swing shut, how- pool of water than fills the room from Seeing Eye had spied victims (see the ever, if a character does not hold or wall to wall. The key to one of the Arctigis NPC capsule on page 15). otherwise prop them open. doors lies at the bottom of the pool: a The magic affects attempts to open gleaming golden device that can be 15. Ladder these doors from the outside. In easily seen if any light is allowed into the room. Standing against the curved outer short, it can’t be done—there are no The pool also contains an unnatu- wall of this room is a sturdy wooden doors leading from the outside into ral monster, enchanted with the com- ladder. It will radiate magic if a detect this room. There are false doors at the magic spell is used. However, this is top of the stairways leading from the bined power of Zhengyi and Orcus: a water weird. This monster is far more only caused by the effects of Nystul’s towers. However, pulling or pushing powerful than normal example of its magic aura— it has no effect on char- on these does nothing but activate a acters (other than, perhaps, to make slide trap on the stairs—and if the type. them a little worried.) The ladder door is pulled, it comes off in the climbs 10 feet into the ceiling of the character’s hand! Water Weird:, AC -4; MV 12”; HD 18+18; hp 104; #AT 3; Dmg room, and then another 10 feet The trap, when activated, causes drowning; SD sharp weapons cause through a narrow shaft in the stone, the stairs to flatten into a long slide. before it ends in the floor of the room Characters sliding down end up in the only 1 point dmg, cold spells slow it, immune to fire-based attacks, purify above. tower, unless they can make a Dexter- ity Check with a -10 modifier. Suc- water does 3d20 points dmg; AL CE; 16. The Round Room cess means that they have hurled Size L (20’); XP Value 13,840 themselves off of the slide and will If the water weird takes damage This huge room fills the entire fall 100 feet to the ground below. Failure, or no attempt, will slam the equal to its total number of hit diameter of the castle: It is empty. points, it is disrupted for two rounds. A round wall seems to mark a characters into the door to the tower (for 2d20 points of damage) and will It will form again at full strength on smaller circular room in the center the third round and be able to attack of this one. Several doors are visi- then deposit them inside the room. (See the encounters for areas 17-22.) that round. ble in the outer wall of the room, The inner doors are also locked, This water weird forms three and also in the wall of the round heads, instead of the usual one. Char- room in the center of this one. but here the lock is magically reinforced—it can never be picked. In acters struck by the monster must save addition, the inner doors have a mag- vs. paralyzation With a -10 penalty There are four doors around the to their saving throws or be dragged outer wall of the room. Each of these ic resistance of 100%. The only way these doors can be opened is with the under water and held there until the doors lines up with a door in the cen- monster is killed or the character dies.

27 A character dragged underwater 19. Corrosion Corral ture of 500 degrees. Any character not can survive for 1/3 his Constitution protected against the heat (such as by (round up) in rounds if he does not This room contains rust ravenous rust monsters. The poor creatures, a ring of fire resistance) will suffer fight. This number is halved (also 2d10 points of damage per round rounded up) if he attacks the water cute and cuddly though they are, have been nearly starved by the spent in the room. (Double, triple, or weird while underwater. In addition, quadruple this effect for characters of characters underwater suffer -4 pen- Witch-King. They will aggressively leap at any metallic objects entering very high levels, just as if this were a alties on all attack rolls and all dam- trap.) their little chamber, although each of age rolls (minimum damage of 1, A cast-iron key has been built into though). the creatures will stop to feed as soon as it manages to corrode something. the spearhead on the spear carried by Attempts to climb back up the one of the salamanders. This is the slide are not too difficult—a thief key needed to open the door to the 5 Rust Monsters: AC 2; MV 18”; receives a +20 modifier to his climb actual stairway leading to area 21. sheer surfaces check. A non-thief HD 5; 22 hit points each; #AT 2; Dmg Nil; AL N; Size M; XP Value character can do it by making a Dex- 21. Flight Deck terity Check (-6 penalty) or by 200 each climbing a rope dropped by another The stairway spirals upward into character. Once the trap has been The key in the center of this room is this room, circling around the thick sprung, however, characters will need made out of hard wood, and is conse- column that runs up and down a passwall or some other means-to get quently of no value to the rust mon- through the center of the castle. It back into the room at the top—the sters. Alas, it too opens a door to a finally ends at the floor of the wide, door, once closed, really does not exist false stairway. domed chamber. The shaft continues from this side! upward for another 30 feet, ending in 20. Salamander Salad Bar a high platform in the very center of the room. 18. Slime Pool The outside of this tower, includ- The floor of the room is empty of This room is essentially a vat full of ing the door, is hot to the touch. That’s because inside of it there are 20 other features, and the ceiling green slime colonies. Characters com- matches the shape of the roof of the ing through the door will find them- salamanders, held here by Orcus’s and Zhengyi’s trickery. For every castle. The All-Seeing Eye cannot be selves literally up to their eyeballs in seen from inside the room. The ceil- intruder that the salamanders slay, the stuff. The key in the room, natu- ing, if a detect magic is used, radiates one of their number is allowed to rally, is at the bottom of the pool. a powerful enchantment. return to the plane of Fire. They don’t like it here, so they vigorously This is because it is made of magi- 100 Green Slimes: AC 9; MV 0”; cal panels of silver. These panels will attempt to fulfill the conditions of HD 2; 8 hit points each; #AT 0; SA open, separating along the lines their release. turn victims to green slime; SD shown on the map as they fold down- immune to all attacks except cure dis- However, the salamanders cannot leave this room. Thus, anytime the ward, allowing the white dragon to ease; AL N; Size S; XP 620 each fly out or in at Arctigis’s, or Zhen- trap brings someone sliding into their gyi’s, command. The effect, if a char- domain, they will fight fanatically to A single cure disease spell will acter sees it, will be not unlike the prevent the victim from leaving the destroy 2d6 of the green slimes here. blooming of a rose, as the petals fold If 50 of them are killed in the center tower before he can be killed. outward. The All-Seeing Eye will of the room, a character can reach the remain poised in the air above the cas- 20 Salamanders: AC 5/3; MV 9”; key without becoming affected. tle when the roof opens. HD 7+7; 50 hit points each; #AT 2; (Note: this is not the key to the real Arctigis, if he’s still around when Dmg 2d6/3d6; SD +1 or better stairwell, so the PCs are not required the PCs get here, will be sitting on the needed to hit; AL CE; Size M; XP to get it in order to continue the platform at the top of the column. Value 1,300 each adventure). Like all of the rest of the surface of this column, the sides of the shaft are In addition, the room itself is lined with lead, and have a magic maintained at the blazing tempera- resistance of 100%.

28 Arctigis will defend his lair to the rope tied to one of the rungs, and immediately to the group at the gate best of his ability if he is here. If he then to cast a fly, levitate, featherfall, to warn them, while the other two, has already been defeated by the PCs, or similar spell. It will negate the using their fly ability, will attack any the room will be abandoned. effects of potions, but not rings or characters emerging from the shaft. The platform atop the shaft is other miscellaneous magical items. Two rounds after the alarm is smooth and flat, except for a round sounded, all of the demons will tele- hole, three feet in diameter, in the 22. The Gate to Orcus port to the party. The babau will actu- center. This hole radiates magic. It is ally teleport into the middle of the This huge underground chamber pitch dark within it, although any group of PCs, attacking in melee with contains the gate to the Abyss. It is attempts to shed light through it their halberds +2. while the nabassu guarded by minor demons, and rep- reveal the smooth walls of the shaft, stand back, using their vampiric resents the climax of the adventure at extending straight down. The shaft is attack power first, and then trying to nearly as wide as the outer column— the Witch-King’s castle. cast silence upon an object carried by characters who take the time to mea- a spellcaster among the PCs. sure will find that the walls of the A huge pool of lava casts flickering To insure a challenge for all levels shaft are only about one foot thick. tongues of fire, illuminating the of PCs in this encounter, double, tri- This hole is the only way to the whole of the vast cavern in a hellish ple, or quadruple the number of each gate, far below the castle, that is the light. Long stalactites extend down type of demon just as you would for connection between Vaasa and the from the ceiling, and their the damage done by a trap, if the Abyss. It has a permanent featherfall counterpoints—stalagmites— average level of the PCs is above 25. spell cast upon it, such that anything reach greedily up from the broken passing through the hole will flutter floor. 6 Babau (Minor Demons): AC -3; slowly downward. A silvery pool of smooth liquid MV 15”; HD 7+14; 55 hit points The shaft plunges nearly half a glows at the far end of the cham- each; #AT 1; Dmg 1d1O+9; MR mile, through the center of the castle, ber. The center of the cavern is split 50%; AL CE; Size M (7’ tall); XP Val- and into the depths of the earth. It cleanly by the huge and flaring ue 2,600 each; Specials: Suffer 1/2 terminates in the ceiling of a vast pool of lava, although a frail- damage from cutting and stabbing underground chamber—area 22. Its looking suspension bridge runs attacks, darkness 5’ radius, levitate, sides are smooth and featureless across the pool. fly, dispel magic (as 12th-level magic- except at the bottom. Here, about 10 A number of grotesque creatures user), polymorph self, heat metal, ray feet above the bottom of the shaft, are moving slowly about the silvery of enfeeblement gaze (20’ range), several metal rungs are anchored stur- pool in a ritual dance. All of them gate in another babau (25% chance), dily in the wall. Any character float- are gaunt and skeletal, and several all thief abilities at 10th level ing downward can grab one, if he have huge, batlike wings. decides to do so quickly. If not, he 2 Nabassu (Major Demons): AC - flutters through the end of the shaft. The silvery pool at the far end of 5; MV 15”; HD 5+20; 60 hit points The lower end of the shaft is also the chamber is the gate to the each; #AT 3; Dmg 2d4/2d4/3d4; MR enchanted with a permanenced spell. Abyss—it is a pool of mercury that 50%; AL CE; Size M (7’ tall); XP Val- This one is a dispel magic, however, radiates potent magic if anyone both- ue 4,000; Specials: iron or +1 or bet- cast at the 30th level of ability. It will ers to detect. Any character jumping ter weapons needed to hit, darkness automatically dispel the featherfall into it will emerge at area 1. 5’ radius, death stealing, energy spell. Characters will find the normal However, getting there can be a bit drain, etherealness (twice/day), para- effects of gravity again apply, and will of challenge. The demons on guard lyzation 10’ radius (once/day), regen- plunge the 200 feet to the bottom of here are mostly gathered at the gate, erate up to 20 hp per day, silence 10’ the cavern in a big hurry. but several remain near the mouth of radius, vampiric attack 20’ range The dispel magic has its usual the shaft that descends from the cas- (once/day), thief abilities: move chance of working on any spells cast tle. These babau demons cling to sta- silently, hide in shadows, backstab by the PCs, as well. A safe procedure lactites on the ceiling, keeping careful (All at 10th level) is for a character to lower himself watch. If any intruders emerge, or through the end of the shaft with a make any sound near the bottom of the shaft, one babau will teleport

29 CHAPTER 2: INTO THE ABYSS

Now that it is clear that the pool of mercury is a magical gate that allows You look at each other, then one free, to find yourself floating passage to another plane, the PCs of you finally says, “Are you talk- weightless in a bright, well-lit must decide whether to pursue the ing about stealing the Wand of grayness that seems to extend to Witch-Ring into the Abyss. In case Orcus from the Abyss and bringing infinity in all directions. Floating they need some more encourage- it to the Seven Heavens?” near you are your fellow adventur- ment, a well-timed Divine Interven- “Yup,” says St. Sollars, scratch- ers, and also nearby is a pool of rip- tion is called for. ing himself. “You got it.” pling silver—obviously the portal through which you entered the “Ahem.” St. Sollars will answer seven ques- Astral plane. A polite throat-clearing noise tions asked by the PCs. He grants cler- Then you feel yourself being from behind you causes you to spin ics a full, instant recharge of all spells dragged helplessly along toward a around, weapons and spells at the (warning them that once they travel pool of amethyst. You are sucked ready. But instead of another to the Abyss, they cannot recharge in, feel the terrible disorientation demonic threat, you see a short, any but first- and second-level spells). and nausea once again, and then stocky little man with huge angel’s He explains that the pool of mercury feel a wrenching, tearing sensation wings wearing a white robe. He will take them to Pazunia, top layer of within you. And suddenly it all calmly puffs on a cigar as he looks the Abyss, and that they will then stops, and you sit up to look at you. have to discover the way to the plane around. Your surroundings have “I’m Saint Sollars. Pleased ta of Orcus. Then he vanishes, taking totally changed—it is a barren, meetcha,” he says. the beer with him, but the smell of dusty place without life or green- cheap cigar smoke lingers. ery, baking beneath a hell-red sun. Indeed, this is St. Sollars the Twice- The PCs can enter the mercury The dusty plains are broken by Martyred, patron saint of Bloodstone pool, use another method to traverse three features: huge holes in the Pass, whose sigil is the Yellow Rose the Astral plane and find the Abyss, earth, great iron fortresses, and a and the Lone Star. He magically con- or give up the adventure at this point. winding, black river. Welcome to jures a table with a large pitcher of Assuming they enter the mercury the Abyss. beer and enough mugs for everybody, pool: and begins to pour. Since the PCs have traversed the The gleaming surface of the mer- Astral plane by physical means, they “I guess you’ve figgered out by cury pool ripples like water as you have their corporeal bodies and all pos- now that that bad hombre you’ve step into it. As you slowly sink into sessions, and do not have silver cords. been fightin’ is Orcus himself, the the liquid metal, the feeling of Remember that the magical bonuses of meanest dude this side o’ the implacable evil surrounds you. all weapons and armor are reduced by 2 Pecos,” St. Sollars says, taking a Slowly, slowly, your body descends. because of passage through the Astral deep swallow from his mug. He You look around one last time at plane to the Abyss. doesn’t explain what, exactly, the the Prime Material plane that sur- The PCs arrive in area 1 of the map Pecos is. “The big boss, ol’ Baha- rounds you. It is shimmering, on page 31. mut, don’t much like Orcus, and beginning to look indistinct and especially don’t want him messin’ cloudy, becoming transparent. 1. Arrival Point round this plane, you unnerstand. Finally, after a minute that seems “The only way to corral that an eternity, you descend all the way A silver pool of mercury, the one there demon an’ git him off’n your into the cold pool. through which you entered this backs once and for all is to corral Then, chaos! Tumbled and turn- hellish landscape, lies before you. that big skull stick o’ his and bring ed in a wild vortex, your body feels To the south is a dark, swiftly flow- it to me at my spread out Mercuria as if it is being turned inside out! ing river. way, over in the Seven Heavens, The disorientation is total as you and I’ll tell yuh how to git rid o’ it. are gripped with nausea and This is the first layer of the Abyss, Any questions?” dread. Then suddenly you break known as Pazunia, or the Palace of

30

1,001 Closets. Like all the layers of CE, Size L (MM, pg. 19) mune spell, but he will use it to further the Abyss, it is infinite in size. A 4 1-2 Nabassu, AC -5, MV his own plots. Compliance with any small part of the layer is shown on the 15”/15”, HD 5+20, #AT 3, request or demand of Pazuzu automat- map. If the adventurers want to Dmg 2d4/2d4/3d4, SA/SD ically changes the alignment of the explore further, the landscape is iden- spell-like abilities, MR 50%, character one step in the direction of tical: the winding course of the river, AL CE, Size M, Level VIII/ chaotic evil, with immediate applica- the strange holes in the ground, and 3,300 + 12/hp (MM2, pg. tion of all character class changes. at random intervals, the iron fortress- 40) Proper sacrifices, an atonement spell, es. 5 1d6 Chasme, AC -1, MV etc., may return the PC to his original The river is the Styx. The holes in 6”/21” (MC: D), HD 7+2, alignment. the ground are conduits to other lay- #AT 3, Dmg 2d4/2d4/1d4, If attacked, Pazuzu prefers to sum- ers of the Abyss. The PCs will have to SA/SD spell-like abilities, mon his bodyguard of six Type VI discover by trial and error (or appro- MR 40%, AL CE, Size M, demons, gate in 1d4 succubi (75% priate magical spells or items) which Level VIII/ 1275 +10/hp probability of success) to tempt the conduit leads to the plane of Orcus. (MM2, pg. 38) characters, plus use his spell-like or The iron fortresses usually house the 6 1 Demon Lord (entering or psionic powers. If defeated or outwit- material bodies of higher-level leaving iron fortress), choose ted by the characters, he is unlikely to demons and demon lords when they from Fraz-Urb’luu, Lolth, bear a grudge. are traveling astrally. These places are Pazuzu, or Kostchtchie (roll usually guarded by the demon’s ser- 1d4) 2. The Banks of the Styx vants who fight to the death to pro- tect their charge. If the characters attempt to fly by You are standing on the bank of a There is a chance per turn equal to any means, magical or not, there is a deep, swift, unfordable river. the party’s average character level 10% chance per turn (non- (but never greater than 75%) of a ran- cumulative) that they encounter This is the river Styx, which flows dom encounter according to the fol- Pazuzu, Prince of the Lower Aerial through the top layers of each of the lowing table (roll 1d6): Kingdoms. seven lower planes, plus various deeper levels of the Abyss. Any char- Random Encounters in Pazunia Pazuzu (Demon Prince), AC -9, acter who touches, drinks, or is MV 12”/36”//24” (MC: A), 155 hp, immersed in the river must make a D6 RollEncounter #AT 1, Dmg 1d8+8 (long sword & successful saving throw vs. spell or 1 1d6 Type III Demons, AC strength bonus), SA spell-like abili- instantly forget his entire past life, -4, MV 9”, HD 10, #AT 5, ties, SD +2 or better weapon to hit, including all spells. If the saving Dmg 2d6/2d6/1d3/1d3/ MR 90%, AL CE, Size M, Level/XP throw is successful, the river affects 1d4+1, SA/SD spell-like Value X/65,000 (MM2, pg. 41) the character as a forget spell cast by a abilities, MR 60%, AL CE, 15th-level wizard (no further saving Size L (MM, pg. 18) Pazuzu’s especial joy is to turn lawful throw is allowed). A character swept 2 1d6 Type IV Demons, good clerics and paladins from their away in the flood has normal chances AC -1, MV 9”/12”, HD 11, alignment to his service by offering of drowning, plus a 50% chance of #AT 3, Dmg 1d4/1d4/2d4, them the ability to call upon him for being dragged into another plane or SA/SD bonus of +2 to hit, aid at any time. He is willing to provide layer of the Abyss (determine at ran- need +1 or better weapon to information, direct assistance, the use dom) before reaching the shore. A hit, plus spell-like abilities, of his personal staff, or anything else small craft stands a 20% chance of MR 65%. AL CE, Size L the PC may desire. If the cleric or pala- capsizing, and a large one 10%. (MM, pg. 19) din calls on the aid of Pazuzu, Pazuzu Characters using water walk or fly to 3 1d6, Type V Demons, AC will in turn ask or demand a service in cross the river have a 40% chance of -7, MV 12”, HD 7+7, #AT return, ostensibly very innocent in nat- attracting 5d6 hydrodaemons, who 7, Dmg 2d4 x6; SA/SD spell- ure, but actually serving the cause of attack immediately. like abilities, +1 or better chaos. For example, Pazuzu might ask weapon to hit, MR 80%) AL the party to provide him with a com-

32 Hydrodaemons: AC 2, MV 6”/6” Alternatively, the PCs may summon other layers in the Abyss. Light or (MC: D)//24”, HD 9+36, hp 80 ea., charonadaemons by using any scrying devices or spells cannot sense #AT 3 or 5, Dmg 1d4/1d4/1d8/1d8/ conjuration/ summoning spells. Their any bottom to them. The characters 1d10, SA Energy Drain, SD various, skiffs hold 1d10 passengers at a time. can use magic to descend through the MR 70% to 1st level spells, AL NE, Their fee per passenger is any of the fol- hole, or climb down, using the rules Size L, Level VIII/3,450 + 14/hp lowing: a magical item, a bag of 10 pp, in the DSG, pp. 14-17, and the (MM2, pg. 30) or two gems of 50+ gp value apiece. If WSG, pp. 33-39. If a character someone tries to board without paying, should fall into the hole from any The safest method of crossing the the skiff and the charonadaemon point during the descent, he takes Styx is to summon Charon the Boat- instantly teleport away underneath the 20d6 hit points of damage and lands man or one of the charonadaemons. character, causing him to fall into the in the destination layer of the Abyss. Styx. The charonadaemons can pilot Once the characters have Charon: AC -5, MV18” over all their craft through the Astral and Ethe- descended 100 feet into the hole, the surfaces, hp 140, #AT 1, Dmg 2d4+ real planes as well as any of the lower following occurs: paralysis, SA Gaze inspires fear, SD planes (there is no branch of the river Nil, MR 120% to 1st-level spells, AL Styx on the home layer of Orcus). Tran- Suddenly you feel a lurching sensa- NE, Size M, Level X/22,000 +35/hp sit time for a trip by charonadaemons is tion, as if your entire body has just (MM2, pg. 28) 1d10 days, with the possibility of ran- been turned inside out. You look dom encounters en route. There is a tip, only to find that the surface Charonadaemon: AC -1, MV 15% chance that the charonadaemons world above you has disappeared. 18“, HD 10+20, hp 70, #AT 1, Dmg betray their summoners, either by Below you, about a hundred feet 2d4, SA Gaze inspires fear, SD Nil, delivering them to the incorrect plane away, you see light—your destina- MR 80% to 1st-level spells, AL NE, or place (85%) or leading them into an tion! Size M, Level VIII/5,300 + 16/hp ambush of other charonadaemons and (MM2, pg. 29) hydrodaemons (15%). The chance of It is too early to figure out what is betrayal can be reduced by paying below; the characters must descend Charon may be summoned only on higher fees. There is also a 10% chance the rest of the way to find out what the banks of the Styx, by any of the per day that the charonadaemons stop they see. following spells: holy or unholy word, to pick up other passengers (usually conjure elemental, summoning an higher-level demons who are 75% As you leave the conduit, you see it invisible stalker or aerial servant, or likely to be hostile to the party). as a tall, rocky column stretching casting a symbol of any type. He will far above you until it vanishes into appear with a large black skiff that The Conduits of Pazunia the dark sky. Then you look holds up to 10 people, and for a fee This general description fits all the around, to see what strange land- will ferry the party to the top layer of scape you have entered. any of the lower planes, or to the oth- conduit holes in the Palace of 1,001 Closets. er bank of the river, as desired. His 3. The Layer of Desert charge per passenger, which is non- negotiable, is a magical item, a silk You reach the edge of a huge hole, The stinging sand particles whip at bag with 100 pp, or two gems worth over a hundred yards in diameter. every patch of exposed skin as you at least 500 gp apiece. Transit time to The hole, it seems, goes on forever—a bottomless pit into find yourself in the middle of a any point, including just across the desert. The hot, black sand forms river, takes 1d100 turns. If attacked, infinity. You throw a rock into the hole, but it vanishes long before dunes out to the very limits of your in addition to his normal and special vision. Heat lightning shatters the attacks, he can command the river to you hear a sound of it striking bot- sky. rise up and attack the party as a 16- tom. The rough rock walls can be HD elemental. Any successful hit has climbed, but a slip would spell disaster. This layer of the Abyss is a never- the effect of being immersed in the ending desert of black sand with a river. If killed, Charon is restored The holes are actually conduits to sandstorm that never stops raging. within a single day.

33 The sand penetrates all backpacks, 4. The Glacial Layer 5. The Realm of Demogorgon pouches, and armor, spoiling food, water, oil, and anything else that sand The arctic winds howl as you exit The smell of rotting jungle vegeta- can ruin (think of a bad day at the the conduit, and the glare of the tion greets you before you can exit beach). There is a 10% chance per bleak white sun on the ice is blind- the conduit. You are at the edge of turn that the heat lightning will strike ing. The glacier seems to stretch on a range of jagged mountains, over- a randomly selected party member for into infinity. looking jungle that seems to go on full damage as a lightning bolt spell. forever. There is a river some miles If the PCs attempt to explore this This layer of the Abyss has effects away, and a path leading from the layer, they will encounter various similar to being trapped on the para- conduit toward it. demons (Types I-VI), plus giant scor- elemental plane of Ice, with an auto- pions, shadow mastiffs, dustdiggers, matic 1d6 points of damage per This is the home layer of Demo- dun puddings, crypt things, huge round for any characters not fully pro- gorgon, Prince of Demons. Use the purple worms, dune stalkers, groan- tected against cold. No fire-based map on this page. Demogorgon and ing spirits, huecuva, medusae, retch- spells work here. Orcus have been at war for thousands plants, vampires, volts, and other In addition to all types of demons, of centuries, and it is possible that desert wilderness creatures. No this plane is home to ice demons, ice once Demogorgon hears of the char- demon lords or princes make their devils, white dragons, ice para- acters’ mission, he will want to help. homes here; other creatures have only elementals, ice trolls, remorhaz, coffer This may provide alignment prob- standard treasures. corpses, ogre magi, sons of Kyuss, night lems for some characters. Then there hags, brain moles, frost giants, and ten- is the possibility that Demogorgon ebrous worms, none of whom have any may not be interested in listening to more than standard treasures. No the characters’ story, and take appro- demon lords make their homes here. priate action. In addition to the full range of C. Balor: As the path climbs into harm to Demogorgon, the demon demonic life (but no undead crea- the mountain, the party beholds a prince has all the powers of a Lesser tures), the plane of Demogorgon is great winged demon standing on a Power (Manual of the Planes, pp. filled with all types of dinosaurs, wild rock before them. 124-126) and uses them without mer- apes, and birdlike monsters. Crea- cy He prefers to capture rather than tures of animal intelligence have neu- Balor (Type VI Demon): AC -2, kill his victims, and tortures them tral or neutral(evil) alignments; MV 6”/15”, HD 8+8, hp 45, # AT 1, horribly throughout eternity, never intelligent creatures are all chaotic Dmg. 1d12+1, SA whip & flame for letting them die. evil. 4d6 plus spell-like abilities, SD +1 or Unless the PCs have successfully As with all the planes of the Abyss better weapon to hit plus spell-like gotten Balor to escort them to the described in this chapter, we behold abilities, MR 75%, AL CE, Size L (12’ throne of Demogorgon, the demon only the smallest section of these infi- tall) (MM, pg. 19) prince uses all his powers against nite planes. On a future journey to them. If the PCs are accompanied by the Abyss, things might look wildly “Do you tire of mortal life so much Balor, they are led to the throne of the different. that you seek to end it at the hands of demon, who has enlarged himself to The path leads to the castle of Prince Demogorgon?” the demon be over 50 feet tall. Demogorgon, with various marked hisses. The PCs can parley, attack, or Once convinced that the party is encounters en route. flee. If they parley, they can explain seeking the level of Orcus, he offers to A. Tyrannosaurus Rex: As the par- their mission to steal the Wand of aid them by granting each member of ty nears this fork in the road, they Orcus. Balor listens to the story care- the party a wish. Any party member hear a thundering noise, followed by fully, then tells them that if they dare, who accepts the wish is automatically the sound of snapping wood. The he will take them to Demogorgon to moved one alignment step toward earth begins to shake, and trees fall. plead their case. If they attack, Balor chaotic evil. If all the party members Coming toward the party, towering tries to gate in other demons. In addi- refuse the wish, Demogorgon angrily above the trees, are the heads of an tion to the stated chances of gating waves his hand and expels them all uncountable stampede of terrible type III or type IV demons, there is a from the layer. The party instantly giant lizards! 10% chance that Demogorgon him- reappears at area 1 of the Layer of self appears to enter the fray. If the Pazunia. 25 Tyrannosaurus Rexes: AC 5, MV PCs flee back toward the conduit, In the extremely unlikely event 15”, HD 18, hp 108 ea., #AT 3, 1d6/ Balor lets them go; if the PCs try to go that the party manages to fight and 1d6 5d8; SA swallow man-sized crea- around Balor toward the Palace of kill Demogorgon, all 100,000 ture whole on natural 18 or better, SD Demogorgon, Balor attacks them, demons in the city attack. If the play- nil, AL N, Size L (50’ long, 20’ high) first trying to gate in allies. ers survive, they should get a major (MM, pg. 28) D. Demon City: The Palace of reward indeed. Demogorgon rises several miles high B. River Crossing: Like most cur- in the center of a great city occupied Demogorgon: AC -8, MV 15”, rents through the Abyss, this is a by over 100,000 demons of all types. hp 400, #AT 3, Dmg Special, SA/SD branch of the river Styx. In addition The demons do not attack. For every spell-like abilities, Lesser Power abili- to normal hazards, this part of the riv- six turns (one hour) spent in the city, ties, +2 or better weapon to hit, MR er is home to a demon dinichtys. each PC is drained of one life-level 100%, AL CE, Size L (54’) (MM, pg. (no saving throw). 16) Demon Dinichtys: AC -5, MV 6” E. Palace of Demogorgon: The Pal- 1/21”, HD 10, hp 70, #AT 1, Dmg ace of Demogorgon is an incredibly 6. The Layer of Space 5d4, SA swallow man-sized creature ornate palace that stretches several whole on natural 15 or better, gate in miles up above the city. It is occupied You hear a rushing of wind as you Type IV demon (50% chance), SD by demons of all sorts, and contains near the bottom of the column, +2 or better weapon to hit; immune many magical traps and devices. It is but as you step out, you find your- to all water- based spells, MR 65%, impossible to approach the palace self on the very edge of infinite AL CE, Size L (25’ long) (based on without Demogorgon being aware of space! MM, pg. 25) the approach. Should a party intend

35 Each character must make a suc- 8. The Abyssian Ocean cessful Dexterity Check at -5 to Dex- uids, buffeted by strong winds. As terity on 1d20 or be swept into the you look out, you feel alternately This conduit hole is located on the void. This layer consists of infinite, heated by free-standing balls of edge of the river Styx, which runs gravity-less empty space—air exists, fire and chilled by the remains of into the hole forming a waterfall but there is no native matter. A huge, huge glaciers. The tug of randomly into the depths. rushing wind sweeps anything it changing gravity further disorients catches far away from the conduit, you. As usual when the Styx is involved, which is out of sight within seconds. any contact with the water, including Only magic has any chance of finding The maelstrom layer is similar to spray from the waterfall, causes full the conduit and getting back to Pazu- Limbo, but there are no safe zones memory loss effects. nia. There is no life native to the here. Characters unwise enough to As characters approach the bottom plane, but there is a 10% chance of venture out into this insanity will of the hole: encountering Pazuzu here. quickly find themselves alternately baked, frozen, drowning, or trapped Below you is a torrent of water that 7. The Maelstrom in sliding earth and, muck. Some fills the bottom 50 feet or so of the strange versions of life exist here, conduit shaft, coming from the An insane cacophony resounds in including gibbering mouthers, asco- waterfall above. the conduit as you reach the bot- moids, basidironds, crysmals, froghe- tom. Outside, you see...total cha- moths, kampfults, vargouille, and Water from the Styx has filled this os! Boulders, trees, and entire other creatures too bizarre for words. entire layer, which has become a deep landscapes are swept up in a tor- ocean. The exit from the conduit rent of water and other murky liq- shaft (which is well underwater) comes out into the bottom of the

36 ocean. Such spells as water breathing special, SA spell-like abilities, SD +1 still involve contact with the waters of or better weapon to hit, MR 80%, AL magmen, lava children, fire elemen- the Styx. If characters who make their CE, Size L (12’) (MM, pg. 19) tals, salamanders, red dragons, fire saving throws stay in contact with the giants, galeb duhr, etc. water (by being in it, say), they must Yeenoghu can be goaded into a make saving throws each turn. one-on-one fight with a party mem- 12. The Realm of Juiblex The Abyssian Ocean is filled with all ber with a wager of freedom for the manner of evil and monstrous under- party, but he uses his Lesser Power The nauseating stench of decaying water creatures, both freshwater and abilities to eliminate spells and magi- matter greets you as you near the saltwater, including water naga, marine cal items possessed by that party bottom of this conduit. trolls, aquatic ogres, dragon turtles, member—and cheats if he begins to giant pikes, kopoacinths, lacedons, lose. He is not interested in helping The adventurers are entering the green slime (giant size), morkoths, sea against Orcus, and only welcomes layer ruled by Juiblex, the Faceless dragons, throat leeches, giant squids, having new victims to torture in his Lord, as shown on the map on page eyes of the deep, kraken, pisco- dungeons. 38. The realm of Juiblex is filled with daemons, and hydrodaemons. all manner of living fungus and rot, 10. Queen of the Demonweb with the entire range of deadly 9. The Mansion of Yeenoghu Pits slimes, molds, and jellies living off each other’s putrid forms. A barren salt waste lies before you. Silence greets you at the bottom of A. Conduit Exit: All characters But in the distance you see an this conduit, as you step out into a must make one saving throw vs. poi- amazing sight: a mansion the size dungeon corridor. son at a -5 penalty for every three of a city, being pulled slowly by turns spent in this layer, or suffer the thousands of slaves. Gnoll over- This is the Web of Lolth, Demon effects of a stinking cloud spell. Char- lords whip them ceaselessly to pull Queen of Spiders, the 65th Layer of acters who save are still nauseated their burden. the Abyss. Module Q1, Queen of the enough that they cannot eat and keep Demonweb Pits, and GDQ1-7, their food down. In addition, the If the PCs attack the gnolls, they Queen of Spiders, contain details of innate magic of this layer instantly flee, but a flight of 100 Type IV this deadly layer. putrifies all nonmagical food and demons swoops down from the giant water carried by the party. Water is mansion to repel the attackers. 11. Layer of Rock changed into materi- al and food is changed into black pudding, both of which attack the 100 Type IV Demons: AC -1, MV A deep rumbling greets you as you contents of the PCs’ backpacks and 9”/12”, HD 11, hp 55 ea., #AT 3, reach the bottom of the conduit. pouches. Dmg 1d4/1d4/2d4, SA bonus to +2 As you look out into this layer of The landscape as far as the eye can to hit plus spell-like abilities, SD +1 the Abyss, you see a region of hot see is a putrid swamp filled with or better weapon to hit, MR 65%, AL lava flows, with volcanoes erupting unnatural colors, with an odor so CE, Size L (10 1/2’) (MM, pg. 19) in the middle distance. strong you can see the fumes rise. A For every hour the PCs remain in narrow path, wide enough only to If the demons are defeated, a fur- this layer, a new volcano erupts. allow single-file movement, is the ther 100 demons attack, and so forth, There is a 20% chance that a new only safe way to proceed. Stepping until the party is captured, flees, or is volcano erupts right where the PCs into the swamp at any point results in killed. If the party flees back into the are standing, sending a stream of the simultaneous effects of a green conduit, the demons do not pursue. hot lava onto the party for 10d20 slime, yellow mold, ochre jelly, and If the party surrenders or is captured, hit points of damage. black pudding (turn creature into they are taken before Yeenoghu. This layer is home to most types green slime, kill anyone who fails a of demons, plus creatures at home saving throw vs. poison, dissolve flesh Yeenoghu: AC -5, MV 18”, hp in this environment, such as 200, #AT 1 (special), Dmg 3d6 + at 3d4 points/round, corrode metal).

37 If characters fly or levitate above the drained creature, AL NE, 2d6, SA&SD spell-like abili- swamp, the swamp spews forth great Size M (MM2, pg. 96) ties, MR 45%, AL CE, Size M columns of muck as high as necessary 2 Giant Gelatinous Cube (1, (MM2 pg. 37) to cover the characters, with the above appears to be a clear lake effects. filled with jelly): AC -5, MV C. The Palace of Juiblex: The evil B. Random Encounters: There is a 21”) HD 100, hp 400, #AT stench of this noxious swamp gets far chance equal to the party’s average 10, Dmg 10d6, SA paralyza- worse as the characters approach what character level (but no greater than tion, surprise on 1d3, SD seems to be the largest heap of decay- 75%) each turn of a random encount- immune to cold, electricity, ing garbage in all the planes of er from the following table: fear, holds, paralyzation, existence—the palace of Juiblex polymorph, and sleep itself. The area around the palace is Random Encounters: Realm of attacks, MR 75%, Size L filled with manes, bar-lgura, and Juiblex (Roll 1d4) (100’ per side) (MM, pg. 43) type II and IV demons, all of whom 3 Green Slime Colony (1,000‘ prey on each other. Several attack the D4 RollEncounter slimes): AC 9, MV 6”, HD party as it nears the palace; if the 1 Giant Obliviax (one per party 2,000, hp 8,000, #AT 1 pseu- attackers are not instantly repelled by member): AC 0, MV Nil, HD dopod, Dmg special, SA great force, a great mob joins in. Din- 10, hp 20 ea., #AT special turns victim into green slime, ner time! (memory drain range 60 feet, SD immune to all weapons Juiblex is not interested in the visit victim must save vs. spell at and spells except cure of normal creatures, regardless of -5 or lose all memories from disease, AL N, Size L (MM, what they have to offer, and attacks last 24 hours, including all Pg. 49) full-force anyone with the temerity to memorized spells), Dmg Nil, 4 Bar-Lgura (20): AC -3, MV enter his lair. If he appears to be los- SA can cast stolen spells, SD 9”@15”, HD 6+6, hp 35 ing, he teleports away. His palace con- form imitation of memory- ea., #AT 3, Dmg 1d6/1d6/ tains many treasures, including rings

38 of plant control, an alchemy jug, an A search of the corridors (if Urdlen ty. (The food is all poisoned with a - amulet of life protection (always is defeated) reveals an immense, 10 penalty to the saving throw, but worn), a bag of transmuting, a chime bulky treasure of tons of jewels and death only sets in 12 hours after the of hunger (which he uses in melee), a precious metals that have been bro- food is eaten, so it may appear safe.) periapt of foul rotting, pipes of the ken, tarnished and melted in sacrifi- That night, any characters who have sewers, a scarab of insanity, and a tal- cial ceremonies. The value of the not eaten are visited by those NPCs isman of ultimate evil. treasure is in the hundreds of millions most dear to them, or by beautiful of gold pieces, but so is the bulk. maidens or anything else their hearts Juiblex: AC -7, MV 3”) hp 176, desire—but these are all succubi or #AT 1, Dmg 4d10, SA spell-like abil- 14. The Layer of Delusion type VI demon assassins who seek an ities plus spew slimes, SD +2 or bet- unguarded moment to kill their vic- ter weapon to hit, MR 100%) AL CE, Sunshine, bright light, and the tims. Size L (MM, pg. 17) sound of children at play greet you If at any point the characters try to at the bottom of this conduit. As escape or resist the delusion of this 13. The Realm of Urdlen you look out, you see an unbeliev- layer, the entire landscape turns vio- able sight—you’re home again! lently against them—not only do The exit from this conduit is filled The village of Bloodstone lies angry mobs of their friends and loved with solid rock. before you, and running toward ones rush to kill them, but even the you is the beautiful Lady Chris- trees, grass, and buildings are alive This entire layer is a solid mass of tine! and evil. rock, with some tunnels, corridors Be as devious and nasty as you can. and chambers hollowed out. The rock This indeed appears to be Blood- This layer should be deadly. is solid granite. Magical means may stone Pass, but it is actually the Layer allow passage; characters using magic of Delusion, a sentient being seeking 15. Baphomet’s Maze should also figure out how to find to destroy all who enter by simulating their way back to this conduit, or else a pleasant environment. Its power is The conduit ends in a dungeon be lost forever. About 50 feet into the such that it can mask itself against the corridor, with exits in four direc- rock is a narrow corridor that leads in range of normal detect spells, includ- tions. a winding, mazelike fashion deep ing the innate detect evil ability of into this layer. paladins. This is a small part of the maze of This is the home of the evil gnome- All the NPCs of Bloodstone Pass Baphomet, Demon Lord of Mino- god Urdlen, the Crawler Below, a are present, welcoming the heroes taurs. The walls shift and change, so Lesser God who appears as a huge, home. Quillan the Sage shows up to learning the path on one visit means dead-white furless mole with claws of tell the heroes that they have evident- nothing. The current configuration steel. He lusts for the blood of any ly found an interplanar conduit that of this section of the maze is shown on human, humanoid, or demi-human. brought them back to Bloodstone, the map on page 40. There is a chance He smells the fresh blood of the party and that they can return to the Abyss per turn equal to the party’s average if they enter any of his corridors, and soon, “after you’ve regained your level (but no greater than 75%) of an appears to attack them within 1d10 strength and restored your magic.” encounter with a band of 1d12 mino- turns of their arrival. Quillan tells them he has discovered a taurs with special powers: new source of magic, and gives each Urdlen: AC 2, MV 12”(36”), hp of them what seem to be the magical Minotaurs: AC 6, MV 12”, HD 544, #AT 2, Dmg 4d4 +7 (x2), SA items of their dreams, holy swords 6+3, hp 35 ea., #AT, Dmg 2d6 + Nil, SD permanent blur spell, MR +10, rod of infinite spell casting, etc. 4 (halberd +4) SA breath weapon or 100%, Size L (8 1/2’ long), AL CE, The items all appear to work while in magic (see below), SD surprised only powers of 8th-level cleric, 10th-level this layer. on a 1, MR 50%, AL CE, Size L fighter, 13th-level illusionist, 12th- Nothing untoward happens until (MM1, pg. 71) level assassin, plus all Lesser Power nightfall, after a wonderful, delicious divine abilities in home plane. banquet has been offered to the par-

39 Minotaur Special Powers (roll 1d10) and is currently being held in the This layer of the Abyss appears to dungeons of the Prince of the be just like a standard Prime Material 1 Lightning Breath Weapon (as Undead. (See Baphomet’s NPC Cap- plane. There are forests, rivers, lightning bolt spell) sule on page 64 for details.) Under- mountains, and other normal fea- 2 Gas Breath Weapon (as standably, the minotaurs of tures. Even the ambient light is nor- repulsion spell) Baphomet’s Maze are anxious for the mal, rather than the strange, eerie 3 Gas Breath Weapon (save vs. return of their lord. If the characters illumination common on these lay- poison or die) parley with the minotaurs and reveal ers. 4 Cold Breath Weapon (as cone their destination, 1d6 minotaurs This layer is the home of the semi- of cold spell) (randomly generated breath abilities) demons: cambions (offspring of 5 Flame Breath Weapon (as offer to accompany the characters to human females and demons) and alu- fireball spell) serve as henchmen until Baphomet demons (offspring of human males 6 Gas Breath Weapon (save vs. can be liberated. Accepting the offer and succubi). Feared by their human paralyzation or be perma- of the minotaurs to accompany the relatives and despised by their demon nently paralyzed) party does not cause an alignment relatives, many have moved to this 7 Clerical Spell Use at 10th shift; freeing Baphomet, on the other layer of the Abyss. They live in small level hand, could be considered a chaotic villages and war on each other con- 8 Magic-User Spell Use at 10th evil act. stantly. They are sterile, and so there level are no children. 9 Illusionist Spell Use at 10th 16. Lair of the Semi-Demons If members of the party approach level the village, there is a 50% chance 10 Type VI Demon Abilities This layer of the Abyss looks rela- they will be attacked immediately by tively normal. There is a small 5d100 soldiers (a mix of cambions Baphomet, demon ruler of mino- town a few miles distant. and alu-demons). If not attacked, taurs, has been captured by Orcus they will parley with the party mem-

40 bers. They are not interested in the and Appendix B of module T1-4, The ings) or 12” in human form, HD 49 activities of other planes, but might Temple of Elemental Evil. (444 hp), #AT 2 or 4, Dmg 2d6 (x2) provide assistance to the characters if The entire floor of this level has or 2d4 (x4), SA spell-like abilities they help destroy a neighboring vil- been turned to mud by the water plus all Lesser Power abilities, SD +2 lage. Of course, helping demons prey from the river Styx. Touching the or better weapon to hit, MR 100%) on each other changes the alignment floor at any point has the same effects AL CE, Size L (M in human form), of party members one step toward as any contact with the river itself. (T1-4, pg. 123) chaotic evil. The caverns are used to grow the various molds and slimes that are 18. The Palace of Graz’zt 17. The Caverns of Zuggtmoy known as Zuggtmoy’s Beloved: ascomids, basidironds, violet fungi, This conduit opens up inside an This conduit hole is located on the brown molds, russet molds, yellow elaborate fortress, with marching edge of the river Styx, which runs molds, ochre jellies, gray ooze, phy- squads of demons carrying pole into the hole forming a waterfall comids, black pudding, brown pud- arms drilling in the halls around into the depths. ding, dun pudding, white pudding, the entrance to this layer. green slime, olive slime, ustilagor, See encounter area 24 for details. and zygoms. All these are found in This is the Palace of the Demon At the bottom of the hole, the charac- profusion. If the PCs should destroy Prince Graz’zt, shown on the map on ters find themselves in a network of any of the fungi, there is a cumulative this page. The entire infinite layer is caverns—a small node of the layer 10% chance per act of destruction one huge palace, the court of millions inhabited by Zuggtmoy, Demoness that an angry Zuggtmoy will appear of demon soldiers drilling constantly Lady of Fungi. In addition to the and attack. for war against both Demogorgon information presented in this section, and Orcus. When the characters it is useful to study Dungeon Level 3 Zuggtmoy: AC 0 (body)/ -2 appear in the conduit entrance, a (head), MV 15” (6” on walls or ceil- guard patrol of 100 Type III demons 3 Type V Demons: AC -7, MV There is a 10% chance per turn that commanded by a Type V demon, 12”, #AT 7, Dmg 2d4 (x6), SA spell- Fraz-Urb’luu becomes aware of the weapons at ready, demands that the like abilities, SD +1 or better weap- trespassers in his domain and tele- characters sheath their weapons and on to hit, MR 80%, AL CE, Size L ports in to attack, using his special come with the patrol. If the characters (MM pg. 19) deception ability to gate in another battle the demons, a new squad of demon prince or princess to attack the 100 demons enters the room every 3 Female Type VI Demons: AC - party. The terrain alters as necessary to two rounds until the characters 2, MV 6”/15”, HD 8+8, hp 50 ea., hinder the party and help Fraz- escape, die, or parley. (Use BATTLE- #AT 1, Dmg 1d12+1, SA whip & Urb’luu. SYSTEM™ rules to resolve this battle, flame for 4d6, SD +1 or better weap- should it occur.) If the characters par- on to hit, MR 75%) AL CE, Size L Fraz-Urb’luu: AC -2, MV 12”/ ley, the commanding Type V demon (MM pg. 19) 18” (MC:D), hp 466, #AT 3 and 1, offers to escort them to the nearby Dmg 13d6 (x2)/3d6 or 1d12, SA throne room of Graz’zt himself. If the PCs explain their crusade spell-like abilities, SD resistances, against Orcus, Graz’zt offers to assign MR 100%, AL CE, Size L (MM2, pg. Type III Demons (100): AC -4, them several Type VI demons as sol- 39) MV 9”) HD 10, hp 50 ea., #AT 5, diers, and to send his army into the Dmg 2d6/2d6/1d3/1d3/1d4+1, layer of Orcus when the PCs have suc- 20. Glacier of Kostchtchie SA/SD spell-like abilities, MR 60%, cessfully captured the wand. If the AL CE, Size L (MM, pg. 18) PCs agree to this deal, their align- The arctic winds howl as you exit ment moves one step closer to chaotic the conduit, and the glare of the If the characters are escorted to the evil. Graz’zt keeps his deal if the PCs bleak sun on the orange ice is throne room (area “B”), Graz’zt, the accept, and gives them a magical blinding. The glacier seems to most handsome of demon rulers, and whistle that will summon an army of stretch to infinity. his court of beautiful lamia, succubi, 10,000 Type III demons to fight and demonesses await. Orcus when the PCs are ready. Of This glacial layer is the home of the After being captured by a sorcerer course, when the PCs escape the layer demon Kostchtchie. As in area 4, this from the Prime Material plane at a of Orcus with the wand, Graz’zt plane is so cold that unprotected crea- crucial moment in a battle against the attacks them to steal it. tures suffer an automatic 1d6 points troglodytes, harpies, and bar-lgura, of damage per round, and no fire- he escaped at the cost of being con- 19. Realm of Fraz-Urb’luu based spells work. fined to his own layer for a century. There is a 10% chance per turn, This layer appears to be a totally cumulative, that Kostchtchie senses Graz’zt: AC -9, MV 12”, hp 372, flat and featureless plane that the intruders and appears, riding his #AT 2, Dmg 2d6 +6, SA spell-like stretches to infinity. giant white dragon mount and abilities, SD +2 or better weapon to accompanied by a pair of leucrotta. hit, MR 100%, AL CE, Size L (MM2, This is the layer of Fraz-Urb’luu, Kostchtchie wields a hammer +5 of Pg. 39) the Demon Prince of Deception. This giant size (18/00 Strength to carry, layer is totally alive to the wishes of opponents hit by it must save vs. 3 Lamia: AC 3, MV 24”, HD 9, hp the demon, and shapes itself however paralysis or be stunned for two 65 ea., #AT 1, Dmg 1d4, SA spell- its ruler desires. The land also radiates rounds). like abilities, Wisdom drain, SD Nil, a powerful anti-magic. After six turns In addition, there is a random AL CE, Size M (MM, pg. 59) in this layer, there is a 90% chance for encounter chance equal to the aver- each magical item other than an arti- age party level (but no greater than 3 Succubi: AC 0, MV 12”/18”, fact or relic to lose its dweomer and 75%) of appearances by ice demons, HD 6, hp 40 ea., #AT 2, Dmg 1d3/ become powerless. Charged items ice devils, ice para-elementals, ice 1d3, SA energy drain, SD +1 or bet- may be recharged on leaving the lay- trolls, remorhaz, night hags, or frost ter weapon to hit, MR 70%) AL CE, er; other items are now normal and do giants. Size M (MM, pg. 18) not regenerate.

42 Kostchtchie: AC -3, MV 6”, hp 192, tom of the conduit the water rushes but if the characters want to worship #AT 1, Dmg 2d6+10, SA/SD spell- out into another branch of the Styx. at the temple inside the gates, they like abilities, MR 100%, AL CE, Size This is the realm of Feng-Tu, home may do so, and receive a bless spell M (MM2, pg. 40) of the Chinese powers Tou Mu, God- from the deities. Characters who dess of the North Star, and Lu Yueh, accept this blessing move one align- White Dragon: AC 3, MV 12”/ God of Epidemics. See the map on ment step toward chaotic evil. 30”, HD 7, hp 56, #AT 3, Dmg 1d4/ this page. The realm of Feng-Tu The gods themselves will not 1d4/2d8, SA cone of cold breath appears as a mighty citadel, Oriental appear to the characters. weapon, 4 1st-level MU spells, AL in appearance, that rises up a branch CE, Size L (MM, pg. 34) of the Styx called How Nai-ho. Across 22. Temples of Kali the river from the conduit is the Gate 2 Leucrotta: AC 3, MV 18”, HD 9, of the Demons, Kuei-Men-Kuan, This is a realm of jagged peaks and hp 49 ea., #AT 1, D 2d6+6, SD rear which is large enough to permit ele- blood-red, tropical vegetation. A kicks (2 for 1d6+1 hp ea.), AL CE, phantine behemoths to pass through narrow path runs from the moun- Size L (MM, pg. 60) easily. The gods hold sway over a tains where the conduit is located household of manes and demons of down into the deep jungle below. 21. Realm of Feng-Tu all sorts. If the PCs cross the river and This is the realm of the goddess This conduit hole is located on the present themselves at the gate, Type Kali, who represents destruction banks of the river Styx, which runs V demon guards demand their busi- incarnate. See the map on page 44. into the hole forming a waterfall ness. If the PCs try to fight, the walls The winding paths through this layer into the depths. around the fortress are instantly filled of the Abyss lead to the goddess’s with Type III demons armed with decaying temples, overgrown with See area 8 for details. At the bot- crossbows +3. The gods are not inter- scarlet vines and crimson flowers. ested in the PCs’ conflict with Orcus,

43 This level is inhabited by most sorts healing, and invulnerability, scrolls of 50 7th-level Assassins: AC 8, MV of demons (especially nabassu), plus protection from illusions, plants, poi- 12”, hp 21 ea., #AT 2, Dmg 1d4 + giant centipedes, spiders of all types, son, and traps, a book of vile dark- poison, SA assassination table, all su-monsters, volts, will-o-wisps, ness, necklace of strangulation, thief and assassin skills, SD none, AL assassin bugs, asian elephants, leu- scarab of death, hat of disguise, and a CE, Size M crotta, spirit naga, and various molds sword +2, nine lives stealer. and slimes. 23. Vaprak of the Trolls Each temple of Kali is occupied by Kali: AC -9, MV 27”, hp 558, monks. There are three senior monks #AT 4, Dmg 4d10 (x4), SA spell-like The smell of rotting jungle vegeta- and 50 junior ones; all appear to be abilities, 10th-level cleric/druid, tion greets you before you can exit human. They welcome travelers and 15th-level magic-user/illusionist, the conduit. invite them to worship. (Worshiping 15th-level assassin, 13th-level monk, Kali results in a movement of one step all Lesser Power abilities, SD fear, MR This layer is home to Vaprak, demi- toward chaotic evil.) Characters who 100%, Size L, AL CE (LL, pg. 71) god of trolls and ogres. Thousands of refuse to worship are invited to shelter both types of creatures live in the in the temple, and are then attacked. 3 Rakshasa: AC -4, MV 15”) HD swamp. There is a 10% chance per If the characters have previously 7, hp 40 ea., #AT 3, Dmg 1d3/1d3/ turn of encountering Vaprak. killed the Grandfather of Assassins, 1d4+1, SA ESP and illusion, MU Kali herself appears and attacks; oth- spells as 5th-level MU, Cleric spells as Vaprak: AC 0, MV 15”, hp 296, erwise, the temple monks are all the 1st-level Cleric, SD immune to spells #AT 3 (as 16+ HD monster), Dmg characters must contend with. under 8th-level, magical weapons 2d10/2d10/1d12, SA spells as 10th- The three senior monks are all rak- under +3 do half damage, immune level cleric, SD regenerates 7 points/ shasa; the 50 junior monks are all 7th- to nonmagical weapons, AL LE, Size round, +1 or better weapon to hit, level assassins. Each temple contains a M (MM pg. 81) MR 100%, Size L, AL CE (LL, pg. 96) treasure of potions of climbing, extra-

44 24. Lair of Laogzed 25. Layer of Evil Incarnate 26. The Realm of Orcus This is the lair of Laogzed, demigod This conduit leads to the realm of of the troglodytes. Use the map on The darkness below radiates even Orcus. Go to Chapter 3. this page. greater evil than that which perme- Laogzed is a vile and disgusting ates the rest of the Abyss. 27-30. Iron Fortresses creature whose appearance suggests both toad and lizard. His oozing skin This is the Layer of Evil Incarnate. Each of the four iron fortresses is is covered with patches of dead flesh. At the bottom of the conduit, all inhabited by a major demon: Ahri- He prowls the caverns looking for good-aligned characters must make a manes, Aseroth, Dagon, or Eblis. prey; there is a cumulative 10% saving throw vs. spell; failure means Their physical bodies are protected chance per round that Laogzed smells instant death. Mortals of evil align- here while they are traveling astrally. the intruders and rushes to attack. ment are instantly polymorphed into At the first sign of trouble, they bodaks (no saving throw) and vanish return. Laogzed: AC 0, MV 15”) hp 374, into this layer, never to return. Mor- The fortresses are each guarded by #AT 1 (as 16+ HD monster), Dmg tals of neutral alignment, and good- 10 Type V demons. These guards 6d10, SA stinking cloud at will, spell aligned characters who make their warn would-be intruders to go away, use as 15th-level cleric (harmful spells saving throw, are randomly flung into and make no aggressive moves. There only), SD skin causes 3d6 points of another layer. Roll 2d12 +1 for each is no treasure in the fortresses, and damage automatic damage if touch- character flung into another layer. nothing to be gained by attacking the ed, plus victim must save vs. poison at Each character goes to the layer repre- demons. If the PCs attack a fortress, -4 or die. Weapons touching the sented by that encounter number (3- the major demon returns and begins skin must save vs. acid or be 25; results of 25 become 26). to gate in as much as possible. destroyed, MR 100%, Size L, AL CE (LL, pg. 97)

45 CHAPTER 3: REALM OF THE UNDEAD

zu appear. In this layer, Pazuzu is and lightning, AL CE, Size M The Realm of Orcus being paid by Orcus to battle any (FF, pg. 78) The home layer of Orcus is the creatures he finds in the sky, and he 5 Sons of Kyuss (2d6): AC 10, 333d layer of the Abyss, and that is does so, using his powers to gate in as MV 9”, HD 4, #AT 1, Dmg where the conduit from encounter many opponents as possible. Pazuzu 1d8, SA fear 30’ radius, suc- area 26 in Chapter Two leads. is highly intelligent and prefers to flee cessful hit has 25% chance of The Palace of Orcus lies in a deep and summon more help if the PCs giving advanced leprosy, valley surrounded by immense seem to be winning. See the previous worms from eyes attack near- mountains honeycombed with nar- chapter for statistics on Pazuzu. by characters & burrow into row passages. Smaller valleys in the Since Orcus is Prince of Undead, all brain in 1d4 rounds to turn mountains contain cities of undead types of undead creatures as well as victims into Sons of Kyuss, and a variety of other encounters, most types of demons inhabit this SD regeneration 2 hp/r, AL described in this chapter. The palace plane. It is known that a large popula- CE, Size M (FF, pg. 83) itself and its surroundings are tion of skeletal monsters, various sorts 6 Spectres (2d6): AC 2, MV described in Chapter Four. See the of zombies, huecuvae, shadows, 15”/30”, HD 7+3, #AT 1, map on pages 48 and 49 for a descrip- sheet phantoms, vampires, and death Dmg 1d8, SA energy drain, tion of this area. knights are found here, as well as oth- SD +1 or better weapon to The passageways that weave and er creatures. For each turn spent in hit, MR sleep, charm, hold or twist through the mountains are cut this layer, there is a chance equal to cold - based spells, AL LE, Size deeply into the rock. They are made the average party level (but not M (MM pg. 89) of solid stone, well worn and quite greater than 75%) of a random 7 Ghouls (4d12): AC 6, MV slippery. The walls on either side are encounter using the following table: 9”, HD 2, #AT 3, Dmg 1d3/ climbable by a thief at normal 1d3/1d6, SA paralyzation, chances, and extend upward approxi- Random Encounters in the Realm of MR immune to sleep, charm, mately 100 feet. The contour lines Orcus (roll 1d8 + 1d12) AL CE, Size M (MM, pg. 43) shown on Map 10 describe the tops of 8 Babau (2d6): AC -3, MV the walls, not the pathways or valley Roll Encounter 15”, HD 7+14, #AT 1 bas- encounter areas, which are considered 2 Nabassu (1): AC -5, MV tard sword +2, Dmg 2d4 to be at 1,000 feet. (The River of 15”/15” (MC:C), HD 5+20, +9, SA spell-like abilities, Acid, demon cities, and the Palace of #AT 3, Dmg 2d4/2d4/3d4, SD cutting and stabbing Orcus itself are all at 0 altitude.) As is SA spell-like abilities, thief effects do only half damage clear from inspection of the contour abilities, SD harmed only by but cold iron weapons do lines, most sections of the path are iron or +1 or better weapons, +2, MR 50%, AL CE, Size M steeply canted either up or down, MR 50%, AL CE, Size M (MM2, pg. 36) which affects both combat and move- (MM2, pg. 41) 9 Chasme (2d6): AC -1, MV ment. 3 Demilich (1, encountered as 6”/21” (MC:D), HD 7+2, Although only a small section of a skull and a few bones in the #AT 3, Dmg 2d4/2d4/1d4, this layer of the Abyss is shown here, middle of the path): AC -6 SA/SD spell-like abilities, note that this mountain completely and special, MV special, hp buzzing causes sleep, MR surrounds the Palace of Orcus, and 50 and special, #AT special, 40%, AL CE, Size M (MM2, extends off the map edges for several SA/SD numerous, MR vul- Pg. 38) miles. Most of this layer of the Abyss nerable only to specific spells, 10 Dretch (5d10): AC 2, MV 9”, consists of this labyrinthine moun- AL N(E), Size M (MM2, pg. HD 4, #AT 3, Dmg 1d4/ tain, but it is not known by Prime 33) 1d4/1d4+1, SA/SD spell- Material plane scholars what other 4 Shadow Demons (2d6): AC like abilities, MR 30%, AL terrain types might occupy this realm. varies, MV 12”/18”, HD CE, Size S (MM2, pg. 38) Characters who try to fly rather 7+3, #AT 3, Dmg 1d8/1d6/ 11 Rutterkins (5d6): AC 1, MV than walk encounter hordes of 1d6, SA leap attack, SD 12”, HD 5+1, #AT 2, Dmg chasme, and also have a cumulative undetectable 90% of time, 1d6+1/1d6+1, SA/SD 10% chance per turn of having Pazu- MR immune to fire, cold, spell-like abilities, MR 40%,

46 AL CE, Size M (MM2, pg. 41) 19 Skeleton Warriors (2d6): AC 12 Vrocks (Type I Demon) 2, MV 6”, HD 9+12, #AT 1 ing a deep bowl-shaped valley (4d6): AC 0, MV 12”/18”, vorpal sword, Dmg 1d8+3 about 600 yards in diameter. Sheer HD 8, #AT 5, Dmg 1d4/ plus sever head, SA +3 to cliffs surround you on all sides. 1d4/1d8/1d8/1d6, SA/SD hit, SD cannot be turned, Four paths wind steeply up into spell-like abilities, MR 50%, MR 90%, AL N(E), Size M the mountains. AL CE, Size L (MM, pg. 18) (FF, Pg. 79) Facing you is a large winged 13 Hezrou (Type II Demon) 20 Death Knights (2d6): AC 0, demon carrying a sword and a cat- (5d4): AC -2, MV 6”//12”, MV 12”) HD 9d10, #AT 1 o’-nine-tails with barbed ends. He HD 9, #AT 3, Dmg 1d3/ unholy sword +5, Dmg 1d8 is at the head of a troop of smaller 1d3/4d4, SA/SD spell-like +8, SA spell-like abilities, demons that look like goat-horned abilities, MR 55%, AL CE, rides nightmare, SD cannot dogs with four arms. Size L (MM, pg. 18) be turned, MR 75% plus “Cower in fear, little maggots,” 14 Wights (8d6): AC 5, MV chance of spell turning, AL the winged demon hisses, “for you 12”, HD 4+3, #AT 1, Dmg CE, Size M (FF, pg. 23) have entered your worst night- 1d4, SA energy drain, SD sil- mare!” He motions, and his forces ver or magic weapons to hit, Throughout the previous chapter attack! MR immune to sleep, charm, and this one, characters have encoun- hold, cold, AL LE, Size M tered numerous situations that could This battle can most easily be (MM pg. 100) change their alignment toward chaotic resolved using BATTLESYSTEM™ 15 Mummies (5d10): AC 3, MV evil. If a character’s alignment becomes rules. 6”, HD 6+3, #AT 1, Dmg chaotic evil while in the Abyss, he is 1d12, SA fear, SD magical instantly transformed into a bodak. Ter-soth, Brigade Commander weapons only, and do half Such bodaks turn on the other party (Type VI Demon): AC -2, MV 6”/ damage, MR immune to members until they are killed. A wish 15”, HD 8+8, hp 72, #AT 1, Dmg sleep, charm, hold, cold, poi- spell is required to change a bodak back 1d12+1, SA whip & flame for 4d6, son, paralysis, AL LE, Size M to its human form—but a wish spell in plus spell-like abilities, SD +1 or (MM pg. 72) the Abyss must be granted by the near- better weapon to hit, MR 75%, AL 16 Ghosts (2d6): AC 0 (or 8), est Power able to do so—one of the CE, CR 12”) CB +1, Size L (MM, pg. MV 9”) HD 10, #AT 1, Dmg demon lords. And the demon lords 19) Age 10d4 years, SA magic jar, prefer to have the bodak. If the bodak panic, SD cannot be attacked is captured by the party and taken with 100 Type III Demons: AC -4, MV by spells from non-ethereal them when they leave the Abyss to 9”, HD 10, #AT 5, Dmg 2d6/2d6/ creatures, AL LE, Size M another plane, then a wish spell can 1d3/1d3/1d4+1, SA spell-like abili- (MM pg. 43) succeed. After that, proper atonement, ties, MR 60%, AL CE, Size L (MM, 17 Vampires (2d6): AC 1, MV sacrifices, and quests are needed to Pg. 18) 12”/18”, HD 8+3, #AT 1, have a chance of restoring original Dmg 1d6+4, SA energy alignment. Paladins changed into The demons have a command post drain, SD +1 or better weap- bodaks can never regain their pala- that guards the conduit. If the battle on to hit, MR various spell dinhood under any circumstances. goes against them, Ter-soth abandons immunities, AL CE, Size M his men and flies away at full speed, (MM pg. 99) trying to get to the Palace of Orcus to 18 Huecuva (10d10): AC 3, MV Encounter Areas warn him of the powerful invaders. If 9”, HD 2, #AT 1, Dmg 1d6, he successfully escapes, the PCs will SA disease, SD hit only by sil- 1. Conduit be unable to get surprise when they ver and magic weapons, poly- enter the palace, and all encounters morph self 3/day, MR A lightning bolt shatters the eerie with variable numbers of creatures immune to all mind- silence and briefly disturbs the will be at maximum numbers. influencing spells, AL CE, blood-red sky of this plane, reveal- The guard post contains a mess hall Size M (FF, pg. 51) for the demons and private quarters

47

for Ter-soth. In a chest in Ter-soth’s 3. Dimwold’s Lair Int: Average (but egotistical) quarters can be found the loot he has Size: Medium (5’ tall) taken from visitors to this layers of the This cul-de-sac is the home of a fire Abyss, including gems and jewelry mephit named Dimwold, who spies Mephits are the evil messengers worth 125,000 gp (encumbrance value on the party from the moment they and errand-runners of the lords of the enter this layer until either they dis- 250,000 gp), potions of delusion, Abyss. They are connoisseurs of the speed, and super-heroism, rings of cover they are being watched or com- vulgar and tasteless; they have plete encounter 2. regeneration and wizardry, a rod of rul- extraordinarily twisted senses of ership, dust of appearance, helm of Dimwold’s treasure trove consists humor (to a mephit, the sight of a brilliance, mirror of life trapping, and a of 12 platinum pieces, a dagger +1, creature writhing in agony is excruci- and a mirror of opposition he stole robe of powerlessness. atingly funny). They particularly Unknown to the party unless they from Ter-soth (area 1). He carries all delight in tormenting the helpless. items on his person. The lair consists happen to use magical means, they They normally wear clothes of the are being spied on by a fire mephit of filthy bedding, some outrageous most garish design and color possible named Dimwold, who is further clothing (think of every polyester and are often seen puffing on cheap plaid nightmare you’ve ever seen, all described in area 3. cigars. They strut and swagger like worn together heedless of color), and All four paths from this bowl lead every cheap hood you’ve ever seen in upward. paper rolled around exceedingly foul- a gangster movie. They have shrill, smelling dried vegetation (cheap annoying voices. The fire mephit is cigars). 2. The Lake of Fire dull red in color, with thin streaks of black over its body. It is about five feet Horrible screams greet you as you NPC Capsule tall, with functional wings and fangs. look out over a long, narrow lake Dimwold is angry with Ter-soth for reporting him to higher demons in filled with boiling lava. Demons Dimwold the Mephit with pitchforks jab at pitiful the palace for goofing off. The report got Dimwold cashiered, and he’s screaming people trying to escape AC: 5 the awful pain. been scrounging in the mountains MV: 12”/24” (MC: B) ever since. No free trips to the Prime HD: 3+1 This is a test of alignment. What is Material plane, no wonderful swims hp: 20 actually going on is that the lake is in the Lake of Fire, no humans to #AT: 2 filled with magmen and lava mephits torment—life just isn’t fun anymore. Dmg: 1d3/1d3 enjoying themselves, with a perma- And besides, Dimwold is a genius nent illusion spell making them among mephits. He really should be a Special Attacks: Breath weapon appear to be human. The screams are full-fledged demon and boss around shoots a jet of flame 15’ long and 1’ in created by magic mouth spells. The some underlings. Yeah, that’s the diameter for 1d8+1 damage (save for demons are real, but are simply relax- ticket! He could really be somebody. half damage) or blanket of flame 5’ ing by a pleasant lake. Yeah, live in a great palace with lots of square immediately in front of Characters who do not penetrate servants, and...no, better yet, why mephit for 4 pts. of damage to all in the illusion and who do not attack the not have his own layer of the Abyss, a range, no saving throw, 3/day. Heat demons move one alignment step demonic kingdom all his own, and be metal and magic missile (two mis- closer to chaotic evil. Characters who married to Morganna the Fair siles), once each per day; 25% chance do attack must fight 100 Type III Demon, yeah! That’s it! to gate in another mephit (if gate suc- demons (stats as in previous encount- Dreaming grandiose dreams and ceeds, 25% chance each of fire, lava, ers), several of whom try to escape to scrounging food and coins from smoke, or steam mephit), usable once reveal the characters’ presence to minor demons (using a mirror of per hour. Orcus. The mephits and magmen opposition to create warriors to battle simply ignore what’s going on. his enemies), Dimwold has been Special Defense: Touching mephit Dimwold the fire mephit watches waiting for his ship to come in, and with bare hands causes 1 point of this encounter as well. now it has. He watched when the par- damage

50 ty of humans appeared in the con- These are crypt things. There are 24 return to the Abyss to establish duit, and watched them fight their of them. They sit silently, like statues. domains for themselves. way through the demon guards. And When the characters reach the center In addition to claw/bite attacks, then he watched how they dealt with of the valley, all 24 creatures rise and nabassu can cause shadows (20’ radi- the Lake of Fire. Now he knows just point bony hands at the party. us), shed darkness (5’ radius), and use how to use these humans for his own their death stealing gaze, all once per interests. . . . 24 Crypt Things: AC 3, MV 12”, round. Death stealing requires the HD 6, hp 48 ea., #AT 1, Dmg 1d8, victim to make a successful saving As soon as the party completes SA teleport victims randomly (80%) throw vs. spell or become a ghast or encounter 2, Dimwold approaches or paralyze and turn them invisible ghoul controlled by the nabassu. If a them, a funny little character in plaid (20 %), SD +1 or better weapon to nabassu turns someone into a ghast or suit and derby. hit, cannot be turned by clerics, AL ghoul, it gets an automatic bonus of 2 Determine Dimwold’s motives by N, Size M (FF pg. 21) hp and ½ AC improvement, plus a the following method: Give the party free death gaze attack on another vic- 3 points if they defeated the demon tim (save vs. spell or become a guards in area 1 easily, 2 points if they Under the thrones of the crypt things shadow). Nabassu also have thief fought hard, 1 point if they took casu- can be found treasure of 21,000 gp, abilities to move silently, hide in alties, and 0 points if they lost or fled. 1,400 pp, and 20 gems worth 11,000 shadows, hear noise, and backstab as Also give the party 3 points if they gp, plus the following magical items: 1st-level thieves. They can be harmed saw through the illusion in area 2, 2 elixir of madness, philter of glibness, by iron or +1 or better weapons. points if they fell for the illusion but scroll of protection from acid, ring of They have gathered a treasure of didn’t attack, 1 point if they blinking, ring of mind shielding, rod 75,000 gp, gems and jewelry worth attacked, and 0 points if they lost. of security (10 charges), wand of force 117,000 gp, and the following magi- Roll 1d6 and add it to the total. (30 charges), quiver of Ehlonna, cal items: potions of growth, human On a total of 1-4, Dimwold decides shadow lanthorn, and a stone horse control, and poison, rings of contrari- that he can get back in Orcus’s good (destrier). (DM Note: These magical ness, air elemental command, and graces by turning these idiots over to items are all from ) weakness, bag of devouring, cloak of the demons. On a total of 5-8, he poisonousness, crystal hypnosis ball decides that the liches in area 6 could 5. Death Stealer (tuned to Orcus), and a deck of many use these humans to further their own things. plot. On a 9-12, Dimwold decides This narrow valley is lined with that these humans can win against caverns. 6. City of the Liches Orcus, and wants to help them in hopes of punishing his enemies and This is the lair of 50 immature At the end of this path is a great maybe gaining power of his own. nabassu (death stealer) demons, not stone wall with a gate of iron. The Dimwold can’t be trusted, but at yet ready to enter the Prime plane. rooftops of a city can be seen over least he always acts in his own self- the wall, but no sound is heard. interest, which makes him predicta- 50 Young Nabassu: AC 4, MV ble. He is very knowledgeable about 15”/15” (MC: C), HD 5, hp 35 ea., This is a city entirely inhabited by the mountains around the palace, #AT 3, Dmg 2d4/2d4/3d4, SA/SD liches. If Dimwold has decided to and has a 50% chance of knowing see below, MR 15 %, AL CE, Size M turn the party over to the liches, he about dangers in the palace itself. (MM2, pg. 40) encourages them to pound on the gate (“I got friends in there, yeah, 4. Valley of the Crypt Things Nabassu are born in the Abyssal they’ll help you out for sure!”). If he planes, but must sojourn in the Prime is helping the party, he tells them not This narrow valley is lined with Material until they drain the life from to go inside. If the party tries to open ornate thrones carved from solid 18 humans, creating evil undead in the gate or tries to contact the inhab- rock. On each throne sits a pale, the process. This gives them addition- itants of the city, the gate slowly solitary skeletal being wearing a al hit points and Armor Class benefits creaks open, revealing a silent, dead brown, hooded robe. until they reach full maturity and can city, magnificent in architecture but

52 deathly cold. the liches, they are in for a battle roy- Type VI Demon: AC -2, MV 6”/ The city is inhabited by 100 liches, ale. The liches are all able to cast 15”, HD 8+8, hp 72, #AT 1, Dmg 12 demiliches, and 12 death knights. spells of the highest level, and do so 1d12+1, SA whip & flame for 4d6, in concert. In the unlikely event the plus spell-like abilities, SD +1 or Lich: AC 0, MV 6”, HD 11+, #AT PCs manage to defeat the population better weapon to hit, MR 75%, AL 1, Dmg 1d10, SA spells as magic- of the city, then they should find a CE, CR 12”, CB +1, Size L (MM, pg. user/cleric of 18th-level each, touch magical treasure beyond price, 19) paralyzes opponents who fail saving including 40-50 miscellaneous magi- throws, SD various spell immunities, cal items and the artifact known as Solar: AC 9, MV 18”/40”//18”, +1 or better weapon to hit, AL N(E), The Hand of . hp 177, #AT 4, Dmg 2d6+5, SA/SD Size M (MM, pg. 61) spell-like abilities and immunities, 7. Nest of the Chasme MR 85%, AL LG (MM2, pg. 111) Demilich: AC -6 and special, MV special, hp 50 and special, #AT spe- You hear a loud buzzing noise The magical bonds holding the cial, SA/SD numerous, MR vulnera- down this path. solar in the flames can only be cut ble only to specific spells, AL N(E), with a magical sword (the solar can Size M (MM2, pg. 33) This is a nest of chasme demons. communicate this fact to the party by telepathy), but cutting the bonds Death Knight: AC 0, MV 12”, HD 50 Chasme: AC -1, MV 6”/21” instantly destroys the sword (no sav- 9d10, #AT 1 unholy sword +5, Dmg (MC: D), HD 7+2, #AT 3, Dmg ing throw). The solar doesn’t know 1d8+8, SA spell-like abilities, rides 2d4/2d4/1d4, SA/SD spell-like abil- about the sword destruction. nightmare, SD cannot be turned, MR ities, buzzing causes sleep, MR 40%) The solar’s name is Gabriel, and he 75% plus chance of spell turning, AL AL CE, Size M (MM2, pg. 38) serves Bahamut. Once freed, the solar CE, Size M (FF, pg. 23) Their lair contains a treasure of a grants a reward to the party members lance +3, quarterstaff +5, sun depending on average party level: If These creatures believe themselves blade, and a “final word” broad 20 or less, he grants the party one to be far superior to the demons who sword (engraved with the name wish, casts one each (if needed) rule this layer. They thus seek to dom- “Lastquip” in runes). regenerate, resurrection, and restora- inate a layer of the Abyss of their very tion spell, grants clerics a spell own. Overthrowing Orcus would be 8. The Trapped Solar recharge of all spells up to 4th level, very much in accordance with their and summons a ki-rin to assist the plans. Therefore, they are quite will- party for the rest of this adventure; if ing to parley with the PCs and aid The twisting path leads into a box 21-50, he casts one each regenerate, them in overthrowing Orcus. If canyon filled with demons dancing resurrection, and restoration spell, Dimwold believes the PCs to be hap- around a burning pyre. Bound to a recharges clerical spells up to 4th- tall stake in the center of the flam- less idiots, he gets the Lich King alone level, and grants one wish; if 50-75, ing pyre is a tall humanoid with to tell him that. The liches use their he grants a wish and recharges clerical powerful magic (such as time stop or a skin the color of molten copper, spells up to 4th level; if 76+, he wish) to capture a party member, bronze hair and topaz eyes, with recharges clerical spells up to 4th then blackmail the party into working copper-gold wings. level. Under no circumstances will the with the liches to defeat Orcus. They solar stay and help the party. A group of 10 type VI demons has have many magical items and are pre- The solar teleports away after captured this solar and brought him pared to loan them to the PCs to help to this corner of the Abyss to torment. granting favors to the party. them to victory—with the proviso The solar is magically bound to the that if the PCs win, then the liches Ki-rin: AC -5, MV 24”/48”, HD stake. Although the flames cannot will take over the layer. 12, hp 72, #AT 3, Dmg 2d4/2d4/ kill him, they do cause him great The liches are totally untrust- pain, but the stoical solar does not 3d6, SA magic use, SD spell-like abil- worthy, and double-cross the PCs as acknowledge his pain to the demons. ities, MR 90%) AL LG, Size L (MM, soon as they are victorious. Pg. 57) If the PCs should decide to fight

53 9. Ghost Garden or magical weapons (for full damage), Skeletal Mountain Manifestations MR can only be attacked by spells (Roll 1d8 per party member) A tall wall of stone surrounds this from creatures in ethereal state, AL area. Through the gate you see a LE, Size M (MM, pg. 43) Roll Manifestation bare space nearly half a mile in 1 Giant Skeletal Fist (AC 2, diameter. In the center is a dead 10. Skeletal Mountain MV strikes in 6” range, can- tree. The ground is littered with not move, 50 hp, #AT 1, gold, jewels, weapons, and what The floor of this entire area is cov- Dmg, effects of Bigby’s seem to be magical items. ered with bones. Filling most of clenched fist spell the valley is a huge mountain 2 Skeleton Warrior (AC 2, MV An immense amount of treasure is made entirely of bones, stretching 6”, hp 50, #AT 1, Dmg in this garden, sure temptation for upward nearly 4,000 feet. Mixed in 1d20) greedy characters. In fact, all the trea- with the bones are some gleaming 3 Giant Mouth (AC 2, MV sure is real, and it does not seem to be pieces of metal. strikes in 6” range, cannot guarded. Invisible ghosts lurk here, move, 50 hp, #AT 1, Dmg waiting to trap the unwary (that’s This mountain contains the bites for 10d6 points) where all this treasure came from). remains of all skeletons ever 4 Skeletal Ettin (AC 2, MV The ghosts don’t attack when the destroyed on the Prime Material 12”, hp 50, #AT 2, Dmg characters first enter the garden. plane, plus those weapons, armor, 2d8/3d6) For each square in area 9 (of the treasures, and miscellaneous magical 5 Skeletal Tyrannosaurus (AC map on pages 48 and 49) that the items not taken by adventurers. The 2, MV 15”, hp 50, #AT 3, characters explore, there is a 5% entire mountain is alive, and forms Dmg 1d6/1d6/5d8) cumulative chance of the ghosts into strange skeletal shapes. For every 6 Giant Skeletal Hand (AC 2, attacking. If ghosts attack, multiply three rounds spent in this valley, there MV strikes in 6” range, can- the average party level times the is a percent chance equal to the aver- not move, 50 hp, #AT 1, number of times the ghosts have age party level of the skeletal moun- Dmg effects of Bigby’s crush- attacked. For example, on square 1, tain manifesting 1d4 shapes per party ing hand spell) there is a 5% chance of ghosts attack- member, all of which attack as 12+ 7 Skeletal Chromatic Dragon ing, and a number of ghosts equal to HD monsters, using the table below. (AC 2, MV 6”/18”, hp 50, the average party level attack. On Like all skeletons, manifestations of #AT 6, Dmg 2d8/3d6/2d10/ square 10, there is a 50% chance the the mountain suffer only half damage 3d8/3d10/1d6) ghosts attack. If they do attack and from sharp or edged weapons, are 8 Skeletal Storm Giant (AC 2, this is the third attack, then a number immune to sleep, charm, hold, and MV 15”, hp 50, #AT 1, Dmg of ghosts equal to three times the cold - based spells, and take 2d4 points 7d6) average party level attacks. of damage from a vial of holy water. If there is no ghost attack, or if the They attack until destroyed. 11. Lair of the Dire Whiner characters defeat the ghosts, they can For each turn the party members check the square for treasure. First, search, there is a 50% chance per turn The ground underneath you roll percentile dice. On a roll of 1-60, of finding treasure or magical items. begins to get soggy and swam- roll 1d20 and check Table II .A. Mon- If treasure or magic is discovered, roll plike. With each step you take, etary Treasure, DMG, pg. 120. On a percentile dice. On a roll of 1-60, roll you hear a sucking sound as your roll of 61-00, roll d100 again and 1d20 and check Table II. A. Monetary feet pull up out of the muck. In the check Table III and subtables, DMG, Treasure, DMG, pg. 120. On a roll of center of this area is a stone throne pp. 121-125. You may substitute 61-70, roll d100 again and check on which sits an immensely fat and Table III and subtables from UA, pp. Table III.C.; 71-80, check on Table incredibly ugly hag. 84-89, if you wish. III.F.; 81-90, check table III. G.; 91- 00, check Table III. H. You may sub- Ghosts: AC 0, HD 10, #AT 1, Dmg stitute the appropriate subtables Age 10d4 years, SA magic jar, SD from UA, pp. 84-89, if you wish. only struck by silver (for half damage)

54 NPC Capsule creatures that enter her lair. The final (50’ long) (MM2, pg. 117) ability, put down, acts as a verbal symbol of hopelessness spell, and is 13. City of the Zombies The Dire Whiner used to break new victims to her will. These abilities can be used one at a This is a city of 10,000 zombies, (New Monster) time at will. All abilities affect all victims of the evil of Orcus and his creatures within earshot. clerics. They “live” peacefully in this Dire Whiner (Demon) The dire whiner preys on the crowded, decaying city, but seek a demons, mephits, and other crea- true death to release them from their Frequency: Very Rare tures of the area. She has accumu- terrible half-existence. The PCs only No. Appearing: 1 lated a great store of treasure and learn this if they attempt to parley Armor Class: 0 magic, and whines to get the accumu- with the zombies. If attacked, the Move: 6” lated treasures of the party. She com- shambling zombies fight the charac- Hit Dice: 10 plains at magic-using creatures, and ters, but they are heedless of danger % in Lair: 100% uses a put-down to try to force the and good tactics. Treasure Type: F, G characters into ultimate submission. No. of Attacks: 1 10,000 Zombies: AC 8, MV 6”, Damage/Attack: 6d6 HD 2, hp 4 ea., #AT 1, Dmg 1d8, Special Attacks: See below The dire whiner is sitting on a stone SA/SD immune to sleep, charm, Special Defenses: See below throne in the middle of this swamp. hold and cold- based spells, holy Magic Resistance: See below A large pile next to her is a mixture of water does 2d4 points of damage per Intelligence: High garbage and treasure. In it are 20,000 vial, AL N, Size M (MM, pg. 103) Alignment: Chaotic Evil gp, 10,000 pp, 20 gems worth 500 gp Size: L each, 25 pieces of jewelry worth an If the PCs try to talk with the zom- Leve1/X.P. Value: VIII/3,600 + average of 15,000 gp each, and the bies, they are escorted to the Zombie 14/hp following magical items: a flask of oil King, an ordinary looking zombie of sharpness, a scroll of protection who sits on a throne. The king tells The dire whiner is a type of demon from acid, a ring of regeneration, an them that the zombies wish to leave that typically appears as a large, ugly anything item, and a mantle of Celes- their undead state. They are willing woman, smeared with dirt and slime. tian. to assist in an attack on Orcus, either Dire whiners usually live in caves or to perish in the attack or to be liber- swamps in the Abyss and on most 12. Lair of the Tarrasque ated by the PCs when Orcus is defeat- Prime Material planes. ed. They are willing to go along with The dire whiner obtains food, trea- A large horned monster sees you any plan of attack. If asked for his sure, and other necessities by using and charges in your direction. opinion, the Zombie King suggests her special abilities to whine, com- that his subjects stage a raid on one of plain, and put down, which are magi- This is a tarrasque. It pursues the the demon cities to create a distrac- cally powered insults. (Examples: players until it is killed or one or more tion for the PCs. Whine— “I waaaant a nice magic of the PCs is dead. ring, like that one you’re wearing.” 14. The Cliff Complain— “Nobody likes me; I’m Tarrasque: AC -3, MV 9” (+6” just a misunderstood old woman.” rush), hp 300, #AT 6, Dmg 1d12/ You are standing at the edge of a Put down— “You slob! You don’t 1d12/212/5d10/1d10/1d10; SA high cliff, looking at a swirling riv- have the brains of a worm!”) “sharpness” bite, terror, SD immune er below. In the middle distance The whine ability acts as a sugges- to bolts and rays (1 in 6 reflect on cast- are cities filled with demons of all tion spell. It is used to force the vic- er), immune to fire, regenerate 1 hp/ sorts, and in the center of the cities tims of the dire whiner to bring it round, struck only by +1 or better is a huge, evil-looking palace. food and treasure. The complain abil- weapons, killed only by pushing to - ity acts as a druidic feeblemind spell. 30 hp and using a wish, immune to Show the players the illustration on It is used against any magic-using psionics, MR standard, AL N, Size L page 56.

55

CHAPTER 4: THE ABYSSIAN FORTRESS

The climax (but not the conclusion!) cant of these is probably magic resist- large map, thus preventing the play- of the PCs’ adventure will occur in the ance. ers from seeing the part of the fortress castle of Orcus, deep in the Abyss. Although the percentage chances that is inside the walls. Here they will be challenged by of magic resistance given for most The PCs can observe the castle from adversaries far more mighty than the demons encountered here are not the jagged and rocky ridge line of a mortal foes who faced them in their increased from those listed in the barren crest. There are many own world. Stealth will be of prime monster tomes, the magic resistance upthrusting crags and sharp-cornered importance, and conservation of acts differently in the fortress of Orcus boulders scattered along the ridge to magical power can make the differ- and in the cities around the periphery provide good cover. ence between success and failure. of the fortress. The slope before them is steep. Their goal here is to find and steal This is because the magic resistance Although it, too, is covered with bro- the — the most trea- applies across the board — it is not ken rock and crooked ravines, several sured possession of the Prince of the modified for the level of the PC spell- routes appear to offer relatively Undead, Orcus himself. They can caster! A demon with an MR of 75% smooth pathways to the bridge. This accomplish this through stealth, if has a 75% chance to avoid a specific bridge is about a mile away from the they are skillful, careful, and lucky, or magical effect. This remains con- top of the ridge, although—because they can try to accomplish it by force. stant, whether the attacking PC is a of the distortion in distance that The latter case will probably prove 17th-level spellcaster, or a 95th-level occurs around the castle—the bridge disastrous for all but the most capable spellcaster. Of course, this means that sometimes appears to be as much as of parties—and even those will no these demons are actually weaker 10 miles away, and at other times doubt suffer some losses in the proc- against low-level attackers who have seems no more than 200 yards down- ess. somehow made their way to the heart hill. If the PCs chance to meet up with of the Abyss, but Orcus is willing to Give the players some time to look the Prince of the Undead himself, take that chance! at the map. They can make notes they will find—regardless of their (assuming that the PCs have some level—that they have a true fight for I. Approaching mapping or writing equipment, of survival on their hands. And even if course), and ask for a few additional they manage, by force or by trickery, the Fortress details about the areas. Give them a to get hold of the Wand of Orcus, The chaotic terrain of the Abyss limited time, however, before having their troubles will not be over. In fact, provides many glimpses of the loom- them encounter Fyrillicus, the Aby- as they become the targets of a chase ing bulk of the castle. All of these dis- ssian Dragon. (See the NPC capsule that spans many of the Outer Planes, tant views will show the fortress in a on page 58) they might conclude that their trou- different light—sometimes jagged If the average level of the PCs is bles are only beginning! and black, at other times rounded very high (75 or above), they should and crimson, while still other vantage get no more than a minute to look at Magic Resistance points can cause it to look like a col- the map. Player Characters under in the Fortress lection of odd angles, cast in a dirty 25th level can have as much as 8 or 10 white color. minutes. Give your party an appro- The citadel in the Abyss represents As the party reaches the last rise priate amount of time, considering the focal point of Orcus’s power. As before the castle, however, the PCs the number of PCs, magical items such, there are many magical effects will get a good look at it. Here you owned by the group, and so on. (The that apply here and nowhere else in can show them the large map of the amount of study you give them with the known planes. Most of these are fortress—or at least, a censored ver- the map can be important toward explained in text as they become nec- sion tailored for the players’ impres- their success with the mission.) essary. sionable eyes. However, one effect of this concen- Remove pages 93-96 from the tration of power is that the powers of module and place the pages over the many of the demon prince’s demonic central part of the map, as indicated. subjects are enhanced. Most signifi- The pages line up with the area on the

57 The Sky and the Horizon 2. Darkmists upon land that seems to writhe in Nowhere is the nightmarish nature These areas are impenetrable to its own torment. Still another of the Abyssian environment more sight and magical detections, includ- blinks from white, blinding day- apparent than here, around the for- ing true seeing. Each of these six areas light to thick night, all in the space tress of its most powerful ruler. looks the same when viewed from the it takes to snap your fingers twice. Lighting is constant, but of widely outside: varying intensities. The sky might flash bright red one moment, and A twisting maelstrom of black NPC Capsule then fade to a dull crimson glow, smoke rises from the surface of the before a wave of sickly green washes fortress, suddenly dissipating as the through it. mist moves away from the ground. Fyrillicus, the Abyssian The effect upon the land is a multi- The smoke seems to move far faster Dragon colored light show, pulsating and than natural forces would allow, Red Dragon, Abyss-bred evolving to the accompaniment of whirling and racing through tortu- unnatural wind and roiling clouds. ous patterns before it vanishes. AC: -5 Places upon the horizon seem to MV: 15”/36” change color quickly. Even more 3. The Great Maze Hit Dice: 25/50/100 bizarre, however, is that a location that hit points: 200/400/800 seems to be many miles away might The walls, stairs, and pathways of #AT: 3 suddenly shift under the changing skies this region are a muddy gray color. Dmg: 2d20/2d20/4d20 to appear much closer. All distances are In some places, the angles of the Special Attack: Fire breath weapon constant, but the appearance is of con- corners do not seem quite right— (as red dragon) tinual movement. or perhaps the stairways seem long- Magic Resistance: 70% er than they should be. Or are they Alignment: Chaotic Evil Visual Clues shorter than they should be? Size: L (100’ long) If the PCs ask for details about any 4. The High Cities specific areas on the map, they can Spells: discern the following things. De- Level 1: magic missile (5 missiles), In the near periphery of the castle tailed descriptions of these locales, protection from good, read sprawl many cities that teem with including encounters and other game magic, shield life. Few details are visible, but details, are presented later. Level 2: darkness 15’ radius, mirror movement can be seen in the image, stinking cloud, web streets of the nearer ones. The 1. The Bridge Level 3: dispel magic (as 40th-level buildings in many ways appear magic-user), haste, light- normal, except for the chaotic Two skulls stand guard at the ning bolt (40d6 dmg) bends of walls or roofs, or the illog- Level 4: dimension door, ice storm, bridge. Their eye sockets gleam, ical twisting of important avenues. and occasionally the jaw of one will minor globe of invulnerabil- ity, polymorph self move. 5. The Low Cities The other then responds, al- though no sound is audible at this The exact size and hit points of this Twisting and winding across the dragon should be determined as a distance. wide plain behind the castle are The bridge spans a moat deeper balance to the relative power of the cities too numerous to count. Each PCs. If the average level is 25 or less, than any canyon in the realms. Not is similar in its teeming chaos, yet water, but fiery lava flares and use the smaller Hit Dice/hit point each is also unique. One is total; if the average level is 26-74, use bubbles in the distant depths, wrapped in a sheath of hot flame, although mostly all you see is the the medium size; if it is 75 or greater, burning smokelessly in the dis- use the largest size listed. orange glow on the dark stone sides tance. Another bucks and heaves of the moat. Fyrillicus, in any event, is far larger

58 than any dragon living on the Prime morphed, or otherwise concealed. He spell) anything in its field of vision plane. He is the spawn of a long line will be able to detect invisible, how- that is not in contact with the ground. of red dragons that Orcus has sub- ever, so that obvious tactic will not Great bounties are offered by dued and brought to the Abyss. work. Orcus for those of his flying patrols There, the Prince of the Undead has If he cannot see his victims, Fyrilli- that locate and destroy intruding fly- developed his line, certainly adjust- cus will breathe in the general area of ing creatures. However, a sense of ing the natural breeding process with the party, two rounds after he arrives order has evolved among these Aby- his demonic manipulations. The overhead. Then, unless he has been ssian Air Patrols. The first of the result, to date, is the awesome crea- badly wounded by the PCs, he will groups to reach a flying intruder is ture that now patrols the land around land and fight them in melee com- allowed to attack and try to destroy his fortress. bat. (He prefers his killing “up close the intruders, while other air patrols The dragon patrols primarily the and personal.”) stand by. Only if the first group is barren wasteland in the area of the vanquished can the second move in, PCs’ most likely approach, since the II. Movement Around and so on. Thus, flying intruders will other sides of the castle are protected face a constant battle against these air by vast cities of chaotic evil. the Fortress patrols. Although they will only have The problem with Fyrillicus is that, This is the heart of Orcus’s power. to face one group at a time, as soon as in the course of breeding his size, Thus it is subject to some very strange one group is destroyed, another is strength, and power to such an natural effects, as well as the wards there to continue the attack. extreme, his intelligence suffered and precautions wrought by the The air patrols will limit their rather drastically. Although he is Prince of the Undead himself. attacks to the airspace over the moat capable of learning the spells listed or the fortress proper. They will not for him (by dint of no little tutoring) Flying Above or bother creatures flying over the cities he will never win any scholarships. or the countryside around the castle. His approach to a problem is nearly Around the Castle However, as soon as a group begins to always that of the frontal assault. He The Prince of the Undead is a power- fly over the moat, they will be is savage, thorough, and cruel in com- ful and ruthless ruler, but he is not attacked by one group of the air bat. Thus far, his relative stupidity without his enemies—even among the patrol. On the round following the has not been a tremendous other planes of the Abyss. Consequent- slaying of the last member of that drawback—in fact, he has yet to meet ly, he has taken a number of precau- group, the intruders are attacked by an opponent who could really chal- tions against intruders approaching another group. lenge him. and threatening his fortress. If all of the members of an intrud- Orcus has forbidden any flying in ing party land, they will have to finish the vicinity of his fortress. To enforce the combat with any group of the air The Encounter with Fyrillicus his will, he has posted numerous fly- patrol that has already attacked them. ing guards, entrusted with the simple However, they will face no further When the PCs have studied the task of destroying any creature with attacks by the air patrol unless a mem- castle for the appropriate amount of the audacity to ignore the prince’s ber of the intruding group again takes time, the dragon will interrupt their order. to the air. In this case, on the round contemplations with an attack. The These flying patrols are posted at following the character becoming air- PCs will see him soaring, a mile or so the various “Observation Towers” borne, the air patrol will attack again. away, and suddenly he will be right marked on the map. These towers The air patrols include the follow- above them, diving into the attack. have the unique feature of blocking ing types of creatures. Roll 1d6 to (This is caused by the distance- out most of the view, in order to determine which group is encoun- distorting space around the castle, enhance their single purpose. tered, and then determine the size of not by any magical enhancement of Any creature standing atop one of the group. the dragon’s speed). the towers can see nothing that is Fyrillicus will know the location of attached to or in contact with the the PCs to within 20 feet, but he will ground. However, it can see unerring- not have any magical means of seeing ly (as if benefiting from a true seeing them if they are camouflaged, poly-

59

Orcus’s Air Patrols XP Value 1,600; Specials: darkness 5’ attempting to climb these walls will radius, teleport, detect good, detect find them to be very different than D6 Roll Type of Patrol invisible, telekinesis (1,500 gp they appear. 1 1d4+1 Type IV Demons weight) For one thing, the height of these 2 2d6 Type I Demons walls is universally 1,000 feet. Even 3 2d6 Alu-demons Nabassu (Major Demons); AC -5; though two levels of the fortress 4 1d8+2 Chasme MV 15”; HD 5+20 (60 hp each); might be connected by a stairway of 5 1d4+1 Nabassu #AT 3; Dmg 2d4/2d4/3d4; MR 15 steps, each only a one-foot drop, 6 1 Abyssian Dragon 50%; AL CE; Size M (7’ tall); XP Val- the spacial distortion of the Abyssian ue 4,000; Specials: iron or +1 or bet- environment means that a character The relevant game stats for these ter weapons needed to hit; shed attempting to climb down the wall creatures are included for your refer- darkness 5’ radius, death stealing, next to the stairway will have to ence: energy drain, etherealness (twice/ descend 1,000 feet. day), paralyzation 10’ radius (once/ The walls are easy to climb—they Type IV Demon: AC -1; MV 9”/ day), regenerate up to 20 hp per day, are made of a rough mixture of bone 12”; HD 11 (51 hp each); #AT 3; silence 10’ radius, vampiric attack 20’ and mortar, with many rough protru- Dmg 1d4/1d4/2d4; SA +2 to hit; range (once/day), thief abilities: sions to provide handholds and foot- SD +1 or better needed to hit; MR move silently, hide in shadows, back- holds. Some of these are actually 65%; AL CE; Size L (10 1/2’ tall); stab (all at 10th level) recognizable as bones—human, Specials: darkness 10’ radius, create monstrous, and otherwise. illusion, cause fear, levitate (as 12th- Red Dragon, Abyss-bred: AC -2; The distortion of the walls affects level magic-user), detect magic, read MV 15”/36”; HD 25 (175 hp); #AT the perception of a climber as follows: languages, dispel magic, polymorph 3; Dmg 2620/2d20/4d20; SA Fire If a character is more than 10 feet self, telekinesis (5,000 gp weight), breath weapon (as red dragon); MR from the top or the bottom of a wall, project image, symbol of fear, symbol 70%; AL Chaotic Evil; Size L (100’ it looks like it is 10 feet away. Thus, a of discord long) character trying to climb a wall sees a surface that looks 10 feet high. As he Type I Demons: AC 1); MV 12”/ Bone Guns starts to climb, the ground below him 18”; HD 8 (50 hp each); #AT 5; Dmg will fall away, until it looks like he is 1d4/1d4/1d8/1d8/1d6; MR 50%; These weapons can shoot through 10 feet from the ground. The top AL CE; Size L; XP Value 1,700; Spe- the arc before them. They can shoot will, of course, still be 10 feet above cials: darkness 5’ radius, telekinesis straight up or shoot down at a 45- him. This will be the case for the next (2,000 gp weight), detect invisible degree angle. They cannot pivot to 980 feet of climbing, until he moves objects shoot into Orcus’s throne room, how- within 10 feet of the top, at which ever. point he will appear to draw closer to Each gun can fire once per round, Alu-Demons: AC 0 (plate mail the top at the normal rate. +3); MV 12”/12”; HD 6+5 (40 hp and can be set to achieve any of the Note that this distortion also each); #AT 1; Dmg 1d6+2 (long following effects (to a range of 45”): affects characters unfortunate enough bows) or 3d4 (two-handed swords); dispel magic, lightning bolt (12d6), to decide to jump from one level to MR 30%; AL CE; Size M; XP Value or magic missile (20 missiles). The the next. Observers will see the char- 4,700; Specials: +1 or better needed guns hit automatically, but normal acter swiftly drop 10 feet, and then no to hit, charm person, ESP, shape saving throws apply. more, although the falling character change, suggestion, dimension door Each gun is operated by a Type I will appear to writhe and twist in the (1/day), energy drain for 1d8 points, demon. air, just as if he was still falling. Then 1/2 of which can be used to restore after enjoying the full thrill of a lost hp Attempts to Ascend or 1,000-foot fall, the character will Descend Fortress Walls reach the lower platform (with the Chasme: AC -1; MV 6”/21”; HD The walls around the fortress, full benefit of the momentum of a 7+2 (38 hp each); #AT 3; Dmg 2d4/ including those in the maze, are 1,000-foot fall, of course). 2d4/1d4; MR 40%; AL CE; Size M; deceptive to the eye. Characters

61 Hazards of Climbing broken) Type III Demons: AC -4; MV 9”; 6 Scorpion Tail: AC 4; HD 7; HD 10; hp 75 each; #AT 5; Dmg Although, the old saying—“the hp 40; #AT 1; Dmg 1d6+ 2d6/2d6/1d3/1d3/1d4+1; MR walls have ears”—doesn’t really poison (save at -8) 60%; AL CE; Size L (9 1/2’ tall); XP apply here, it should be modified to Value 2,300; Specials: darkness 10’ state: “the walls have teeth, claws, Random Encounters radius, fear, levitate, polymorph self, and other nasty appendages.” in the Fortress cause pyrotechnics, telekinesis (4,000 A character climbing here will be gp weight) attacked by the wall at several points Naturally, Orcus’s citadel is during the climb. Check at the start patrolled by many groups of aggres- Rutterkin (Minor Demons): AC 1; of each 100 feet of the climb. The sive guards— the meanest, nastiest MV 12”; HD 5+1; hp 37 each; #AT percentage chance of an attack is demonic help he can find. These 1; Dmg 2d4 + special; MR 40%; AL equal to the climbing character’s guards exploit their natural bullying CE; Size M (6’ tall); XP Value 500 level. For example, a 19th-level char- tendencies under the banner of the each; Specials: After successful hit, acter has a 19% chance (rolled 10 dif- Prince of the Undead himself. As polearm continues to inflict 2d8+2 ferent times during the climb) of with the air patrols, however, each of points until victim spends round hit- suffering attacks. Regardless of how these bands is determined to win glo- ting weapon—success knocks it free, high the character’s level is, the ry for itself, so calling for help is not a darkness 5’ radius, fear (by touch), chance of an attack is never greater common tactic among them. fly, telekinesis (1,000 gp weight), than 75%. Check for a random encounter eve- teleport once/day Roll 1d6 to determine the nature of ry turn, with the average party level the attack. All of these attack forms being the base percentage chance of Dretch (Minor demons): AC 2; MV are actually part of the wall, and will an encounter with the castle guard. 9”; HD 4; hp 30 each; #AT 3; Dmg not be able to attack more than one However, a roll of 76% or greater will 1d8/1d8/1d8+1; MR 30%; AL CE; round unless the player hangs around not cause an encounter, even if the Size S (4’ tall); XP Value 300; Spe- to fight. However, a character who party has a higher average level than cials: darkness 5’ radius, scare, stink- suffers damage from an attack must that. ing cloud once/day, telekinesis (500 make a Dexterity Check to retain his Roll 1d6 to determine what types gp weight), teleport once/day hold. Even in the case of above nor- of demons are in the guard patrol: mal Dexterity, a 19 or 20 always fails. Bar-Lgura (minor demon): AC All of these forms attack with a D6 Roll Patrol -3; MV 9”; HD 6+6; hp 50 each; THAC0 of 7. 1 2d6 Babau #AT 3; Dmg 2d6/2d6/4d6; MR 2 2d4 Type III Demons 45%; AL CE; Size M (5’ tall); XP Val- D6 RollAttack Form 3 3d6 Rutterkin ue 2,200; Specials: can spring 40’/ 1 Serpentine Head with Poi- 4 4d6 Dretch round; At will, once per round: sonous Bite: AC 7; HD 5; hp 5 2d6 Bar-Lgura darkness 10’ radius, create water (as 25; #AT 1; Dmg 1d10 + poi- 6 3d6 Type I Demons 6th-level cleric), cause fear by touch, son (save at -10) detect illusion, detect invisible, dis- 2 Swiping Claws: AC 5; HD Babau (Minor Demons): AC -3; pel magic, entangle, plant growth, 10; hp 57; #AT 2; Dmg 3d8 MV 15”; HD 7+14; hit points 55 telekinesis (2,500 gp weight), tele- 3 Huge, Gaping Jaws: AC 3; each; #AT 1; Dmg 1d10+9; MR port without error, Twice per day: HD 8; hp 40; #AT 1; Dmg 50%; AL CE; Size M (7’ tall); XP Val- change self, invisibility, spectral force 4d10 ue 2,600; Specials: suffer 1/2 damage 4 Red Dragon Skull, Breathing from cutting and stabbing attacks, Type I Demons (Vrock): AC 0; MV Fire: AC 0; hp 36; #AT 1; darkness 5’ radius, levitate, fly, dispel 12”/18”; HD 8; hp 56 each; #AT Dmg 88 hp (save for 1/2) magic (as 12th-level magic-user) 1d8/1d8/2d8/2d8/2d6; MR 50%; 5 Bony Crab Claws: AC 0; HD polymorph self, heat metal, ray of AL CE; Size L (8 1/2’ tall); XP Value 9; hp 48; #AT 3; Dmg 2d6 enfeeblement gaze (20’ range), gate 1,285; Specials: detect invisible per claw (successful hit holds in another babau with 25% chance; objects, telekinesis (2,000 gp weight) character in place, continues All thief abilities at 10th level for 2d6/round until grip is

62 The Moat within 30 feet of the bridge, the skulls If the champion is destroyed in a magically duplicate this fighter, creat- fair fight, the skulls will say: “Have The liquid in the moat is burning ing a figure who stands between them a care, now—one at a time!” lava that spews forth blasts of extremely at the entrance to the bridge. If the skulls have called cheating, poisonous gas. Merely touching the The duplicated fighter will match they will not voice this final (and use- surface of the lava means instant and the PC in appearance and abilities. ful) warning. If the bridge has been irrevocable death for any creature from He will function in every way as that destroyed, because of magic or too the Prime plane. individual. However, he places no many characters moving onto it, the The moat itself is a steep-walled weight upon the bridge—he effec- skulls smile smugly and say nothing. canyon, nearly 5,000 feet deep. Its tively levitates at ground level. sides have many jagged ledges and The bridge will collapse if more than 2. The First Maze steep ravines. They do not, inher- one character stands upon it. It will also ently, present a great obstacle to the collapse if a destructive magical spell is There are five areas marked on the climber—but the sheer height of the cast so that the area of effect includes map as containing mazes. When the walls is generally deterrent enough. the bridge or anything on it— PCs reach one of these areas, read the Also, characters within the canyon including the mirrored fighter. following: must save vs. poison each turn, Although it appears to be a mere 200 because of the lethal effects of the feet or so across, it is really a full mile The dark and swirling mists seem gas. This saving throw is made nor- long. Characters who have crossed will to rise from the ground before you. mally in the upper reaches of the can- seem to be only 200 feet away from But slowly they part, forming a yon (the top 1,000 feet). However, for those who have not—they can even tunnel of black smoke. At the far every 1,000 feet of depth in the can- shout back and forth to each other. end, you can see an oddly shaped yon, the saving throw vs. poison suf- However, it takes a long time for a char- room. fers a -2 modifier. acter to cover its length (176” game Additionally, characters not resist- scale), and if two characters are on the Because of the shifting space of the ant to heat suffer 1d6 of damage for span at any time, it falls. castle, a maze that exists in one place every 1,000 feet of depth in the can- The skulls will warn any who can suddenly move somewhere else. yon from the intense heat. This dam- approach with the following phras- Likewise, an area that contained a age is calculated every round. es: “Let the strongest among you hexagonal maze the first time the par- The width of the moat at the top best the champion, ere you may ty passes through it might offer a appears to be anywhere from 300 to cross!” maze of octagons the second time. 500 feet. In actuality, however, the “And no cheating, now! This is a Thus, whenever the players reach moat is 6,000-10,000 feet wide—just contest of strength!” one of the five mazes, roll 1d4 to deter- another example of the distance and If one skull is destroyed, the other mine what they find this time. If the space distortion so common around will continue to speak. If both are inhabitant of a maze was killed during the Abyssian Fortress. destroyed, the apparition of the a previous encounter, no matter—he’s fighter vanishes. Each skull has an AC there again. In fact, each subsequent III. The Castle of of 8, with 6 hp. encounter with one of these inhabit- The champion will remain on the ants entails an increase in 50% of his Orcus—Area Keys bridge, very near to the end where the original hit points. Thus, the second PCs are. He will fight with the mir- time through, the creature has 150% 1. Bridge rored PC’s best weapon, except that of his listed hp, the third time, 200%, The two skulls mounted to either he will not use a missile weapon. He and so on. side of the bridge move to focus upon will fight the PC who matches him, The maze encountered is deter- any characters moving toward them. and if that PC alone participates in mined as follows: They will magically identify the the combat (even if he uses a missile strongest fighter in the party—or the weapon), the skulls will rule it a fair D4 Roll Maze Page one with the best hand-to-hand com- fight. If any other PC helps, the skulls 1 Squares 65 bat abilities, if no fighters are will declare, loudly: 2 Octagons 67 present. When the characters come “Cheater! Cheater!” 3 Pentagons 68 4 Hexagons 69 63 3. The Prison of Baphomet Special Equipment: giant bardiche, When facing numerous foes, he inflicts 3d8+16 points of damage, first uses his telekinesis power to lift This open platform is the prison and on a successful hit forces a saving one or more of the opponents into the cell of a demon lord that Orcus has throw from armor (40%) or shield air, sending them over the edge of the captured and forced into (60 %). Failure means armor or shield platform and then releasing them to imprisonment—to wit, Baphomet, is destroyed. fall to the next level. (This will also demon lord of the minotaurs. attract the attention of the air patrol, Baphomet is bound to remain in Baphomet, a powerful lord of the which will immediately dispatch a area 3, the stairways adjacent to area Abyss in his own right, has been cap- group to deal with the flying, float- 3, and any platforms that are connect- tured by Orcus and forced into exile ing, or falling character.) ed by a single stairway to area 3. in the fortress. This is the result of a Other likely tactics of the enraged When he is first encountered, it will rare (and no doubt temporary!) alli- demon lord include the use of his wall always be in the open space labeled ance between Orcus and Yeenoghu. of stone spell to either block the path on the map, but he will pursue flee- The former has fulfilled his part by of some of his enemies, or to form a ing characters to the limits of his abili- capturing and holding Baphomet, slab leaning sharply over them. In the ties once he begins to fight. while the demon lord of gnolls has latter case, the stone will fall and invaded and plundered the plane of inflict 10d10 points of damage in a 5” NPC Capsule the imprisoned lord. x4” area. The minotaur-like demon has been Baphomet (Demon Lord) forced to guard this single area of 4. The Second Maze Orcus’s domain—a demeaning sen- Use the procedure described for AC: -4 tence indeed for one who formerly area 2, the First Maze, to determine MV: 24” ruled whole planes of the Abyss! which of the mazes the PCs encounter Hit Dice: 212 hp The sentence is open-ended— here. #AT: 3 Baphomet must stay until he fulfills Dmg/Attack: 4d6/2d4+8/3d8+16 conditions that Orcus has decreed. Magic Resistance: 75% These include the slaying of various 5. The Third Maze AL: CE creatures that Orcus sends through See area 4. Size: L (12’ tall) here. But also, Baphomet is charged XP Value: 45,000 with guarding the area against unau- 6. Antechamber thorized passage from intruders. Specials: The great demon has performed When the characters finally reach +2 or better weapon needed to hit well during his sentence thus far, and the stairway leading to this area, they Use at will, once per round: dark- has nearly fulfilled the requirements will at last climb above the maze-like ness 10’ radius, detect invisible, of his release. All that remains is for paths that have probably kept them detect magic, dispel magic, levitate, him to slay a human. Once he does busy for the last few hours. teleport, phantasmal force, telekine- this, the spell of binding will be bro- sis (75,000 gp weight) ken and Baphomet will immediately The stairway leads to a wide plat- Use three times per day: maze, teleport to his home plane. form outside the massive wall of passwall, shape change, wall of stone the fortress itself. Across from the Once per day: bellow—save vs. Tactics of Baphomet stairs stands a huge, golden door— spell (-8 modifier) or flee in panic slightly tarnished with streaks of for six rounds Baphomet waits in the exact center black and brown. Gate in type III demon (85% suc- of his assigned prison (area 3). When cess) once per day any creatures move into the area, he As the last PC reaches the plat- Six times per day: breathe a gout of studies them curiously, holding his form, or if any of the characters unholy water, 1” range—Good huge bardiche in his mighty paws. approach the door, or if any character aligned paladins and clerics suffer When he judges the time ripe for sur- stands on the platform for more than 16d8 points of damage (save vs. prise, he teleports behind one of the a couple of rounds, read the following breath weapon with -8 modifier for intruders and attempts to make a sur- (on page 71): half damage) prise attack on the next round.

64 Maze 1: The Square Maze This is a large room. The exit door is clearly visible when the characters enter. The maze is created by the square grid of black lines shown on the diagram. These are walls of force with an extra electrical capability that inflicts 2d10 points of damage to any character contacting them. The safe path through the maze is shown by the gray pathway that runs diagonally across the squares. These paths are not visible to the characters, however. At those locations where the gray lines intersect, the characters cannot change course—the pathway runs straight as shown. However, a disintegrate or passwall spell used at one of these intersections will allow the party to shortcut the maze. There is a tormentor in here to challenge any wanderers—but also to provide a clue as to how the maze is laid out. This is a succubus, armed with a wand of magic missiles. She will teleport to various places in the maze and fire her wand. She will have to shoot along the gray pathways, since the wall of force grid will block the missiles in all other locations.

Succubus: AC 0; MV 12”/18”; HD 6; hp 41; #AT 2 or 1 (wand); Dmg 1d3/1d3; MR 70%; AL CE; Size M; XP Value 650 +6/hp; Spe- cials: +1 or better needed to hit, tele- port, darkness 5’ radius, become ethereal, charm person, ESP, clairau- dience, suggestion, shape change; kiss drains 1 level

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Maze 2: The Octagon Maze The PCs find themselves standing on the octagon marked “Start” when they step through the door into this maze. The door itself will not be visi- ble behind them. They see the field of octagons float- ing about in an odd sort of “outer space.” There is nothing except a hazy grayness visible above, below, and to all sides of them. The octagons that are not connected to the main body are floating freely, drifting toward or away from the rest. The PCs can walk upon any octa- gon, and on any of the white spaces that have four octagons surrounding them. As long as they keep moving in a straight line, they will have no prob- lems. However, all of the sides except those straight in front of the PCs are blocked by magical walls of force. If the PCs stop on an octagon (to talk, map, or whatever), roll 1d8. The resulting number shows the only path off of that octagon that is not blocked by a wall of force when the PCs start moving again. If the PCs stop on a white square, it quickly becomes unstable—shaking and shifting one round, and then falling away into space on the next round. The outer space around the maze is a limitless expanse. It has a breathe- able atmosphere and normal gravity. Anyone who falls from one of the octagons will keep falling until some magical method is used to recover him, or until he starves, dies of thirst, or disappears from the campaign.

67 Maze 3: The Hexagon Maze The PCs must get through this maze by entering rooms 1 through 6 in the correct order. Each room, if entered in sequence (i.e., 1 first, 2 second, etc.) will teleport the charac- ters to the location with the corres- ponding letter: 1 - A; 2 - B; 3 - C; 4 - D; 5 - E; 6 - F. Note that the number of doors to each room corresponds to its room number—this is the players’ primary clue as to the order in which they should be entered. The teleportation effect in a room is activated when all of the doors to that room are closed and at least one character is inside. If the room is entered out of order, occupants are affected as follows: Room 1 teleports to area A. Room 2, if entered without passing through room 1 first, fills with red dragon breath, inflicting fire damage of 64 points to each character; saves reduce this to half, Room 3, if entered out of sequence, fills with black dragon acid breath, inflicting 56 points of dam- age on each character; saves again cut this in half. Room 4, if entered out of sequence, blasts white dragon frost breath to the tune of 48 points, or 24 with a successful saving throw. Room 5, if entered out of sequence, fills with green dragon gas breath, which is fatal to characters who do not save. Room 6 has no harmful effects. It is possible to get through the maze by using a passwall spell or oth- er means to break through the wall around area F. Characters cannot break out of the maze, except through area F.

68 Maze 4: The Pentagon Maze This maze is a pattern of penta- gons. Each pentagon is surrounded by walls of impenetrable darkness, impervious to light or even true see- ing spells. The only exceptions are the entrance and the exit—these two walls can be seen through with no dif- ficulty. The walls that connect one penta- gon to another an be passed through with no ill effects. A wall that borders one of the solid black diamonds with- in the maze cannot be passed through—it is solid stone. The danger comes from the walls that border only white space. These walls, if touched by a character, inflict 6d6 points of damage to that charac- ter from a combination of heat and electrical shock. No saving throws are allowed. Any object that is touched to one of these walls is destroyed, though the character holding it suf- fers no damage. Players who perform a little geome- try should figure out the pattern of the maze after one or two blundering mis- takes. Those who just blunder from one wall to another, hoping to stumble on the right path, will find their health in severe danger in this maze.

69

chamber so that Orcus can see all of and gotten captured in the process. It The door swings silently inward, the guests that enter his fortress. The is possible that an unfortunate PC and a huge, black figure gestures scrying pool before his throne (area might find himself in the latter cate- politely for you to enter. The crea- 23) shows him whatever transpires in gory, but this is left to the DM’s dis- ture moves smoothly, but appears this room. Colorings in the scrying cretion (or lack thereof). to made entirely of iron. It holds pool give the demon relative esti- the door open, patiently waiting mates of the strength (hit points) and 10. Teleportation Room for your response. magical potential of his foes. Based on this observation, he will This room looks like a big empty chamber. It radiates faintly of magic. This is a huge iron golem, built to assemble a team to meet the enemy A narrow hallway exits from the far specifications far beyond the norm for (if the intruders are judged to be hos- wall, opposite the door. If any crea- its type, but trained for a very specific tile) on his battle arena (area 12). ture leaves the room through the far mission. Quite simply, it greets visi- tors to the castle of Orcus, escorting doorway (which leads into a dead-end 8. Library hall) everything in the room and in them through the anteroom into the This room contains many shelves of corridor beyond. It does nothing else, that dead-end hall are teleported out- scrolls and tomes, all assembled by side of the castle and moat. They will unless one of the visitors acts rudely or the Prince of the Undead for the offensively. In this case, it attacks. suddenly find themselves standing entertainment and education of his before the bridge, looking up at the Rude or offensive acts include occasional literate guest. The books two skulls described in area 1. insults, whether directed at the have one thing in common: all of golem, other PCs, or the fortress in general, as well as gestures such as them deal with Orcus in some way or 11. Passageway another—his conquests, his slaves, spitting on the floor, or any spellcast- This empty room looks just like ing in the golem’s presence. his history, his domain, etc. Unfortu- nately, there is little information of area 10. However, the passage from Iron Golem, Supercharged: AC - the far side actually leads to an exit. 3; MV 9”; HD 35; hp 160; #AT 1; any use here—it has all been doctored in such a fashion that Orcus is always Dmg 4d20; AL N; Size L (15’ Tall); 12. Battle Arena XP Value 15,800; Specials: +3 or portrayed in a very favorable light. better weapon needed to hit, The narrow walkway out of the cas- immune to magical attacks (except 9. Torture Chamber tle leads over the moat and out to a electrical, which slow it for three platform poised in the air, beyond the rounds), fire attacks repair 1 hp per This chamber is like the room fortress proper. When the PCs reach point of fire damage indicated down the hall, in that its ceiling is a the level of this platform, read the glittering mirror of polished silver. following description: 7. Scrying Room But it differs in the implements that arc placed throughout it. The wide, smooth area before you Many of these are recognizable This vast chamber lies under a is divided into a series of red and as devices of torture: racks, chains, high, domed ceiling. The entire black squares. Each is about 20 feet and wicked barbed tools. Fires on a side. On the side closest to the top of the room seems to be a giant glow in braziers; ugly stains are mirror. castle, a long, narrow bridge con- spattered all over the floor. Because of the curve of the walls, nects the platform to the fortress proper. light is amplified so that even the This room is Orcus’s little few torches around the walls cast funhouse. The mirrors allow him to A simple expedient prevents brilliant illumination throughout observe whatever is happening here intruders from flying onto this plat- the chamber. from his throne room—an activity form, bypassing the ground-based that gives him considerable satisfac- A detect magic spell will reveal a defenses of his castle: the platform, tion. His favorite “entertainers” are and the two bridges connecting it to strong magical aura to this room. No powerful demons he has captured the rest of the fortress, does not come specifics can be determined, however. from other planes, or mortals who into existence until Orcus sees a wor- The room is actually an observation have attempted to invade his plane thy group of opponents pass through

71 his scrying room. Using the Gameboard came, Orcus’s allies will pursue them, When this occurs, the demon prince Use the diagram on page 96 to but the prince himself will teleport calls upon the power of his wand to mark the positions of the demons and back to his throne room to gloat upon bring the battle arena into being. It will PCs on the Battle Arena. The follow- the victory. last until he decrees otherwise—which ing special effects occur during the will be after the fight, or if the battle: 13. The City of Orcusgate intruders turn around and approach Dispel Magic: At the start of every the castle via another path. 3d round, all magical spells in effect This chaotic metropolis guards This is, in effect, the gameboard upon the gameboard are automati- both of the major land approaches to where Orcus plays out his most fasci- cally dispelled. the fortress of Orcus. It is ruled by nating competitions: fights to the Vanishing Board: At the end of Glyphimhor, a very tough Type VI death. Here he will meet any every round (after the first attack is demon who is one of Orcus’s most powerful lieutenants. unfriendly visitors that have made made), one of the black squares will their way through his scrying room. drop out of the board. To determine The city is very easy to get into— there are no guards to block the path After evaluating the strength of his which, roll 1d8 to find a vertical row of any characters, nor are the gates opposition, Orcus will assemble a as shown in the diagram on page 96. team that he feels can almost certainly Then roll 1d4 to find the horizontal closed. prevail over the intruders. He will position of the square. meet the enemy on this board and For example, on a roll of 8 (on the fight them. However, a number of d8) and 1 (on the d4), the black NPC Capsule things make this an unusual combat square in the upper right corner of the environment. arena falls away. Orcus will bring a number of The square will tumble 1,000 feet Glyphimhor, demon allies to the Battle Arena to crash into the ground before the Demon Lord of Orcusgate when he shows up. To determine how bridge. Any demons on a square that Type VI Demon, Enhanced many, add up the total levels of the falls will plummet to their deaths. characters in the party, and consult Any characters can try to save them- AC: -5 the following list. Note: Orcus is selves by whatever means come to MV: 6”/15” always present—the chart shows what hand. Hit Dice: 16+16 (126 hp) demons will be present in addition to If the dice result indicates a square their prince. that has already fallen, no square falls #AT: 1 on that round. Damage: 2d12+2 Party Total Levels Orcus’s Team In addition, if more than two indi- Special Attack: Whip pulls victim Under 100 3 Type III demons viduals (including characters and into ring of fire for 100-150 4 Type III demons demons) stand on a square of any col- 8d6 points of dam- 1 Type IV demon or at the end of a round, it will fall. age 151-200 5 Type III demons You can start this effect on the second Special Defense: +2 or better weap- 3 Type IV demons round of the battle, telling the PCs on on needed to hit 200 or more 6 Type III demons the first round that those who are Magic Resistance: 95% 6 Type IV demons crowded together feel the footing Alignment: Chaotic Evil growing shaky underfoot. A demon Size: Large (14’ tall) All of these demon allies will have will always try to avoid this effect, so game attributes as listed for the if two characters jump onto a square Specials (all can be used as often as demons in area 22. They will be with a demon, the demon will try to desired, but only one per round): arrayed on the far side of the board move to another square. darkness 10’ radius, cause fear (as a when the PCs come onto the scene, If Orcus is facing defeat in the are- wand of fear), detect magic, read one demon per square. The demons na, he will teleport back to his throne, magic, read languages, detect invisi- will only stand on the red squares, leaving any remaining demons to ble objects, cause pyrotechnics, dispel however, leaving the black ones fight without him. If the PCs are suf- magic, suggestion, telekinesis (6,000 vacant. fering, and flee back the way they gp weight), symbol of fear, symbol of

72 discord, symbol of stunning, 70% and the PCs must avoid making him the PCs approach an entrance to the chance to gate in a demon of Type III mad in the process. Glyphimhor city, read the following passage: (80%) or Type IV (20%) couldn’t care less about the wholesale elimination of his demonic troops— The huge gates stand open, reveal- Special Equipment: sword of cleaving there are lots more where they came ing a long and empty street. The (causes double damage on a roll of 18- from. However, he will be angered by roadway passes among looming, 20; requires 18/00 Strength to use) destruction of portions of his city, or by dark houses. There are no signs of attacks that penetrate his magic resist- life in the city—no lights, sounds, or Glyphimhor is one of Orcus’s most ance, or by a backstab attack from a smells. Aside from this, however, its powerful lieutenants. As such, he thief. construction and overall appearance rules over the city of Orcusgate, which If he is angered, Glyphimhor will do are not terribly different from those lies next to the fortress. everything in his power to keep the of any large city in the Forgotten Two long bridges span the fiery characters within his city until their life Realms. moat, connecting the city to the castle. energy has been entirely drained. He The first of these (the one closest to the will only kill them if that seems to be The PCs are free to pass through the foreground in the map) is actually the the only way he can avoid having them gates without hindrance. They will see front entrance to the city The other leave the city. He is far more likely to no signs of any inhabitants as they enter bridge is a back entrance to the fortress. use his telekinesis ability to hold char- the city. If they turn and leave by the On that bridge, slaves, food, and other acters against their will. gate they entered, nothing will hap- goods are brought into the castle. The Other tactics commonly employed pen, as long as they have not moved pathway there connects to the vast by Glyphimhor include the use of his more than 100 feet into the city. Once kitchens and breweries of the fortress, symbols- particularly discord and the party has moved into the city more as well as leading into the depths stunning— to deter attempts by the than 100 feet, however, they will be below, where tens of thousands of PCs to leave his domain. challenged as explained below (when slaves toil in eternal subjugation. If the player characters manage to the PCs try to leave Orcusgate). Glyphimhor is also one of Orcus’s create an attack on Orcusgate by an As they enter, read the following most trusted henchmen. However, army-sized force (such as the zombies), description: trust among these demons is a relative Glyphimhor will devote his attention term—the prince keeps a close eye and energies to defeating that attack. The city sprawls in all directions, a upon Glyphimhor, which is one of This is about the only circumstance chaotic tangle of streets running the reasons he has been posted so where the PCs will be able to pass here and there with no apparent pat- close to the castle. through the city without encountering tern. There are still no signs of life— And indeed, the Type VI demon its demon master. though each building has a would be delighted to get a chance to chimney, no smoke swirls upward overthrow his prince. He is one of the The layout of the city is shown on anywhere. few demons in the Abyss who under- page 94. See the notes there for travel The city walls look much, much stands the workings of the Wand of in the city. higher from the inside—they loom Orcus. If he could gain control of that The walls of the city are rough-hewn hundreds of feet above you, sur- artifact, he feels certain that he could and appear to be only about 50 feet rounding the entire metropolis. The usurp control of Orcus’s realm. tall. In fact, this is the case when a char- gates remain open behind you. To this end, he might try to enlist the acter tries to climb the wall to enter the The buildings look sturdy, but aid of the PCs, even offering them the city. However, if the wall is approached are constructed with odd angles for opportunity to escape with the wand. from inside the city, it can be seen at its corners, roofs, and walls. Some of Of course, he will betray this bargain at true height—1,000 feet. Also, it will them seem to lean so far to the side the most advantageous moment-his attack to prevent characters from leav- that you are sure they will collapse primary motivation, after all, is to gain ing the city, just as the walls before the at any moment. Others are so tall control of the wand for himself. fortress will (see “Hazards of Climb- and narrow that they seem more He will try to make a deal with the ing,” page 62). like posts than buildings. PCs if two things happen: He must see The bridges are deceptively long. a clear demonstration of their power, Each span stretches for a mile. When You might allow the PCs to make

73 Wisdom Checks occasionally—those If a character loses enough levels to they will see occasional signs of move- who succeed will have the feeling that put him into a lower category on the ment along the outer walls. These are they saw something moving out of table, he loses additional levels at the the demons that the lord-mayor the corners of their eyes. Perhaps it rate established by his current (not keeps constantly on guard duty. The was a shadowy figure ducking around original) level. characters will have no real story moti- a building, or a dark silhouette flash- While it would be too blunt to sim- vation to enter this palace. If they ing across a window. If a Wisdom ply announce to the characters: “OK, decide to do so for reasons of their Check succeeds with a roll of 20, that everybody loses 1 level now!” you can own, you will have to wing it. Suffice character might actually perceive a provide them with some subtle clues. to say that it is a tremendous collec- smiling face—perhaps a beautiful Beginning just before they lose their tion of buildings, decorated in cheap young woman, or handsome man, first level, the characters will start to replication of true finery. They will with hands outstretched in welcome. feel very listless, and tired—but not find Glyphimhor and dozens of lesser And in fact, the PCs are very wel- sleepy. They will want to sit down and demons here. If the lord-mayor is come here. They have arrived just in rest. given the opportunity to cry for help, time for dinner! If any spellcasters think of using a there is a 50% chance that he will be The PCs will not be attacked— spell after they have lost some of their able to summon Orcus to his defense. physically, at least—as long as they capacities, they will realize this. (But Although the PCs might find a lot care to poke around in the city. They not until they are about to cast a of treasure here, it will generally be of will get these occasional impressions spell!) You can tell them something low quality and high bulk—not the of spectral creatures, lurking just out like “By the way, you realize that you kind of stuff they can afford to bog of sight, but no harm will be offered can’t quite remember the words to themselves down with. them, at least, overtly. that wish spell.” However, the characters’ very pres- If you allow the characters to keep If the PCs Try to Leave Orcusgate ence in the city is a danger to them, track of their own hit points in com- This is the one thing that the and sustenance to the minions of the bat, then tell them at the start of a inhabitants of Orcusgate do not want city. For this city drains life levels from battle what their current totals are. the characters to do. They will take living creatures, just as assuredly as steps—serious steps—to prevent does the touch of a wraith or a wight. The Buildings them getting out. The length of time it takes a charac- If the characters come within sight The characters are free to enter any ter to lose a life level of energy (and of one of the gates of the city, they of the buildings they want. The doors the corresponding level-related will see demon guards standing alert- are all unlocked, and the edifices are attributes such as hit points, spells, ly in the portal. These will be Types I, empty of inhabitants. There is a 25% and success rates for thieves) is deter- II, and III—about 1d6 of each. How- chance per building that a diligent mined by the might of the character ever, if the PCs advance to within 100 himself. More powerful characters search will reveal some minor treasure feet of the gate, Glyphimhor himself (100 gp value or less) concealed in a inspire the spectral city to more fren- will arrive to lead the defenders. closet, beneath a loose floorboard, or zied feeding, as follows. Figure this The lord-mayor shows up in a blaz- loss per individual character, not for in a small chest. ing column of fire, as he teleports to The buildings all seem to be resi- the average level of the party. the street just inside of the gate. He dences, with crude chairs, tables, will gather his demon guards around beds, and other furnishings. They are Characters of Lose levels at him, but will not attack the PCs dusty inside, and there are none of these levels: the rate of: unless they try to leave the city. 1-20 1 per 6 hours the accoutrements of human The three far gates to the city lead habitation—no food, clothing, or 21-30 1 per 4 hours to the plains around the fortress and decorations. 31-40 1 per 2 hours link up to some of the more distant The one exception is the palace of 41-50 1 per hour cities (described briefly in the next Glyphimhor, in the center of the city. 51-60 1 per 3 turns paragraph). The fourth gate leads to This imposing edifice sits upon a low 61-70 1 per 2 turns the back entrance to Orcus’s fortress. hill, with a view of the entire city and 71 or more 1 per turn This is where his food and drink are the fortress of Orcus as well. brought into the fortress, as well as If the characters observe the palace,

74 additional slaves to supplement the to the PCs —after all, the Prime plane thousands he has toiling below 16. Strobe City has the most varied and highest quali- ground, ever excavating his realm to ty food in the multiverse. greater depths. This city resembles Orcusgate in All of these rooms are tended by many respects. However, its sky flash- manes and dretch—the true dregs of Some of the Less Fashionable Suburbs es alternately with white light and demonic society. These hapless crea- The cities shown on the map fade pitch darkness, changing once per tures function as mindless slaves to into the distance beyond the fortress. segment. The effect is visible from far grow and prepare the food for their Though there is no real compelling away. prince. reason for the PCs to investigate The city is ruled by a council of If the PCs intrude into these areas, them, who knows what the players nabassu, all of whom are quite mad. the slaves will ignore them, certain will decide to do? Then again, you that they are simply additional tor- may wish to use these locations as set- 17 & 18. Cities of Fire and Ice mentors, spies, or informants sent by tings for further adventures. (Perhaps These parallel cities are ruled by their hated master. If the characters a mission to find out why those char- Type VI demons who are dedicated attack, the slaves will panic and flee, acters in that H4 module never came rivals of each other. The architecture creating a fuss that will draw the back?) of the cities is virtually identical, but Princely Guard from area 22. Again, you will have to flesh out in one, the buildings, walls, and The following areas surround the the details of these cities. Each is ground are constantly aflame, while central kitchens: ruled by a demon lord of great the streets are made of flowing lava. Fruits—this area includes small power—although Glyphimhor is per- In the other, glaciers form the ave- groves of fruit trees and gardens of haps the most powerful. nues, and all other surfaces are cov- rich loam, as well as vinyards. Every ered with coats of ice. variety of fruit grown in the Forgotten 14. City of Straight Curves Realms can be found here, and those 19. The Fourth Maze are only a small percentage of the The appearance of this city is tre- total number of varieties. mendously deceptive. Where avenues Use the procedure detailed under Stockyards—these huge pens store and buildings seem to be straight, area 2, the First Maze, to determine every variety of animal ever to tempt a everything actually twists around. what the PCs encounter here. carnivorous tooth. Orcus keeps a Travel in a line will nearly always dozen demons busy at all times trav- bring the character back to his point 20. The Fifth Maze eling throughout the planes to bring of origin. In addition, the distortion See area 19. back huge amounts of grain and other changes constantly, so a path that fodder for these creatures. works one way will not return to the 21. The Kitchens of Orcus Grainyards—huge fields of grain starting point if travel is reversed. stretch into the distance in this area. This city is ruled by a powerful lich The vast chambers are used to pre- Wheat, barley, and corn are a few of with a bodyguard of death knights. pare the meals for the Prince of the the most obvious varieties. A pleas- Undead—gluttony being one of ant, sunny warmth seems to radiate 15. The Bucking City Orcus’s most highly developed vices. from the high, domed ceiling. The ground beneath this city is The rooms around the periphery of Breweries—the smell is the first constantly in motion, bucking up and the area are used for growing and stor- clue to the function of these cham- down or twisting from side to side. ing many foodstuffs, while the cen- bers. Huge vats, in warm and cool The streets flow along, and the build- tral area is used to prepare the food rooms, store beer, ales, and meads of ings seem to ride them, often disap- for serving. a hundred varieties. Smaller sections pearing into the ground while other Orcus has his agents gather food of this area contain distilleries. buildings rise up in other parts of the from all of the planes that offer any- The kitchens contain ovens, fire- city. thing even remotely tempting to the places, fryers, boilers, iceboxes, and This city is ruled by a succubus of prince’s rather indiscriminating pal- every other accoutrement of culinary great power—reputed to be queen of ate. Thus there will be a wide assort- accomplishment. In the center of the all succubi. ment of foods and beverages familiar whole place is a vast dumbwaiter.

75 Food is loaded onto one of the two and Type IV demons, the Princely any language. It will always be raised platforms every few hours, to be Guard, are charged with capturing (if when the characters enter this cham- hauled upward with an dozen or so possible) or killing anyone so bold as ber. If they call for it to descend, the serving dretch. These demons will to seek to see Orcus without an prince will learn of their presence and scurry to clear off the dirty dishes appointment. take steps to prepare for battle. It from the previous repast, replacing The number of demons present takes the elevator a full turn to go up them with the new offerings— here should be balanced to the power or down all the way. generally no less than 200 courses at a of the PCs, as follows: time! They will then ride the dumb- waiter back to the kitchen. Party Total Levels Princely Guard NPC Capsule The dumbwaiter is controlled by Under 100 3 Type III demons the dretch that ride it, by pulling up 2 Type IV demons or down on a rope and pulley system. 101-150 3 Type III demons Orcus, Prince of the Undead There is a heavy counterbalance in a 3 Type IV demons (The following description of his shaft next to the dumbwaiter. 151-200 4 Type III demons capabilities represents Orcus within 4 Type IV demons his fortress and its environs. If he is 22. Chamber of the 201-300 5 Type III encountered on other planes, use the Princely Guard 4 Type IV description in the . If 301 or more 6 Type III encountered elsewhere on his own Characters who successfully cross 6 Type IV the Battle Arena, or who enter the plane, modify the MM description as castle at any of the external doorways explained in Appendix IV of Manual Type III Demons: AC -4; MV 9”; of the Planes, or use this description.) below or at the level of this room, will HD 10; hp 65; #AT 5; Dmg 2d6/ find themselves in a huge chamber. 2d6/1d3/1d3/1d4+1; SA & SD AC: -6 The doors are not locked, but open- darkness 10’ radius, fear (as wand), ing them will be definitely noticed by MV: 9”/18” cause pyrotechnics, polymorph self, Hit Dice: 240 hit points every guard on duty in the room. In telekinese (4,000 gp weight), and addition, each door has a magical #Attacks: 2 gate in a Type I-III demon (30% Dmg/Attack: (2d6 + 12) screen crossing the opening, so that chance of success, roll for which type). anything passing through the door is 4d4 + poison Magic Resistance: 95% subject to the effects of dispel magic, Type IV Demons: AC -1; MV 9”/ cast at the 100th level of proficiency. Intelligence: Supra genius 12”; HD 11; hp 70; #AT 3; Dmg Alignment: Chaotic Evil 1d4/1d4/2d4; MR 65%; AL CE; Size Size: L (20’ tall) This huge chamber is illuminated L (10½’ tall); SA & SD +2 to hit, by glowing red balls that float near +1 or better weapons needed to hit Specials: +3 or better weapon need- the high ceiling. The room is circu- them, darkness 10’ radius, create ed to hit lar, with thick stone columns lining illusion, cause fear, levitate (as a 12th- Virulent poison in tail sting, the outer wall. In the center, four level magic-user), detect magic, read save at -8 stairways lead up to a vast plat- languages, dispel magic, polymorph form, shaped in a circle concentric self; project image, symbol of fear or Can use at will (all spell abilities func- to the walls of the room. The the discord, telekinese (5,000 gp weight), tion as if cast by a 30th-level magic- very center of the room, a vast pil- and gate in a Type I-IV demon (60% user or cleric): continual darkness, lar rises from the floor to the ceil- chance, roll for type). charm person, create illusion (as ing, nearly 200 feet away. wand), cause fear (as wand), detect The pillar in the center of the room magic, read magic, read languages, This, the “front door” to Orcus’s is actually an elevator to raise and detect invisible, ESP, pyrotechnics, castle, is a very tough path for an lower characters and demons to and dispel magic, clairvoyance, suggest, unwelcome intruder to take. It is the from Orcus’s throne room. It will lightning bolt (30d6), clairaudience, post of duty for the most ornery col- respond to the commands: lection of demons that Orcus has “Descend” and “Rise,” spoken in been able to recruit. These Type III 76 polymorph self, wall of fire, telekine- throne room by an effective diver- se (12,000 gp weight), animate dead sion. He will go to investigate any sniff and snap at anything around as 30th-level MU, command, all cure scene of destruction in his fortress. He them. spells, remove fear, remove curse, will go to Orcusgate to investigate if Before the throne is a wide, sil- remove paralysis, all detect spells, the zombies attack the city, or if Gly- ver pool. The liquid in it appears to geas, levitate, teleport without error, phimhor has been killed. It is quite be water, but it is unnaturally still. protection from good, sending, possible that the characters will think vocalize, tongues, atonement, fly, of another effective diversion to get The dome over the throne room is a improved phantasmal force, mislead, him out of the throne room—if they potent shield of negative force. It is quest, improved invisibility, mirror don’t, stealing his wand is going to be generated by the presence of Orcus’s image, regenerate, anti-magic shell, very difficult indeed. wand in the socket beside his throne. dispel illusion, enthrall, spell immu- However, Orcus will not use his The dome will cause any magical nity, true seeing, globe of invulnera- wand in combat. Instead he will wield spells in effect upon an object or indi- bility, dispel good, dispel magic, his mace if forced into close vidual passing through the screen to exorcise, summon quarters —but first, he will attempt to be automatically dispelled. Likewise, slay PCs with his most potent magical spells cannot be cast through the Can use up to six of these per day: attacks—such as the death spell. He screen. death spell, restoration, wish, heal, will also raise his globe of invulnera- As an even further effect, however, gate, resurrection, vision, volley, bility, and employ as many other of any magical item passing through the unholy word his defensive powers as he has a screen (including those carried by chance to use before battle is joined. characters) must make a saving throw Can use once per day: feeblemind, vs. fireball (on the saving throws for project image, polymorph any object, 23. Throne Room of the objects table). Failure means that the shape change, time stop, any of the Demon Prince object has permanently lost its symbols enchantment. If the save is successful, This room towers over every other the object loses all magical powers for Possessions: point in sight—including the 2d6 rounds. mountains visible to the farthest The dome only affects things Evil-Aligned mace of disruption horizon. The walls and ceiling are approaching the platform through causes double listed damage to good formed by a shimmering green the air. Visitors approaching via the clerics and paladins, and good- dome—transparent, but somehow elevator or the dumbwaiter are not aligned victims of a blow must save appearing solid. affected. vs. spell or be turned away from Orcus The dominant feature of the The pool before the throne is the for 2d6 rounds (turned as if undead room is the dais that towers in the scrying pool whereby Orcus, with a turned by cleric) middle, topped by an enormous command word known only to him, throne. The throne seems to have can view any area of his plane. When Wand of Orcus causes death if been made from the skulls of all no area is specified, the pool shows an touched. It rests in a socket beside the types of creatures. image of the scrying room (area 7). throne, and is used to power the anti- One corner of the room is If the Wand of Orcus is removed magic screen over the castle as well as devoted to massive banquet tables, from its socket, the dome of protec- the four bone guns. loaded with plates and dishes of tion will immediately cease to func- great finery, each of which holds tion, as will the bone guns and the If Orcus encounters the PCs in his scrying pool. However, Orcus— some kind of exotic food. throne room, his rage will be tremen- Along the edge of the platform, wherever he is—will sense this disrup- dous. He will fight with every power opposite the banquet tables, tion in his magical protections, and and ability at his disposal to annihi- thrives a lush garden of bizarre he will immediately hasten to his late the characters. In other settings, plants. Many of these are blossoms throne room to see what’s going on. he will be deadly, but without this of exquisite beauty, but others are berserk intensity. gap-toothed horrors that seem to Orcus can be drawn out of his

77 CHAPTER 5: INTO THE SEVEN HEAVENS

Flight From onds. Tell the characters they feel too the Abyss helpless and sick to fight. But sud- feel a warm, happy sensation as denly, 20 humanoids with feathered you pass through. You feel all the A variety of situations are possible wings and cat-heads appear, firing damage you have taken in the once the characters have obtained the spells from their fingertips. Scream- Abyss heal itself magically. Wand of Orcus (always assuming, of ing, the demons flee. One of the course, that the characters still live). humanoids is hawk-headed rather Characters of non-good align- Orcus or his minions give chase as the than cat-headed. He introduces him- ments, however, feel this instead. characters flee the 333d layer of the self. Abyss back to the conduit (area 1 on You feel yourself sucked into the the map on pages 48 and 49). Alter- “I am Terxyx, Tome Archon of pool of gold. A wrenching, tearing natively, the characters can use other Mercuria, and these are my Sword sensation within you fills you with magic to escape this layer of the Archons. Our master, St. Sollars guilt and sadness concerning the Abyss. If the characters reach the con- the Twice-Martyred, has been evil deeds you have committed duit, it leads back to the Palace of expecting you, and ordered us to over, your years of adventuring, 1,001 closets (Pazunia). From the bring you to him. Will you fol- and you relive it all. All the blood- entrance to Orcus’s layer (area 26 on low?” shed, all the destruction reoccurs the map on page 31), the characters in your mind, and you feel all the must make it to the mercury pool The PCs should accompany the pain you have caused affecting from which they originally came (area archons, although they can reach the you! 1 on the map). They must figure this Seven Heavens in other ways if they out on their own, use spells to gain choose. If they keep the Wand of Ask non-good characters if they the information, escape otherwise, or Orcus, each member of the party want to become of good alignment. If confront Orcus and his minions, who must make a saving throw vs. spell at they say no, they instantly lose 2d20 will stop at nothing to recover the a -6 penalty each day, or fall under hit points and 2 points of Wisdom wand. the evil influence of the wand. Char- permanently. If they say yes, they When the characters dive into the acters who become evil as a result of receive the benefits of a heal and a mercury pool, they are once again the Wand of Orcus stop at nothing to restoration spell, but have a powerful seized by the disorienting effects of possess the wand, then travel to an quest spell put on them to perform being transported into the Astral empty plane of the Abyss, where they three quests on behalf of the deities of plane. attempt to set up a layer under their the Seven Heavens. Their alignment own rule. They are transformed over a then changes to any good alignment Tumbled and turned in a wild vor- period of 30 days into a demon lord (player’s choice). There is no experi- tex, your body feels as if it is being by the power of the wand, after which ence penalty for this alignment turned inside out! The disorienta- they cannot be returned to human change, but if the characters should tion is total as you are gripped with form or good alignment by any meth- lose their new alignment, they auto- nausea and dread. Then suddenly od whatsoever, including divine matically suffer the full level effects of you break free, to find yourself intervention. a voluntary alignment change. floating weightless in a bright, If the characters accompany the well-lit grayness that seems to archons, they are quickly transported extend for infinity in all directions. across the Astral plane to a gold- Lunia, the Floating near you are your fellow colored pool, and enter it. Characters Silver Heaven adventurers, and also nearby is a of good alignment feel the following. pool of rippling silver—obviously The color pool exits into the surf of the portal through which you You feel yourself sucked into the an ocean. Nearby is the shore of a entered the Astral plane. pool of gold. Instead of the terrible grand mountain island dotted with disorientation and nausea that the citadels and redoubts of polished Any demons who are following the other color pools have caused, you white stone. The ocean is fresh, PCs come through the pool in sec-

78

of Bahamut, the Platinum Dragon, you be rid of this evil.” clean water. There are distant will destroy the Wand of Orcus once Bahamut warns them that both the mountains at the limits of your and for all. Bahamut, fortunately, Wand of Orcus and Tiamat, if killed, vision. Other portals to various lives on this layer of the Seven Heav- will eventually return to existence, for planes can be seen nearby. The sky ens, where he is the prime power. St. the Great Powers are beyond life and is dark but filled with brilliant sil- Sollars and all the other minor powers death. Yet they will be removed from very stars that illuminate the of Mercuria revere the great dragon. the current plane of existence for region without moonlight. St. Sollars warns the PCs that Baha- some centuries. He tells the PCs that The leader of the archons says, mut is liable to make demands on once they steep the wand in the blood “This is the Silver Heaven, known them, but that whatever Bahamut from Tiamat’s heart, they are to bring as Lunia.” He gestures to his sol- wants, they should gladly do. The back the heart of the wand to him. diers, and two of them take hold of saint is willing to chat and drink beer Bahamut will sense the fate of the each of you. Flapping their giant for a while, answering questions put PCs, regardless of what happens. wings, they lift you from the cool to him as a commune spell, but Magically, he restores any damage ocean surf into the air. Flying over finally tells them to “git goin’,” and they have suffered so far, and recharg- the island, they head toward the tells them that Terxyx will take them es both clerical and magic-user spells distant mountains. The rarified air to the Palace of Bahamut. to their maximum. When the charac- is heady, like wine. Higher and ters are ready, he transports them to higher you fly, crossing a border Palace of the Platinum Dragon the first plane of the Nine Hells, area. The light surrounding you Tiamat’s lair. Terxyx and the archons fly the PCs slowly changes from silver into to an incredibly ornate palace of pure gold. Armies of archons and great platinum with gold trimmings. A Tiamat’s Den warriors marshal on the vast large courtyard is home to five huge planes. Gold castles dot the land- ancient gold dragons. In the center of Bahamut speaks strange words in scape. One grows closer as the the courtyard is a building with large, an incomprehensible language, archons fly toward it. “Our desti- intricately engraved platinum and then reality twists and you find nation,” says Terxyx, “the Castle of gold doors. Terxyx hails the gold yourself in a huge, dimly lit St. Sollars. We call it Al-Amo, the dragons as he approaches, and the cavern. There before you is the Fortress of Love.” platinum doors swing wide. Inside Chromatic Dragon, Tiamat, and the building is a dais, and on the dais her consorts—a white, black, Castle Al-Amo is Bahamut, the Platinum Dragon. green, blue, and red dragon of the St. Sollars the Twice-Martyred is Regardless of level, all characters are largest size. Combat is joined! standing in front of Castle Al-Amo, effected by awe. welcoming the PCs to the Seven The combat arena is a huge empty Heavens. He orders Terxyx to guard The deep, sonorous voice of the cavern in which Tiamat and her con- sorts are resting. Neither side can be the Wand of Orcus and invites every- Platinum Dragon echoes in the one in for a drink. huge chamber, “I am Bahamut. surprised; battle is instantly joined with the first initiative roll. What manner of evil accompanies This battle is easiest run with more “Well, dogies!” St. Sollars says, “I you?” than one DM; it is meant to be a thought fer sure you were gonna be final, major challenge for players. goners in the Abyss, but y’all come The dragon listens gravely to their Since all characters have fully restored through fer me. Thet Orcus’ll git story, and inspects the Wand of him another wand, sure as Orcus. “This foul artifact can only be spells and hit points, they should have a reasonable chance of success. shootin’, but not for a few hun- destroyed one way,” he says, “and nerd years. In th’ meantime, we that is to be steeped in the black and Tiamat: AC 0, MV 6”/18”, HD 16 got ta’ destroy this’un, and make foul blood from the heart of Tiamat, sure Orcus leaves Bloodstone Pass the Queen of Darkness. I cannot do (128 hp), #AT 6, Dmg 2d8/3d6/ 2d10/3d8/3d10/1d6, SA breath alone once an’ fer all.” this; only you can. I can transport you there, and, if you are successful, weapons, poison and magic use, SD St. Sollars explains that the breath transport you back. But only thus can nil, AL LE, Size L (60’ long).

80 Tiamat’s heads have one use each If Tiamat is killed, the remaining flawlessness, libram of ineffable dam- of the appropriate breath weapons of dragons fight until they are down to nation, necklace of strangulation, the white, black green, blue, and red half their original hit points, then robe of the archmagi, plate mail of dragons. She has the following spells: they flee. etherealness, sword +1, luck blade, magic missile, protection from good, When the Wand of Orcus is and a hammer of thunderbolts. stinking cloud, web, fireball, light- immersed in the black blood from the The killers of Tiamat and their ning bolt, ice storm, minor globe of heart of Tiamat, read the following: descendants will forever be known to invulnerability, cloudkill, magic jar. and hated by all evil dragons, who Being careful not to touch this will seek to destroy them utterly. Any White Dragon: AC 3, MV 12”/ most evil artifact, you move the items of treasure taken from Tiamat’s 30”, HD 7, hp 40, #AT 3, Dmg 1d4/ Wand of Orcus into the black hoard are certain to be recognized by 1d4/2d8, SA cone of cold breath stinking blood from the heart of evil dragons, who will stop at nothing weapon, SD Nil, AL CE, Size L (24’ Tiamat. It sizzles and bums, then to recover them. long), Spells: charm person, friends, it flares in a tremendous explosion! magic missile, shield Bahamut’s Blessing Each PC takes 5d20 points of Bahamut teleports the PCs back to Black Dragon: AC 2, MV 12”/24”, explosion damage (save vs. spell for his castle, and asks them if they have half damage) from the explosion of HD 8, hp 50, #AT 3, Dmg 1d4/1d4/ the heart of the Wand of Orcus. If the wand. Tiamat’s blood splashes 3d6, SA acid breath weapon, SD Nil, they do not, he castigates them for AL CE, Size L (30’ long), Spells: everywhere, burning anything it failing in their mission, and tells charm person, enlarge, magic missile touches for 1d20 points of damage. them that Bloodstone Pass will soon (x3), shield (x2), protection from Magical items must make a saving be overrun with demons—that is, good throw vs. acid at a -5 penalty or be unless they go back and succeed this disintegrated. time. He teleports them back to the Green Dragon: AC 2, MV 9”/24”, When the PCs recover from the lair of Tiamat, without letting them HD 9, hp 54, #AT 3, Dmg 1d6/1d6/ explosion, they see a small white gem recover hit points or spells, to find 2d10, SA chlorine gas breath weap- where the wand was. It can be han- that all the dragons are fully recov- on, SD Nil, AL LE, Size L (36’ long), dled without causing death. This is ered. The gem from the heart of the Spells: dancing lights, friends, shock- what they must give to Bahamut. wand is inside the heart of Tiamat. ing grasp, sleep, detect invisibility, When Tiamat is killed, the PCs can If they have succeeded, Bahamut forget, stinking cloud, web either wait for Bahamut to return says, “You have succeeded in your them to the Seven Heavens, or search mission, and now your realm will be Blue Dragon: AC 2, MV 9”/24”, the lair. There is much treasure here. made secure from demonkind. Plant HD 10, hp 60, #AT 3, Dmg 1d6/ The lair of Tiamat and her consort this gem in the courtyard of your cas- 1d6/3d8, SA lightning bolt breath dragons contains the following: tle, and tend the tree that grows from weapon, SD nil, AL LE, Size L (42’ 30,000 cp, 100,000 sp, 40,000 ep, it. For as long as you and your realm long), Spells: comprehend languag- 60,000 gp, 50,000 pp, 180 gems align with the cause of Good, this tree es, protection from good, ’s (average value 500 gp each), 70 pieces will prevent any demons from enter- floating disk, ESP, levitate, scare, of jewelry (average value 7,500 gp ing the Kingdom of Bloodstone. But blink, lightning bolt each), scrolls of protection from should you, your people, or your demons, protection from devils, pro- descendants turn to Evil, the tree will Red Dragon: AC -1, MV 9”/24”, tection from magic, protection from wither, and the demons take a most HD 11, hp 70, #AT 3, Dmg 1d8/ possession, and protection from powerful revenge.” undead, potions of delusion, ESP, 1d8/3d10, SA fire breath weapon, “Now go in peace,” the platinum SD nil; AL CE, Size L (48’ long), extra-healing, flying, gaseous form, dragon says, “and rule wisely and human control, longevity, and Spells: magic missile, sleep, darkness well.” 15’ radius, shatter, dispel magic, fire- poison, rings of djinni summoning ball, minor globe of invulnerability, and wizardry, staff of power, book of wall of fire vile darkness, cube of force, eyes of the eagle, helm of brilliance, jewel of

81 EPILOGUE: RETURN TO BLOODSTONE PASS

When the characters finish their Orcus was destroyed. (In the far emperors, and dominate the entirety of audience with Bahamut and receive north, the Castle of the Witch-King the Forgotten Realms. the tree-gem, the archons fly them also disintegrated.) The remaining Here are some suggestions for fur- back to St. Sollars. The saint performs forces suffer a -2 morale penalty. ther adventuring. resurrection, heal, and restoration of Play out the battle; give the players all party members who have been the satisfaction of an easy final victory 1. Revenge of the hurt in the final battle, and he grants after all they’ve been through. Demon Prince a wish to each party member as a If the players would rather not play reward for their achievement. He out a battle with such a predeter- Although the Tree-Gem of Blood- answers questions as a commune mined outcome, the battle takes stone works as “demon repellent,” spell. place off-stage with a stunning keeping all demons of all sorts from The characters can rest in the Seven Bloodstone victory. All the nation of entering the lands under the Throne Heavens for a day, then St. Sollars Vaasa shortly falls under the control of Bloodstone, Orcus never forgets informs them that it is time to go. of Bloodstone. the injury the adventurers have done The archons fly them back to the color If the PCs have not yet declared the him, and he vows eternal revenge. pool, then they make a quick transit kingdom or held a coronation, this is Using his evil magic to bring neigh- back to the Astral plane. the time to do it. The victorious boring princes under his sway, Orcus heroes are enormously popular might stir up war against Bloodstone, or recruit assassins and agents to The voyage from Mercuria through throughout the land, and are wreak havoc inside the kingdom. the Astral plane is almost routine acclaimed as rulers wherever they go. Should the heroes venture outside now. Lost in thoughts of the Quillan suggests that the planting of incredible adventure you have the tree-gem be part of the corona- their borders for any reason, such as to lead their armies in battle, powerful experienced, the time passes tion ceremony. Within two weeks quickly. Finally, the archons point after the tree-gem is planted in the demons are likely to attack. It will take a full century for Orcus toward the silver color pool that castle courtyard, it is already grown to rebuild the Wand of Orcus. Until leads to your home plane, and as into a 10-foot-high white tree with that time the demon’s power is less- you pass through it, you find your- golden leaves. ened. But Orcus has a long memory, self in the courtyard of Bloodstone And so at long last do the heroes and the descendants of the heroes Castle. Home at last! come into a kingdom of their own—a land where their dreams have come may be the targets of his wrath. Lady Christine, Baron Tranth, true. Quillan the Sage, the other NPCs 2. Revenge of the Dark Queen with whom the characters have inter- Further Adventures Not only is Orcus the eternal ene- acted come running to greet the in Bloodstone Pass my of the adventurers, but the vari- returning champions, plaguing them ous races of evil dragons are fully with a hundred questions. At a great As this epic series draws to a close, aware of what the heroes did to feast, they get to share their exploits, what now? You now have characters Tiamat. The Queen of Evil Dragons which are set to music by the bards in of surpassing power, of a level at will also regenerate in a century, but the castle. which most adventurers retire. But her minions will try for a quicker At a series of private conferences, with a kingdom to call your own, your revenge. Unlike demons, dragons are Baron Tranth reminds the heroes that players now are mighty powers in the not prevented by the Tree-Gem from there is still the small matter of the FORGOTTEN REALMS™ campaign attacking the Kingdom of Blood- Army of Vaasa on the other side of the setting. What of the nations nearby? stone. Perhaps an army of hundreds Ford of Goliad. If you want to play Zhentil Keep is on the march, and the of evil dragons of all colors from the out the final battle of the Bloodstone land of Thar is a source of ancient evil. glaciers beyond Thar will unite and Wars, use Scenario #5, page 21, from Threats from nearby nations can be rea- attack Bloodstone in a huge aerial H3, The Bloodstone Wars. The zom- sons for immense BATTLESYSTEM™ BATTLESYSTEM™ rules engage- bies, ghouls, and skeletons crumbled rules scenarios. Perhaps these characters ment. The mysterious Cult of the into dust at the moment the Wand of will grow from being kings to being Dragon, a group of men said to have

82 devised strange mystical arts that give takes place. A large pirate fleet oper- quakes, hard winters, and more can them mastery over evil dragonkind, ates there; it would be highly desir- challenge even the toughest party. may take a hand in this matter. able for the nation of Bloodstone if The kingdom’s treasury can go bank- It is certain that evil dragons will these pirates no longer preyed on rupt, the mines dry up, and the crops recognize any items taken from ships. go bad. What then, o mighty adven- Tiamat’s hoard. They will do any- turers? thing in their power to retrieve the 5. Glaciers and Deserts In addition, Bloodstone might be items and punish the person who pos- faced with an invasion of frost giants sesses them. It has long been suspected that the from the Great Glacier, or many other Great Glacier and Anauroch, the Great evils. Desert, are not natural. What strange, 3. The Zhentarim mysterious power is responsible? Cer- The nation of Bloodstone is sepa- tainly the power needed to create these 8. Bahamut’s Quest rated by mountains and the Moonsea immense features could only be com- One or more of the PCs may have from the mysterious Zhentil Keep, batted by the highest-level characters. become obligated to perform quests on the base of the Zhentarim, an organi- It is rumored that gods or powerful behalf of their alignments. These zation of evil and lawful individuals demons are behind them. might begin with being summoned to also known as “the Black Network.” the Seven Heavens, or by a midnight To enrich themselves, the Zhentarim 6. The Next Generation vision from St. Sollars, and would nor- are trying to control the trade routes mally involve extra-dimensional travel. between the established lands of the Characters who retire might get The other realms in Manual of the married and have children—a new Sword Coast and the young kingdoms Plane likely to be involved. What if around the Moonsea, including the generation of adventurers for your the evil dragons of the multiverse players! Since these new PCs would newest realm, the Kingdom of Blood- invaded the Seven Heavens to revenge be trained by their powerful parents, stone. themselves on Bahamut for the death and probably be given some magical The threat of Zhentil Keep will of Tiamat? This is an opportunity for grow to plague the new rulers of items to start their careers, they the most fiendish of DMs to construct should probably start at higher than Bloodstone, eventually requiring an adventure even more deadly than first level, but in no case higher than either military intervention or a secret this one. mission by high-level adventurers 5th-9th. Remember, both dragons and demons already hate them, and (the Over the Hill Gang rides again!). lurk in readiness whenever the new 9. Plot of the Red Wizards Baron Tranth would be a good choice PCs leave the borders of their home. The Red Wizards of Thay are evil as Seneschal of Bloodstone when the This situation leads to an entirely and powerful, and are devoted to an adventurers are away on other busi- expansionistic and imperialistic pol- ness. new phase of your campaign. Young adventurers, but with a home, magic, icy of swallowing neighbor states. and money, going on missions for the These haughty and arrogant sorcerers 4. To the Sea of Fallen Stars kingdom they will someday inherit. If may show up in Bloodstone and The issue of trade routes will also they get into serious trouble, perhaps demand that the characters swear bring Bloodstone into dealings with their parents, now grey-haired, might fealty to them. Impiltur, to the south. Most likely, a buckle on their swords to come rescue The plot of the Red Wizards is to peaceful accommodation can be them. neutralize the adventurers by reached. The Desertspire Mountains sorcery —exiling them to another are the home of Lothchas the bandit- 7. Bad Harvest plane of existence, for example, with- lord, and the Great Dale, where dwells out any magical items, weapons, Running a dominion can be a chal- the Nentyarch, a mysterious mage of armor, or way home. What amazing great power who rules grim men and lenging exercise. Although there are adventures would they encounter in not well-developed rules in the strange beasts. Uninvited guests who making their way home through the AD&D® game system for running a enter the woods simply vanish. planes of existence, to battle the evil kingdom, the D&D® Companion Set The Sea of Fallen Stars is the great Red Wizards to regain their throne? rules are easily adapted for this pur- inner sea along which most trade pose. Plagues, bad harvests, earth-

83

PEOPLE OF BLOODSTONE PASS

Baron Tranth of Bloodstone: Gray- Dex 13, Con 13, Ch 12, CR 11”, Aldric the Vampire: Originally haired, tall, heavy-set, brusque, for- THAC0 16. Aldric, Abbot of St. Sollars the Twice- mal. Radiates power and competence. Martyred, was turned into a vampire Totally committed to the welfare of his Racquel and Carlotta: Beautiful and by minions of Orcus, and is now quite people. Father of Lady Christine. If no flirtatious barmaids at the Inn of the insane. If not killed in H2 or H3, he is PC has become Baron, he is still Baron. Clowns, they are highly resistant to still lurking around in gaseous form, STATS: AC 1 (plate and shield +1), customer advances, but have one and serves as a continual random MV 9”, Ftr 7, hp 30, #AT 3/2; Dmg weakness: musicians. STATS: Ch 18. encounter. His tactics are hit-and- 1d8+1 (long sword +1) or 1d4+1 run. If caught and cured, he would (heavy crossbow). AL LG, St 15, Int 13, Jamison the Fletcher: Makes bows return to his work with new devotion Wi 14, Dex 12, Con 14, Ch 15, CR and arrows of good quality. Also raises and be eternally friendly, if a bit prig- 13”, THAC0 14. hunting falcons in the back of his gish and overly formal. In the mean- house. Secretly a 6th-level assassin time, he should be a particularly Lady Christine, Baroness of Blood- working for the Grandfather of Assas- nasty opponent. He has several cof- stone: Lovely, fairy-tale princess type, sins against Bloodstone, he uses fins hidden away, so finding a partic- but a bit of a tomboy and druidess by druidically trained falcons to convey ular coffin does no good. STATS: As training. Very competent, strong- messages. If uncovered in H1, H2, or vampire in MM. willed, proud, occasionally haughty. H3, does not exist here; if not, PCs Trained by Quillan the Sage in druid- cannot keep military plans secret Clematis, Indanthrene, and Curcu- ic lore and by her father Baron Tranth from the enemy. min: Faerie dragons who live in a pixie in rulership and military affairs. If she grove in Bloodstone Valley, along with fell in love with and married a PC, she Haldan: Greedy, sneaky, ferret-faced 100 practical-joking pixies. Not inter- is Baroness; otherwise, assists her little guy with goatee; pathological ested in helping humankind unless father in ruling and is heir presump- liar (yeah, that’s the ticket!); will sell there’s a prank in it. Wandering into tive. STATS: AC 10/8 (leather), MV out anyone for the price of a beer; the grove unawares can be both dan- 12”, Druid 7, hp 26, #AT 1, Dmg drinks way too much. Obviously gerous and humiliating. Curcumin, 1d4 (dagger or sling), AL N(G), St slimy; can be played for laughs. (He the youngest faerie dragon, might pos- 10, Int 12, Wi 13, Dex 14, Con 11, also may have been eliminated in H1, sibly follow a very charismatic and witty Ch 17, THAC0 18. H2, or H3). character, and become a henchman.

Quillan the Sage: Age 70, long white Olaf the Blacksmith: 5th-level fighter Other Denizens: Many other charac- hair and beard; sage in legends, folk- with 18(23) strength, arms like iron ters are described in modules H1, H2, lore, and history. His true love is flora bands. Mostly works on horseshoes and H3. The Random Villager Gen- of the region, which he somehow and plows, but can make swords, eration System in H1 and H2 is a manages to work into every sage repair armor, etc. Has a spreading handy tool to use in creating other answer he gives. Appears doddering chestnut tree in front of his shop. characters as needed. and senile, but actually is much smarter than he looks. SPELLS Gabrielle: Oldest daughter of the (Druid): 4 1st, 2 2d, 3 3d. baker and his wife, has burning desire to become a magic-user and is fond of Garlen and Garven: Identical cous- older men. Would gladly apprentice ins, brown hair and eyes, just turned herself to a master of the mystic arts, 22. Young, brave, inexperienced, learns quickly. Shy, romantic, and overly enthusiastic, with a tendency chaste; would make a lucky sorcerer a toward unquestioning hero worship. wonderful wife and henchperson. They interrupt each other constantly STATS: Int 16, Ch 17. (If already when talking. STATS (identical): AC apprenticed, or if Emlyn the Gray is 8 (leather), MV 12”, Ftr 5, hp 25, used as a PC, is now a 3d-level MU.) #AT 1, Dmg 1d6 (short sword or bow), AL LG, St 14, Int 11, Wi 10,

85 PREGENERATED PLAYER CHARACTERS

These pregenerated player charac- 50% MR in 5’ radius, dispel magic at ters were used in the original playtest Sir Gareth 17th level in a 5’ radius, +10 dmg. campaign of the Bloodstone Pass Dragonsbane vs. CE opponents. If a Type III or adventure series. They are made Baron of Bloodstone more powerful demon is slain with available here for your use. If you 19th-level Human Paladin (Cavalier) Crusader, sword gains following spe- have used these characters in previous Lawful Good cial powers: heal 1/day, strength 1/ modules in the “H” series, the char- day to fight evil opponents, charm acters have grown and changed Strength 18/30 person on contact 1/day (make attack according to your own campaign, and Intelligence 13 roll for 0 damage to use this power). are not necessarily the same as pre- Wisdom 15 On an attack roll of a natural sented herein. Although these char- Dexterity 15/26 (unmodified) 20, will disintegrate a acters are well suited for the Constitution 17/12 demon up to Type VI. Ego and Intel- adventure, nothing should stand in Charisma 18/15 ligence both 17. Telepathic with own- the way of using your own characters er. Commune with minor goddess St. in this series. The various adventure Armor Class: -4 Lalibela 1/week. Sword will howl in roles (paladin hero who gets the girl, Movement Rate: 12” anguish if wielder runs from a good-hearted drunken friar, ascetic Command Bonus: +3 demon. On second instance of cow- monk, etc.) can be used as a guideline Command Radius: 22” ardice in the face of a demon., sword to shape a party of your own charac- Base THAC0: 4 (#AT 3 with lance, instantly teleports away, never to ters for the adventure. long sword, or horseman’s flail) return. The characters are not provided Attack Rating: 19 with basic cash and nonmagical Hit Points: 96 OTHER MAGICAL ITEMS: Plate items. At 19th-level, assume that Mail +3, Shield +2, Silver Horn of they can obtain virtually any nonma- SAVING THROWS: PPD 1, P/P 2, Valhalla. gical item with ease. It is also legiti- RSW 3, BW 2, Sp 4 mate for you, as Dungeon Master, to LANGUAGES: Common, LG, , provide scrolls, potions, and minor CLERICAL SPELL USE: 5 1st level, 4 Dwarf, Halfling magical items to round out the char- 2d level, 3 3d level, 2 4th-level acters as they embark on their adven- WARHORSE: Glendan, intelligent ture. SPECIAL ABILITIES: All Paladin heavy warhorse (AC 5, HD 5+5, hp In addition to these 16th-19th- and Cavalier special abilities from 25, #AT 3, Dmg 1d8/1d8/1d3, MV level characters, some pre-generated Players Handbook and Unearthed 18”). 100th-level characters are provided Arcana. Sword gives 50% MR, dispel for those of you who are looking for magic 5’ rad., dmg. +10 vs. Chaotic Sir Gareth has devoted his life to the ultimate in high-level challenges. Evil. the service of Lawful Good. As a Good luck! It’s not as easy as it looks. knight of the Order of the Golden PROFICIENCIES: Weapon: Lance, Cup, he had a glorious adventuring Very observant and rules-knowl- long sword, horseman’s flail (weap- career. In spite of tithing 50% of his edgeable players have noticed that we ons of choice), broad sword, short treasure, he became a wealthy man made some mistakes in applying the sword, horseman’s mace, javelin, and settled on a large estate. A Bri- weapons specialization system to the two-handed sword, dagger, scimitar, gade Commander in the Vaasan War, pre-generated characters in H2 and bastard sword. Non-weapon: Animal he won his battles even though his H3. Those were our (primarily Dob- noise, blind-fighting, direction side lost the war. His home in the son’s) errors, not official rules inter- sense, endurance, mountaineering, north destroyed, his soldiers and fol- pretations. The following should be riding, rope use, swimming, sound lowers dead or dispersed, and his correct. analysis, boating wealth lost, he came to Bloodstone Pass, where he fell in love with and HOLY SWORD: Crusader, a long married Lady Christine, daughter of sword +5 holy avenger, provides Baron Tranth of Bloodstone. At the wedding, Baron Tranth abdicated,

86 relinquishing his title to his new son- 1, Dmg. +3 hit/dmg., “point es archery to them. He has command- in-law. blank” range bonus), long sword, ed the Huntsmen Skirmishers in Unable to escape the wrath of the crossbow, bastard sword, dagger battle. Vaasan Empire, the tiny barony was (throwing), dagger (melee), axe forced into war. Under the splendid (throwing), axe (melee), quarterstaff, generalship of Gareth Dragonsbane, two-handed sword. Non-weapon: Friar Dugald it has now conquered the southern Bowyer/Fletcher (Triple Proficiency, Cleric of the Order of St. Dionysus, duchies and united them. The con- DEX +5 on d20, plus magical manu- Knight of Bloodstone ventional wisdom is that Baron Dra- facture skills), animal noise, direction 19th-level Human Cleric gonsbane will be the king of the new sense, rope use, fire-building, weap- Lawful Good realm of Bloodstone, once Vaasa is onsmith, swimming. finally defeated. Strength 15 SPELL BOOK: 1st level: affect nor- Intelligence 10 mal fires, detect magic, jump, magic Wisdom 18 Sir Olwyn missile, read magic, spider climb. 2d Dexterity 9 Forest-Friend level: darkness 15’ radius, invisibility, Constitution 14 19th-level Human Ranger (Fighter) levitate, strength, Melf’s acid arrow. Charisma 14 Lawful Good MAGICAL ITEMS: Long bow of the Armor Class: -3 Strength 18/24 Forest +1, requires 18/01 or greater Movement Rate: 9” Intelligence 13 Strength to use; user adds Strength Command Bonus: 0 Wisdom 14 bonuses to hit and damage; bow has Command Radius: 17” Dexterity 17 double normal range. Arrows of Slay- Base THAC0: 9 Constitution 15 ing vs. demons (10) and vs. giants (2); Attack Rating: 24 Charisma 10 12 arrows +1, 12 arrows +2, 6 arrows Hit Points: 68 +3, cloak of elvenkind, boots of Armor Class: 2/0* speed, ring of free action, bracers of SAVING THROWS: PPD 2, P/P 5, Movement Rate: 24”* archery RSW 6, BW 8, Sp 7 Command Bonus: 0 Command Radius: 17 1/2” LANGUAGES: Common, LG, Elf, CLERICAL SPELL USE: 11 1st level, Base THAC0: 4 (2 attacks/round) Treant 11 2d level, 10 3d level, 8 4th-level, 6 Attack Rating: 19 5th-level, 4 6th-level, 2 7th-level Hit Points: 79 Sir Olwyn spent most of his life in the great forests of the Forgotten SPECIAL ABILITIES: All Clerical SAVING THROWS: PPD 4, P/P 5, Realms, where he saved the race of special abilities from Players Hand- RSW 6, BW 4, Sp 7 treants from destruction at the hands book. of a powerful wizard. His ranger SPELL USE: Druid: 4 1st level, 2 2d henchmen perished in that terrible PROFICIENCIES: Weapon: Foot- level, 2 3d level. Magic-User: 2 1st battle, and he has never replaced man’s mace, horseman’s mace, club, level, 2 2d level. them. The treants of the forest flail, hammer, sap. Non-weapon: rewarded the ranger by creating a spe- Drinking (CON +3 on d20), endur- SPECIAL ABILITIES: All Ranger spe- cial long bow for him, and taught ance, fishing, mountaineering, swim- cial abilities from Player’s Handbook him the secrets of making magical ming, riding, fire- building and Unearthed Arcana. Learned arrows. secret of manufacturing arrows +1 Sir Olwyn moved north into MAGICAL ITEMS: mace of disrup- (1/day) and arrows of slaying (1/ Damara, where he became involved tion +3, chain mail +2, shield +5, month) from treants. in the quest to save the village of potion of elixir of health, ring of Bloodstone Pass. A hearty, outdoorsy truth, rod of resurrection with 10 PROFICIENCIES: Weapon: Long man, Olwyn is a great favorite with charges; scroll with restoration, gate, bow (Double Specialization, #AT 4/ the children of the village, and teach- true seeing, animate object, harm, blade barrier, and flame strike; figu-

87 rine of wondrous power (marble Command Bonus: +1 Handsome, youthful, and with a woolly mammoth). Command Radius: 21” ready smile, Riordan Parnell is a bard Base THAC0: 14 as willing to steal a kiss or a song as he LANGUAGES: Common, LG, Elf (3 attacks/2 rounds) is the Duke’s jewels. Riordan normal- Attack Rating: 29 ly travels with his cousin Celedon, POSSESSIONS & EQUIPMENT: Hit Points: 77 sometimes stealing (but only from Otho, a draft horse (AC 7, MV 12”, evil rich men), sometimes aiding the HD 3, hp 12, #AT 1, Dmg 1d3). SAVING THROWS: PPD 4, P/P 7, poor and oppressed, but always RSW 8, BW 10, Sp 9 adventuring and seeking danger. Friar Dugald is an immensely fat Riordan has been rich several times man who wears monk’s robes and has DRUIDIC SPELL USE: 7 1st level, 5 . . . and flat broke just as often. He is a shaved pate, in the ancient tradi- 2d level, 5 3d level, 4 4th-level, 3 5th 74 years old, but looks 28. He is 5’ 8” tion. A jolly man, he loves to drink, level tall and weighs 130 lbs. He was eat, and drink. Of lower-class ances- knighted by the Baron of Bloodstone try, Friar Dugald has common tastes. SPECIAL ABILITIES: All Bard and and serves as a Brigade Commander His fellow clerics consider him a little Half-Elf special abilities from Player’s in the Army, where his bardic powers too rough, and look down on his con- Handbook and Unearthed Arcana, make him an effective leader. tinual barroom brawling and general including 76% charm percentage and drunkenness. (Note special drinking 80% legend lore. Member, Anstruth proficiency.) However, he is devout in College. Fighter abilities at 8th-level; Sir Celedon Kierney his worship of St. Dionysus, and thief abilities at 9th-level, including 8th-level Half-Elf Magic-User/22th- fights for good. He has found the citi- PP 75%, OL 62%, F/RT 55%, MS level Thief-Acrobat zens of Bloodstone Pass very much to 62%, HS 54%, HN 25%, CW 96%, Chaotic Good his taste, and looks forward to ending RL 40%. his wandering life and ministering to Strength 11 his new flock. He has been knighted PROFICIENCIES: Weapon: Long Intelligence 18 for his services, but does not normally sword, (Double Specialization, +3 Wisdom 12 use his title. hit/dmg, 5 attacks/2 rounds), dag- Dexterity 18 The good friar always wears an old ger, throwing dagger, quarterstaff, Constitution 12 brown robe with a hood. Underneath sling, broad sword, javelin, short Charisma 16 his robe, he wears his chain mail +3 sword, dart, spear. Non-weapon: and carries his mace tucked into his Animal trainer, animal noise, blind Armor Class: 1 rope belt. Many a powerful enemy fighting, boating, fire-building, Movement Rate: 12” has been fooled by his deceptive healing, mountaineering, riding, Command Bonus: +1 appearance. rope use, swimming. Command Radius: 17” Base THAC0: 10 MAGICAL ITEMS: Anstruth Harp, Attack Rating: 25 Sir Riordan Parnell ring of protection +3, long sword Hit Points: 48 19th-level Half-Elf Bard +1, dagger +2, figurine of won- (8th-level Fighter/9th-level Thief) drous power (ebony fly), potion of oil SAVING THROWS: PPD 8, P/P 7, Neutral Good of ethereality (two doses). RSW 4, BW 11, Sp 5

Strength 15 LANGUAGES: Common, NG, Elf, MAGIC-USER SPELLS: 4 1st level, 3 Intelligence 14 Gnome, Halfling, Goblin, Hobgob- 2d level, 3 3d level, 2 4th-level Wisdom 15 lin, Orcish, Gnoll, Kobold, Thieves’ Dexterity 16 Cant, Ogrish, Hill Giant, Elf, SPECIAL ABILITIES: All magic-user, Constitution 12 Demon, Centaur, Druid, Harpy, half-elf, and thief acrobat special Charisma 16 Treantish, Dwarf, Hordling, abilities from Player’s Handbook and Duergar. Unearthed Arcana. Thief Skills: PP Armor Class: 3 70%, OL 57%, F/RT 45%, MS Movement Rate: 12” 109%, HS 114%, HN 55%, CW

88 99.7%, RL 80%. Acrobat Skills: Gnome, Halfling, Goblin, Hobgob- ends and lore, and magical item Tightrope Walk 120%, Pole Vault lin, Orcish, Gnoll, Thieves’ Cant identification. 17’, High Jump 9’, Standing Broad Jump 12’, Running Broad Jump 22’, Young and good-looking, Celedon PROFICIENCIES: Weapon: Dagger Tumbling Attack 28%, Evasion 65%, is a master thief and magician of great (melee), dagger (throwing), dart, Falling 80%, 55'. Weight/ skill. He uses his skills for adventure quarterstaff. Non-weapon: Endur- Encumbrance Limits for Skill Use 670 and romance, and often pulls a caper ance, healing, slow respiration, sage. gp (body associated), 4,000 gp (car- just for the sheer pleasure of it. He ried). Backstab for quintuple dam- normally steals only from evildoers, SPELL BOOK: Cantrips: chill, exter- age. and might give away all he has if minate, flavor, freshen, gather, salt, touched by the right story. Celedon is shine, stitch, tie, warm, wrap, curdle, PROFICIENCIES: Weapon: Long 65 years old, but appears 27. He is 5’ hairy, knot, ravel, sour, spill, untie, sword, short sword, short bow, dag- 9” tall and weighs 140 lbs. He nor- change, distract, hide, palm, nod, ger, sap, lasso, staff. Non-weapon: mally travels with his cousin, Riordan scratch, sneeze, bee, bluelight, fire- Animal noise, blind-fighting, direc- Parnell. Celedon was knighted by the finger, gnats, smokepuff, spider, tion sense, mountaineering, rope use Baron of Bloodstone and serves as unlock, creak, groan, rattle, whistle (Double Proficiency, DEX +3), Commander and Chief Scout of the 1st level: alarm, armor, charm per- sound analysis, swimming. Army of Bloodstone. son, comprehend languages, detect magic, feather fall, identify, magic SPELL BOOK: Cantrips: tie, untie, missile, mount, protection from evil, distract, hide, palm, yawn, bee, Sir Emlyn the Gray read magic, sleep, unseen servant, bluelight, unlock, whistle, firefinger, Court Wizard of Bloodstone wizard mark present. 19th-level Human Magic-User 2d level: bind, continual light, 1st level: dancing lights, feather Lawful Good darkness 15’ radius, deeppockets, fall, friends, grease, jump, mount, ESP, forget, invisibility, know align- magic missile, read magic, spider Strength 9 ment, levitate, magic mouth, pyro- climb. Intelligence 18 technics, Tasha’s uncontrollable 2d level: audible glamer, bind, Wisdom 12 hideous laughter, scare, stinking darkness 15’ radius, deeppockets, Dexterity 16 cloud, strength fools gold, knock, mirror image, rope Constitution 10 3d level: blink, clairaudience, trick, Tasha’s uncontrollable hideous Charisma 12 clairvoyance, detect illusion, dispel laughter. magic, fireball, fly, haste, item, 3d level: clairaudience, dispel Armor Class: 0 material, Melf’s minute meteors, magic, feign death, fly, item, phan- Movement Rate: 12” phantasmal force, secret page, sug- tasmal force. Command Bonus: 0 gestion 4th level: confusion, dimension Command Radius: 14” 4th level: charm monster, dig, dis- door, fire charm, Leomund’s secure Base THAC0: 13 pel illusion, Evard’s black tentacles, shelter, magic mirror, polymorph Attack Rating: 28 fear, hallucinatory terrain, self, wizard eye Hit Points: 30 Leomund’s secure shelter, magic mir- ror, massmorph, Otiluke’s resilient MAGICAL ITEMS: Long sword +1, SAVING THROWS: PPD 10, P/P 7, sphere, polymorph other, shout, wiz- Luck Blade (0 wishes), ring of protec- RSW 5, BW 9, Sp 6 ard eye tion +3, figurine of wondrous power 5th level: cloudkill, conjure ele- (ebony fly), potions of oil of ethereal- MAGICAL SPELL USE: 5 1st level, 5 mental, dismissal, fabricate, hold ity (two doses) and fire breath (1 2d level, 5 3d level, 5 4th-level, 5 5th monster, magic jar, Leomund’s lam- dose), mirror of mental prowess, rod level, 3 6th-level, 3 7th-level, 3 8th entable belabourment, transmute of alertness, scroll of contingency, for- level, 1 9th-level rock to mud, wall of stone cecage, and volley 6th level: Bigby’s forceful hand, SPECIAL ABILITIES: All magic-user chain lightning, contingency, control LANGUAGES: Common, NG, Elf, special abilities from Player’s Hand- weather, death spell, ensnarement, book. Has sage abilities in magic, leg- 89 eyebite, guards and wards, invisible acquired the experience needed to stalker, monster summoning IV, pro- Kane, challenge the Grand Master of ject image, spiritwrack Master of Spring Flowers for the leadership of the 7th level: banishment, cacode- 16th-level Human Monk order, he refrained from doing so out mon, mass invisibility, power word (Master of Spring) of respect for his venerated master. stun, reverse gravity, torment Lawful Good Instead, he resigned from the order, 8th level: binding, mass charm, and another Master of Spring was permanency polymorph any object, Strength 15 appointed to take his place. Kane Serten’s spell immunity Intelligence 15 took a vow of poverty and set out into 9th level: prismatic sphere, shape Wisdom 15 the world. change, time stop, wish Dexterity 17 Kane meditates at least four hours Constitution 14 each day and practices his skills for MAGICAL ITEMS: Staff of the Magi Charisma 8 another four. Whenever he needs (20 charges), dagger +1, bracers of food or other items, he takes the most defense AC 2, figurines of wondrous Armor Class: -2 menial jobs he can find, preferably power (serpentine owl and a pair of Movement Rate: 30” involving hard physical labor. This golden lions), scroll of 20 spell levels Command Bonus: 0 preserves his sense of connection with (player’s choice), Zagyg’s spell com- Command Radius: 12” the world. He is 60 years old, but ponent case, prison of Zagyg, efreeti Base THAC0: 10 looks 20 years younger. He is wiry, bottle (two wishes and 800 days of (4 open-hand attacks/round) muscular, and very thin, and dresses service remaining), deck of illusions. Attack Rating: 25 in simple rags, as befits an ascetic. Hit Points: 40 He remains in Bloodstone for as LANGUAGES: Common, LG, Elf, long as he is needed, but refuses Dwarf, Halfling, Gold Dragon, Cen- SAVING THROWS: PPD 10, P/P 9, money, titles, magical items, and taur, Ki-rin RSW 8, BW 13, Sp 9 even a roof over his head.

Emlyn the Gray is 60 years old, SPECIAL ABILITIES: Master Kane is gaunt, with white hair and long white an old-style (pre- Oriental beard, and quite feeble in appear- Adventures) monk, and has special ance. An adventurer for many years, abilities as per Player’s Handbook, Emlyn was obsessed with adding including abilities A-K and a 4% spells to his spell books. As he grew chance of being surprised. Thief older, he retired, and for many years Skills: OL 99%, F/RT 95%, MS taught magic in a centaur academy. 99%, HS 99%, HN 50%, CW He learned the languages of the gold 99.6% dragon and the ki-rin to add to his store of magical lore. But the war with PROFICIENCIES: Weapon: bo stick, Vaasa destroyed the school, and he caltrop, crossbow, dagger, jo stick, was forced to take up his staff and lasso, sap, quarterstaff, halberd. return to the adventuring life—which Non-weapon: Animal trainer, animal he hates. He is looking for a new place noise, blind-fighting, direction to settle down, and has taken on sense, endurance, rope use (Triple Gabrielle, daughter of the baker in Proficiency, DEX +4) the village of Bloodstone, as an apprentice (she has hopes of being MAGICAL ITEMS: carpet of flying more). He is absent-minded, pedan- (smallest size). tic, and complains constantly. As Master of Spring, Kane was the second-highest ranking monk of his order. Although he had long since

90 PREGENERATED 100TH-LEVEL CHARACTERS

We don’t really believe that anyone Special Abilities: All paladin and cav- has ever “earned” a 100th-level char- alier special abilities from Player’s Circe, acter, in the sense that the character Handbook and Unearthed Arcana. the Black Sorceress was started at level 1 and worked his Awe ability based on Charisma rat- 100th-level Human Magic-User/ or her way up in a normal (non-Monty ing. Immunity to cause fear, charm Illusionist Haul) campaign. On the other hand, person, command, friends, hypno- Chaotic Good there’s always the temptation to play, tism based on Wisdom. 95% detect just once, a character of ultimate invisible based on level and intelli- Strength 15 power. gence. Automatically regenerate 1 hit Intelligence 25 These characters are patterned after point/turn based on Constitution. Wisdom 18 great heroes of mythology. Their Proficiencies: Weapon: Proficient in Dexterity 23 descriptions herein bear little or no all weapons. Double proficiency in Constitution 19 resemblance to their Legends & Lore one weapon of player’s choice, plus Charisma 25 entries. Use them as templates to cre- all Cavalier “weapon of choice” ben- ate special 100th-level characters for efits. Non-weapon: All non-weapon Armor Class Base: 5 this adventure. proficiencies from Dungeoneer’s Sur- (before magical protection) The Legends & Lore volume vival Guide and Wilderness Survival Movement Rate: 12” describes the effect of character abili- Guide at triple level. Command Bonus: +10 ty scores above 18. Command Radius: 50” Magical Items: Player’s choice of one Base THAC0: 11 suit of armor, one shield, four weap- Perseus, Attack Rating: 25 ons, and four miscellaneous magical Hit Points: 177 Immortal Warrior items from any listed in Dungeon 100th-level Human Fighter/Paladin Masters Guide, Unearthed Arcana, or Saving Throws: PPD 8, P/P 5, RSW any other official source. Lawful Good 3, BW 7, SP 4 Warhorse: Any cavalier steed (UA, Magic-User Spells: 7 1st, 7 2d, 7 3d, 7 Strength 25 pg. 15) with magical elfin chain mail 4th, 6 5th, 6 6th, 6 7th, 6 8th, 6 9th Intelligence 17 +3 barding. Illusionist Spells: 7 1st, 7 2d, 7 3d, 7 Wisdom 19 Languages: Any, up to legal maxi- Dexterity 18 4th, 6 5th, 6 6th, 6 7th mum based on intelligence. Constitution 25 Spell Books: Contain all known offi- Charisma 20 Miscellaneous Items: Any, at player’s cial magic spells from Player’s Hand- choice. book and Unearthed Arcana for both Armor Class Base: 6 magic-user and illusionists. Note (before armor/shield) encumbrance and transportability Movement Rate: 12” problems of spell books; portable Command Bonus: +5 spell books can be used if desired. Command Radius: 50” Player must choose which spells are in Base THAC0: 4 such books. Attack Rating: 19 Hit Points: 390 Special Abilities: Awe ability based on Charisma rating. Immunity to all Saving Throws: PPD 1, P/P 2 (poison illusion/phantasm spells up to 7th- -2) RSW 3, BW 2, SP 4 level based on intelligence. 95% detect invisible based on level. Clerical Spells: 6 1st, 5 2d, 4 3d, 5 4th Proficiencies: Weapon: Proficient in all legal magic-user weapons. Non- weapon: Player’s choice of up to 16 non-weapon proficiencies from Dun-

91 geoneer’s Survival Guide and Wilder- 84.7%, RL 80%. Quintuple damage Special Abilities: Clerical turn ness Survival Guide. from backstab attacks. Use scrolls at undead abilities. All druid and hiero- Magical Items: Player’s choice of up 25% chance of failure or reverse phant druid special abilities, includ- to 25 magical items from any listed in effect. 95% detect invisible based on ing planar travel, conjure elemental, Dungeon Masters Guide, Unearthed level. etc. Awe ability based on Charisma Arcana, or any other official source. Proficiencies: Weapon: Proficient in rating. Immune to all illusion/ Artifacts cannot be chosen. all legal weapons for the class. Non- phantasm spells up to 2d level based weapon: Choice of 27 proficiencies on Intelligence. 95% chance to detect Languages: Any, up to legal maxi- invisible based on level. mum based on Intelligence. from Dungeoneer’s Survival Guide and Wilderness Survival Guide. Proficiencies: Weapon: Proficient in Miscellaneous Possessions: Any non- Magical Items: Choice of 12 magical all legal clerical and druidical weap- magical items desired, at player’s ons. Nonweapon: Player’s choice of choice. items that are legal for use by thieves or illusionists. up to 27 nonweapon proficiencies from Dungeoneer’s Survival Guide Languages: Any, up to legal maxi- and Wilderness Survival Guide. Hermes, mum based on intelligence. Ruler of Thieves Magical Items: Player’s choice of up Miscellaneous Possessions: Any non- to 500,000 XP value of magical items 100th-level Deep Gnome Thief/ magical items desired, at player’s legal for use by clerics or druids, from 7th-level Illusionist choice. any listed in Dungeon Masters Neutral Good Guide, Unearthed Arcana, or any other official source. Artifacts cannot Strength 18 Artemis of the Forest be chosen. Intelligence 20 100th-level Human Cleric/ Wisdom 18 23d-level Hierophant Druid Languages: Any, up to legal maxi- Dexterity 25 Neutral mum based on Intelligence. Constitution 22 Miscellaneous Possessions: Any non- Charisma 21 Strength 21 magical items desired, at player’s Intelligence 20 choice. Armor Class Base: 4 Wisdom 25 (before armor/shield or magic) Dexterity 20 Movement Rate: 12” Constitution 23 Command Bonus: +6 Charisma 22 Command Radius: 50” Base THAC0: 10 Armor Class Base: 6 Attack Rating: 25 (before armor/shield and Hit Points: 240 magical protection) Movement Rate: 12” Saving Throws: PPD 5, P/P 4 (5 vs. Command Bonus: +10 poison), RSW -5, BW 8, SP 2 Command Radius: 50” Illusionist Spells: 4 1st, 3 2d, 2 3d Base THAC0: 9 Attack Rating: 24 Special Abilities: All deep gnome Hit Points: 245 (svirfneblin) special abilities from Player’s Handbook and Unearthed Saving Throws: PPD 2, P/P 5, RSW Arcana, including summon earth ele- 6, BW 8, SP 7 mental, blindness, blur, and change self, plus automatic non-detection. Clerical Spells: 12 1st, 12 2d, 11 3d, All thief abilities, including PP 13 4th, 13 5th, 12 6th, 8 7th. 170%, OL 154%, F/RT 145%, MS Druidical Spells: 9 1st; 9 2d, 8 3d, 10 134%, HS 134%, HN 65%, CW 4th, 10 5th, 9 6th, 7 7th.

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