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BANDIT LEVEL MAP KEY, PART 1

1 – Empty chamber. Ceiling is open and leads to the shaft of the well (see surface map). Wire trap by the
door leading to set of crude bells in the corridor behind. 4-in-6 chances to trigger if unaware. Careful
inspection of the door will reveal the wire automatically. Ringing bells will alert people from area (3)
immediately in front of the trap.

2 – Pressure plate in the corridor. Crushing panel swings from the north towards the south at high
velocity. Save v. dragon breath or suffer 2d6 points of damage. The trap may be rearmed from the area (3).
Dislocated body of a victim lies south of the trap, where the panel slams into the wall.

3 – Engineer, Ogrillon and a few guards maintaining the traps of the level on the lookout. The Ogrillon
(FF 70) is as 3rd level fighter (AC 6, HP 18, fights with his bare fists, 2 attacks per round for 1d6+1 damage
each). Engineer is a plain bandit with a gift for mechanical devices and machinery. A weak loot of 12
coppers, 11 silver, 6 electrum and 10 gold owned may be gathered from the normal men’s purses. The
Ogrillon has 8 GP in a purse and a tentacle talisman around the neck gifted to him by the Temple’s acolyte
(clay, no intrinsic value, but could be used w/canon and/or curate to get access to the Temple).

4 – Empty room with open pit. Skull, bits of ribs, coins and a shiny dagger float above the pit – not
levitating, but inside a nigh invisible gelatinous cube with lair at the bottom of the pit filled with mud and
stagnant water. Secret passage to the crypts at the bottom, under the water line. Treasure of the cube
includes dagger (finely crafted, 20 gp value), 8 coppers, 15 silver, 10 electrum, 5 gold, 5 platinum, 2 garnets
(value 50 gp each – might be hard to find after killing the creature).

5 – Waiting room for visitors arriving from well to reach the refectory. (7). Benches. Roll for chance of a
random encounter.

6 – Second waiting room, flaming oil in containers hanging from the ceiling. May be poured over the
people in this room using a switch from either guard rooms next to it. Save v. dragon breath for full damage
(2d6 + 1d6), or splash damage (1d3) on success. See flaming oil DMG p. 64.

7 – Refectory. 4-in-6 chances to have 2d6 + 4 individuals in this room, either eating or gambling.
Tapestries on long walls (north west, south east) conceal doors to the guards’ areas. 2d4 GP per individual.

8 – Kitchen. Cook present 4-in-6, or on some errand on the level. 3 aids working here most of the time 5-
in-6. Meats and stew on stove. Exhaust too small for living beings = frequently smoked room, partial cover
with aids (AC 7) throwing pots and pans at obvious intruders (1-4 damage). Cook has 12 gold in a purse.
Aids own about 20 silver each (idem).

9, 10 – Corridors to teleporters and guard areas. 2-in-6 chance to have 1d2 bandits in this corridor in
addition to the guards from guard post. Octagonal rooms include teleporters frozen in time. Looks like a blob
statue with faces and arms and features emerging from the rock. Simple contact with living flesh reanimates
teleporter, which itself becomes mass of protoplasm that tries to slowly suck living flesh in.

May step back automatically, as process is slow (1 round).

If you let yourself get sucked in the mass of protoplasm your body is digested painfully. You die. Your body
(and equipment, including magical equipment) is then recreated from the mass of protoplasm of a receiving
teleporter (not one of the octagonal rooms, but the 8 others spread throughout the level. Roll 1d8, with
teleporters numbered 1 to 8, from north to south on the map, to determine receiving teleporter – area 27
does not count, as it receives from (16) only).
2 in 8 chances to malfunction: roll another d8. On a 7 the (still living) body is not digested, but rejected from
the point of origin plus chaotic mutation (save v. spell renders the mutation minor, roll d100 on Physical
mutation table GW 9). 8 rejects the (still living) body but creates a duplicate (along with equipment, though
magical items become non magical in this particular case) with opposite alignment at the target teleporter
(save v. spell negates creation of the duplicate). The duplicate has 1-in-2 chance to be affected by chaotic
mutations (roll on mutation table). 1-in-2 chance to be “aware” of his existence as the copy of the original,
OR considers himself to be the original who just experienced a sort of epiphany during the teleportation
process to explain its sudden change of alignment. RP from there.
11 – Bandits dormitory. Beds, personal effects, graffiti on walls etc. 2d6 + 6 bandits present 50%, or
1d6+3, plus 1 4th level and 1 3rd level fighters (AC 6, 21 and 18 HP, chief fights with an unnaturally large
maul (Conan), while his underling fights with sword and spear). They generally are not ready for battle,
though their weapons are always nearby. 2d4 gp for each bandit present, normal weapons, 3rd level fighter
has about 23 GP on his person.

12 – Sergeant’s quarters. 4-in-6 chance of being here, or 2 sentries are guarding this room instead. 5th
level fighter (Sword +1, AC 5, 32 HP) with 1 healing potion (from Temple), 50 GP, 50 SP and 12 coppers
secured in a trapped chest (needle, locked).

13 – Living quarters of the maul-wielding lunatic of the dormitory (11). Furred bag in a corner of the
room holds 3 scorpions and treasure: 50 silver, 25 GP, plus a jar of ointment from Temple curing sore joints
and paralysis in 3 rounds (5 doses remaining).

14 – Ancient baths. Used to dump garbage. Filth everywhere. Was a really nice marbled room a long time
ago. The three small basins along with the round pool in the NW corner are lairs of oozes. 3 gray oozes in
octagonal pools (MM 49) and 1 large specimen in the round pool. Water is also filthy with bits of lichen and
dust and crap floating on the surface. Round pool’s water is cleaner. It is through this pool that the
waterworks sub-level may be reached (via water supply). The Dome above the pool is breached, and
connects to a cavern system that links this area and area (112) (and by extension, the shafts of areas (107)
and (108)), then up within the volcano to Level (1b – Troglodyte fort) and the surface beyond.

Cleaning up the pool thoroughly would reveal its contents, including some heavily corroded, unusable
remnants of weapons and armor, including 3 wooden spear shafts and 2 shield frames, the coin having long
disappeared in this soup, an impure diamond worth about 50 GP, and lastly, a large glass container with,
inside, the living severed head of a previous apprentice to the alchemist at (59), first victim of his
experiments.

15 – Corridor with caryatid columns. Bandits know not to disturb them, and avoid this corridor entirely
as a result. These columns actually only react when their weaponry or body are touched, poked etc. (FF 18).
No treasure.

16 – Ancient shrine to the elements, including an altar with enormous fresco/sculpture representing
them all mingled, as though they were emanating from the altar itself. Close inspection of the sculpture will
reveal hidden switches opening a secret door leading to a short corridor which leads to a teleporter similar to
those of areas (9, 10) but for the appearance of elements emanating from the faces and arms and various
body parts all intertwined in the seemingly solid sculpture. Stepping into the teleporter (see ibid) will
transport the subject to one of the four elemental teleporters connected to it (roll 1d4. 1 – Air, 2 – Earth, 3 –
Fire, 4 – Water). Also roll 1d8 for elemental mutation (7) or malfunction (8), the result of which would
teleport the individual to area (27) instead, with an elemental mutation as well (save v. spell renders the
mutation minor, roll d100 on Physical mutation table GW 9 plus elemental twist).

Each elemental room acts as a sort of portal to the corresponding elemental plane. In the fire room for
instance you are standing on an octagonal platform atop a sea of molten lava and can spot in the distance
the shining domes of the City of Brass. Stepping back into the teleporter allows the roll of a 1d4 for next
destination, with the same element rolled indicating a teleportation to area (27) instead (without elemental
mutation).

These octagonal platforms are intended as observation points, an occasion for the worshippers of these
elements (who are long gone now) to meditate and admire the planes. Leaving the platforms should be
possible (though they are isolated from the rest of the plane, i.e. floating in the winds, surrounded by water,
levitating high above the lava fields beyond the City of Brass, or deep within an enormous grotto of
elemental Earth, etc.), but this could be nigh suicidal at these levels. (For scenery make up your own, or see
the Manual of the Planes, or get inspired by checking this thread out).

17 – The Ogre’s domain, where he lives with his two wives (HP 14 and 15, 3-in-6 chances each of being in
the lair), a few sheep, and his treasure. North and south of (17) are the quarters of the two wives, with
straw bedding, piles of refuse and the like (treasure is all kept secure by husband, the wives having no
possessions of their own. They resent it, hence possible negotiations). A teleporter is located in the middle of
(17). Just roll 1d8 for target teleporter, and another 1d8 for possible mutation or malfunction – see areas (9,
10).

18 – The Ogre’s lair proper. (MM 75). 22 HP, 34 GP on his person. This is an old one-eyed ogre serving
the bandit king in exchange for shelter and protection. He made friends with the hobgoblins and tends to
(taunts) the grimlocks in (112). 2-in-6 chances of being in the lair. Keeps sheep (see area 60) in the cluster
of room/corridors east of his lair. Keeps treasure in the locked trapezoid room NE, which includes: 154
coppers, 325 silver, 58 electrum, 112 gold pieces, a half-eaten, half-decomposing dwarf puppet (actual dead
dwarf used for the ogres’ amusement as a puppet), a buckler +1 (once belonging to the dwarf), a finely
crafted axe (non-magical), one potion of anaerobic sustenance, one potion of feather fall, one potion of
healing and a ring of animal control. The Ogre may be bargained with, but it is going to take some
persuasion and some hard coin to have him leave the PCs alone, especially if they look feeble and are loaded
with riches he could take by force.

19 – Old steam baths. Includes machinery to the south that malfunctioned a long time ago. The air vents
scattered on the floor throughout the room still exude steam, providing the dark mantles hidden amongst the
various wet lichens that grew on its ceiling. Air vents can be used to access lower waterworks level. Dark
Mantles (from d20 SRD) are translated as 2 HD monsters. Hit for 1d4+1 damage, save v. paralyzation to
avoid being grabbed, 1d4+1 constriction. 8 Dark Mantles in this room (AC 4 due to concealment, HP 4, 6, 10,
9, 9, 7, 5, 5). Machinery is covered with a colony of brown mold (MM 71) and may have alternate effects
beyond the control of the steam (fragment incomplete).

20 – Snake’s basin. This large round area spreads around a pool of water that gives access to the
waterworks level below. This is where the king’s giant snake is usually fed by its keeper (see area 21). All
the major bodies of water (including areas 14, 20, 32 and 47) are basically connected down at the
waterworks level by a series of pipes. Sections of the pipes are isolated from each other by a series of sliding
panels accessible down below. The snake is usually (80%) kept in this section accessed via area 20, but may
be granted access to the Temple (32) for particular ceremonies and (47) for the entertainment of the king
(devouring some guests or servants of his – think Jabba the Hut and the Rancor with a serious Conanesque
twist in the giant serpent and a vibe of Moorcock’s Nadsokor here – more on that later). Giant Snake,
Constrictor, MM 88 (AC 5, 32 HP). 2-in-6 chances of the Snake handler being at work here with his assistants
(3).

21 – Snake handler’s work area. Contains barrels of fish, nets, hooked poles, a couple of harpoons and
various implements used to clean up the basins, tend to the Snake (20), keep it in check and so on. A trap
door (more like a vent with a ladder) in the middle of the room leads to the waterworks level. This room
extends under area (20), its north wall following its curve. The underwater section of the basin above is here
in plain view, the water being secluded from the room by crystal panels of different shapes and sizes all held
by a web of dark metal (think stained glass windows, a huge cylinder filled with water in the center of room,
with the snake inside). 2-in-6 chances of the snake handler being at work here with his assistants (3).

22 – The Snake handler’s living quarters. Rarely here (1-in-6), this room is usually locked. It contains a
barrel with 3 doses of gillyweed(which allows the consumer to breathe under water for an hour, roughly,
though the exact duration varies, i.e. 1d4+4 turns), 54 silver, 32 gold in a small locked chess. The snake
handler is a 3rd level fighter (AC 7, HP 14).

23 – More baits for the Snake (living and otherwise), and various supplies.

24, 25, 26 – Visitors area. These are apartments (25 and 26, with the other rooms being common areas
with simple fare like beds of straw and the like) usually reserved for the guests of the bandit king, whether
they are valuable hostages, or envoys from various factions of the region who would want to have dealings
with the bandits. At the moment a group of orcs from the Ash Kadaï (see the Mines, level 1a) is visiting the
bandit king in the hope to strike a deal for mutual assistance. Assuming the PCs do not intervene and give
some reason for the two factions to come to an understanding, this deal is doomed to fail – for the moment.
The orc delegation includes 12 Orcs (6 sword and spear, 6 axe and crossbow), a leader (huge two-handed
francisca, face ritually scarred/burnt, spears) and a shaman/3rd level cleric (see MM 76). Treasure includes
lots of broken teeth, a few cut elven teeth, 58 coppers, 23 silver, 12 electrum, plus 18 gold and a potion of
invisibility in the leader’s possession, plus a potion of neutralize poison and a potion of healing both on the
shaman’s person.

27 – Teleporter. This teleporter only leads to the 8 others scattered throughout the level, and includes no
chance of creating a duplicate. It can still malfunction and spawn mutations on a 8, however. It is also the
sole receiver from the elemental teleporters of (16). See area (16) for more detail.

28 – Teleporter and covered pit trap (10’ deep, with wooden spikes, 1d8+1 damage).

29 – Tomb of the ancient sorcerer. This room’s walls feel fleshy and alive in some areas, as though they
had produced five living, pulsing tumours in a fashion similar to the teleporters described previously. If the
tomb in the middle of the room is touched, the magical tumours will spawn a defence against the intruders,
generating a swarm of 5-50 deformed aberrations, half-formed body parts and the like, which leap forth and
attack (treat as a swarm of giant rats, MM 81). Purging the room of these strange formations one by one
(with flame and the like) would only generate 1-10 individuals per attempt.

This secret area dates back to the days of the original owners of the complex, the sorcerer kings of old. One
of them, a disgraced magic-user who had a fondness for the men of this garrison apparently, was buried
here next to some of the largest crypts of the level. This man here is not a nice guy. If disturbed (assuming
the threat of the swarm of flesh was dispatched somehow), he will awaken as the wight he is and defend his
resting place (AC 5, 28 HP).

The current occupants of the level have no idea this place even exists. If somehow the wight defeats the
players, or causes them to flee his domain, what he would do next is up to interpretation. If the wight does
not follow the fleeing PCs he will simply secure his tomb and go back to his slumber. If, however, he chases
the PCs around and realizes what has become of this entire place, he might head back to his tomb, open the
southern secret door, and walk down to the crypt to wake the undead of this place and cleanse the level of
its living inhabitants. This would potentially change this whole level into a war zone, the effect of which will
be discussed later on.

Inside the sarcophagus, along with the wight’s body, are a few valuables including 3 razor-sharp disks of
meteoric metal which could be used as throwing weapons (damage 1d8) covered with mysterious
inscriptions, the value of which is 800 GP each. The wight also wears a signet ring, which turns out to be a
ring of telekinesis. A tattered scroll contained in an ivory tube can also be found, and includes the spells
magic missile, affect normal fires, dancing lights, and magic mouth.

BANDIT LEVEL MAP KEY, PART 2


30 – Prismatic room. A switch can be found hidden within the carvings adorning the ancient sorcerer’s
tomb at (29). Pressing it makes the tomb slide northward (thus destroying one of the protrusions against in
the NW corner of the room if it hasn’t been destroyed yet). This reveals a secret passage under the tomb’s
original position which leads to a corridor stretching westward under the floor. Following this corridor leads to
a dead end. Just in front of the dead end a lone lantern of dark metal hangs from the ceiling. Within the
lantern shines a single bright yellow flame. The color of the flame seems so intense, so pure, so unnatural,
as to be vaguely unsettling to the eye. Searching the area will reveal the presence of a secret door at the
end of this corridor.

Simply pushing this door forward or extinguishing the light within the lantern will open it. The flame in the
lantern will immediately die, and another bright yellow flame will light up inside the Prismatic room beyond
the opened door.

Inside the Prismatic Room lies a huge apparatus seemingly built out of crystal, glass and bronze. It is
vaguely reminiscent of an Armillary Sphere, with a central spherical body, and seven satellites each held by
concentric rings of bronze around it. Each satellite looks like a carefully crafted lantern, and each has a
different number of faces: one has four, another six, then eight, twelve, fourteen, twenty and finally thirty-
two faces, from the ring closest to the sphere (with the four-sided satellite) to the farthest away (with the
twenty-sided satellite).

When the PCs enter the room, the twenty-sided satellite just in front of the door lights up, shining of that
same bright yellow light the PCs first saw in the corridor. It then starts to slowly swirl around the huge
sphere, constrained in its revolutions by the huge ring of bronze that keeps it in place around the sphere.

Trying to touch the sphere, satellites or rings holding them in will reveal they lack substance (they are not
illusions, but exist in a reality different from the room’s).

There are in fact five different secret doors in this room. Each leads to and from a different area of the
dungeon (the same in most cases, the exception to this being the green door, which always leads to area
(70) of the level, but may be opened from both areas (70) and (77) from the outside of the room – see these
specific areas for more information). This room exists in a dimensional rift, and exists at six different places
at the same time on this level (see areas highlighted red on the map of the level above).

On one of the walls of the room the PCs can find a peculiar wand made of bronze and tipped on one end by a
clear crystal, and on the other end by a shard of the darkest obsidian (marked W. on the map above). This is
a Wand of Illumination and Delumination. It currently holds 12 charges, and allows the wearer to create
continuous light or darkness (2 charges), light or darkness (1 charge), or dancing lights (1 charge).

The wand can be used to turn on and off the lights of the seven lanterns around the sphere by simply
pointing at them and wishing it (this action does not expand charges).

Extinguishing the yellow light would stop the movement of the satellite holding it, close the door the PCs
came from and instantly reignite the lantern in the corridor outside the door. The effect would be similar with
any other satellite, its movement, the door and lantern associated with it.

Lighting up one of the satellites in the room would cause it to revolve around the sphere, open the
corresponding door and extinguish the torch one can see on the other side of the door’s frame.

Only two of the satellites, the 14-sided and 32-sided ones, cannot be turned on in such a manner. Instead,
the doors corresponding to both colors which, when combined, create their hue, must be opened
simultaneously, resulting in that single lantern lighting up (instead of the two separate colors associated with
the doors).

As mentioned earlier, each satellite has a specific number of faces. Each also burns of a specific hue of light,
and each is also lit up by/opens when extinguished a specific secret door inside the room.

4 faces: Green, door exiting from area (70).


6 faces: Blue, door exiting from area (119).
14 faces: Indigo (Blue+Violet).
8 faces: Violet, door exiting from area (61).
12 faces: Red, door exiting from area (84).
32 faces: Orange (Red + Yellow).
20 faces: Yellow, door exiting from area (30).

This is the order of the concentric rings holding the different satellites around the sphere, the tetrahedron
being the closest to the sphere, the icosahedron the farthest.

Opening a door, from the outside or the inside, lights up the corresponding satellite and extinguishes the
corresponding flame of the lantern in the area outside the room (as it did when the PCs came in the first time
around, assuming they found area 30 as described above).

Closing a door, from the outside or the inside, keeps the light burning within its corresponding satellite for
two full turns, however. This is the only time when the satellite and lantern of the same corresponding color
in and outside of the room can burn at the same time. It would be thus possible to turn on the lights of the
satellites within, close some specific doors, like say, Blue and Violet to then reopen them simultaneously to
light up the Indigo/14 sided lantern as well.

Lighting up the five platonic lanterns in order (green, then blue, then violet, then red, then yellow) will cause
a teleporter to become substantial and visible within the sphere. This teleporter leads to a receiver between
the prisms at area (65).

Lighting up all the seven satellites in order will have the same effect. In addition, the destination of the
teleporter at the end of the central corridor at area (65) will change. Instead of leading to the Cube, it will
lead to the Prismatic Tomb (an additional sublevel of the dungeon).

The correct sequence to light up all seven satellites in order: turn on green, turn on blue, close the blue door
(blue satellite still lit), open blue and violet doors (lights up indigo satellite), turn on violet, turn on red, close
red door (red satellite still lit), open red and yellow doors simultaneously (lights up orange satellite), turn on
yellow lantern.

31 – Alien generator. This room may be accessed by humanoids. The space is particularly cramped,
however, as it is filled with machinery, gears, levers, strange, long-shaped crystals of various sizes hanging
from the ceiling of the room, wiring and the like. The machinery is actually still alive, and hums lightly from
within. The sound can be heard 1-in-6 from the immediate environs of the secret room (within 10 feet).

Unfortunately, this room has become the lair of a strange creature also hanging from the ceiling. It looks like
a vaguely round protrusion that grew out of the multiple parts of the generator, attached to several of its
mechanical elements by strands of what feels like thick, opaque, white saliva, a single, multi-faceted,
jewelled eye wobbling at the center of its central mass of protoplasm. This mass itself is covered with saliva,
making it hard to distinguish where the thick strands that anchor it to the machinery begin, and where the
protoplasm begins. One could possibly spot gems of various sizes and shapes reflecting light sources
somewhere within the partly translucent body of this thing.

Use a 3 HD, AC 5, damage 1-4 roper to simulate the creature (MM 83). Entrails may contain 1-4 valuable
gems (35% chance). Note this specimen is also completely immune to mundane missile fire. The creature’s
hits may cause weakness, but the victims are granted a save v. paralyzation to avoid it.

Fighting this creature in this cramped space could have catastrophic consequences. Fighting in the room
itself comes with a – 4 penalty to attack rolls. Missing attack rolls has a 1-in-6 chance of triggering some
unwanted effect, including 1-8 points of eldritch damage (similar to an electrocution in feel) and the potential
to activate the generator, creating one of the possible random effects: 1) overloading the teleporters of the
level, causing them to come back to life and act in an aggressive manner, trying to grab individuals coming
too close (within 10 feet) and “process them”, i.e. teleport them with possible failures, mutations and
duplications previously described, 2) activating the secondary function of this room as an elevator to the
lower waterworks sublevel of this complex, which would cause 2d6 points of crushing damage to the creature
as the whole room rips itself apart from its current position to slowly go down to the lower level (it will take 1
full round to complete the decent), 3) sending tremors throughout the level, in effect warning all living
creatures within that something is going on. The alchemist, who knows the existence of this secret area,
would send some of his underlings to check it out, as well as other spots of the dungeon, such as area (65)
or the various known teleporters scattered throughout the level, while the rest of the bandit forces would be
put on high alert by the king. 4) deactivate the dweomers keeping most of the undead beyond the walls in a
state of slumber. The sound of scratching and bumping would be heard all around the crypt areas on the
map (areas (41)+, crypts beyond areas (3) and (10), which I forgot to key earlier, area (29), area (62),
areas (63, 64), areas (71-76) most importantly). 5) Opening 2d6 secret doors on the level, with the
exception of the secret door at (65) and the doors leading to the Prism room at (30), or 6) overloading the
waterworks, in effect flooding the entire sublevel, with the basins at (14), (20), (32) and (47) overflowing
generously, and constantly. Other effects are certainly possible.

The Alchemist knows of this area but is unsure how to proceed since he cannot determine whether killing the
creature would disable the machinery (it wouldn’t), destroy it (no), or create any other undesirable effects he
couldn’t predict on the whole level as a result (it could, see above). He leaves it alone at the moment and
keeps it secret from both the Canon and Bandit King, expecting to find the answers he is seeking through the
experiments he is currently conducting.

32 – Temple to the Outer Gods. The doors leading to the Temple trapped. Ropes peculiarly woven into the
shape of hands hold them shut. Opening the doors causes the ropes to animate and try to punch the
unauthorized intruders for 1-3 damage (treat as a 5 HD monster to hit), i.e. those people trying to open the
doors not wearing a tentacle talisman such as the one in the Ogrillon’s possession at area (3) (The Canon,
Curate, and the cultists going in and out of the Temple regularly all wear one as well). In the same punching
movement the rope loosens from the frame of the door as the arm tries to strangle the intruder upon a hit. A
saving throw against Rod, Staff or Wand avoids the strangulation effect, the hand getting back into place,
holding the door shut. On a failed saving throw, death follows after two minutes (i.e. 2 rounds under AD&D
rules). Bend bars checks +20% may be rolled to loosen and break the ropes. Other means (such as cutting
the ropes with a knife, etc.) to get rid of the threat are also possible (DM adj.).
The walls of this large area are finely carved to represent legions of inhuman beings of different shapes and
sizes fighting for supremacy amongst the stars. They travel through many eons of ruthless fighting, far away
from their birth places, leaving the black void beyond the known universe depicted straight above the pool of
water, at the center of the dome’s surface, to then wander amongst the stars and planets a few sages’ of this
world might be able to recognize. They change and evolve as one’s eye wanders down the dome to soon find
a world very similar to this one, where they establish outposts, enslave the local life forms and worship their
own unknowable masters, some of which are present amongst them on this mockery of a primeval world,
while others still float in the ether, waiting for the celestial bodies to align and open doors for them to step
through.

Four prisoners are chained to the NW, NE, SW and SE corners of the room. The air is thick with the smell of
incense. It is slightly sickening. The prisoners have been subjected to torture and are kept drugged by the
clerics worshipping their dark gods in this area. They can be freed if the manacles holding them in position
are either shattered, or open with the keys currently in the possession of the Curate.

The prisoners are:

Smuhana (s-moo-ana), daughter of Acskamun (axe-kamoon) of the Nu’ana (noo-a-na, or “the Folk”, the
people native of this area), the shaman once imprisoned north in the gaols (this is what Smuhana still
believes) but who has since been used in the alchemist’s experiments (see area 59). 0-level common folk.
Muhala Monokay (moo-ah-lah mo-no-kay), Smuhana’s guardian, betrothed to her by Acskamun. 1st level
fighter.
Roedd O’ggroy, one of the recent settlers from the valley; was taken prisoner as he was hunting down the
slopes of the volcano. 1st level ranger.
Powell Alferson, an interesting fellow one could easily mistake for a Viking from the area. Powell is in fact an
allied soldier from World War 2 who somehow found his way into this dimension after confronting some
strange Nazi cult back on his home world, and later got caught by the brigands of this area. 2nd level fighter.
(Alternately, the DM might start PCs as prisoners in this area, and set up an escape situation as the start of
the game, the objective being to escape the hideout and/or retrieve some specific possessions, or
individuals/allies kept prisoners in the gaols.)

There is a 2-in-6 chance to see the Canon and a 3-in-6 chance to see the Curate present in this room. 3-6
assistants may also be present, tending to the braziers, cleaning up the room after a ritual, taunting the
prisoners for the fun of it, etc (use bandit stats). Note that this room is sometimes used for rituals and
sacrifices, especially, involving the giant snake from area (20). These rituals are taking place every once in a
while, without any particular reason or precise intervals.

33 - The Canon’s room. The door is kept locked at all times. The Canon of the Temple of the Outer Gods
decorated this room with intertwined branches of cedar trees taken from the forest surrounding the volcano.
They form organic, mystical patterns around the room only its make can effectively decipher. There is a 2-in-
6 chance of finding the Canon here either resting, praying or scribbling his thoughts away feverishly.

Galeb Gaa-nub is a thin, somber, middle-aged man with a dark complexion, long black hair and intense
brown eyes. He is meticulous, well-learned, and maintains an outstanding library of scrolls describing the
constellations and movement of the stars in the sky, gathering pieces of knowledge about what may lie
beyond, hinting at the secrets of this world and others besides. This incredible collection is kept in a large
chest secured to the floor of the room. It is trapped via mechanical (poisoned needles) and magical (cause
blindness) means. The collection is extremely valuable (2,000 GP) to those who could crack Galeb’s personal
code of transcription, which is a melange of multiple dead languages he created over years and years of
study. The scrolls are very fragile, however, and getting them out of the chest without damaging them would
require extreme caution on the PCs’ part.

Also locked into the chest is a strange painted wooden mask of unknown origin (it looks like the stylized face
of a bird with four tentacles on each side of the mask, see below). This Octopus mask is the key to the
teleporter at the end of the middle corridor at (65).

Octopus mask, by David Knox (Kwakwaka'wakw Nation).

When worn, the Octopus mask allows its wearer to use ESP, Forget, and Suggestion once a day.

On a desk nearby, the PCs can find Galeb’s journal (build as handout to PCs). He records here his own
progress in discovering the secrets and general purpose of this complex. He knows of the existence of the
Prismatic room (30) and notes that “there must be more to this room than the doors – the colors mean
something, the apparatus must serve some ancillary purpose unknown to me, permutations must be key,”
ponders lighting all the room’s satellites up but fears the consequences. He describes what he believes the
frescos in the Temple represent, laments about the discovery of the three doors at (65) which cannot be
operated without the Alchemist’s consent since “he stole part of the answer to the enigma, and exhibits his
find on his own person for anyone to see!” The hatred Galeb feels for the Alchemist knows no bounds. He
vows to get rid of him as soon as he can, planning on demonstrating the power of the place to the king and
convince him that the gods have planned for them to settle here, rejecting the “meddling of charlatans and
artificers in their noble endeavour.” He also refers to the untapped source of energy of area (the levitating
crystal at 49), wonders if there is an area that would control it, and suspects the Alchemist knows of its
location (he does, see area 31).

Galeb is a 6th level Neutral Evil Cleric who’s devotion to the Outer Gods is complete (35 HP, AC 4, Club – an
ancestral root stolen from Acskamun of the Nu’ana – +1, 2 potions of neutralize poison, 4 pieces of incense
of meditation, a ring of snake charming, a scroll scribed with protection from good and cure disease, 32 GP
and four rubies worth 100 GP each on his person, and a tentacle amulet around his neck).

34 – The Curate’s room. Also locked at all times. The Curate of the Temple, Leif Olafson, a strong, focused
individual of Viking stock corrupted long ago by Canon Galeb Gaa-nub, maintains his bare living quarters in
this room. No decorations, no extravaganza of any kind, here. Just a bed, a table and a stool, some water,
and a couple of large leather bags are stored within.

The Curate is not a particularly bright man, but he believes in the Canon’s cause and remains loyal to him.
He is a LE 4th level Cleric, 24 HP, AC 4, and carries around a war-hammer that is the only item he has left
from his father who repudiated him at a young age (he stole the ancestral weapon as he escaped his father’s
household). The maul-wielding lunatic of area (11) is a relative. Leif Olafson has the keys opening the
manacles keeping the Temple’s prisoners in place in his possession. He also wears a tentacle amulet. He has
10 platinum and 38 GP in a purse at his side, a scroll of hold person, and a potion of healing. In the room
here the PCs can find a short bow, 3 black-fletched arrows +1 and 12 green-fletched arrows which were
confiscated from Roedd, the ranger prisoner at (32).

35 – Temple supplies. Include embalmment supplies, tools such as hooks, serrated knifes, spices and
perfume, canopy jars, robes for the recruits of the Temple, 2 tentacle amulets, masks to wear during
ceremonies and the like. Operating table and glass jars filled with some preserving liquid also present. Some
of the canopy jars are already full. Organs inside may animate if disturbed. A particular hook is made of
some unknown reflecting metal. It is long, thin, with an ivory handle. It is used to extract brains from the
skull through the nose and is magical, allowing the extraction of the brain in such a manner as to unfold it
through the nose and reform it, intact, in one of the glass jars nearby.

36 – Temple supplies. Idem (35).

37, 38, 39, 40 – Large vaulted corridors. These corridors stretch in a cross pattern from the Temple.
Each of the corridors include caryatid columns in the shape of warriors from another age. The bandits
consider these to be some sort of guardian spirits of the place. The Canon doesn’t discourage them in that
belief. Little offerings like food, wine, little scrolls with personal messages left on the floor near the pedestals.
The statues animate on random intervals. When the PCs show up in any of these corridors, roll for a random
encounter. There is additionally 1-in-6 chance to see the caryatid columns animate and go about their round.
If the PCs engage in combat in any one of those corridors the caryatid columns will animate and stop the
fighting by killing the intruders (they will not discriminate between the current occupants of the dungeon and
the PCs, their builders being long gone. They will however ignore the undead, if they are roaming around the
level, and might in effect side with them if a fight breaks out against the undead, since they will try to stop
the fighting by killing the living!). The large doors to the Temple are protected with magical ropes. See (32).

41 – Ancient crypts. The resting place of the soldiers who served in this garrison such a long time ago,
these crypts’ existence is unknown to the current occupants of the level, though they may be starting to
wonder. Most of the bodies here are in fact undead, but dormant. They are everywhere: in alcoves, on the
ground (skulls, tibias, hands), standing up as though they were mummified, frozen in time against the walls,
lying against each other, etc. These are mostly skeletons and zombies, but there could be others, including
malformed magical aberrations and cysts comparable to those found in area (29), if you wish to make this
area a real hellish place to behold. Treasure is immensely variable, but includes no coin. Bits of weapons and
armor, maybe some jewels may be found with a thorough search of the area. Random treasure generation is
advised (use O, P and Q treasure types from the MM, with 20% chance of finding any 2 magical items).

Upon entering the central area of the crypts (marked with the actual number 41 on the map), the PCs will
discover a shrine against the southern wall of the room. Give them a round or two to investigate. Then, 3-30
skeletons and 3-24 zombies will animate at different locations in and outside the room (in alcoves in the
corridors, on the ground, etc. you can position groups of them randomly if desired with d8 for cardinal
directions relative to the PCs). These undead will follow the intruders and try to kill them. They are mindless,
and thus would not react to the presence of the current inhabitants of the complex in the same way the
wight at (29) would. These will just kill indiscriminately adventurers and bandits alike until they are hindered
(by blocking their way, closing the doors allowing them to exit an area, for instance) or destroyed.

The shrine itself hides a secret passage that leads to more crypts, including some tombs built for the leaders
of the garrison (see 43, 44, 45).

If the wight at (29) realizes that the level has been taken over by intruders (the bandits et al.), he will make
his way back to his lair, then down the secret passage from there to this shrine, where he will perform a
ritual to awaken the soldiers resting in this place. This would basically alter the entirety of the level, as the
undead from the crypts would exit the area and attempt to purge the level entirely. This would change the
dynamics of the level and make it quickly change into a warzone. This could also be a trigger to an open fight
between the different factions of the bandits to seize control of the group for their own ends (thinking of the
Canon and Alchemist going at each others’ throats here in particular). Assume that these crypts here can
generate 30 skeletons and 24 zombies per day, up to 200 individuals of each type, if necessary, unless the
shrine is properly cleansed by the forces of Good using holy water, proper rites and spells, maybe requiring
the presence of a Cleric and/or Paladin in the group, or not (up to the DM), OR the wight from area (29) who
performs the ritual awakening the undead in this area is destroyed.

42 – Shrine to the deities of the Underworld. This area, like the rest of the crypts at this level, is littered
with corpses. The western part of the room opens on a huge bottomless pit, however. All around it, in man-
sized alcoves around the room, stand different statues representing some of the Sorcerer Kings of old,
praying here in eternal silence, looking over the dark well before them. These are no caryatid columns, but
real statutes with a particularly creepy appearance.

Above the well floats some type of stone idol with a look similar to the teleporters of the level, like some kind
of twisted ball flesh and protoplasm, with eyes, tentacles, arms and legs all fossilized for centuries.

Anybody standing near the well can hear the low whispers coming out of it. They tell the stories of the lords
of a bygone era, speak about their glories and failures, their lives and tribulations, as well as their ultimate
fates. The voices seem able to recognize who it is they are talking to, and target specific individuals with
different lies which, they hope, will enthral them to their doom. What the ultimate goals of the voices below
exactly are remains unknown to your servant, despite many unfruitful attempts to uncover them. It is
therefore advised you made up your own as you run the game, with specific saving throws to accompany
them.

The voices might want the characters to jump and touch the fossilized ball of protoplasm. What could it be?
An alien creature waiting here for some sign? Another teleporter? Leading to where? Or the voices might
want them come down the well and meet them. What exactly lies at the bottom is hard to tell, but is sure to
present its own lot of challenges for them. They could end up in a limbo between the Material Plane and the
many Hells which are rumoured to exist, or discover the remnants of the long forgotten cities built by beings
alien to our world. They could find the remains of those to whom these voices belonged so long ago, and
might be requested to find them proper resting places. They might want to know what happened to this
world they knew and, quite possibly despising the answers given to them, might attempt to charm some of
the characters to go and wake the sorcerer at (29) so he may wake the soldiers of the crypts.

43, 44, 45 – Tombs. From the secret door located behind the shrine in the main area of the crypts (41), a
corridor with yet more bodies can be accessed. Roll d6 when the PCs step inside the corridor. A group of 2-
20 skeletons (1-2), 2-16 zombies (3-4) or both (5) might awaken to protect the place, though there is a slim
chance to avoid an ambush altogether (6). Whenever the PCs attempt anything that causes concussions,
loud noises, in effect disturbing the rest of the soldiers entombed here, roll another d6, though the undead
can only be awakened once per intrusion in this manner (i.e. if you roll an encounter and they fight their way
through, don’t roll again and again).

The doors to either of the tombs (43) and (44) are sealed (and locked), and protected by gas traps. Breaking
the seals disturbs the entombed soldiers (roll d6 as above). Unlocking the doors triggers the release of a
greenish gas inside the corridor which is supposed to kill anyone breathing it, but it has greatly weakened
with time, instead triggering a sickness on a failed saving throw against poison which will cause the victims
to fight at diminished capacities (-4 to attack rolls) and generate both nausea and respiratory complications
which in time will turn into actual disorders if left untreated, i.e. loss of 1 point each of strength and
constitution, with 1-12 months to live, see DMG 13-14). Needless to say, the undead are completely immune
to these effects.

Areas (43) and (44), though being of slightly different dimensions, are actually quite similar in layout, with
just enough room for their respective sarcophagus. There is a critical difference, however: area (43) is a real
tomb; area (44) is an elaborate trap hiding the real resting place of the individual that is supposed to be
there.

Area (43) is the tomb of an unnamed lady, probably the wife or mistress of the leader of the troops stationed
in this area at the time of the Sorcerer Kings. The room is decorated of various faded paintings representing
her in some unknown battles, summoning the spirits of the dead or charming the enemy to her aid. She
must have been an enchantress, or magic user of some type.

The tomb is magically trapped. Any detection of magic will reveal the lid of the tomb bears some dweomers
of unknown power. If the lid of the tomb is lifted, a blast of energy will spread about 50 feet in all directions.
All living beings within range will feel a wave of decay washing of their own bodies and souls. This wave of
magical death will awaken the undead anywhere within range, and brand those who fail their saving throw
versus spells as specific intruders to be destroyed. They will age 2-24 years immediately, and be magically
ordered to go back to area (41) and wait for their death. Stopping them, slapping them etc allows victims to
make another saving throw. Victims that succeed in their saving throw against spells age 2-8 years instead
and feel discomforted, with a -2 penalty to their attack rolls. They will want to leave the place immediately,
but their own minds retain control of their thoughts and can fight these urges back without any die rolls.

The lady in the sarcophagus will animate if the lid of her sarcophagus is lifted. Treat her as a 4 HD zombie.
She will first try to cast a spell but will not be able to (her magical powers are now nonexistent, and it is just
a reflex of her once living self). She will then try to assault the intruders with her bare hands, screaming of
an extinguished voice as she tries to tear them to pieces (AC 5, HP 20). Inside the sarcophagus, the PCs
might find the remnants of a long blade that has long ceased to be of any use, a round shield in pitiful state
but with an immaculate shield boss or umbo. This is an umbo +1 which could be salvaged from the shield
and attached to a new one, making it in effect a +1 shield. The lady’s scale mail is decorated with silver foil,
and could be sold for about 300 GP.

Area (44) is 30 feet long vaulted room that looks like a half cylinder oriented east-west. It is a false tomb
dedicated to the ‘Chained Lord’. He is represented in various frescos around the room as a war leader leading
chained human beings he directs in battle as crazed beasts with a whip in one hand and a firm grip on the
chains in the other. In one scene he is seen selling his soul to shadowy spirits, probably in exchange for the
supernatural powers he must have enjoyed in life. Careful PCs will notice that the paint on the wall is
damaged in some area, and feels almost burnt or melted in places (a clue as to the nature and existence of
the trap, of course).

The trap here is of purely mechanical nature. It is not the sarcophagus of the Chained Lord that lies in this
room (it is in area 45 instead), but a unknown slave dressed in his robes instead. Lifting the lid of the
sarcophagus will show the mummified corpse of what looks like the Chained Lord, armed with his whip,
wearing chains all around him. Any attempt to pull the whip, or move the body around to check the contents
of the sarcophagus will trigger the trap: the door to the room will close instantly, a wall section falling from
the ceiling in the corridor and blocking the exit. The entire floor of the room will then rotate on an east-west
axis and reveal the second half of the cylinder under the room, which is filled with low burning acid, its walls
seemingly made of glass, crystal, or comparably translucent material.

The sarcophagus in the center of the room will remain in place, the chained body and its implements
remaining in place as well. The floor will stop moving after it has made a 180 degrees rotation, leaving the
occupants of the room trapped in the glassed lower half section of the cylinder, dipped in acid, taking 1-4
damage each round. Looking around, the PCs will find cracks in the glass-like wall around them. They can
actually break through the wall by succeeding an Open Doors check at no penalty. Any PC who succeeds will
break the wall. The glass shatters immediately, emptying its contents in the room below, which leads to the
apparatus that kept this trap working all this time and the waterworks sublevel of the dungeon it is located
in.

Area (45) is accessible through a secret door located in the curved northern wall of area (44). It is the real
resting place of the Chained Lord. There he rests on a stone slab, wearing his armour, holding his chains
linked to long-dead slaves lying on the floor in one hand, and his dark whip in the other. The 6 slaves all
wear 1-3 various pieces of gold jewellery worth about 20 GP a piece. The Chained Lord himself wears a
golden, faded splint mail armour +1 and his whip +1. The various perfumes and offerings left with the war
lord in this tomb are worth about 800 GP.

All this company will of course animate if the PCs try to disturb them. The warlord will conduct his slaves, all
3 HD zombies, against his intended victims. The warlord himself (AC 3, HP 30) counts as a 4 HD skeleton.
Each time the warlord whips one of his slaves instead of attacking the PCs, that slave regains 1 full HD to
keep on fighting.

46 – Teleporter. Similar to the teleporter of (28), this is one of the main eight teleporters of the level. See
area (9, 10) for more information.

47 – Great Hall of the King. This is the grand audience room of the kind of the bandits. There are 5-30
bandits present here at all times, and sometimes more, especially when the king receives guests. The
subjects of the king are mostly rejects, brigands and beggars under his protection. Try to make this Cour des
Miracles look as strange, varied, and creepy as possible. Many of them keep their effects in this room (which
are generally poor, and not very valuable – determine randomly), which makes it smell and look like a
stable, or some tavern’s common room that wouldn’t have been washed for weeks. The king’s throne (or
rather, bed) is set up on a moving platform that is generally located along the eastern wall of the room
(think Jabba’s platform in Star Wars episode VI and you’re on the right track here).

The floor sections directly in front of the two main entrances (north and south along the eastern wall of the
room) and the area directly in front of the platform are all camouflaged pit traps which, when triggered by
the king, suck their victims into them and then back into the water flow that runs under this room directly to
the large pool of water south of the room, where the large snake from (20) is summoned. The king then
watches as the victims are eaten by his pet snake.

Olderbert the First, the Beggar King, will be present in the room 3-in-6. Oldebert looks slow and relatively
harmless as the obese, bloated, drunken mockery of a man he seems to have become, but he is in fact a
terribly effective warrior (8th level fighter, 50 HP, AC 2, Cleaver +2, potion of heroism, healing, bracers
controlling the automatons from (54), ring of protection +2). He is always flanked by his throne’s porters, 6
bodyguards (themselves 2nd level fighters) and the three faithful hounds he feeds regularly with fresh cuts
of meat…

There is also a 2-in-6 chance that his right arm, a mysterious fallen knight only going by the name of the
Malachite (7th level fighter in a green full plate +2, AC 0, handling a pitch black two-handed sword +2, the
works), will be present as well. Some other underlings (as described in the bandit roster) may very well be
there as well (DM discretion, don’t over do it, with the King, the bodyguards, the Malachite... this is some
tough opposition right there. Assaulting this room at low level without assistance, an actual plan, previous
infiltration and information gathering etc would be pure suicide).

Note that there is also a 2-in-6 chance to see the envoys of the Ash Kadaï (see 25, 26, 27) present in the
room. They may or may not join the hostilities if a fight occurs in the room. They might even consider
themselves directly targeted, in which case they might try to force their way out of the level regardless of
the opposition, bandits, PCs, etc.

48 – Kitchen. This area is similar to the Kitchen at (8).


49 – Levitating crystal. A strange block of vaguely phosphorescent crystal floats in this room. It is pierced
with multiple needles of dark iron which themselves are linked to the walls of the room via strange looking
wires and cables. The crystal itself emits some sort of low hum barely audible if one isn’t standing right next
to the thing. Some of the cables clearly show some sign of not having been disturbed in quite a while (dust,
cobwebs etc).

This crystal is one of the main sources of energy for this level installed there by the servitors of the Sorcerer
Kings eons ago based on what they understood of their predecessors (the Builders themselves). It is
impervious to most sources of damage but the brute force of blunt weapons and objects. Touching it with
bare hands results in electrocution (assume a shocking grasp spell from a 1st level magic user, each
subsequent electrocution adding 1 to the level of the caster).

The bandits, and particularly the Canon and the Alchemist, are aware of the existence of this crystal and are
leaving it alone for now, not knowing what effect experimentations would have on it (which is very wise).
Cutting any of the cables or damaging the crystal itself could have some serious effects on the level:
teleporters ceasing to function or overloading, opening of random secret doors on the level, activation of
emergency routines on the waterworks… nothing might happen, but the potential for some calamity or other
to happen is great. See area (31) for inspiration.

50 – Treasury vault and mimic. Some of the riches stolen by the bandits are stored in this locked room.
The guard posts nearby are always fully manned, and they are changed regularly, since they maintain
surveillance both on this area granting access to the treasury here and the King’s apartments, as well as the
King’s main hall directly south of this area. The treasure itself consists of a wide collection of various valuable
items including coins, plates, goblets and gems. Contained at any time: treasure type E (see MM). A mimic
guards the vault in the very original form of a locked chest (AC 7, 48 HP, see MM 70).

51 – The King’s audience room. This is where the Beggar King receives his guests with some privacy.
There is a 1-in-6 chance of finding him here conversing with one of the envoys of the Ash Kadaï (see 25, 26,
27 Visitors area).

52 – The King’s apartments. These are the apartments of Oldebert the First. Furniture seems expensive
and delicate, but their styles don’t match, since all the pieces have been scavenged from various attacks and
robberies organized by the King’s servitors over the years. Perfumes, drapes, wigs and powders might be
worth something for the PCs. There is a secret door leading to the Toys’ exposition room along left of the
northern wall (the shape here might betray the position of the door to the astute observer). The door leading
west to his personal treasure chamber is trapped mechanically and magically (with the particular effects
changed regularly by the engineer from (3) and the alchemist, use random trap generations to determine), is
reinforced and locked (the King wears the key around his neck).

53 – The King’s treasure. This is the personal treasure trove of His Bloated Lordship, King Oldebert the
First. Treasure type E, O, S (see MM). A spectator (MM2 112; AC 4/7, HP 34) has been left in this room to
guard the treasure. This rather lazy spectator is large and overweight for its species: it might easily pass for
a full-blown beholder with atrophied eye stalks (scare the crap out of your players, DMs). It will want to
parley however, unless directly attacked. It is polite, and rather condescending. If the PCs decide to talk with
him and clearly mistake him for a beholder, he will try to take advantage of the situation and will ‘let them
go if they make some small offering to the treasure kept in his care’, in fact keeping any such offerings for
itself. It is also rather humorous and will appreciate good company. it will not let the PCs touch the trove,
however, but almost would like to, since he longs to return to Nirvana.

54 – The Toy collection. This is where the automatons built by the alchemist can be found. The room itself
is round, with a center dais area where the largest toys are on display. Two large panels can slide open to
directly connect this room to the storage rooms directly north of this area (see map, the arrows along the
walls of the room showing the way the panels slide to open each a 35 degrees passage to their respective
storage areas).

Any sorts of automatons can be found there: toy soldiers, horses on wheels, jack-in-a-box, little mechanical
fairies. Treat as animated objects per spell PH 51. There are currently a little more than a dozen different
automatons in this room. More are being worked on in the storage areas.

These automatons are not built for combat, and will not react to manipulation, pokes and the like. Only the
King may animate them and direct them to attack specific targets by using a series of knobs and buttons
integrated to one of the bracers he is wearing (see area 47). Since they are not built for combat, they fight
using their arms and bodies to hit their opponents awkwardly (see PH 51). Unbeknownst to the King, the
alchemist has made a copy of the bracers commanding these automatons for himself.

55, 56 – The Toy storage areas. These are specific workshop areas for the automatons being worked on
by the alchemist. Half finished toys, body parts, etc can be found there. 1d4 toys might be operational, and
commanded by the bracers as well. The upper and lower halves of a unicorn, mechanical squids walking on
their tentacles and owls flying noisily about, a giant mechanical ettin carrying one of its two heads in its
hands, are all possibilities.

57 – The Alchemist’s audience room. This is where Xaelaandder Bey, the self-proclaimed Hexarch of
Voidg, the King’s alchemist, receives his own visitors (1-in-6). The room is richly decorated with animal pelts,
cushions, a low table with a prominent crystal ball (fake), braziers with smoking incense. Couple hundred
GP’s worth of furniture et al, maybe.

58 – The Alchemist’s workshop. This is where Xaelaandder Bey tries to replicate the magic and
technology of the ancients. He is found here 1-in-6. He studies the dungeon carefully, is aware of the
existence of a number of secret areas, such as the alien generator at (31), the black sphere at (62), the
doors at (65), knows how the teleporters work and the function of the huge levitating crystal at (49), etc.
Here, the alchemist works at his own teleporters (one is actually working, see 59), tries extract energy from
a variety of crystals with little success, and tries to maintain life in certain body parts (successfully). The
body parts may attack if disturbed. They are kept in cages along the eastern wall of the room, like caged
animals, and seem inanimate at first glance (could use giant rats stats for those, as the ‘things’ from area
29).

The alchemist’s apprentices, Lienoc Nerau (from the barony of Llieth) and Creihem Y’rej (both 3rd level
magic users with one or two scrolls and a potion each), and Kamia, his trusted Homunculus (MM 53, AC 6,
10 HP), are usually found here working (5-in-6 each).

59 – The Alchemist’s quarters. These are the private quarters of Xaelaandder Bey. The magic user rests
here, and keeps some of his possessions in a locked chess under the bed. The contents include 240 coppers,
120 silver, 500 gold, 10 platinum, a copy of the king’s bracers controlling the automatons at areas (54, 55,
56), a potion of gaseous form and one of water-breathing, his spellbook, and a scroll carrying the spells
dimension door, clairvoyance, levitate, light and hold portal. The chest also contains some notes of the
alchemist pondering some of the purposes of the features of this level (handouts).

There are alcoves carved all along the northern wall of this room. Some of them contain glass jars. Within
these glass jars are floating the severed heads of various people the Alchemist tried to keep alive. There is
also a metal box there about the same size as the glass jars (this is an authentic brain from the Builder’s era
recovered by the alchemist).

On the table near the bed (against the wall next to the door) are interesting crystal spikes or probes of some
sort linked by copper wiring to a strange black box. These are instruments used to actually communicate
with the severed heads kept in the alcoves. One could insert the crystal probes into the base of the neck of a
severed head, and a voice would then come out of the black box, allowing a brief conversation (2d3 rounds,
up to a turn). One can see the jaw of the severed head linked to the black box in such a fashion move by
reflex, while the voice seems cold, artificial, and disincarnated.

Amongst the heads here one could have a conversation with is Gamesh, a half-orc of the Ash Kadaï who
knows about the mines and could describe them to the PCs (level 1a of our dungeon), Acskamun of the
Nu’ana (see the prisoners at area 32 for more information), some bandits who have fallen in disgrace or
betrayed the alchemist in favour of the Canon, and others.

The metal box contains an ancient brain which was once used by the Mi-Go Builders themselves. The probes
fit into the box via neat plugs which actually provided the template necessary to the alchemist to create the
probes in the first place. The brain speaks an archaic language, and is quite confused. It can describe some
of the outlandish things it has seen in most cryptic way, allude to the existence of level 2b, the Tomb of the
Builders, speak of Yuggoth and probably much more… The brain itself might have some psionic abilities, and
may want to take control of one or more PCs to get out of this level. For what purpose exactly remains to be
seen…

Xaelaandder Bey might be found here about 2-in-6 (if he has not appeared anywhere yet of course. If he still
hasn’t shown up in your game, decide his whereabouts – he might be at the workshop, in the grand hall
talking to the King, plotting against the Canon somewhere else). The alchemist is a 7th level magic user (AC
5, HP 18) wearing a capricious robe of scintillating colors (the robe is actually intelligent and doesn’t
necessarily want to help), bracers of defense AC 5 and a mask covering half of his face (see area 65 for more
information about this mask).

Also of note is the teleporter in the eastern corner of the room. This one looks like a smooth pillar of clay
that only animates when one approaches it, in a manner similar to the other teleporters of the level. It
actually works, and will teleport the person stepping into it back to the surface, exiting from a similar pillar of
clay standing in the woods close to the volcano’s slopes. The teleporters do not work both ways, however,
and one may not enter this level from the forest through them (the experience is actually damaging, since
the pillar in the forest will try to absorb the subject, partly decalcify its body to then reject it again
instantly...).

60 – The magic fountain. This fountain's effects are known by the bandits who found it here when they
settled on this level. There is a graffiti next to it that translates “Drink not lest thou be consumed!” Anyone
drinking the weird murky water of this fountain will regain 1d6 hit points, but his alignment will also secretly
change to its polar opposite for the next 24 hours at least (the victim will make one saving throw against
spells every day at dusk afterwards, a success indicating the effect finally dissipated). Just explain to the
player that his alignment changes and let him role play the change to the best of his ability. Note that his
new self is fully aware of the change and takes it as some sort of revelation, or awakening to his ‘true self’.
He also realizes that suddenly appearing completely different to his companions might land him into a lot of
trouble. Let the player take it away from there. Alternately, you might allow some characters to role play a
conflict between the original and new alignment fighting for control. The goal is to have fun through role
playing opportunities, not to take away player freedom.

61 – Prismatic room. A violet lantern hangs next to the magic fountain and right in front of the secret door
leading to area (61). See area (30) for more information about the Primatic room.

62 – The Black Sphere. This chamber is exceptionally dark. Any light source produced will cause 1d4
Shadows (MM 86) to animate, reaching from the darkness to seize the intruders. If the PCs proceed without
using any light source, note that the characters with infravision etc will not see either. As they explore the
place in complete darkness they will feel hands touching them, poking at them, caressing them. At the end of
the area, after a couple of turns, the characters might find a sphere about 2 feet in diameter levitating,
shining of such blackness as to be utterly visible in the surrounding darkness. If the PCs mistake this for a
sphere of annihilation, don’t correct them. Let them come to their own conclusions, whether to try to
manipulate the sphere, avoid the area, and so on. This sphere is actually a portal to worlds beyond our own,
or far away places in the dark, however you want to set it up. It could be a portal to the Underworld below,
deep within the same dungeon, or lead to a completely different dungeon of your own making, or to some
dark void in the outer planes, the abyss, the legendary city of N’kai, whichever fits your campaign.

63, 64 – The Bleeding crypts. All the walls surrounding this area bleed profusely whenever living creatures
stand fifteen feet or less away from them. Monitor closely the movements of the PCs. If the party walks into
the corridor leading to the Temple at (38) and examines the caryatid columns standing there, for instance,
they might notice one of the statues crying blood. Likewise, walking around the other corridors next to this
area might reveal some blood pouring out of the mortar, between the bricks, etc.

The two main accesses to this area are behind the caryatid column at (38), a secret passage opening onto a
ladder going down into the crypts, or through a secret door one can find in the first (empty) room left when
going down the stairs westward from (38).
This area is in fact a crypt similar to (41). This crypt is half flooded with blood pouring from the walls,
however. Rotting bodies float here and there. The walls are completely covered with some type of black
tumours of dead flesh, worse than the tomb of the ancient sorcerer itself produces, that seem to give birth
through long periods of gestations to dead bodies that keep feeding these grounds in a grotesque mockery of
life. Once in a while, one of these bodies is actually conscious, animated with a shred of self-awareness and a
never ending hunger within. These are ghouls that will then feed on the corpses produced by this horrible
organism. They are half drunk, half awake, having waited there for years upon years of moaning and
dreaming and feeding, and will attack any living being immediately to experience for the first time the
pleasure of warm flesh and living fluids (12 ghouls, see MM 42). Determine treasure randomly (B, T),
treasure which can be found by thoroughly hacking and slashing through the tumours that grew out of the
walls and tombs centuries after they were deposited there.

BANDIT LEVEL MAP KEY, PART 3


65 – Secret passage to the Three Doors. Just behind this secret panel opened in a push forward, then
downwards motion, stand three doors of peculiar appearance. They are all made of dark iron and covered
with gears of different sizes. In the middle of the western door hangs half of a mask representing some kind
of solar deity, flames erupting from its face as hair would, attached to a set of rails joining all three doors
together. A keen observer will note that the single eye on this half of the mask is perfectly round, and
slightly discoloured, like an object has been inserted in and out of the socket time and time again.

The other half of the mask should apparently have been found hanging in the middle of the eastern door,
attached in a similar fashion to the rails, but is presently missing: it has been taken away by force, judging
by the set of wires and cables left hanging in its place (Xaelaandder Bey, the alchemist of area 59 wears it
presently). The rails extend from the middle of the doors on each side towards the center of the middle one.

There are levers protruding from the eastern and western walls of this small area facing the doors. They are
both in the “up” position. Lowering a lever will make the closer half of the mask move along the rails towards
the center of the middle door. Since the half of the mask on the eastern door is currently missing, just the
socket supposed to be holding it in place will move along the rails when the lever next to it is lowered.

Once either one of the halves of the mask finds its way to the center of the middle door, the door it has just
left noisily unlocks itself (i.e. the eastern or western door, with a rusted “clack” sound), granting access to
the area beyond. The eastern door will not open until the half of the mask in the alchemist’s possession has
been placed back in its original position, however.

A. Entering the area beyond the western door, the PCs will find a corridor turning left, then right. In the
corner there, they will find a small dais with a little shrine dedicated to a group of deities whose statuettes
have been shattered some time ago. Remains of offerings can be found near the statuettes: a few copper
pieces, some crumbling remains of pieces of meat, clay goblets no longer containing anything but dust.
Above the dais, engraved on the wall, lies a warning in the ancient language of the Sorcerer Kings who built
this place:

“As the skies give us, and take away,


So shall men of faith bend, obey,
Give mind and crown, not to fade yonder,
Forever encased, forever trapped, and wander.”

This is a warning concerning the room beyond where the PCs will find against the northern wall a large
sculpted scene depicting strange winged creatures similar to giant moths with squid heads flying all towards
a black star shining of a very deep blue, indigo color painted on the ceiling. Each of the statues holds with
their tentacles some real human heads which have been severed at the neck, their eyes entirely white, blind
for eternity. Most of them are old and mummified, save a few that look rather fresh (victims amongst the
brigands as the alchemist experimented with the area).

In the center of the group of statues the PCs might notice a larger creature wearing a large deep blue, black
lighted, indigo gem in what must be its forehead, like a third eye. It seems to direct the group towards the
black star.

The gem in the forehead of this large winged creature is of the same size as the socket of the half of the
mask hanging from the door outside.

Trying to take the gem without making any offering will cause some of the creatures to animate. 1-3 stone
golems, as it were, will attempt to seize the offending PC and use their tentacles to take his head off by
force. Once that is done, they will take back their position in the sculpture and freeze again. Additionally, a
blast of black light will spread from the star on the ceiling and, strike the PCs’ eyes, prompting a saving
throw versus aimed items (rods, staffs, wands) with a +4 modifier to avoid being blinded by the dark light.

To avoid these negative consequences, the PCs must make an offering to the creatures by cutting the head
off any intelligent humanoid and presenting it to the creatures. They will then animate, take the offering,
which will join the many heads hanging from their tentacles. They will take back their position and the entire
scene depicted will briefly shine of the same indigo color as the gem and the black star. The PCs will then be
allowed to take the gem of the large creature’s brow.

B. Once the PCs have recovered the half of the mask in the alchemist’s possession, they will be able to affix
it to the knob sliding on the rails when the lever on the eastern side of the corridor is activated. This doesn’t
take any particular training, as the cables are hanging pretty evidently and putting them back inside the
mask is just a matter of finding the right openings. When that is done, and the lever is activated, the eastern
mask will travel along the rail to the center of the middle door, and the eastern door left unoccupied will
unlock noisily.

Entering the area beyond will reveal some similarities with (A). There is a small dais in the corner where the
corridor turns right, then left, with a little shrine there. The first difference is evident: the shrine here is
dedicated to a single deity, the Sun deity of the setting. Remains of offerings can be found there as well.
Above the dais, an inscription too, but this one says:

“What does the Light stand for?”

In the room beyond, there is a sculpture on the northern wall. This one represents the Sun lord holding the
severed head of one of the monsters sculpted at (A). In the middle of the severed head, another perfectly
round gem that would fit neatly inside the socket of the eastern half of the mask, this one glowing of an
orange, morning light. The floor is covered of thousands of pieces of copper (more than 50,000 of them, in
fact). If the PCs throw some of their own coins on the floor, it will count as an offering to the Sun god.

Trying to seize the gem without answering the question will anger the Sun god. The room will start glowing
red, as if warmed up by some great lava flow under the room. This wil of course warm up all the pieces of
copper lying around as well. The PCs will have to retreat if they do not want to be burned to death (use rules
for burning heat to adjudicate the situation). The PCs will not be able to take the gem by force, as it is
magically sealed to the sculpture.

Answering the question to the satisfaction of the Sun god will allow the PCs to take the gem. “Truth”,
“Knowledge” might be acceptable answers. Judge according to the particular wording and declamation of the
PCs to the deity in front of them; if their answer makes sense to you, allow it.

C. Once the two halves of the mask are put together in the center of the middle door, and that both gems
have been inserted in its eye sockets, the middle door will unlock and open, revealing a long corridor
beyond.

About 20 feet away from the door the PCs will find a dais where a lump of fresh clay is resting. This clay is in
fact a deactivated teleporter. When all five platonic solids are activated in the Prismatic room (30), this lump
of clay becomes a living pillar that acts as a receiver to the teleporter inside the Prismatic room itself.

East and west of the dais, the PCs can see to enormous gems protruding from the walls. One, to the east,
glows orange, and the other, to the west, glows with a deep blue, indigo color. A lantern hangs in front of
each gem. Both lanterns are out.

Lighting up these lanterns makes them glow a different color, orange and indigo, respectively. The surface of
a gem shines briefly as its corresponding lantern is lit up. The lantern’s magical fire dies after a period of one
exploration turn. During this time, while the lantern is lit up, one could use the corresponding gem as a
portal leading to the Prismatic room itself. Doing so makes one emerge inside the room from one of the
doors associated with the colors that combine to make the hue of the gem (i.e. orange – yellow or red,
indigo – violet or blue). Additionally, entering these portals will activate the orange or indigo satellites,
respectively, which circumvents the requirements of opening and closing doors as explained at (30) to
activate all the satellites in order.

North of the days, the walls start to be covered of frescos and inscriptions, all of which depicting some titanic
battle between the winged creatures the PCs have seen depicted in the sculpture before and some type of
enormous, gigantic octopus whose tentacles stretch on the walls in a way that suggest his body or core could
be found further north at the end of the corridor.

At the end of the corridor the PCs will just see the tentacles battling the painted winged creature come
together against the northern wall facing them and creating a fresco defying all reason and logic, as though
the body of the giant octopus was just a giant mass of eyes and mouths and faces that all seem to swirl
around a physical object levitating just in front of the wall.

This object is a crystal brain. It is translucent, clear, and seems to shine with an inner light that changes to
reflect the different hues of the rainbow in a perpetual, rather hypnotic loop for those observant enough to
notice it.

This brain is the key to the secret door hidden by the animated fresco covering the northern wall at this
position. To open this door, the PCs need the Canon’s octopus mask at area (33). The Sorcerer Kings used
the knowledge of the spirit realms around this place bestowed to the Nu’ana to build this particular area.
Other octopus masks, or related items of lore and magic, might be able to unlock this seal as well. Any of the
Nu’ana people will be able to inform the PCs about the function of the octopus in their culture, which acts as
a carrier or dreams and portents, an agent of change, travel, reincarnation, is a manifestation of what lies
beyond, and in some ways acts as a messenger between the world of spirits and the world of men. It is not
impossible the PCs might come up with their own solution to this riddle. Let them. If they find a way to build
or find an Octopus mask besides the one in the possession of the Canon, then by all means allow it, but don’t
make it too easy on them by any means.

Anyone wearing the octopus mask close to this area will see the tentacles of the mask animate and stretch
towards the levitating crystal skull. If stepping closer, within range, the tentacles of the mask will seize the
brain. Many alien memories of other worlds, other times, other dimensions will flood the wearer’s mind as
the fresco on the northern wall moves and swirls outward to reveal the large teleporter beyond (similar to
the other teleporters of this level, without a chance of malfunction).

This teleporter leads to the Cube at (67), unless all the seven satellites of the Prismatic room (30) are lit up
in order, which will change the destination to the Tomb of the Lightbreaker sublevel of the dungeon, the
mausoleum of the Sorcerer who built this place.

66 – Spiral staircase to the surface. This spiral staircase leads up to the surface, and down to the
waterworks sublevel. The area is surrounded by trip wires that will ring bells to warn the bandits of the
arrival of intruders in the vicinity. See area (1) for wires.

67 – The Cube. The Cube is a prison, a dimensional space built out of meteoric metal which trapped the
builders the Sorcerer Kings used and tortured to extract all the knowledge they could about this place, the
crystals the builders were searching for, the function of the dungeon and volcano around it. This is in fact a
sublevel of the dungeon, a tesseract, a three-dimensional cubic level where time and space have been bent.
The access to the Cube lies at area (65).

68, 69 – Corridors of the ages. These corridors are extremely dangerous to the uninitiated. There are
several bodies visible from both the northern and southern entrances, and little shrines next to the doors
leading in and out of the corridor itself. Going up or down the corridor in the sense of the arrow in each case
is safe enough. The people walking by the edge of the Cube can see its alien structure protruding in front of
them, and hear a low hum emanating from it, clearly indicating it is active and alive.

Going against the sense of the arrow is deadly in most cases, however, since the magical and temporal
energies swirling around the Cube somehow do not work with the movement of the body and its own
energies in such specific conditions, but against them. The body therefore ages rapidly, 1d100 years on a
failed saving throw against spells with each trip through each corridor, to be exact, and 1d20 on a successful
throw. There is no known way to avoid this effect, but several candles and little mementos have been
deposited here by the inhabitants of the dungeon at the deadly entrances of both corridors (that is, the
southern entrance of the western corridor and the northern entrance of the eastern corridor, respectively),
along with various graffiti telling whoever reads of the danger ahead “not this way!”, “Only death lies ahead!”
and the like.

There is a way to walk the corridors against the sense of the arrows, in the direction of the deadly aging,
without succumbing to the effects of the Cube, however. To do this, one would have to stop twice walking
down the corridor, one time in each of the rooms marked (P) along the way. These areas are safe from the
effects of the Cube and reset the aging effect of the corridor, thus allowing to go through the area chunk-by-
chunk, without suffering the full blast of the Cube's radiations.

70 – Prismatic room. See area (30) for more information.

71 – Common grave. After following the twists and turns of a small corridor the PCs will reach a room large
of about 20 feet and long of 30. This area is filled with bodies who seem to have all died of exhaustion and
various wounds delivered with bare hands. The greatest amount of bodies is pressed against the locked door
in the NE corner of the room, as though they attempted to force their way through and died trying.

This is in fact exactly what happened.

All around the room, the walls have been scratched and etched (using nails, mostly, as the evidence of dried
blood and wounded fingers suggests) with various personal signs, symbols, and bits of phrases here and
there. The language is ancient, and belongs to the same era as the Sorcerer Kings'. One can read, scattered
here and there across the walls:

“The warmth of your touch.”


“The coldness of your eyes.”
“The promise of your breath.”
“The worlds you inhabit.”
“Please let me in, back to your arms.”
“Know your love. Die a little inside.”
“Please let me in, back into the dream.”
“Let me live. Let me die yours again.”

These verses are the pleas of the people who died here longing to return to their masters, a group of ghouls
whose touch charms its victims, rather than paralyses. This is a warning to the characters. Don't hesitate to
make it look really creepy and unsettling. They must question their good judgement in venturing any
further.

As the characters tried to make their way to the door, they will undoubtedly have to clear the area of the
bodies pressed against it. The bodies will then animate. Make this a chaotic moment, with arms and legs and
faces flailing around, trying to grab the characters savagely. A group of 2d6 zombies would be enough. The
idea here is really to warn the characters of what lies ahead. If they cannot handle this easily, they are not
ready to face the ghouls.

72 – Teleporter room. Similar to the teleporter of (28), this is one of the main eight teleporters of the
level. See area (9, 10) for more information.

This room is heavily decorated. The scenes on the walls depict two ladies being worshipped and begged by
the slaves under their command in some sort of grand building enterprise. They live and die and worship
before the characters' eyes. Some of them are committing suicide. Others are plucking their eyes out after
being rejected by the Masters. All of them want to be loved by the Masters, and the Masters do not care,
instead instructing them to go about their labour, to work for them until they are no more.

On the southern wall of the room, there are three separate doors, all of them reinforced with dark iron. The
easternmost door cannot be opened from this room, and can only be used to get in from the other side.
73 – The Loop. The U-shaped corridor may be accessed from the middle door of area (72) or the secret
passage leading to area (74).

The walls around (A) and (B) are covered with sheets of bronze etched with mysterious runes. Stepping
through either one of them from the north triggers the trap: illusions appear immediately behind (A) and (B)
giving the impression that the corridor goes on and turns behind them. The doors north of both positions
seem to have disappeared.

Walking down south will lead the victims to a U turn. They will then reach either (A) or (B) walking northward
from the south. Stepping or jumping through (B) teleports the victim instantly to (A), the facing position
having been switched by 180 degrees. There is brief flash showing the real appearance beyond (B) before
being teleported to (A), but since the bronze casings around (A) and (B) are virtually identical, it feels like
the victim just went through (B) and stepped northward beyond, when in fact it is back at (A), facing south.
The effect is identical if you step or jump through (A), which results in a teleportation to (B) with a 180
degrees facing rotation.

The corridor thus feels like a loop, and would seem to look like this on the map:
To reach the eastern door that opens in the room and get outside of the loop, a victim needs to step
backwards through (A) to be teleported to (B) facing north. The illusion behind (B) will appear to have
dissipated, and the victim will be free to leave the area through the eastern door to (72). Inspecting the area
will allow a shrewd explorer to find the secret door leading to area (74), however. There is additionally a 2-
in-6 chance to notice it unintentionally due to a slight change in temperature and stench pouring through the
closed secret door.

74 – Common grave. This area is similar to (72), and intended as a warning of what is to come with the
ghouls at areas (75) and (76). Bodies are also piled in the corridors and empty rooms beyond (northward,
next to area 75), pressed against the doors of the tomb, etc. There are also a half dozen tumours scattered
throughout this whole area which act in a similar fashion as the cysts in the tomb of the ancient sorcerer at
(29).

75 – The Eunuchs. This burial chamber is the resting place of three ghouls, the eunuchs of the two ladies
they served in life. This a barren room with very little to find here but remains of organs, perfume and
tapestries which are not rotten beyond repair. These ghouls can be called by their ladies from their burial
chamber without a word. Whether this is the fruit of some particular pheromone or perfume emanating from
the ladies is unclear, but it is quite efficient.

The eunuchs are ghouls with 9, 10 and 10 HP respectively. AC 6. They fight in the ghouls' usual manner, but
are especially large and fat for their kind. Their touch does not induce paralyzation as much as it does a
complete like of drive and empathy. The effect is very similar for combat purposes, but make a point to
describe it in such terms (save against paralization nonetheless). Striking the creatures' bellies will reveal
their contents: pieces of soiled silver of ancient manufacture, the payments of their ladies they ate in their
greed to satisfy the hunger that consumed their souls long before they were entombed here. Assume each
ghoul has ingested around 500 pieces each which could be salvaged after their demise.

76 – The Ladies. This burial chamber is heavily decorated and nigh pristine, as though it had been sealed
all this time (this is not true, as the ghouls here would sometimes feast on the cysts and bodies of area 74).
The ladies' sarcophagi are the most prominent features here. These are ghouls with 20 HP each (count as 4
HD creatures), AC 6, whose touch does not induce paralyzation like most ghouls', but a variation of a charm
effect that make their victims fall in love with them. Treat as Charm Person. Save versus Spells.

The Ladies additionally command the undead of this whole area. They can call to them the Eunuchs at (75),
who in turn can gather more undead from area (74). This could flank the characters and lead them to a
certain death (hence the various warnings).
The treasure here is significant, in the form of perfumes, balms, pieces of furniture and the like, which would
all roughly be worth about 1,000 GP if the room was completely emptied of its content. The clothes of the
ladies, with their exotic silks inlaid of silver and gold, the various gemstones embedded in their girdles and
the like, could be worth another 1,000 GP, assuming they are left undamaged after the creatures' demise, an
unlikely prospect to say the least. Their value could be worth around 250 GP each, otherwise. Roll for a
random set of scrolls and potions present in this room as well.

77 – Prismatic room. Can only be accessed to, and not exited from, at this particular location. See area
(30) for more information.

78 – The Kobolds’ common area. This is the common area of the kobolds who separated from their
original clan and joined the bandits under the protection of the Beggar King Oldebert the First.

This area is filthy, with piles of refuse, half-eaten remains of various small animals and the like, no proper
bedding to speak of, and an enduring stench mingling various specific smells best left to the DM's
imagination. 5-30 Kobolds are present here at all times, as well as a wild boar which is particularly favoured
(as a pet would be be under these particular circumstances) by the group. They might be just playing games,
resting, eating, or picking on particular individuals they torture and ridicule for their own pleasure. There is
actually a 2-in-6 chance that a fight breaks out amongst them just before the characters enter the area.

79 – Lair of the Kobold Chieftain. This leader is slightly taller than the other kobolds of the area, and
easily recognizable by the huge feathered head dress he is constantly wearing (imagine a dog-headed witch
doctor, Diablo style).

This room isn't much cleaner than the kobolds' common room, but it features various little idols of guardian
spirits the kobolds seem to worship and associate with their leader in some fashion. These idols are carved
out of whatever materials the kobolds might find, so it would include some clay, stones, wood, and probably
some less hygienic raw materials as well. There are dozens of idols scattered throughout the room, with
candles lit next to them, little trinkets and tribute left to honour them.

In the middle of the room lies a huge pile of dried animal skulls covered with rat furs which performs the
function of seat of power, or throne, for the kobolds.

The kobold chieftain is here 3-in-6 along with his two body guards (treat as goblins with 4 HP, AC 6, 1-6
damage) and two pets (giant weasels held by leather straps). 2-12 subjects of the chieftain are also present
in this room at all times.

The kobold chieftain has a collection of shrunken heads stashed away under his throne (he tries to copy the
alchemist's experiments at 59 without understanding much of their purpose). Amidst the skulls that make up
his thrones can be found a number of personal trinkets and valuables as well, including 54 GP, 28 SP, 18 EP
and 275 CP. A few jars of clay full of flaming oil are also stored here in a corner, to be used by the kobolds in
times of need.

80 – The Hatchery. The eggs the kobods took with them when they left their original clan are stored in this
area. It is under constant surveillance, as 2-12 kobolds are constantly tending to the eggs' care (they carry
no particular treasure).

The main entrances to this area, north to the guard post and south to area (81) are trapped with 20' wide
nets hanging from the ceiling. Ropes hanging regularly along the walls of the area are connected to these
nets. Pulling the ropes would trigger the nets' release, and could potentially trap characters attempting to
flee through these doors (saving throw versus dragon breath to avoid).

81 – The Kobolds’ well. This is the kobolds' water supply. 4-in-6 chance to find 1-8 kobolds in this area. In
case of trouble, a number of them will flee towards the chieftain's lair at (79). The commotion will surely
warn the kobolds of the hatchery (80) of what is going on.

82 – Trapped ceiling, and more traps beyond. This entire area is trapped: walking at any point in the
center of the room will trigger a pressure plate which will release a block of stone immediately blocking this
room's southern exit. The entire ceiling of the room will then start to slide downward to crush whoever
remains stuck here.

Note that the eastern exit to the room is locked, but not blocked. Picking its lock or forcing it open are
possible options, though the victims would just follow the trap's assumption. Along the path eastward
towards the door leading to (81), several sets of poison darts will be fired at the characters (three, at each
point where the walls end abruptly – U turns etc – along the way). Then, assuming they did not find the
secret passage to the square room/shortcut, and did not exit this area to enter (81), there are more blocks
falling from the ceiling and potentially killing or trapping forever the characters who made this critical
mistake.

As noted above, the square room with the two adjacent secret doors is the safe passage here. It leads
directly to area (83) and the connections between various sublevels of the complex it represents.

83 – Collapsed room. This room's floor and ceiling both partially collapsed. The waterworks sublevel below
and the mezzanine sublevel above are both accessible from this area. The shaft of exposed basaltic rock
formations exposed by the collapse have been since covered with a slightly phosphorescent and particularly
aggressive variety of brown mold (MM 71). As soon as the characters approach the room they will see the
heat of their torches being drained by the mold, their own body heat being immediately affected as well (1-4
damage). There will be a muffled sound, like a balloon inflating, and the light emanating from the mold will
become a tad more intense (as the mold feeds on the heat and grows instantly). Entering the room will
result in a full exposition to the brown mold (with full damage etc see MM2), and the mold will grow to such
an extent as to shut the connection to either one of the sublevels (determine randomly). Any further
exposition would close the other passage as well, and potentially cause the mold to grow dramatically and
take over the entire room, and beyond. This mold is still very sensitive to cold.

84 – Prismatic Room. See area (30) for more information.

85 – Exit to the surface. Connects the surface and the workshop area close by where resources stolen by
the bandits are brought to be taken apart, melted, worked on and the like. Also the passage for the mounts
and carts too large for the other entrances to the complex. Note the trip wire/alarm there.

86 – Dog pens. This area is inhabited by quite a few dogs (count a dozen here at all times in pens, with
others possibly kept as pets by various level inhabitants of your choosing) of the husky type which the
bandits take with them when they are hunting around the volcano (for food or possible intruders and
escapees from the level) or expecting to face an opposition warranting their use. Two sleighs are also stored
in this room (they are used during the mid-fall to early spring season to carry valuables and game from their
hunting when the wilderness is covered with snow). A dog handler is always present in this room. 2-in-6
chance of also having 1-6 bandits present in the room, either going out, coming in, or just hanging around
the room taking to the handler or feeding, playing with the dogs.

87 – Lizard stables. These stables house a half-dozen lizard mounts which are practical for the kobolds to
roam around the slopes of the volcano. These particular mounts look like overgrown western salamanders,
as a matter of fact. They do not perform well in the snow, but they are particularly effective when hunting on
or travelling through rough and/or wet terrain, particularly sheer mountain surfaces, swamps and the like.

88 – Stables and machicolations. These are the horses' stables. A dozen horses are present here at all
times. The ceiling of this room is particularly interesting, since it is adorned with a particularly elaborate
stonework that might betray its purpose to a veteran of sieges: these are machicolations leading to the
mezzanine above this level. If the bandits and hobgoblins of this area are aware of an intrusion, they are
likely to use these machicolations to pour boiling oil on the intruders once they spot them. They might hold
on to save the horses, instead waiting for the intruders to go through area (89) to eliminate them, but if the
forces taking the place are too strong or impressive they might change their mind and do away with as many
opponents as they possibly can.

89 – Meurtrières. The area linking the hobgoblins' workshop to the stables is a death zone. It has two
guard posts on each side from which a variety of projectiles can be shot at intruders via an elaborate system
of meurtrières (murder holes) adorning the northern and southern walls. There are also machicolations on
the ceiling similar to those of the stables which the guardsmen above might use to pour boiling oil and all
manners of bad news on the invaders going through.

90 – The Workshop. This is the hobgoblins' workshop, the place where carts, chests, various manners of
pieces of furniture or possessions stolen by the bandits are taken apart to melt or store or reuse for some
other purpose.

5-in-6 chances to find hobgoblins (MM 52, 1 sergeant with 2 assistants, plus 2-12 individuals) hard at work
in this area.

Note the active teleporter in the NW corner, as well as the round area in the NE surrounding a pit leading to
the waterworks sublevel (with a system of pulleys which can be used to lower some loads down there), with
a stone staircase around it, affixed to the wall, leading up to the mezzanine sublevel.

91 – Entrance of the gaols. The two portcullis here are always down and can only be lifted up mechanically
from inside this space (using a set of levers right next to them). A lone bugbear (5-in-6) is generally
standing guard within, though he is occasionally replaced by one of the bandits instead (1-in-6), when he is
called to perform other duties, rests away from this place and the like. He doesn't like this duty and is bored
to tears. He might be taunted into opening the gates just to be able to get into a good fight.

92 – The gaols. This is the area where the prisoners of the bandits are usually kept (besides the Temple
area at 32). Guards from the surveillance room, including the Minotaur from (93) as well as the gaoler
himself, are walking back and forth to and from this area, either feeding the prisoners, taunting them in
some fashion, or taking them to the torture room and other areas of the complex where they would have to
be taken for one reason or the other.

There are nine 10' square cells here. Most of them are empty at this moment, but they could get used fast,
when the bandits come back from attacking some convoy or looting some place where they found prisoners
worth taking with them, for instance. If the characters are taken alive by the bandits, they will most probably
be detained in this area.

Here's a sample of possible prisoners for this area. Don't hesitate to populate the cells with NPCs of your own
making. Also note this is the area where Acskamun, the Shaman of the Nu'ana, is supposed to be
imprisoned, at least according to Smuhana and the other prisoners at area (32), but he has been taken to be
subjected to the experiments of the alchemist since then: his head can be found in Xaelaandder's living
quarters at (59).

Talbott of Juilh is a paladin who recently opened a tavern, the White Steed, in the valley. One of the people
he employed, a young girl going by the name of Lassa, disappeared in the forest. He had to follow her trail,
and was taken prisoner by the bandits.
Lassa is the girl Talbott was searching for in the forest. She was taken prisoner a few days before he did.
She's about 15-years of age, and a real brat. Talbott will want to protect her at all costs, since she is his
responsibility, even if she misbehaves along the way...
Hasu Masamune is an ogre mage who lost all of his magical powers and searches for a way to reactivate
them. He was taken prisoner as he was trying to make his way up the volcano's slope to the fort of the
sorcerer-kings. Whatever he knows might be of interest to the characters. He even has the fragment of a
map to show them, if they help him, and can get his equipment back from the bandits.
Giurg Nolec is a thief and a murderer who was fleeing from the noose waiting for him back in the valley. He
failed to make his case to the bandits after he was taken trying to strangle one of the guards outside the
compound to still some bread, weapons and ammunition. He will try to make himself look like a victim but
will probably turn on the characters at some point.
Three warriors of the Nu'ana, who have been deemed unimportant compared to the daughter of Acskamun
and her consort at (32), or Acskamun himself who was used for the alchemist's experiments (see area 59 for
more information). These warriors could plea for the characters to aid them free these other prisoners from
the bandits.

(Alternately, the DM might start PCs as prisoners in this area, and set up an escape situation as the start of
the game, the objective being to escape the hideout and/or retrieve some specific possessions, or
individuals/allies kept prisoners in the Temple at 32 or elsewhere)

93 - Surveillance room. 2-8 guards are present here at all times. They are led by the goaler, a battle-
hardened sergeant (5th level fighter, 38 HP, AC 3, present 4-in-6) and his two henchmen, a Minotaur (MM71,
HP 35, AC 6, with a battle axe, present here 5-in-6 if not at 92), and a 3rd level fighter (HP 22, AC 5,
remains around this area at all times). The possessions of the prisoners are kept in this room (Talbott's half
plate, sword and shield, Hasu's spear and backpack including the map, etc.).

94 – Living quarters of the gaoler. This is where the goaler takes some rest. If he is not with his men,
this is generally where he can be found. There are a few valuables in this room including a purse containing a
dozen rough emeralds each worth about 200 GP, a bag containing iron rations for a week, and another purse
containing 24 PP, 48 GP and 5 SP (additionally, the gaoler carries on his person two healing potions, a potion
of spider climb, a bastard sword and a banded mail +1 stolen to an elven prisoner who died long since).

95 – Torture room. This is the place where prisoners are tortured by the Malachite's right hand, the
Butcher (6th level fighter, 49 HP, AC 5). This half-blooded hobgoblin speaks with a strange exotic accent. He
seems himself as something of an expert, a surgeon, as it were, able to take apart bodies with the greatest
of skills, an outstanding anatomic knowledge and a dangerously steady hand. He is in charge of the gaols,
the worshop, the mezzanine above and the contingent of bandits and hobgoblins managing the main
entrance to the bandit hideout at (85). He has a foul temper, and is unforgiving and cruel by nature.

There is a 2-in-6 chance of finding the Butcher in this room torturing some of the bandits prisoners, either
trying to extract some useful information out of them, or simply inflicting pain for his own pleasure. If here,
he will be aided by two 3rd level fighters while his own lieutenant, a 4th level fighter himself, will be around
the common room at (98) managing some business with the guards there (or about in the surrounding
areas, including the mezzanine).

The Butcher always carries a few anaesthetic drugs on his person, a couple healing potions, a couple of
potions inducing paralysis, some thick gloves made of some exotic fish hide, and some faceted, rough
binoculars for precision work. He also fights wielding an impressive-looking, soiled butcher's knife in one
hand, and a long, sharp, clean scalpel-like seax knife in the other (treat both as short swords in terms of
damage). The seax knife is in fact a +2 intelligent blade with the most debased, vicious personality
imaginable. It is extremely shrewd, however, and will try to pervert its wielders rather than controlling them
into doing its bidding. It is patient and driven, and knows how to get to the darkest recesses of the mind.

96 – Exit to the docks. This passage leads to the bandit's docks by the shoreline.

97 – The Butcher's living quarters. This is where the Butcher rests a few hours a day. He can be found
there about 3-in-6. This is a bare room with a bed. Not much to find there besides a sack with the Butcher's
money (a violet garnet worth approximately 500 GP and coin, mostly gold and silver, worth about 80 GP
total), some iron rations, a few healing potions (x2), another of water breathing, and an ointment able to
clean up wounds and clear them of impurities (may cure poison and disease if applied within a turn after the
wound was inflicted).

98 – Common room. This is a common room where the guards of the various areas around (guard post,
mezzanine, etc) get together to relax, eat, drink and sleep occasionally. There will always be 2d6 bandits in
the area, as well as 1d6 hobgoblins as well. The Butcher's Lieutenant, a 4th level fighter, will be around this
area 5-in-6. If you determined the Butcher is presently in his own quarters (see above), then his two 3rd
level fighter henchmen are also in this room. Determine monetary possessions randomly.

99 – Staircase to the mezzanine and pit to waterworks. Similar to the NE corner of area (90), there is
a round pit in the middle of this room which can be used with a system of pulleys to get access to the
waterworks sublevel below. There is also a stone stairway around leading to the mezzanine sublevel above.
BANDIT LEVEL MAP KEY, PART 4

100 – Chasm and webs. This large area has collapsed a long time ago, and now leads to a very large and
deep chasm reaching into the depths of the underworld. Thick spider webs can be seen covering the chasm,
stretching from stalactite to stalagmite, between the natural pillars of stone of this place. There is also a
smell of sulphur in the air, like a bitter, acrid, persistent, very obvious scent of rotten eggs all around.
Torches and open flames carried by the characters will flare and burn slightly more brightly as they approach
this area.

These webs will not burn naturally, not like you might expect of usual spider webs, in any case: if exposed to
a nourished fire (standing for more than a couple of rounds stubbornly trying to set the webs on fire despite
the warning sparks such an action would spawn as a result), they will suddenly burst and create a chain
reaction that is comparable to an exploring fireball (5-30 damage on a failed saving throw, half on a
successful one) that will engulf the whole area in flame and smoke for a brief moment.

These webs are strong, however, and can easily support the weight of men as they travel at half speed
through the area over the chasm from one side of the cave to the other (roll a Paralization saving throw once
to see if people trip and get entangled in the webs as they proceed through the area). Such an action will of
course warn the Giant Man-eating spider of the presence of preys for her to feed on...

There is a hole in the webs over the SE corner of the chasm, as though some heavy weight had fallen
through at torn the webs apart at this particular location, which leads to a little opening large enough for an
unarmoured man to squeeze through on the side of the cliff bordering the abyss below. This passage leads to
area (101), which was used some time ago by a fleeing prisoner to try to escape from this place, but he died
there instead.

101 – Chimney up to the surface. After stretching from the edge of the chasm under area (100) in a
general south-eastern direction for about 20-25 feet the passage mentioned above turn sharply upward,
leading to a small ledge where a prisoner of the goals once found refuge to die there. Only his skeleton
remains, along with bits and pieces of his original equipment. [Equipment carried]
Upwards beyond the ledge where the characters can find the skeleton the passage becomes incredibly tight.
No normally constituted man could possibly squeeze any further.

102 – Lair of the Man-eating Spider. This area completely covered by webs to the point of looking like a
giant tunnel, or funnel made out of webs. This is where the Man-eating spider can generally be found. This
specimen is a beautiful, hairy arachnid of a general earthy, brownish colour that is reminiscent of the general
appearance of the Goliath Bird-eating spider that can be found in the jungles of South America.

http://www.youtube.com/watch?v=klHDzIIrsjY

Like its Earth equivalent, this specimen can kick her back legs to project clouds of hair around her as a mean
of protection. Treat her as a Giant Spider (MM 90) with the additional special ability to project 30' radius
clouds of hair around her instead of biting. A saving throw against poison makes the effects of the cloud
bearable (-2 on attack rolls nonetheless due to an immediate irritation of the eyes, nose and throat),
whereas the alternative is crippling (severe irritation, crying, sneezing, coughing, -4 to attack rolls, half
movement).

103 – The Spider's Eggs. This cavern is completely obstructed by thick spider webs. Hacking and slashing
through, the party would find a large, 10-foot wide white bundle near its eastern wall. It is a bundle of spider
eggs . Slashing the bundle open will release the eggs and trigger the premature hatching of a number of tiny
hairy spiders, the offspring of the Man-eating spider at area (102) (20-120 hatching, treat as 1 HP, 1/2 HD
critters doing one point of damage on a it, or as a group of little swarms 2-3 HD each, 1 HP representing a
tiny spider within, attacking for 1-4 damage for each 6 HP it possesses). The skeleton of a man is glued to
the webs behind the bundle (ripping it off would surely break the egg bundle apart): it carries 1-3 scrolls
each inscribed with 1-3 spells of level 1-3 (determine randomly), 2-12 gems of 10 GP base value in a purse,
and a strange, fist-sized pink crystal in the shape of a heart (the Good Heart of Zuun, see area 112 below).

104 – Muddy Cave. This area is perpetually wet. The mud here goes up to the waist and acts like a suction
cup, making movement through it very difficult (MV reduced to a quarter speed). A number of undead are
concealed by the mud. They will try to grab the legs of those who dare walk through, and will try to pull their
victims down into the mud with them to suffocate (victims killed in such a fashion would be digested by the
cursed muck and ultimately become skeletons themselves). Skeleton, MM 87. Consider this area a lair, with
3-30 present.

105 – Antechamber to the Harpies' Nest. Characters venturing there might be noticed by the Harpies at
area (106) 2-in-6. The monsters will call the party in such an event (save versus magic, or approach them).

106 – The Harpies' Nest. This is the lair of a number of Harpies (MM 51, 2-12 present, AC 7, HD 3). They
use the ventilation shafts at areas (107) and (108) to get in and out of the level. The nest is located on a
rock protrusion hanging from the ceiling, right in the middle of this natural chamber. In the nest, 56 GP, 324
SP and a whopping 45,302 CP may be found. There is a potion of levitation (as per the spell) located there as
well.

107, 108 – Ventilation Shafts. These vertical, natural ventilation shafts connect to the convoluted cave
system above the level. This cave system eventually leads to the level 1b the Troglodyte fort and the surface
beyond, and also connects with areas (112) and (14) on the level.

109 – The Grimlocks' Excavations. This area is where the excavations of the hobgoblins' grimlock slaves
occur. There is a sinkhole right in the middle of this area leading down to mines where the grimlocks search
for crystals necessary to the alchemist's experiments – see areas (58) and (59) for more information about
Xaelaandder Bey the alchemist and his experiments. There is a 2-in-6 chance to meet a group of 1-10
Grimlocks and a leader (HD 3, AC 4) along with them come to or from the mines below. A small party of 1-4
hobgoblins might be there as well (referee's discretion). The mines form an isolated part of the waterworks
sub-level below. All grimlocks actually hide valuable in their undies, or ... even more private places. For each
individual roll d3. 1 = K Treasure (3-18 SP), 2 = L Treasure (2-12 EP), 3 M Treasure (2-8 GP). The leader will
carry all three treasure types – same goes for the grimlocks at areas (110) and (111).

110 – The Grimlocks' Cave. The hobgoblins control 30 grimlock slaves who all live in this area and area
(111) when they are not down the mines through the sinkhole at area (109). If no grimlocks were
encountered at (109), there are 3-30 grimlocks along with 1-2 leaders present here. If grimlocks were met
at (109), there are instead 2-20 grimlocks here and just one leader. The Champion of the Grimlock is present
in this area 2-in-6. The grimlocks here as either worshipping the Hydra of area (112), fighting amongst
themselves, playing cruel games, or eating scraps given to them by the hobgoblins.

111 – The Grimlocks' Lair. Those grimlocks who are not currently in the mines or present at area (110)
will be here either resting or mating violently (not a pretty sight: These creatures are ugly, sadistic and
worse than animals). 1-2 leaders are present here, depending on the number met at areas (109) and/or
(110) previously (the grimlocks have a total of 3 leaders). Their Champion is present here 2-in-6. Treasure in
lair:

112 – Levitating Stone Face and Hydra. This area is the bottom of a huge cylindrical shaft running all the
way up to a cave system which ultimately emerges in level (1b Troglodyte Fort) and the surface beyond. The
ventilation shafts of areas (107) and (108) connects with this large natural chimney, as well as the tunnels
up the cracks in the dome of area (14).

The bottom of this shaft is entirely flooded but for a roughly 30 feet by 40 feet natural rock protrusion. A
large block of rectangular stone levitates over it. A gigantic face has been carved on one of its sides, and
under it, a hole where its heart ought to be.

The face in the block of stone is ancient, and may be awakened. It has been built by the Ancients of Mu, and
was placed here aeons ago by the Sorcerer Kings who created this advanced location and the Troglodyte Fort
above (level 1b). Placing one of the Hearts of Zuun with bring the face back to conscience. Its alignment will
depend on which heart is placed in the socket, and its goals will vary accordingly, from giving the players
information about the Sorcerer Kings, their experiments, the search for the magics of the Builders that
preceded them, even parts of maps to different locations in the dungeon (Good Heart from area 103), to
wanting to break free from this place, potentially charging the party with this quest which could potentially
lead them to different locations in the dungeon (Neutral Heart from area 116), or just manipulating them so
that it can take over the whole complex, as a sort of evil patron or semi-deity (Evil Heart from this area). If
the face feels Magic Users around it (by the pool of water around the rock protrusion, for instance), it might
push its conscience to make its heart socket throb and shine with an obviously magical aura.

A five-headed hydra (MM 53, HD 5, AC 5) lairs in the waters around. It is worshipped by the grimlocks, who
seldom approach it, but for their Champion, who is the representative of the Hydra amongst them, and may
be here imagining itself entertaining some form of dialog with the monster (the Hydra is semi-intelligent and
just leaves the Champion alone because he brings it food in the form of the various sacrifices performed by
the grimlocks for their multi-headed “god”).

The Champion (HD 4, HP 27, AC 3) is present here 2-in-6. He carries with him the ruby-coloured, fist-sized
shard of crystal known as the Evil Heart of Zuun (which he recuperated from the depths of the waters around
the levitating block of stone), has a potion of water-breathing, and 3 gems of a base 50 GP value each.

The Hydra's treasure hoard is located deep underwater. It contains thousands of pieces of copper and silver,
a few hundred pieces of gold and electrum, 1-8 gems of a base 100 GP value, 1-4 pieces of jewelry and a full
suit of magical armor +1 that used to belong to one of the Sorcerer Kings.

113 – The Hobgoblins' Lair. There is always at least 10 hobgoblins in this room. 2-in-6 chance to meet 1-6
more and a sergeant with two assistants (HP 9, see Hobgoblin in MM 53). Determine individual treasure
randomly (types J and M).

114 – The Hobgoblins' Cave. The hobgoblins' common area. 2-12 individual present, plus 2-12 of the
Chief's bodyguards. They might be in the process of roasting one of the bandits who insulted Oldebert the
First of area (47), or just about to start. A fight might already have broken out to determine who will get the
first cut once the man is well done.

115 – Chamber of the Hobgoblin Chieftain. This area is the hobgoblin Chieftain's domain (AC 2, 22 HP,
1d10+1 damage, fights like a 4 HD monster). Those amongst his 15 bodyguards who are not at area (114)
will be present here. They will each have personal wealth (J and M). The leader will carry 2-8 gems of a base
50 GP value, 1-4 gems of a base 100 GP value, 1-3 gems of a base 500 GP value, and one gem of a base
1,000 GP value. Note the boulders separating the hobgoblins' areas from the caves of the grimlocks at area
(110) and beyond can be removed by a number of humanoids going at it for one full exploration turn,
something the hobgoblins do twice a day to lead the grimlocks down to the mines and back.

116 – The Hobgoblins' Loot. The hobgoblins' stash is located here. Roll randomly for a treasure hoard type
D from the MM. It also contains the Neutral Heart of Zuun in a locked chest with a poison needle trap.

117 – Prismatic room. See area (30) for more information.

Key Complete.

Next time: We are going to finish the discussion of this sample level with a wandering monster table, the
discussion of the group dynamics and possible evolutions of the level throughout the campaign, as well as a
set of possible objectives and adventure hooks that could get a party of adventurers involved here.
The levitating stone face of area (112).

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