TEXT: THE
  TEMPLE
  OF
  DIANCECHT
  By
  La
  wrence
  R.
  Mead
  and
  Edw
  ard
  Win
  ter
  In
  tro
  duction
  Long
  ago,
  the
  temple
  comm
  unit
  y
  of
  the
  clerics
  of
  Diancec
  h
  t
  �ourished.
  W
  ell
  lik
  ed
  b
  y
  the
  to
  wn
  and
  cit
  y
  folk
  of
  the
  region,
  the
  Diancec
  h
  t
  clerics
  w
  ere
  kno
  wn
  for
  their
  sp
  ecial
  healing
  and
  curativ
  e
  p
  o
  w
  ers.
  Some
  the
  these
  p
  o
  w
  ers,
  it
  is
  no
  w
  said,
  w
  ere
  deriv
  ed
  from
  the
  honey
  of
  a
  certain
  v
  ariet
  y
  of
  b
  ee
  common
  to
  the
  area
  whic
  h
  the
  clerics
  k
  ept
  and
  bred.
  Indeed,
  pilgrimages
  w
  ere
  made
  to
  the
  temple
  ann
  ually
  in
  order
  to
  barter
  for
  and
  obtain
  this
  golden-colored
  elixir.
  But
  up
  on
  the
  ev
  en
  tual
  death
  of
  the
  elder
  patriarc
  h
  "Phane"
  the
  life
  and
  p
  o
  w
  er
  of
  the
  temple
  b
  egan
  to
  w
  ane.
  Still
  the
  pilgrims
  came
  and
  the
  y
  ounger
  clerics
  did
  their
  b
  est
  to
  uphold
  the
  temple
  comm
  unit
  y's
  reputation.
  Their
  e�orts
  w
  ere,
  alas,
  to
  no
  a
  v
  ail
  for
  their
  app
  eared
  a
  v
  ariet
  y
  of
  bird
  in
  the
  area,
  red
  in
  color
  and
  swift.
  As
  the
  n
  um
  b
  er
  of
  birds
  grew
  rapidly
  ,
  the
  supply
  of
  honey
  pro
  ducing
  b
  ees
  dwindled,
  and
  the
  clerics
  could
  not
  con
  trol
  the
  birds
  whatev
  er
  they
  tried.
  In
  mo
  dern
  times,
  most
  folk
  ha
  v
  e
  forgotten
  the
  sect
  of
  Diancec
  h
  t
  and
  few
  aliv
  e
  can
  recall
  the
  details
  of
  what
  happ
  ened
  there
  or
  wh
  y
  .
  But
  the
  lo
  cal
  to
  wn
  clerics
  k
  eep
  records
  and
  can
  still
  remem
  b
  er
  the
  "old"
  da
  ys
  when
  the
  supply
  of
  golden
  honey
  w
  as
  plen
  tiful.
  When
  the
  opp
  ortunit
  y
  arose,
  t
  w
  o
  b
  old
  adv
  en
  turers
  (the
  �gh
  ter
  Ejia
  and
  the
  monk
  Baleron)
  w
  ere
  sen
  t
  on
  the
  t
  w
  o
  w
  eek
  journey
  to
  the
  T
  emple
  Diancec
  h
  t
  to
  explore
  and
  to
  return
  with
  an
  y
  cac
  he
  of
  honey
  or
  other
  clerical
  items
  they
  could
  �nd.
  It
  is
  no
  w
  mon
  ths
  since
  they
  left
  the
  to
  wn
  and
  the
  elders
  are
  w
  orried
  ab
  out
  them.
  The
  group
  of
  pla
  y
  er
  c
  haracters
  are
  no
  w
  enjoined
  to
  journey
  to
  the
  b
  o
  x
  can
  y
  on
  where
  the
  temple
  is
  nestled.
  Their
  mission:
  to
  �nd
  out
  the
  fate
  of
  the
  t
  w
  o
  explorers
  and
  to
  complete
  the
  goals
  they
  had
  set
  out
  to
  accomplish.
  1
  
  General
  instructions
  for
  the
  Dungeon
  Master
  1.
  The
  temple
  of
  Diancec
  h
  t
  and
  the
  catacom
  bs
  b
  elo
  w
  it
  ha
  v
  e
  b
  een
  tak
  en
  o
  v
  er
  and
  no
  w
  form
  the
  lair
  of
  the
  c
  haotic
  illusionist
  "Duneen",
  and
  his
  wife
  the
  Medusa
  "Cacona".
  Duneen's
  p
  o
  w
  erful
  magic
  has
  en
  trapp
  ed
  Ejia
  and
  Baleron;
  they
  are
  no
  w
  his
  con
  trolled
  serv
  an
  ts.
  Duneen
  particularly
  deligh
  ts
  in
  con
  trolling
  non-c
  haotics
  and
  forcing
  them
  to
  do
  his
  will.
  He
  is
  particularly
  w
  ell
  equipp
  ed
  to
  do
  so.
  F
  ull
  details
  are
  giv
  en
  in
  the
  ro
  om
  descriptions
  b
  elo
  w.
  2.
  Throughout,
  w
  e
  use
  the
  follo
  wing
  abbreviations:
  DMG:
  Dungeon
  Masters
  Guide
  MM:
  Monster
  Man
  ual
  I
  HTK:
  Hits
  to
  Kill
  (hit
  p
  oin
  ts)
  A
  C:
  Armour
  class
  3.
  W
  e
  list
  the
  c
  haracters'
  stats
  as
  follo
  ws:
  15/12/10/18/14/12
  means
  Str/In
  t/Wis/Con/Dex/Cha
  in
  that
  order.
  4.
  Regarding
  illusions.
  The
  authors
  b
  eliev
  e
  that
  illusions
  created
  b
  y
  an
  illusionist
  (es-
  p
  ecially
  an
  exp
  erienced
  one
  lik
  e
  Duneen)
  are
  particularly
  w
  ell
  made
  and
  b
  eliev
  able.
  The
  pla
  y
  er
  c
  haracters
  should
  b
  e
  required
  to
  indicate
  disb
  elief
  in
  an
  y
  illusion
  seen
  b
  y
  his
  actions
  not
  his
  w
  ords.
  F
  or
  example,
  a
  c
  haracter
  do
  esn't
  b
  eliev
  e
  a
  w
  all
  is
  there.
  He
  m
  ust
  try
  to
  indicate
  this
  b
  elief
  b
  y
  ,
  sa
  y
  ,
  thrusting
  a
  sw
  ord
  or
  arm
  through
  the
  w
  all;
  just
  sa
  ying
  "I
  don't
  think
  that
  w
  all
  is
  really
  there"
  is
  not
  enough.
  Again,
  if
  the
  PC
  do
  esn't
  b
  eliev
  e
  a
  c
  harging
  rhino
  ceros
  is
  real,
  he
  should
  stand
  there
  and
  ignore
  it,
  not
  run
  a
  w
  a
  y
  or
  swing
  at
  it
  with
  the
  sw
  ord!
  T
  o
  summarize:
  if
  a
  c
  haracter
  tries
  to
  c
  hop
  o�
  the
  head
  of
  an
  illusion/phan
  tasm
  or
  runs
  lik
  e
  mad
  a
  w
  a
  y
  from
  it,
  he
  b
  elieves
  in
  the
  illusion
  b
  y
  his
  actions.
  Th
  us,
  it
  is
  the
  degree
  of
  disb
  elief
  indication
  b
  y
  the
  actions
  of
  the
  c
  haracter
  whic
  h
  gains
  a
  sa
  ving
  thro
  w
  for
  disb
  elief
  and
  not
  just
  what
  the
  c
  haracter
  sa
  ys.
  The
  DM
  should
  a
  w
  ard
  pluses
  or
  min
  uses
  for
  suc
  h
  sa
  v
  es
  based
  up
  on
  circumstances.
  2
  
  Outer
  Areas
  of
  the
  T
  emple
  W
  andering
  Monsters:
  roll
  of
  1
  on
  d6,
  roll
  eac
  h
  1/2
  hour:
  1-3:
  rust
  birds
  (see
  b
  elo
  w)
  4,5:
  3
  hill
  gian
  ts
  (HTK
  50,45,41)
  6:
  programmed
  illusion:
  green
  dragon
  �ies
  out
  of
  clouds
  and
  in
  to
  ca
  v
  e
  high
  in
  the
  moun
  tain
  side
  Rust
  Birds:
  No.
  app
  earing
  2-7,
  A
  C
  6,
  Fly
  36",
  HD
  1-3
  hp,
  %
  in
  lair:
  nil,
  treasure:
  nil,
  No.
  attac
  ks:
  1
  for
  1-2
  hp
  +
  sp
  ecial,
  magic
  resistance:
  standard,
  In
  t.
  lo
  w,
  alignmen
  t:
  true
  Neutral,
  size:
  small,
  Psionics:
  nil.
  These
  small
  birds
  ma
  y
  b
  e
  found
  in
  nearly
  an
  y
  terrain
  t
  yp
  e.
  Although
  they
  normally
  eat
  insects
  and
  other
  bird-t
  yp
  e
  fo
  o
  d,
  they
  consider
  metal
  (except
  platin
  um)
  a
  delicacy
  .
  Their
  b
  eaks
  emit
  a
  corrosiv
  e
  acid
  dissolving
  an
  y
  suc
  h
  metal.
  They
  will
  b
  e
  attracted
  b
  y
  and
  attac
  k
  an
  y
  metal
  carried/w
  orn.
  Use
  the
  follo
  wing
  guidelines
  for
  armor
  class
  of
  the
  item:
  small
  item
  (ring,
  etc.)
  :
  A
  C
  0
  sw
  ord,
  shield
  (not
  wielded,
  not
  presen
  ted)
  :
  A
  C
  4
  sw
  ord
  or
  dagger
  (wielded):
  A
  C
  2
  +
  dexterit
  y
  b
  on
  us
  of
  wielder
  if
  negativ
  e
  shield
  (presen
  ted),
  armor:
  A
  C
  6
  +dexterit
  y
  b
  on
  us
  of
  w
  earer
  if
  negativ
  e
  An
  y
  hit
  up
  on
  a
  metal
  item
  will
  render
  it
  useless
  in
  1-4
  rounds.
  Set
  Encoun
  ters
  Outside
  E:
  T
  rean
  t
  (HD
  12,
  HTK
  54)
  Once
  a
  guardian
  for
  the
  clerics
  of
  Diancec
  h
  t,
  this
  T
  rean
  t
  is
  no
  w
  con
  trolled
  b
  y
  Duneen.
  It
  w
  as
  long
  ago
  emp
  o
  w
  ered
  to
  turn
  "stic
  ks
  to
  snak
  es"
  (as
  p
  er
  the
  sp
  ell
  at
  the
  10th
  lev
  el
  of
  e�ect).
  F
  or
  this
  purp
  ose,
  the
  T
  rean
  t
  will
  cause
  nearb
  y
  trees
  to
  shak
  e
  do
  wn
  their
  dead
  branc
  hes.
  Note:
  the
  En
  t
  should
  not
  b
  e
  easy
  to
  sp
  ot
  amidst
  the
  trees
  of
  the
  hea
  vy
  forest.
  I:
  An
  illusionist
  henc
  hman
  (lev
  el
  3,
  HTK
  6)
  of
  Duneen
  who
  recen
  tly
  got
  v
  ery
  unluc
  ky
  testing
  out
  a
  w
  and
  of
  w
  onder.
  He
  is
  no
  w
  ab
  out
  2
  feet
  in
  heigh
  t
  and
  lo
  oks
  v
  ery
  m
  uc
  h
  lik
  e
  a
  bush;
  indeed,
  he
  blends
  w
  ell
  with
  the
  ro
  ws
  of
  hedges
  near
  the
  en
  trance
  to
  the
  temple.
  His
  w
  and
  of
  w
  onder
  has
  10
  remaining
  c
  harges
  and
  lo
  oks
  lik
  e
  one
  of
  his
  "branc
  hes".
  While
  he
  no
  longer
  kno
  ws
  an
  y
  sp
  ells,
  he
  will
  op
  en
  up
  with
  the
  w
  and
  on
  an
  y
  one
  approac
  hing
  the
  do
  orw
  a
  y
  .
  3
  
  UPPER
  LEVEL
  OF
  THE
  TEMPLE
  There
  are
  no
  w
  andering
  monsters
  an
  ywhere
  within
  the
  temple
  (upp
  er
  lev
  el).
  1.
  A
  long
  alco
  v
  ed
  ro
  om
  of
  w
  orship.
  The
  alco
  v
  e
  con
  tains
  an
  alter,
  its
  co
  v
  ering
  w
  orn
  with
  age.
  A
  few
  brok
  en
  candles
  lie
  ab
  out
  the
  alter
  area.
  The
  small
  south
  w
  est
  connecting
  ro
  om
  w
  as
  used
  for
  storage.
  It
  con
  tains
  some
  b
  o
  xes
  of
  rotting
  cloth
  and
  a
  few
  candles.
  A
  t
  "G"
  is
  a
  Cla
  y
  Golem.
  T
  ric
  k
  ed
  b
  y
  Duneen
  in
  to
  remaining
  totally
  motionless
  (b
  y
  using
  a
  c
  hange
  self
  sp
  ell
  to
  imp
  ersonate
  the
  patriarc
  h,
  "Phane"
  ),
  the
  golem
  will
  do
  absolutely
  nothing
  ev
  en
  if
  struc
  k.
  There
  is
  nothing
  else
  of
  v
  alue.
  2.
  Sleeping
  quarters
  for
  the
  clerics.
  Ro
  ws
  of
  Spartan
  b
  eds
  (mostly
  in
  bad
  shap
  e)
  and
  o
  ccasional
  nigh
  t
  stands.
  One
  b
  ed
  is
  freshly
  rebuilt
  and
  a
  bac
  kpac
  k
  lies
  up
  on
  it.
  Though
  the
  pac
  k
  is
  mostly
  empt
  y
  ,
  it
  do
  es
  con
  tain
  a
  letter
  addressed
  to
  "Ejia".
  A
  pair
  of
  tra
  v
  eling
  b
  o
  ots
  also
  lies
  at
  the
  fo
  ot
  of
  this
  b
  ed.
  3.
  Kitc
  hen
  and
  fo
  o
  d
  storage.
  A
  w
  o
  o
  d
  burning
  sto
  v
  e
  is
  still
  w
  arm
  from
  use;
  ceremonial
  silv
  er
  plates
  (v
  alue
  1000
  sp)
  ha
  v
  e
  recen
  tly
  b
  een
  used.
  There
  is
  nothing
  of
  v
  alue
  in
  the
  cupb
  oards
  or
  b
  o
  xes
  therein.
  4.
  P
  atriarc
  h's
  (Phane)
  old
  quarters.
  Large
  ornate
  b
  ed
  and
  a
  rac
  k
  con
  taining
  female
  clothes.
  On
  the
  north
  w
  all
  is
  a
  full
  length
  pain
  ting
  of
  the
  old
  patriarc
  h.
  Tw
  o
  p
  ersons
  o
  ccup
  y
  this
  ro
  om.
  One
  app
  ears
  to
  b
  e
  a
  tall,
  b
  eautiful
  female
  with
  v
  ery
  curly
  blonde
  hair.
  She
  is
  "Cacona"
  who
  has
  b
  een
  giv
  en
  a
  p
  ermanen
  t
  illusion
  of
  b
  eaut
  y
  b
  y
  Duneen.
  She
  is
  really
  a
  Medusa
  (HTK
  48);
  if
  stuc
  k
  b
  y
  an
  y
  w
  eap
  on
  or
  sp
  ell
  the
  illusion
  is
  disp
  elled
  and
  her
  true
  nature
  is
  rev
  ealed.
  Her
  b
  o
  dy
  guard/consort,
  "Herb
  ert",
  is
  a
  h
  uman
  �gh
  ter
  of
  8th
  lev
  el,
  18(00)/10/6/12/13/12.
  He
  is
  A
  C
  3,
  HTK
  50,
  and
  �gh
  ts
  with
  a
  +1
  t
  w
  o-handed
  sw
  ord:
  align
  LN,
  IQ
  15,
  Ego
  12,
  detects
  gems,
  metal
  and
  what
  kind,
  telekinesis
  250
  lb.,
  read
  languages/maps,
  sp
  eaks
  common
  LN,
  sprite
  and
  xorn.
  Cacona
  will
  order
  Herb
  ert
  to
  remo
  v
  e
  an
  y
  one
  from
  the
  temple
  who
  is
  not
  her
  or
  Duneen's
  serv
  an
  ts.
  The
  p
  ortrait
  of
  "Phane"
  is
  exquisitely
  done
  and
  is
  w
  orth
  10,000
  gp
  to
  a
  collector
  of
  art
  if
  one
  can
  b
  e
  found.
  Cacona
  w
  ears
  ornate
  rings
  (nonmagical)
  w
  orth
  1,250
  gp.
  5.
  Dining
  ro
  om.
  Tw
  o
  long
  tables
  with
  w
  o
  o
  den
  b
  enc
  hes.
  There
  are
  t
  w
  o
  places
  set
  for
  dinner.
  F
  our
  large
  candles
  pro
  vide
  ligh
  ting.
  Nothing
  of
  v
  alue
  ma
  y
  b
  e
  found
  here.
  6.
  Library
  .
  most
  of
  the
  eastern,
  w
  estern,
  and
  northern
  w
  alls
  are
  lined
  with
  b
  o
  ok
  cases:
  the
  b
  o
  oks
  are
  generally
  in
  p
  o
  or
  shap
  e
  and
  there
  is
  but
  a
  one
  in
  one
  h
  undred
  c
  hance
  that
  an
  y
  of
  them
  is
  magical.
  The
  south
  w
  all
  has
  a
  large
  rectangular
  bare
  sp
  ot
  where
  the
  p
  ortrait
  of
  Phane
  once
  h
  ung.
  Behind
  a
  10
  fo
  ot
  section
  of
  the
  b
  o
  ok
  case
  on
  the
  w
  est
  w
  all
  is
  a
  secret
  panel
  leading
  to
  ro
  om
  8.
  4
  
  7.
  Storage
  for
  grain,
  honey
  and
  other
  fo
  o
  ds.
  A
  rat-sized
  hole
  has
  b
  een
  c
  hew
  ed
  through
  the
  north
  w
  all.
  There
  are
  curren
  tly
  h
  undreds
  of
  small
  rats
  feasting
  here.
  An
  y
  one
  listening
  at
  this
  do
  or
  hears
  m
  uc
  h
  c
  hattering
  and
  squeaking.
  If
  a
  do
  or
  is
  op
  ened,
  a
  w
  a
  v
  e
  of
  these
  small
  rats
  will
  come
  leaping
  out;
  roll
  d4
  p
  er
  eac
  h
  round
  the
  do
  or
  is
  op
  en.
  Eac
  h
  exp
  osed
  c
  haracter
  will
  get
  that
  man
  y
  rats
  to
  con
  tend
  with
  p
  er
  round!
  Damage
  tak
  en
  from
  the
  rats
  p
  er
  round
  equals
  the
  n
  um
  b
  er
  of
  rats
  in
  hit
  p
  oin
  ts
  (one
  p
  er
  rat)
  plus
  an
  y
  armor
  class
  b
  on
  us
  (if
  negativ
  e).
  If
  the
  do
  or
  is
  again
  sh
  ut
  (mak
  e
  an
  op
  en
  do
  or
  roll
  but
  for
  closing
  instead),
  the
  tide
  of
  rats
  is
  stemmed
  and
  only
  those
  rats
  whic
  h
  got
  out
  need
  b
  e
  con
  tended
  with.
  It
  should
  b
  e
  assumed
  that
  eac
  h
  c
  haracter
  can
  kill
  one
  or
  t
  w
  o
  rats
  p
  er
  round
  b
  y
  stomping
  or
  daggering.
  8.
  Bee
  preparation
  and
  w
  ork
  ro
  om.
  Man
  y
  brok
  en
  b
  ottles,
  glo
  v
  es,
  empt
  y
  hiv
  es,
  etc.,
  litter
  the
  ro
  om.
  A
  large
  w
  orkb
  enc
  h
  ha
  ving
  man
  y
  small
  items
  (all
  w
  orthless)
  stands
  near
  the
  north
  w
  all.
  Near
  the
  south
  w
  est
  corner
  of
  the
  ro
  om
  is
  a
  visible
  trap
  do
  or
  on
  the
  �o
  or.
  There
  is
  a
  p
  ermanen
  t
  illusion
  of
  a
  large
  hiv
  e
  resting
  on
  this
  trap
  do
  or;
  man
  y
  b
  ees
  are
  seen
  sw
  arming
  ab
  out,
  and
  they
  will
  go
  in
  to
  a
  frenzy
  as
  the
  do
  or
  to
  this
  ro
  om
  is
  op
  ened.
  There
  is
  nothing
  of
  real
  v
  alue
  here.
  The
  trap
  do
  or
  leads
  to
  a
  staircase
  going
  do
  wn
  to
  the
  catacom
  bs
  b
  eneath
  the
  temple.
  9
  a,b,c.
  Empt
  y
  confessionals
  10.
  (outside)
  Empt
  y
  b
  eehiv
  es.
  LEVEL
  I
  I
  -
  CA
  T
  A
  COMBS
  Notes
  to
  DM:
  Roll
  w
  andering
  monsters
  normally
  (1
  on
  d6
  indicates
  one);
  it
  will
  either
  b
  e
  the
  lamia
  from
  ro
  om
  2
  (40%
  c
  hance)
  or
  the
  ogres
  from
  ro
  om
  6
  (60%
  c
  hance).
  Man
  y
  of
  the
  creatures
  on
  this
  lev
  el
  are
  illusion
  casters.
  The
  DM
  should
  giv
  e
  considerable
  though
  t
  ahead
  of
  time
  to
  what
  illusions
  will
  b
  e
  thro
  wn
  b
  y
  these
  creatures
  under
  v
  arious
  circumstances.
  Lining
  the
  stair
  w
  ell
  w
  alls
  are
  sev
  eral
  large
  candles
  in
  holders.
  If
  one
  is
  lit,
  there
  is
  a
  1/6
  c
  hance
  of
  the
  fumes
  a�ecting
  eac
  h
  c
  haracter
  in
  the
  follo
  wing
  w
  a
  y:
  due
  to
  w
  eak
  p
  oison
  in
  the
  fumes,
  the
  c
  haracter
  will
  ha
  v
  e
  1-4
  rounds
  of
  incapacitating
  nausea
  the
  next
  time
  that
  c
  haracter
  engages
  in
  hea
  vy
  or
  concen
  trated
  activit
  y
  ,
  ie.,
  com
  bat
  or
  sp
  ell
  casting.
  1.
  Recen
  t
  hea
  vy
  moun
  tain
  rains
  ha
  v
  e
  �o
  o
  ded
  this
  ro
  om
  to
  a
  depth
  of
  3-4
  feet.
  The
  rapidly
  narro
  wing
  op
  ening
  in
  the
  north
  w
  all
  feeds
  what
  used
  to
  b
  e
  w
  ater
  storage
  w
  ells
  near
  the
  north
  w
  all.
  The
  result
  of
  this
  �o
  o
  ding
  w
  as
  to
  coat
  the
  w
  alls
  of
  this
  ro
  om
  with
  a
  thic
  k
  slim
  y
  m
  ud,
  including
  all
  of
  the
  eastern
  do
  or
  that
  lies
  ab
  o
  v
  e
  the
  w
  ater
  line;
  the
  m
  ud
  m
  ust
  b
  e
  scrap
  ed
  a
  w
  a
  y
  to
  see
  the
  do
  or
  whic
  h
  is
  of
  the
  "push
  to
  op
  en"
  v
  ariet
  y
  (the
  handle
  is
  missing).
  Occup
  ying
  this
  ro
  om
  are
  six
  Lizard
  Men
  (mark
  ed
  'x'):
  three
  (HTK
  10,8,12)
  are
  w
  alking
  north
  w
  ard
  in
  the
  corridor
  south,
  t
  w
  o
  (HTK
  14,15)
  are
  in
  the
  w
  ater
  mid
  ro
  om.
  The
  sixth
  (HTK
  17)
  lurks
  w
  ell
  ab
  o
  v
  e
  in
  the
  shado
  ws;
  he
  has
  t
  w
  o
  w
  eigh
  ted
  nets
  he
  will
  attempt
  to
  drop
  up
  on
  in
  truders
  (roll
  to
  hit
  p
  er
  lizard
  man)
  who
  en
  ter
  the
  w
  ater
  to
  melee
  5
  
  (at
  -2
  to
  hit
  due
  to
  the
  w
  aters
  depth).
  The
  DM
  m
  ust
  judge
  the
  dro
  wning
  c
  hances
  of
  a
  netted
  c
  haracter
  based
  up
  on
  circumstances.
  The
  lizard
  men
  ha
  v
  e
  no
  treasure.
  Lik
  e
  all
  of
  the
  serv
  an
  ts
  of
  Duneen
  and
  Cacona
  on
  this
  lev
  el,
  the
  lizard
  men
  will
  never
  rev
  eal
  an
  y
  of
  the
  lev
  els
  secrets.
  2.
  A
  Lamia
  (HTK
  62)
  has
  stored
  treasure
  here.
  Piled
  in
  a
  corner
  is
  3600
  electrum,
  and
  12
  gems
  w
  orth
  a
  total
  of
  1550
  gp.
  The
  lamia
  is
  no
  w
  presen
  t
  and
  is
  a
  go
  o
  d
  friend
  of
  Duneen.
  3.
  a,b,c,d
  Uno
  ccupied
  crypts.
  Except
  for
  dust
  and
  some
  harmless
  spiders
  there
  is
  nothing
  here.
  4.
  En
  tom
  bmen
  t
  preparation
  ro
  om.
  A
  sev
  en
  fo
  ot
  long
  table.
  Up
  on
  it
  are
  sev
  eral
  rolls
  of
  rotting
  linen.
  Underneath
  are
  t
  w
  o
  cla
  y
  p
  ots
  �lled
  with
  a
  sw
  eet,
  golden
  liquid
  (honey)
  and
  sealed
  with
  b
  eesw
  ax.
  The
  honey
  is
  actually
  "sw
  eet
  w
  ater"
  (see
  description
  in
  the
  DMG),
  eac
  h
  p
  ot
  con
  taining
  �v
  e
  p
  otion
  b
  ottles
  w
  orth
  of
  liquid.
  Healing
  p
  otions
  made
  from
  the
  honey
  will
  cure
  double
  the
  usual
  hit
  p
  oin
  ts
  of
  damage
  (2d8).
  5.
  A
  crypt
  con
  taining
  a
  clear
  glass
  sarcophagus.
  No
  b
  o
  dy
  o
  ccupies
  the
  sarcophagus
  but
  the
  c
  haracters
  will
  see
  that
  it
  con
  tains
  an
  ornate
  sta�
  (a
  sta�
  of
  curing
  with
  10
  remaining
  c
  harges).
  Afraid
  to
  destro
  y
  or
  ev
  en
  touc
  h
  this
  sta�,
  Duneen
  has
  trapp
  ed
  the
  coÆn
  with
  a
  phantasmal
  kil
  ler:
  a
  minor
  death
  angel
  (see
  the
  DMG,
  "dec
  k
  of
  man
  y
  things")
  ac
  -4,
  HTK
  33,
  attac
  ks
  once
  for
  2d8
  and
  alw
  a
  ys
  swings
  �rst.
  [note
  that
  during
  Duneen's
  appren
  ticeship,
  he
  learned
  ho
  w
  to
  use
  the
  phan
  tasmal
  killer
  sp
  ell
  in
  this
  un
  usual
  and
  nonstandard
  w
  a
  y]
  The
  killer
  will
  app
  ear
  to
  the
  �rst
  c
  haracter
  touc
  hing
  the
  sarcophagus
  as
  though
  rising
  up
  out
  of
  it.
  6.
  Six
  Ogre
  serv
  an
  ts
  (HTK
  30,26,26,25,20,17)
  ha
  v
  e
  �xed
  up
  this
  ro
  om
  for
  themselv
  es.
  They
  carry
  1-10
  gp
  eac
  h.
  7-8.
  Empt
  y
  9.
  A
  pile
  of
  inert
  rotting
  m
  ummies
  lie
  opp
  osite
  the
  do
  or
  to
  this
  ro
  om.
  They
  will
  do
  nothing
  whatev
  er;
  ho
  w
  ev
  er,
  an
  y
  one
  touc
  hing
  one
  of
  them
  will
  con
  tract
  a
  double
  str
  ength
  rotting
  disease
  (see
  MMI)
  requiring
  t
  wice
  the
  n
  um
  b
  er
  of
  cure
  diseases
  (do
  not
  tell
  the
  pla
  y
  ers
  this).
  10.
  a,b
  The
  bulk
  of
  ro
  om
  10a
  con
  tains
  large
  rac
  ks
  of
  wine
  b
  ottles,
  a
  total
  of
  300
  of
  them.
  Only
  6
  of
  these
  ha
  v
  e
  go
  o
  d
  wine
  v
  alued
  at
  from
  20-200
  gp
  p
  er
  b
  ottle,
  but
  it
  will
  tak
  e
  a
  long
  time
  to
  �nd
  these
  six.
  The
  do
  or
  to
  ro
  om
  10b
  is
  w
  ell
  hidden
  from
  view
  as
  the
  pla
  y
  ers
  en
  ter.
  It
  con
  tains
  a
  m
  umm
  y
  (HTK
  25).
  When
  the
  m
  umm
  y
  hears
  the
  clank
  of
  b
  ottles
  it
  will
  en
  ter
  ro
  om
  10a
  and
  seeing
  the
  in
  truders
  will
  attac
  k.
  If
  ho
  w
  ev
  er
  the
  cleric
  succeeds
  in
  turning
  the
  m
  umm
  y
  (in
  the
  normal
  w
  a
  y),
  it
  will
  cease
  its
  attac
  k
  and
  sa
  y
  ,
  "
  I
  did
  not
  recognize
  y
  ou,
  master.
  What
  is
  y
  our
  will?
  "
  Thereafter,
  the
  m
  umm
  y
  will
  carry
  out
  all
  of
  the
  orders
  of
  the
  cleric
  (and
  only
  the
  cleric)
  to
  the
  b
  est
  of
  its
  abilit
  y
  .
  11-12.
  Empt
  y
  6
  
  13a.
  The
  en
  trance
  do
  or
  to
  ro
  om
  13b.
  This
  hea
  vy
  v
  ery
  thic
  k
  w
  o
  o
  den
  do
  or
  will
  b
  e
  v
  ery
  tough
  to
  op
  en.
  After
  2
  or
  3
  tries
  it
  will
  crac
  k
  and
  �nally
  giv
  e
  w
  a
  y
  with
  m
  uc
  h
  splin
  tering.
  A
  c
  hime
  of
  op
  ening
  or
  a
  kno
  c
  k
  sp
  ell
  will
  not
  op
  en
  this
  do
  or.
  If
  examined
  carefully
  ,
  fain
  t
  and
  w
  orn
  writing
  ma
  y
  b
  e
  discerned
  on
  the
  do
  or's
  outer
  surface.
  This
  writing
  is
  magic
  al
  and
  serv
  es
  to
  k
  eep
  the
  creature
  in
  13b
  from
  escaping.
  13b.
  A
  Bone
  Devil
  (HTK
  54)
  is
  trapp
  ed
  here.
  While
  it
  remains
  in
  this
  ro
  om
  it
  c
  annot
  summon
  another
  devil.
  It's
  illusions
  are
  particularly
  strong
  and
  will
  last
  a
  full
  turn
  without
  concen
  tration.
  Suggestion
  to
  DM:
  When
  the
  devil
  hears
  a
  p
  ounding
  on
  the
  do
  or
  it
  should
  thro
  w
  an
  illusion
  of
  a
  ro
  om
  full
  of
  inert,
  non-mo
  ving
  sk
  eletons,
  th
  us
  disguising
  itself.
  As
  the
  part
  y
  approac
  hes
  the
  devil
  migh
  t
  �rst
  thro
  w
  a
  w
  all
  of
  ice
  trapping
  the
  part
  y
  within,
  next
  "animate"
  the
  sk
  eletons,
  next
  thro
  w
  fear
  sp
  ells
  on
  the
  clerics
  and
  mages,
  and
  lastly
  tak
  e
  a
  p
  ersonal
  hand
  it
  attac
  king
  the
  remaining
  part
  y
  mem
  b
  ers.
  14.
  Empt
  y
  15.
  (see
  also
  16)
  This
  is
  a
  40
  ft.
  section
  of
  corridor
  north
  of
  (opp
  osite
  to)
  the
  secret
  do
  or
  to
  ro
  om
  16.
  This
  corridor
  has
  a
  mass
  maze
  sp
  el
  l
  placed
  on
  it:
  the
  part
  y
  will
  all
  b
  e
  lost
  in
  this
  maze
  for
  1
  turn
  (10
  rounds).
  16.
  A
  Minotaur
  (HTK
  40)
  guards
  the
  mazed
  section
  of
  the
  corridor
  outside
  of
  this
  ro
  om
  (see
  15).
  Imm
  une
  to
  the
  maze
  sp
  ell
  (as
  p
  er
  MMI)
  it
  will
  attac
  k
  b
  y
  c
  omplete
  surprise
  eac
  h
  round
  without
  the
  c
  haracters
  b
  eing
  able
  to
  react!
  After
  deliv
  ering
  its
  attac
  ks
  (roll
  to
  hit
  at
  +2),
  the
  minotaur
  will
  "disapp
  ear
  in
  to
  a
  w
  all"
  coming
  out
  again
  to
  attac
  k
  from
  a
  di�eren
  t
  sp
  ot
  the
  next
  round.
  This
  condition
  of
  complete
  surprise
  exists
  un
  til
  somewhat
  realizes
  they
  are
  in
  a
  maze
  after
  whic
  h
  the
  c
  haracters
  can
  react
  normally
  to
  the
  attac
  ks
  of
  the
  creature.
  When
  the
  sp
  ell
  duration
  expires
  the
  part
  y
  will
  �nd
  itself
  in
  the
  corridor
  with
  the
  minotaur
  in
  their
  midst.
  17.
  Duneen's
  treasure
  ro
  om
  and
  living
  quarters.
  Duneen:
  8th
  lev
  el
  illusionist,
  HTK
  24,
  A
  C
  3,
  stats
  8/18/12/14/18/15.
  Items
  (all
  b
  eing
  w
  orn
  or
  used):
  displacer
  cloak,
  +1
  ring
  of
  protection,
  ring
  of
  h
  uman
  con
  trol
  (17
  c
  harges),
  +1
  dagger,
  ey
  es
  of
  c
  harming.
  Sp
  el
  ls:
  1st-
  c
  hange
  self,
  color
  spra
  y
  ,
  phan
  tasmal
  force,
  audible
  glamer
  2nd-
  mirror
  image,
  h
  ypnotic
  pattern,
  blindness
  3rd-
  in
  visibilit
  y
  10',
  fear,
  sp
  ectral
  force
  4th-
  phan
  tasmal
  killer,
  confusion
  His
  ro
  om
  is
  la
  vishly
  furnished
  with
  tables,
  c
  hairs,
  rugs,
  tap
  estries,
  and
  so
  on
  tak
  en
  from
  the
  temple
  ab
  o
  v
  e.
  Lo
  cated
  in
  the
  v
  ery
  north
  east
  corner
  of
  the
  ro
  om
  is
  a
  treasure
  c
  hest
  con
  taining
  v
  arious
  v
  aluable
  items
  (c
  halices,
  linen,
  jew
  elry)
  w
  orth
  a
  total
  of
  83,000
  gp.
  Surrounding
  this
  c
  hest
  completely
  ,
  ho
  w
  ev
  er,
  are
  10'sections
  of
  il
  lusory
  �o
  or
  (mark
  ed
  'f
  '
  on
  the
  ro
  om
  map).
  Characters
  falling
  through
  will
  tak
  e
  3d6
  of
  falling
  damage.
  In
  addition
  to
  the
  secret
  en
  trance
  to
  this
  ro
  om
  on
  the
  w
  est
  w
  all,
  there
  are
  v
  arious
  hidden
  panels
  through
  whic
  h
  Duneen
  ma
  y
  p
  eer
  in
  to
  ro
  om
  18
  in
  order
  to
  cast
  sp
  ells
  therein.
  7
  
  Suggestions
  to
  the
  DM:
  If
  the
  c
  haracters
  ha
  v
  e
  the
  m
  umm
  y
  with
  them
  (see
  10a,b)
  Duneen
  migh
  t
  "phan
  tasm"
  a
  secret
  do
  or
  op
  ening
  in
  the
  north
  w
  all
  of
  ro
  om
  18
  out
  of
  whic
  h
  comes
  the
  image
  of
  Phane
  p
  oin
  ting
  at
  one
  of
  the
  c
  haracters.
  The
  m
  umm
  y
  will
  recognize
  its
  highest
  ruler
  and
  turn
  to
  attac
  k
  that
  c
  haracter.
  18.
  (see
  ro
  om
  17
  after
  this
  is
  read)
  This
  large
  ro
  om
  is
  paneled
  with
  a
  dark
  w
  o
  o
  d
  of
  some
  sort
  and
  is
  sparsely
  furnished
  with
  old,
  v
  alueless
  furniture.
  The
  ro
  oms
  o
  ccupan
  ts
  are:
  Ejia:
  h
  uman
  �gh
  ter
  7th
  lev
  el,
  14/8/10/12/13/15,
  HTK
  47,
  A
  C
  2.
  Figh
  ts
  with
  a
  non-
  magical
  long
  sw
  ord
  at
  +1
  to
  hit
  and
  +3
  to
  damage
  due
  to
  w
  earing
  a
  ring
  up
  on
  whic
  h
  is
  placed
  the
  sp
  ell
  emotion;
  the
  emotion
  is
  rage
  vs.
  an
  y
  one
  not
  follo
  wing
  Duneen,
  of
  course.
  Baleron:
  h
  uman
  monk
  7th
  lev
  el,
  15/13/16/12/17/16,
  HTK
  25,
  A
  C
  5.
  Figh
  ts
  with
  a
  sta�
  of
  defending
  +3
  for
  t
  w
  o
  attac
  ks
  at
  d6
  +1
  -
  +3
  dep
  ending
  on
  the
  use,
  and
  +3
  for
  monk
  w
  eap
  on
  damage
  b
  on
  us.
  8
  
  1.
  3.
  4.
  5.
  6.
  7.
  8.
  9a
  9c
  9b
  10.
  200 ft.
  200 ft.
  E.
  hedges
  hedges
  SS
  S
  G
  I
  10 x 10 
  woods
  woods
  woods
  -Rats-
  2.
  Storage
  Alter
  Library
  T
  Dining Hall
  Kitchen
  Bunkroom
  Bedroom
  TEMPLE
  Of
  DIANCECHT
  Bee Room
  9
  
  CATACOMBS
  1.
  2.
  3a
  3b
  3c
  4.
  3d
  7.
  8.
  11.
  12.
  13a
  13b
  14.
  15. (maze)
  17.
  f
  f
  f
  18.
  S
  S
  S
  xx
  x
  x
  x
  up
  10b
  Lizard Men
  Lamia
  6.
  Ogres
  9.
  Mummies
  Winery-mummy
  Duneen
  10a.
  5.
  Minotaur
  16.
  Stairs
  Characters
  Bone Devil
  10
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/1st Edition (ODD, D&D Basic, AD&D)/1st Edition/3rd Party/Dragonsfoot/Modules/DF3 - The Temple of Dianecht.pdf