TEXT: Dungeon Module F3
  Many Gates of the Gann
  by Guy Fullerton
  AN ADVENTURE FOR CHARACTER LEVELS 3-5
  F3
  For use with 1st Edition Advanced Dungeons & Dragons® 
  Barbarous hyena-men who raid villages and kidnap girl-children? Bah! Unremarkable in our world! But when 
  these raiders retreat safely past ancient sculptures that vaporize intruders, into heretofore unopened vaults 
  believed to hold a weapon of primal terror, and past the gates that guard ancient treasures never beheld by man? 
  Aye! Now these are rumors worthy of adventure! What bold souls will dare pass into centuries-old chambers 
  protected by the Many Gates of the Gann?
  For Use With
  1st Edition AD&D®
  Copyright © 2012 Guy Fullerton, All Rights Reserved
  Chaotic
  Henchmen
  Productions
  
  This page has been left blank for 
  optimal display in Two-Up mode.
  
  DUNGEON MODULE F3
  MANY GATES OF THE GANN
  by Guy Fullerton
  AN ADVENTURE FOR CHARACTER LEVELS 3-5
  Chaotic Henchmen Productions
  www.chaotichenchmen.com
  ©2012 Guy Fullerton, All Rights Reserved
  PDF Version, September 20th 2012
  Advanced Dungeons & Dragons and AD&D are trademarks of Wizards of the Coast, and are used without permission.
  Chaotic Henchmen Productions and this product are not afﬁliated with Wizards of the Coast.
  Author: Guy Fullerton
  Front Cover Artist: Stefan Poag
  Back Cover Artist: Andy “ATOM” Taylor
  Interior Artists: Zhu Bajie, John Larrey, Stefan Poag, Jason Sholtis, Andy “ATOM” Taylor
  Editing: Bree Hann
  Layout, Cartography, and Graphics: Guy Fullerton
  Playtesters: Mitchell Accornero, Michael Derry, Allan Grohe, Chad Jones, Scott Tooker, Alex Zisch
  
  INTRODUCTION
  Before the age of humans, a traveler known as the Gann came to this 
  world to hide a weapon of tremendous destructive power, capable of 
  demolishing an entire kingdom in one punishing onslaught. So the 
  Gann devised a subterranean fortress that would prevent the world’s 
  burgeoning intelligent races from acquiring the device. But for reasons 
  known only to himself, the Gann also desired living guardians. After 
  lengthy biological and social experimentation, he concocted a means of 
  sentient protection for the weapon: Modiﬁed primate servitors who are 
  only as intelligent and willful as necessary for their role as the fortress’s 
  caretakers.
  Over the centuries  the outer gates have, with planned regularity, 
  opened for brief periods, allowing for necessary upkeep and automatic 
  replenishment of the servitor apes. On rare occasions, intelligent 
  creatures  have dared to enter through the gaping outer door. Most died 
  or ﬂed, but two notable groups  endured. The earliest was an evil spirit 
  named Ashkasar and his diabolic familiar;  they continue to call the 
  complex their home to this day, satisfying their cruel urges through 
  sadistic binges every century or so. The second, some 250 years ago, 
  was a group of adventurers in search of plunder and power. The only 
  surviving member of this  expedition decided to invoke a magical stasis 
  implement she had discovered, so as to remain in the fortress and help 
  protect the Gann’s weapon.
  Recently, a series of earthquakes shook the region, creating 
  subterranean ﬁssures  that now connect the deepest reaches  of the 
  Gann’s complex to the vast network of tunnels roamed by horrible 
  underground races. A group of zerpanaktes – giant snakes that merge 
  with their humanoid thralls – discovered the rifts, explored part of the 
  Gann’s complex, and found a way to open the outer gates ahead of 
  schedule. After striking bargains with other despicable factions, the 
  zerpanaktes now send forth their hyena-man allies into human towns 
  to procure stock suitable for their bizarre symbiotic breeding practices.
  Three months ago, an exploration party entered the complex, but was 
  captured and delivered to the zerpanaktes. Still the outer gates remain 
  open;  still the hyena-men raid towns and caravans, returning to the 
  complex with riches and captives. The time is ripe for an intrepid party 
  to pass beyond the gates in search of wealth, revenge, or the Gann’s 
  weapon itself...
  NOTES FOR THE DUNGEON MASTER
  Player Character Levels: Many Gates of the Gann is suitable for 
  ﬁve to seven characters  of 3rd to 5th level. By no means  are all the 
  possible encounters  herein intended to be “appropriate challenges” in 
  combat;  groups that think, sneak, and parley will do better than those 
  that always draw steel. Recognizing when to ﬂee and cut losses is  also 
  very important.
  Starting the Adventure: Although there is  a backstory to the 
  locations, creatures and situations described this module, no speciﬁc 
  plot should be forced upon those who play it. The players should be 
  free to interact with the environment as they see ﬁt, allowing their own 
  goals to arise naturally.
  The characters can begin with the teaser information on the front 
  cover (q.v.). Here are some additional rumors (of mixed veracity) and 
  hooks to help draw the characters to the adventure site:
  1.	 Diviners  speak of a potent weapon controlled by an obsidian ring 
  somewhere deep below the gates of the murdering ape eyes.
  2.	 Local legend says the ape heads devour anyone who approaches 
  the entrance during the day.
  3.	 During a raid, several hyena-men wore serpent-shaped iron collars.
  4.	 The ape head portal has existed for over a millennium. Some 
  believe the caverns within hold artifacts from a world that begat 
  our own.
  5.
   The hyena-men are rumored to be hunting for a very speciﬁc girl-
  child, and they won’t cease their raids until they ﬁnd her.
  6.	 Three months ago, the foreign thaumaturgist Samuel-of-the-Loam 
  solicited nearby towns for apprentices, all the while boasting of his 
  knowledge of rare spells. With no takers, he instead hired a gang of 
  mercenaries and set off in the direction of the ape head door.
  7.
   A local merchant-lord’s  adult son is believed to be among the 
  captives taken in a hyena-man attack. His  rivals want to 
  surreptitiously organize an expedition to ensure the son’s  death 
  within the hyena-man lair. (You must decide where the son is 
  within the complex and whether he is already dead.)
  GENERAL FEATURES
  Most of the Gann’s complex appears to have been constructed in a 
  seamless fashion, as if the entire place was tunneled within a single 
  cyclopean chunk of granite. Most surfaces have areas that are naturally 
  cracked, pitted, or otherwise slightly irregular.
  The seamless granite is impervious to damage from anything less than 
  5th level spell effects, +4 weapons, or similar, thanks  to the arcane 
  methods of construction used by the Gann. Naturally, this prevents 
  iron spikes from being hammered into the granite!
  Ceilings generally dome to 15’ high, or vault to the same height in 
  hallways and long, narrow rooms.
  Doors are constructed of very sturdy, 5” thick petriﬁed wood beams, 
  reinforced with steel bands, bars, and ﬁxtures of superlative 
  craftsmanship. Doors feature neither locks nor keyholes. All exceptions 
  are noted in the area descriptions.
  One-Way Doors (Important!): The complex contains many one-
  way doors, indicated on the map as a half-thickness door protruding 
  from only one side of a wall. You may have seen this symbol used in 
  other modules to represent false doors, but in this module they are not 
  false doors! These one-way doors work as follows:
  1.
   From the “door side,” a one-way door looks like and can be 
  opened like any normal door. While opened, it allows passage from 
  one side to the other, appearing as a normal door from both sides. 
  2.
   While closed, there is  no door on the other side (i.e., the “wall 
  side”) – it’s just a blank wall. It can be detected from the “wall 
  side” as though it were a secret door, perhaps due to a telltale 
  scratch in the ﬂoor, a partial footprint emerging from the wall, or 
  similar.
  3.
   No amount of poking, prodding, or knock spells cast from the 
  “wall side” will cause a one-way door to open, because there is no 
  door on that side. In the Gann’s complex, however, it would be 
  reasonable for a chime of opening to succeed where a knock spell 
  fails, but only because the Gann is fond of musical theurgy!
  4.	 One-way doors close automatically after 1 turn unless  forcibly held 
  open in some manner.
  2
  
  KEY TO THE UPPER LEVEL
  WANDERING MONSTERS
  Check every three turns, with a 1-in-6 chance of an encounter. If an 
  encounter is indicated, roll d12:
  
  1:
   1-4 servitor apes (MM p. 7, and see sidebar). Use normal apes 
  instead if the encounter occurs between the outer entrance 
  and the portcullises; 10% chance these are carnivorous apes.
  
  2-3:
   1-10 gnolls (MM p. 46) & 50% chance of 1-4 ﬂinds (FF p. 39).
  
  4:
   1 goblin slave (MM p. 47), escaped from the ﬂinds/gnolls. If 
  this occurs near the outer entrance, 50% chance it’s a goblin 
  war party of 4-24 individuals instead.
  
  5:
   1 zerpanax (see new monster section), possibly one of the 
  individuals described in areas 10, 76, or 109.
  	
  6:	 1 smoke para-elemental (MM2 p. 98) of 8 or 12 HD.
  
  7:
   1-3 grimlocks (FF p. 48).
  
  8:
   2-5 shadow mastiffs (MM2 p. 82).
  
  9:
   1 sandling (MM2 p. 106).
  
  10:
   2-8 giant centipedes (MM p. 14).
  
  11:
   2-8 giant rats (MM p. 81).
  
  12:
   1-6 giant ﬁre beetles (MM p. 9).
  1. STONE SENTRIES
  Two massive stone ape heads are set into the hillside, ﬂanking an open 
  stone door. The statues are 10’ tall, with a stern expression, and fulvous 
  eyes  rolled up into their heads. The rolled-up eyes indicate their 
  inactive/off state;  when activated/on (see area 2) the eyes glow, seem 
  to observe any nearby creature, and shoot vaporizing beams at any 
  creature outside to a range of 80’ (one per eye, or four total each 
  round, save vs. wands or be disintegrated).
  The plain stone door is  8’ square and stands agape, swung outward 
  toward the hillside, with a large, obvious keyhole in the center.
  There’s a 25% chance 1-3 normal apes  (not servitor apes) observe the 
  statues from a distance of 100’ away on the hillside, having come here 
  because they “heard a calling.” There’s a 1-in-6 chance an ape enters 
  the complex.
  Apes (1-3): SZ M; AC 6; MV 12”; HD 4+1; hp 19, 14, 26; #AT 3; 
  THAC0 15; Dmg 1-3/1-3/1-6; SA rending; AL N; XP 225; MM p. 7.
  2. ENTRANCE INTERIOR
  The rear of the stone door features a pair of sliding steel bars that can 
  be used to secure the door. Additionally, every time the door is  swung 
  closed from the open position, a connected inlet and airﬂow system 
  causes the whistle pedestals at areas 23 and 50 to produce sound.
  At shoulder-height on the south side of the hallway is a 4” diameter 
  circular shaft that leads 3’ straight into the granite. A square-ended 
  steel beam protrudes from the back of the shaft; it is  2’ long and thus 
  ends about 1’ inside the opening of the shaft. The beam is centered 
  within the shaft, and the squared end is  2” on a side. Thoughtful 
  inspection of the shaft reveals a thin (and quite deep) seam that goes 
  completely around the inside of the shaft, 6” from the opening. A 
  slight difference in the granite’s texture on either side of the seam 
  suggests, perhaps, that each side was crafted from different blocks of 
  granite.
  The steel beam and the seam are actually part of a trap. Because of its 
  squared end, the steel beam can be turned;  one obvious way being to 
  reach into the shaft, grasp the beam, and turn. (It requires 30 lbs. of 
  force to turn, so an unseen servant is not strong enough.) But 
  turning the beam 90° in either direction triggers a scything blade that 
  forcefully slices through the seam;  anyone reaching into the shaft 
  automatically takes 1d6 damage and must save vs. breath weapon or 
  their arm is completely severed!
  In addition to housing a trap, the shaft serves a second, more 
  important purpose: It’s the activating/deactivating mechanism for the 
  vaporizing beams in area 1. If one of the steel, T-shaped implements 
  that can be found elsewhere in the complex (see areas 40 and 99) is 
  inserted into the shaft’s full 3’ depth, it ﬁts snugly, and can then be 
  turned by the handle formed by the “top” of the T-shape; this actually 
  rotates the inner section of granite beyond the seam. Turning the 
  implement clockwise rolls the ape head eyes into their normal position, 
  thus activating the vaporizing beams;  counter-clockwise deactivates  the 
  beams.
  3
  SERVITOR APES
  These apes are easily distinguishable from normal apes via their 
  vacant expressions and the notable lack of habits  one would 
  characteristically attribute to apes: Scratching, vocalization, chest 
  beating, and communicative facial gestures.
  Servitor apes are created from normal apes through a quasi-magical 
  surgery that alters their psychological state, such that they become 
  dedicated caretakers of the Gann’s complex. This process makes 
  them somewhat placid and lacking in spontaneity. As servants of the 
  complex, they respond in “programmed” ways to various stimuli:
  1.
   ULTRASONIC DISCORDANT WHEEZE: Frenzy – violently attack 
  non-apes, thrash nearby objects, and scream ferociously.
  2.
   FLAT, LOW-PITCHED WARBLING: Proceed to the stasis block 
  (area 24) and enter an available cell.
  3.
   PLEASANT G# TRIAD CHORD: If a normal ape is  nearby, 
  apprehend it, operating portcullis winch controls as necessary to 
  allow contact, and the bring the captive to areas 54 and 55 for 
  surgery.
  4.	 SIGHT OF NORMAL APE: Blow an ivory whistle, if one is  
  carried. This  is intended to be one which produces a pleasant 
  G# triad chord (see above).
  5.	 MIDDLE C PITCH: Operate winch handle to open a portcullis  
  near the source of the sound.
  6.
   GREEN PULSING LIGHT: Assist convalescent apes to the dens  
  (areas 22 and 26).
  NOTE: The above stimuli are listed in order of priority, so if 
  multiple stimuli are present, lower-numbered items take precedence 
  over higher-numbered items. Servitor apes  also perform other 
  reasonable and mundane tasks appropriate for their role as 
  caretakers.
  Carried Items: 25% of servitor apes carry ivory whistles  via a 
  leather neck cord;  the produce the pleasant G# triad chord 
  mentioned above. 50%  of them carry, and periodically play, a 
  frosted glass whistle that produces a shrill oscillating ﬂuting;  this 
  sound is eerily attractive to normal (non-servitor) apes, and also 
  somewhat pleasurable to servitors.
  
  3. THOROUGHFARE
  Dirty, clawed footprints from gnolls, ﬂinds, and a few apes  lead all 
  around the room, though most travel from the stairs  toward the door 
  on the south wall.
  Clawed handprints of dried blood dot the east, west, and southern 
  walls, left by the gnolls and ﬂinds after successful raids.
  4. CRANIUM DOOR
  The frame around the western door is carved to depict a hairy scalp 
  and jowls, with ears jutting out to the sides, suggesting that the door 
  could be the face completing the head – though the door isn’t actually 
  decorated as such.
  5. BRAIN MAP
  The walls and ceiling are etched with a depiction of gray matter, 
  divided into portions and labeled with archaic runes: Prefrontal 
  Cortex, Cerebellum, Temporal Lobe, Limbic Cortex, and so on. The 
  depiction is abstract, so the arrangement of zones does not match the 
  layout of a real brain. Read magic, read languages, and similar abilities 
  are all sufﬁcient to decipher the runes, as well as the other archaic 
  runes elsewhere in the complex.
  The northern door passes through the portion of the diagram labeled 
  “Temporal Lobe.”
  A buzzing, endlessly-churning cifal is trapped here, unable to open the 
  doors due to its  lack of intelligence. It aggressively moves toward any 
  source of food.
  Cifal: SZ M; AC 6; MV 6”; HD 8 (and 2); hp 50 (and 9); #AT 1; 
  THAC0 12; Dmg 1-12; SD reduced damage from edged weapons; 
  AL N; XP 1980; FF p. 19.
  6. PSYCHE MAP
  The walls and ceiling are etched with irregular zones representing 
  various intellectual qualities of sentience, labeled with archaic runes: 
  Subservience, Anger, Willingness, Restraint, Responsiveness, Lust, 
  Instinct, Satisfaction, and Greed.
  An invisible backpack rests  at the apex of the ceiling, defying 
  gravity due to the orb of rariﬁed heights stored within it;  when 
  inﬂated as it is currently, this lead-membrane bladder has  a magically 
  negative weight (-20  lbs.) that causes  it to fall upward or ﬂoat, 
  depending on how much additional weight it bears. Also within the 
  backpack are 10 pp, a mother of pearl tobacco case worth 340 gp, a 
  copper ﬂask (potion of frost giant strength with a strong liquor 
  smell), a hardwood pipe, a tinderbox, a small towel, and four days of 
  iron rations.
  7. INFESTED REFUSE
  Two empty stone basins (3’ tall, 5’ diameter) sit on either side of the 
  west door. A stone slab (2’ high, 2’ deep) runs the length of the east 
  wall.
  Copious debris, offal, and rubbish are scattered here, including two 
  normal ape carcasses. Searching reveals a dulled steel scalpel and an 
  iron collar in the form of an undulating serpent.
  20 giant rats infest the ﬁlth and react badly to the presence of other 
  creatures, ﬂeeing to the opposite side of the room as best they can. If 
  any are attacked, they attempt to ﬂee in a frenzy, attacking any 
  creature blocking their exit from the room. Give characters a chance to 
  stand aside;  the rats attack any who choose to continue blocking an 
  open exit, but attempt to ﬂee past after one round of combat.
  Giant Rats (20): SZ S; AC 7; MV 6”; HD ½; hp 2 each; #AT 1; 
  THAC0 20*; Dmg 1-3; SA disease; AL N; XP 10; MM p. 81.
  4
  
  8. ALCOVES AND FOUR HEADS
  Each of the six alcoves hosts a pedestal (4’ high, 1’ diameter) that 
  seamlessly projects from the ﬂoor.
  On each of the three north wall alcove pedestals  rests a stuffed and 
  preserved ape head, with its  eyes, mouth, nostrils, and ears stitched 
  closed, as well as miscellaneous other stitched incisions on the cranium. 
  Deep within the stufﬁng, each head contains a sizable carnelian stone 
  worth 200 gp.
  The western alcove pedestal holds an ape head-sized bundle wrapped 
  in tight leather, which is actually a vargouille disguising itself with its 
  wings. It waits until a character is particularly vulnerable before 
  attacking, such as when someone attempts to “unwrap” it.
  Vargouille: SZ S; AC 8; MV 12”; HD 1+1; hp 4; #AT 1; 
  THAC0 18; Dmg 1-4; SA permanent hit point loss; AL NE; XP 130; 
  MM2 p. 123.
  9. OUTER LAIR
  Many large snake droppings (4’ long, liquid-like with a whitish cap) lie 
  in the northeast corner near several humanoid bones. The zerpanax in 
  area 10 can easily hear noises coming from this area and will prepare 
  an ambush.
  10. BLIND ZERPANAX LAIR
  Three lines of archaic runes are inscribed on the south wall:
  Disregard the body –
  its many forms deceive
  Follow the eyes –
  they unerringly shepherd the mind
  This is a clue to the interpretation of the wall carvings in area 58 and 
  area 83, as they relate to the polymorph effect at area 72.
  A blind, savage zerpanax lurks here. It was birthed through the dead 
  grimlock female in area 45, and thus  has  sightless eyes, charcoal-hued 
  scales, and a deep desire to kill. Because of its  deformities, the other 
  zerpanaktes disowned it. Though not entirely unintelligent, it knows no 
  languages and is essentially feral.
  Zerpanax with Grimlock Traits: SZ L; AC 5; MV 15”; HD 5; 
  hp 21; #AT 1; THAC0 15; Dmg 1-3; SA poison (paralysis); 
  SD 10% magic resistance, immune to visual effects; AL NE; XP 353; 
  see new monster section and FF p. 48.
  11. EAR TRUMPET STATUE
  This life-size ape statue wears a peculiar doublet and holds an ear 
  trumpet to each of its ears. It seamlessly protrudes from the ﬂoor.
  If someone produces, by instrument or voice, a speciﬁc series musical 
  notes while in front of the statue:
  F - E - E - D - A - B - A - D - E - G - G
  ... the statue grins (via something akin to a magic mouth) and the 
  adjacent one-way door opens for one turn, allowing passage to the 
  west.
  Similarly, if someone produces another series of notes:
  E - G - A - D - A - D - E - A - D - F - A - C - E
  ... the statue winks and the one-way door into area 12 opens  for one 
  turn.
  Note: This puzzle is intentionally very hard to solve, even with the 
  clues  from areas 38 and 48. To make it slightly easier, if someone says 
  one of the two phrases (“Feed a bad egg!” or “Egad! A dead face!”), 
  the statue can respond by frowning disapprovingly, then producing a 
  granite piano key from within its doublet, and hurling it at the speaker.
  5
  
  12. SECRET WATCH POST
  The west wall is  magically altered to be a two-way mirror, allowing this 
  room’s occupants to spy into area  30 and beyond. It radiates strong 
  illusion magic.
  In the center of the room, a small circle of stones surrounds a low pile 
  of cold gray ash. A limestone cairn, large enough to cover a human-
  sized creature, is built against the south wall. Near that, a brittle sheet 
  of parchment (see illustration) rests on a fractured slab of limestone 
  and held in place by a pair of ape jawbones set atop it.
  Dismantling the cairn reveals the corpse of a 250-year-dead human. 
  The corpse’s banded mail shows some rust, but the gold and topaz 
  rings  on either hand are pristine (worth 700 gp each), as is  the ornate 
  footman’s mace alongside the body. The mace’s  ﬂanges are each in the 
  form of a six-legged horned lizard. This  mace of temerity is a 
  +2  weapon, adjusts morale and reaction situations  by 10% in the 
  holder’s favor (including morale of enemies in combat), and allows the 
  use of charm person once per day.
  Any party returning the human remains, the rings, and the mace to the 
  proper persons (as described by the parchment and interpreted as you 
  see ﬁt for your campaign) will receive a reward of 500 gp. Returning 
  some, but not all, of the items results in no reward and considerable 
  questioning as to where the returned item or items were found. 
  Anyone impudent enough to overtly possess an item, but not return it, 
  will be followed upon leaving, and will eventually be targeted by hired 
  thieves, assassins, an invisible stalker (MM p. 55), an aleax (FF p. 11), 
  or similar.
  13. COMMUNAL ROOM
  Two long, low granite tables  (30’ long, 5’ wide, 18” high) run from 
  north to south; their legs seamlessly join with the ﬂoor.
  14. REFUSE PIT
  A square aperture (2’ on a side) in the ﬂoor opens onto a fusty, 40’ deep 
  sinkhole. The hole averages 8’ in width and ends in detritus and gravel. 
  Pulling a hidden stone lever on the aperture’s west-underside opens  the 
  secret door into area 15.
  15. OBSERVATION CHAMBER
  Magniﬁer peepholes in the some of the shorter (20’ length) walls allow 
  observation of the three adjacent dormitory-style rooms. A low, broad 
  desk constructed of ﬁne electrum piping and glass panes stands  against 
  the south wall;  it’s worth 300 gp intact, or 100 gp as salvaged electrum. 
  Resting on top of the desk are a stack of book-sized glass panels, an 
  electrum stylus with a tiny diamond tip (worth 120 gp) for etching glass 
  panels, and a cracked and bent copper whistle that produces an 
  ultrasonic discordant wheeze that causes servitor apes to frenzy (see 
  Servitor Apes sidebar on page 3).
  Three of the glass panels are already etched with archaic runes. The 
  ﬁrst contains notes  about the sleeping habits of elves, pixies, and other 
  fey immortals. Another offers statistical evidence that six out of ten 
  dwarves would claim unattended valuables as their own. The last is a 
  list of terminal diseases.
  16. INTERMENT CHAMBER
  Each of these rooms features a stuffed and preserved ape lying on a 
  burial shelf set into the diagonal wall. All their oriﬁces  are stitched 
  closed. Hidden within each chest stufﬁng is a hand-sized, crescent-
  shaped hunk of moonstone worth 300 gp.
  17. DORMITORY
  Each such room contains a petriﬁed wood bed frame and slats.
  The southernmost of these rooms  has a tiny hole on its eastern wall 
  that allows a viewer in area  15 to spy on this chamber. The hole is 
  concealed within an area of natural pitting in the wall.
  18. REFUGE
  The door to this  room held fast by a wizard lock spell cast by 
  Samuel-of-the-Loam (see area 109).
  A rotting servitor ape carcass lies on the ﬂoor in the southwest, 
  obviously killed in melee and still stifﬂy clutching an ivory whistle 
  (pleasant G# triad chord, see Servitor Apes sidebar on page 3). A 10’ 
  pole lies  across the petriﬁed wood bed frame near the south wall, and 
  various mundane supplies are stacked onto the bed’s slats:
  •
   Large, soggy sack containing two weeks’ spoiled rations.
  •
   Three full wineskins.
  •
   Dented tin scroll tube containing ten sheets of blank parchment 
  and a writing quill.
  •
   Small crate with three changes of mundane clothing, a pair of 
  leather boots, and a dagger.
  •
   Small sack holding soap, a silver comb (worth 5 gp), a mirror, an 
  empty ﬂask, and vellum-wrapped stick of incense.
  A concealed hole in the south wall allows an observer in area 15 to spy 
  on this chamber.
  6
  
  19. ABANDONED LAIR
  A petriﬁed bed frame lies crushed and splintered in the southeast 
  corner next to a 20’ long molted snake skin. Many rat and goblin 
  bones litter the ﬂoor.
  A concealed hole in the east wall allows an observer in area 15 to spy 
  on this chamber.
  20. EVIDENCE OF CONFLICT
  At this point in the hallway, splotches and streaks of dried blood 
  blemish the ﬂoor and the north wall. Rusty metallic residue forms the 
  outline of a circle (3’ diameter) near the deeply-gouged southeastern 
  door. The bottom few inches of the nearby portcullis are charred and 
  blackened.
  21. PORTCULLIS WINCH #1
  The cross-shaped steel winch handle on the north wall raises and 
  lowers the nearby portcullis, requiring one minute to raise or lower 
  completely. The winch has no built-in means of locking in a particular 
  position, so the portcullis lowers automatically if the winch handle is 
  left unattended.
  22. SERVITOR DEN
  Presently, each of these two dens is home to six servitor apes, but this 
  number can increase if more are created via surgery or released from 
  stasis. A servitor ape from either of these rooms  will respond to an 
  appropriate whistle request to open the portcullis next to area 21.
  Near each room’s curved wall, a small square aperture (1’ square) leads 
  to a deep, narrow sinkhole. Contact with the waste therein is 50% 
  likely to expose an inquisitive character to a disease.
  Servitor Apes (6): SZ M; AC 6; MV 12”; HD 4+1; hp 24, 21, 22, 
  17, 16, 26; #AT 3; THAC0 15; Dmg 1-3/1-3/1-6; SA rending; AL N; 
  XP 225; MM p. 7.
  23. UPPER WHISTLE PEDESTAL
  A pedestal (4’ high, 1’ diameter) seamlessly projects from the center of 
  the hallway ﬂoor. Short, ﬂattened, tube-like projections ring the 
  circumference near the top. These projections  are whistles whose 
  airﬂow system is connected to the complex’s main outer door (see 
  areas  1 and 2) as well as the similar pedestal on the middle level 
  (area 50).
  When the outer door is swung closed from the open position, the 
  whistles produce a ﬂat, low-pitched warbling sound that draws servitor 
  apes into the stasis cells  at area  24. (See Servitor Apes sidebar on 
  page 3.) The noise can be heard as far as  the servitor dens (areas 22 
  and 26) even with the intervening doors closed. Three turns  later, the 
  stasis cell doors close automatically.
  24. STASIS BLOCK
  This hallway leads to nine small (10’ x 10’) adjoining cells  with slate-
  colored enamel interiors. The door to each is made of stone and has  a 
  built-in window. These doors and their stone ﬁxtures are amazingly 
  form-ﬁtting, to the point that no irregularities or gaps are apparent. 
  Each windowed portion appears  to be fused with, and as thick as, the 
  door itself; this is a permanent glassee effect.
  Each of the small cells marked with ‘e’ is empty, with the door open, 
  having been swung outward into the hallway. The rest have closed 
  doors, and each contains 5-7 servitor apes standing motionless near the 
  walls.
  The cells are stasis  chambers. As long as a cell door remains closed, the 
  creatures  therein are affected by an imperfect form of temporal 
  stasis that ages the creature one day for every month that passes. 
  Opening a cell door ends the stasis until it is once again closed.
  Servitor Apes (many): SZ M; AC 6; MV 12”; HD 4+1; hp 19 each; 
  #AT 3; THAC0 15; Dmg 1-3/1-3/1-6; SA rending; AL N; XP 225; 
  MM p. 7.
  25. SERVITOR FODDER
  A simple wall fountain ﬁlls a shallow stone basin in the northeast 
  corner of the room. The fountain is fed by an outlet from a deep 
  underground river, and drains into the surrounding groundwater 
  through a hole in the basin.
  Just to the south of the basin, the wall is etched and sculpted to depict 
  a maternal ape holding forth an empty shallow bowl. The bowl itself 
  juts  completely out of the wall and radiates both faint divination and 
  moderate alteration magic. Beings of low intelligence (only) may scoop 
  from the bowl and come away with magically-created, nutritious 
  kibble. The magic of the bowl ensures that no creature may draw forth 
  more food in one day than it reasonably ought to eat.
  26. ANOTHER SERVITOR DEN
  This area is identical to the earlier servitor dens (area 22), except it is 
  home to only four servitor apes. One of these is notable for its 
  extensive collection of old battle scars and a missing left hand;  this 
  particular servitor ape is actually a dwarf ﬁghter (6th  level, 46  hp, 
  S  16, Co  17, AL  LG) who was polymorphed into ape form and 
  converted to a servitor. His personality and mentality switched many 
  centuries ago to that of an ape.
  Servitor Apes (4): SZ M; AC 6; MV 12”; HD 4+1; hp 46*, 15, 14, 
  14; #AT 3; THAC0 15; Dmg 1-3/1-3/1-6; SA rending; AL N; 
  XP 225; MM p. 7. *The 46 hp ape is the former dwarf ﬁghter.
  27. PORTCULLIS WINCH #2
  The cross-shaped steel winch handle on the west wall raises and lowers 
  the nearby portcullis (the one blocking the north passage, not the one 
  blocking the east passage), requiring one minute to raise or lower 
  completely. The winch has no built-in means of locking in a particular 
  position, so the portcullis lowers automatically if the winch handle is 
  left unattended.
  28. LARGE INTERMENT CHAMBER
  Three granite slabs  cover three cavities in the ﬂoor (5’ wide, 6’ tall, 4’ 
  deep), each of which contains a stuffed, preserved, and stitched ape 
  carcass. All three apes’ chests conceal a blushing pearl worth 100 gp.
  The ape in the cavity nearest the door is swollen and musty due to the 
  yellow mold that has infested its  stufﬁng and eaten almost entirely 
  through its hide. Touching the ape is 50% likely to cause the yellow 
  mold colony to release its spores by bursting through the carcass.
  A hidden burial shelf is set into the southwest wall, concealed by 
  plaster that precisely matches the surrounding granite. Within lies a 
  fourth stuffed, preserved, and stitched ape, whose chest hides a 
  blushing pearl of wisdom.
  29. DEPOSITORY
  Each of these two rooms contains  supplies for repair of the doors in 
  the complex: Beams of petriﬁed wood as  well as steel ﬁttings and 
  hardware.
  7
  
  30. REFLECTED HALLWAY
  This diagonal wall is a magical, quasi-reﬂective surface allowing 
  creatures  to see around the bend, but does so in a way that makes the 
  hallway appear to travel only straight ahead instead of bending. Only 
  within 10’ of the diagonal wall is  a viewer able to perceive the actual 
  layout, including the diagonal wall and its mirror-like sheen. The entire 
  diagonal wall radiates strong illusion magic.
  Gnoll gatekeepers stand watch near the double doors, observing the 
  western hallway while remaining safe from direct targeting by attacks 
  and spells.
  Gnolls (2): See sidebar. They always wear serpent collars.
  31. PORTCULLIS WINCH #3
  The cross-shaped steel winch handle on the west wall raises and lowers 
  the nearby portcullis, requiring one minute to raise or lower 
  completely. The winch has no built-in means of locking in a particular 
  position, so the portcullis lowers automatically if the winch handle is 
  left unattended.
  A large sack in the center of the room contains a wheel of piquant 
  cheese, half a loaf of bread, a worn human doll dressed like a princess, 
  and 15 cp.
  32. NAVE AND CHANCEL
  Columns help support the 30’ vaulted ceiling here, with an apex that 
  runs along the north-south axis. Nooks in the wall, roughly every 10’, 
  contain grimy, ages-old remnants of candle wax. These are surrounded 
  by inscribed archaic runes  of various phonetic grunts, or by primate-
  themed reliefs, though many are the former are vandalized with 
  painted gnoll curses, and the latter with plaster additions to make the 
  reliefs appear somewhat canine.
  Several sub-areas require additional description:
  a.
   BARRICADE: Crates ﬁlled with heavy rocks and dirt are stacked 
  against the door here, preventing it from swinging outward. Any 
  loud noise provokes the wights in area  33, who snarl and try to 
  escape by scratching at and thumping against the door.
  b.	 ARCHERY RANGE: Four makeshift humanoid-shaped archery 
  targets fashioned of wood, leather, and hide stand against the wall, 
  with dozens of arrows lodged in each. Countless broken arrows 
  litter the ﬂoor at the base of the wall, but there is nary a scratch or 
  nick in the wall itself.
  c.	 ENCAMPMENT: A small contingent of gnolls makes its lair here.
  	
  Gnolls (6): See sidebar.
  d.
   PLATFORM: A series of 2’ tall steps lead up to a semi-circular 
  chancel whose surface is 10’ higher than the rest of the ﬂoor in 
  area 32. Ancient rusty stains sully the ﬂoor near the southern exit.
  33. BLIGHTED TOMB
  The two ape carcasses that once lay on burial shelves here have 
  become ape-wights, and are able to create half-strength wights by 
  draining other apes (but not humans). They were not stuffed and 
  preserved prior to their interment, but nevertheless each wight’s  head 
  contains a marble-sized jasper stone worth 50 gp.
  Also here, shoved to the sides of the room, are three moldering gnoll 
  corpses, a large wooden shield, two ranseurs, and a broken battle axe. 
  One gnoll corpse’s purse contains 5 sp and a ﬁsh-shaped gold key 
  worth 55 gp.
  Wights (2): SZ M; AC 5; MV 12”; HD 4+3; hp 19, 17; #AT 1; 
  THAC0 15; Dmg 1-4; SA energy drain; SD hit only by silver and 
  magic weapons, undead immunities, immune to cold; AL LE; XP 645; 
  MM p. 100.
  34. GANG’S QUARTERS
  A large group of gnolls lives here, along with a goblin slave whom the 
  gnolls sometimes relegate to the adjoining 10’ x 10’ room. They use 
  stolen crates as stools and tables, and keep six hens in a particularly 
  large crate in the northwest corner.
  Gnolls (11): See sidebar.
  Goblin: SZ S; AC 6; MV 6”; HD 1-1; hp 2; #AT 1; THAC0 20; 
  Dmg 1-6 or by weapon; AL LE; XP 14; MM p. 47. Unarmed.
  8
  REFLECTED HALLWAY (AREA 30)
  VISUAL EXAMPLES
  VIEW FROM THE WEST
  VIEW FROM THE SOUTH
  When looking eastward, the character (the ‘c’ arrow) would think 
  he’s  seeing two gnolls (at the ‘x’ marks) directly to the east. But 
  those gnolls are actually to the south, around the corner. The gray 
  area represents the image seen via the magical reﬂection.
  When looking northward, the gnolls (the two ‘x’ arrows) can see 
  the character at the spot marked with the ‘c’. The gray area 
  represents the image seen via the magical reﬂection.
  
  35. GNOLL DEN
  The center of the west wall features a cross-shaped steel winch handle 
  that raises and lowers the portcullis  in the western hallway, requiring 
  one minute to raise or lower it completely. The winch has no built-in 
  means of locking in a particular position, so the portcullis lowers 
  automatically if the winch handle is left unattended.
  Because this room was originally intended as a living area for servitor 
  apes, the ﬂoor near the curved wall has a small square aperture (1’ 
  square) that leads to a deep, narrow sinkhole.
  A group of gnolls and their ﬂind sergeants monitor the western 
  hallway.
  Flinds (2): See sidebar. They always wear serpent collars.
  Gnolls (4): See sidebar. They always wear serpent collars.
  36. STOCKADE
  Four ﬂinds  occupy this room, typically playing dice games or torturing 
  rats with a cleaver while sitting at a repaired oak table. Three extra 
  ﬂind bars, two tethered clubs, and a traveler’s cloak hang from wall 
  pegs that seamlessly protrude from the north wall.
  At least one ﬂind keeps a watchful eye on the doors to the two smaller 
  adjacent rooms, each of which contains a pair of recent captives 
  manacled together. In the north cell are Sniftermaker, a male halﬂing 
  (2 hp, AL LG), and Kowlee, a female half-orc (Thf 3rd, 12 hp, D 15, 
  AL N) who the ﬂinds assumed was male. The south cell holds Selano-
  Selano, a eunuch (4  hp, AL  LN), along with Mort, a man-at-arms 
  (6 hp, AL LG).
  Flinds (4): See sidebar. One carries the iron key for the captives’ 
  manacles.
  37. FLIND LEADER
  Hoogurill, the leader of the hyena-men, lives here along with trusted 
  members of his company. Their furniture consists of stacks of petriﬁed 
  wood beams, padded by and covered with tarps, blankets, and bedrolls.
  The company’s treasure in gathered within ﬁve durable backpacks 
  positioned on a shelf inset into the north wall so as to be quickly 
  donned if the company needs to leave in haste. The contents of the 
  packs are as follows, in order from left-to-right:
  •
   Velvet-lined ebony box with gold ﬁligree (worth 650  gp) 
  containing six eye agate stones (worth 10  gp each) and palm-
  sized silver pentagram charm set with a peridot (worth 1000 gp), 
  plus mundane clothing as padding for the box.
  •
   Giant otter pelt (worth 2400 gp), carefully folded and wrapped in 
  a section of tarp.
  •
   Assortment of electrum implements with platinum grips, 
  wrapped in pillow cases: Two scalpels, a small saw, two pairs of 
  forceps, a mallet, wide calipers, and two narrow chisels. Each 
  implement is worth 900 gp.
  •
   Ten fox pelts (worth 25 gp each).
  •
   30  lbs. of roughly cut electrum rods (worth 150  gp), a small 
  pouch containing eight citrine stones (worth 50  gp each), and 
  another small pouch containing 58 cp.
  Another similar, though shorter, shelf inset into the west part of the 
  south wall holds a variety of items that the company found here but 
  does not presently consider valuable:
  •
   Broad, glass-stoppered jar containing a human-size brain 
  suspended in pungent preserving ﬂuid.
  •
   Three similar ﬂuid-ﬁlled jars containing smaller brains with 
  evidence of incisions and suturing. The ﬂuid within one of these 
  jars has become the equivalent of ﬁve full potions of esp, 
  though drinking it requires a save vs. poison or the imbiber 
  retches for one round before the magic takes effect.
  •
   Abacus made of steel and petriﬁed wood beads.
  •
   Set of steel manipulative puzzles  that require both manual 
  dexterity and intelligent strategy in order to remove bars and 
  rings from their companion pieces.
  •
   Stack of four ape skull upper hemispheres.
  Flinds (6): See sidebar.
  Flind Leader – Hoogurill the Wretch: SZ M; AC 4; MV 12”; 
  HD 3+3; hp 21; #AT 2; THAC0 14; Dmg 2-5(x2); SA disarming; 
  AL LE; XP 126; FF p. 39. Wields a ﬂindbar and carries a large shield 
  with a custom handle allowing it to be used by someone who lost their 
  hand. (Though this ﬂind still has both his hands.)
  38. APE FLAUTIST
  This life-size ape statue seamlessly protrudes from the ﬂoor. It wears a 
  peculiar doublet and holds a long ﬂute ﬂat against its chest. If touched, 
  it seems to speak with sudden distress via a permanent magic mouth: 
  “Egad! A dead face!” This is  a clue for the operation of the statue at 
  area 11.
  9
  FLINDS & GNOLLS
  BACKSTORY: Several months ago, a company of ﬂinds discovered 
  the open complex doors and moved in, using part of the upper 
  level as a base from which to stage their raids.
  Soon afterward, they were faced with demands for tribute from 
  both Ashkasar (posing as a mummiﬁed dog-man) and the 
  zerpanaktes. To Ashkasar, they must supply human meat and 
  treasure. To satisfy the zerpanaktes, they are currently tasked 
  with capturing live human females. In addition, the ﬂinds  and 
  their newly-recruited gnoll mercenaries must show allegiance by 
  wearing collars provided by the zerpanaktes;  these are forged 
  from iron into the shape of undulating serpents. None of the 
  hyena-men like the collars, so they wear them only when at risk 
  of encountering their zerpanax lords.
  TACTIC NOTES: The ﬂinds attempt to organize assaults from 
  multiple directions at once, which is  challenging given that the 
  gnolls tend to join combat impulsively. Gnoll archers  greatly 
  enjoy sniping at fools who carry light sources into their territory.
  TYPICAL STATISTICS:
  Flinds: SZ M; AC 5; MV 12”; HD 2+3; hp 12 each; #AT 1 or 
  2; THAC0 15; Dmg 1-6 or 1-4(x2); SA disarming; AL LE; 
  XP 71; FF p. 39. They wield clubs or ﬂindbars, and carry a 
  serpent collar, plus either 8 gp, 120 sp, or a silver dagger.
  Gnolls: SZ L; AC 5; MV 9”; HD 2; hp 9 each; #AT 1; 
  THAC0 16; Dmg 2-8 or by weapon; AL CE; XP 46; MM p. 46. 
  They wield long swords plus either a halberd or a long bow and 
  12 arrows. They carry 5 sp and 5 gp, and 50% also own a 
  serpent collar.
  
  39. SLAVES
  A pair of lizard men live here and work at the poorly-constructed 
  petriﬁed wood table or next to an iron stew pot on a makeshift rock 
  stove. Because of the lack of a chimney, the ceiling is black with ash 
  and the room smells strongly of burnt wood.
  Though they are slaves of the ﬂinds, these lizard men have proven 
  their obedience, and are free of bonds  so that they may better perform 
  their duties –  cleaning, cooking, repairing, and so on. They do not 
  actively seek to escape, but could be convinced to work toward it if 
  presented with a simple, understandable plan.
  Lizard Men (2): SZ M; AC 5; MV 6//12”; HD 2+1; hp 6 each; 
  #AT 3; THAC0 16; Dmg 1-2/1-2/1-8; AL N; XP 46; MM p. 62. 
  40. CASTOFF HOARD
  Lewd and suggestive carvings of female apes adorn the walls. A 
  granite slab (7’ square, 3’ high) with a slightly concave top seamlessly 
  projects from the center of the ﬂoor. Stacked on and around it are piles 
  of junk collected here by the ﬂinds and gnolls as they cleared the area 
  they now control.
  Most of the objects are worthless – tin plates, half-rusted lantern 
  stands, petriﬁed beams, empty bottles and jars, and similar. But a few 
  items are potentially interesting: A 15’ long molted snake skin, steel 
  bone saws  suitable for butchering, and a 4’ long T-shaped steel 
  implement made from a pair of steel cylinders fused together.
  This implement is a key for activating/deactivating the vaporizing eye 
  beams of the enormous ape head statues that guard the outside of the 
  complex;  see areas 1 and 2 for speciﬁcs. The main cylinder is 4’ long, 
  4”  in diameter and hollow, and the leading 2” of the unadorned end 
  show considerable abrasions, as though heavily used. The fused 
  orthogonal cylinder at the opposite end is only 1’ long and 1” in 
  diameter. 
  41. CONDITIONING ROOM
  The ﬂinds and gnolls rejected using this room due to the two noisy 
  devices it contains. Make a wandering monster check every time one of 
  the devices is activated.
  The ﬁrst device is  a cross-shaped steel winch handle, identical in design 
  to those that lift the portcullises, situated on the north wall below a set 
  of three small slits (4” wide, ¼” tall) that radiate faint alteration magic. 
  1-3 minutes after a visible creature approaches within 3’ of the handle, 
  the slits emit a middle C pitch repeatedly until the handle is rotated 
  clockwise ten full revolutions;  if the handle is  not fully rotated, the 
  pitch stops sounding after 10 minutes. If someone rotates  the handle at 
  any other time, it delivers  an electrical shock (1 damage) to anyone 
  touching it.
  The second device, at the center of the south wall, is three small slits 
  above a row of three colored glass stones (purple, orange, green) 
  embedded in the wall alongside a fourth indentation where a similar 
  stone obviously used to be. The area radiates faint alteration magic. 
  Shortly after a visible creature approaches within 1’ of the stones, the 
  slits emit one of four random sounds; roll 1d4:
  1 – low buzzing (green)
  2 – modulated grunting
  3 – clapping (purple)
  4 – white noise (orange)
  The rolled sound continues for 10 minutes or until someone touches 
  the corresponding parenthesized colored stone. If the correct stone is 
  touched or if 10 minutes passes, the sound pauses and another 
  randomly rolled sound starts. If an incorrect stone is touched, it 
  delivers an electrical shock (1 damage) to whomever touched it. After 
  producing ten sounds in a row, the device becomes inoperable for one 
  hour. Because of the missing stone, it’s  likely that each operation of the 
  device will last a signiﬁcant amount of time.
  42. FLIND BARRACKS
  Four bed-sized slabs, seamlessly adjacent to the west and south walls, 
  have dark bloodstains within their ape-shaped impressions, as well as 
  short inset handles positioned to enable ropes  or straps to secure 
  whatever might have once lain on them. On the ceiling directly above 
  each slab is a 1’ diameter, slightly concave impression;  one of these has 
  tiny cracked fragments of white crystal embedded within it.
  Several ﬂind warriors guard a portion of the company’s stolen goods, 
  which are stacked on the slabs next to various other scavenged items:
  •
   Tied-closed blanket containing a side of smoked pig.
  •
   Lidless barrel with four long swords  and two footman’s maces 
  standing inside.
  •
   Crate of yams (40 lbs.) and onions (10 lbs.).
  •
   Small coffer with a broken lock, containing 18 sp and 161 pp.
  •
   Six haphazardly bundled tarps, lashed with 80’ of rope.
  •
   Half-empty barrel of mead worth 30 gp.
  •
   Keg of ﬁne fermented cider worth 50 gp.
  •
   13 carved wooden bowls with curved lips for drinking.
  •
   Five crudely-straightened electrum rods with sheared ends; 
  10 lbs. total, and worth 50 gp.
  •
   Ivory-handled bathing brush with no bristles, worth 205 gp.
  •
   Parchment-sized glass panel etched with archaic runes: “Beyond-
  visible oscillation is successful! Beams are focusable so as to 
  transform and rearrange without piercing or breaking cranial 
  matter. Further experimentation shall reveal whether stone 
  implantation remains crucial.”
  Flinds (5): See sidebar.
  43. GNOLL ARCHERS
  Stained bedrolls  and old satchels containing gnoll personal effects 
  cover most of the ﬂoor here. Seven crates are stacked against the north 
  wall;  ﬁve of these contain 108 arrows each, tied in bundles of 12. Pegs 
  protrude seamlessly from the wall at shoulder height every 3’ along the 
  east and west walls;  three ranseurs lean against these. Four barrel-sized, 
  circular mildew stains mar the ﬂoor near a particularly pitted area in 
  the southwest corner.
  A gnoll mercenary cohort lives here. They specialize in archery and 
  are led by a slightly taller, gray-muzzled gnoll.
  Gnolls (9): See sidebar. All have long bows and arrows.
  Gnoll Leader – Gragritt: SZ L; AC 5; MV 9”; HD 2; hp 16; 
  #AT 1; THAC0 16; Dmg 2-8 or by weapon; SA attacks as 3 HD; 
  AL CE; XP 46; MM p. 46. Carries long sword, long bow with 12 
  arrows, 35 gp, and a calfskin and teak tambourine ornamented with 
  gold jingles (worth 40 gp).
  10
  
  44. CREMATORIUM
  Two large, rectangular stone troughs (20’ long, 4’ wide, 4’ deep) rest 
  here, one each against the north and south walls. They each contain a 
  2”  depth of charcoal and ash. Greasy soot covers the insides  of the 
  troughs, the adjoining walls  and ceiling, and a considerable portion of 
  the ﬂoor. Three petriﬁed wood handles for some kind of long tool – 
  about the size of a shovel – lie near the west wall, with splintered ends 
  that suggest the functional part of each tool has broken off.
  45. TWOFOLD-TOMB AND HATCHERY
  A female grimlock corpse slumps against the west wall, apparently 
  having died while pregnant;  her womb and abdomen appear to have 
  burst open violently, staining the surrounding ﬂoor with ichor. Her 
  back has a pair of large, partially-healed puncture wounds, one each 
  on either side of her spine, just above her hips.
  Many small, white-capped, liquid-like droppings soil the ﬂoor, and 
  there are a dozen molted snake skins here ranging from 4’ to 10’ in 
  length.
  A stuffed, preserved, and stitched ape lies  on the ﬂoor near the 
  southwest wall, likely having been pulled from the burial shelf in that 
  wall. Its body has many paired puncture holes of varying sizes. Its 
  chest stufﬁng conceals a hand-sized, crescent-shaped chunk of 
  moonstone worth 300 gp.
  46. IMPROVISED SANITARIUM
  The walls are covered with crude charcoal drawings, most of which 
  depict something akin to a centaur without legs. The rest of the 
  drawings resemble a slightly smaller humanoid creature in a supine 
  position.
  A servitor ape cowers in fetal position against the wall. It has fallen into 
  madness after witnessing a zerpanax slaughter another servitor ape on 
  the middle level. It violently attacks anyone entering the room.
  Servitor Ape: SZ M; AC 6; MV 12”; HD 4+1; hp 25; #AT 3; 
  THAC0 15; Dmg 1-3/1-3/1-6; SA rending; AL N; XP 225; MM p. 7.
  47. FUNERARY URN
  Each of these four identical chambers holds a lidless stone urn (4’ tall, 
  3’ diameter) ﬁlled with the ashes  of cremated apes. Within the urn in 
  the northernmost (only) of these four chambers is a cylindrical 
  electrum whistle worth 130 gp. When blown, it produces a middle C 
  pitch. (See Servitor Apes sidebar on page 3)
  A smoke para-elemental considers  all four of these identical chambers 
  to be its  home. There is  a 25% chance of it resting within the urn in 
  any given chamber, and it tries to drive off or destroy anyone who 
  disturbs it.
  Smoke Para-elemental: SZ L; AC 3; MV 6/18”; HD 12; hp 56; 
  #AT special; THAC0 9; Dmg 2-16; SA double damage in fog form, 
  blinding smoke; SD hit only by magic weapons; AL N; XP 3660; 
  MM2 p. 98.
  48. ANOTHER APE FLAUTIST
  This life-size ape statue seamlessly protrudes from the ﬂoor. It wears a 
  peculiar doublet and holds a long ﬂute ﬂat against its chest. If touched, 
  it seems to grufﬂy deliver an order via a permanent magic mouth: 
  “Feed a bad egg!” This is a clue for the operation of the statue at 
  area 11.
  49. STONE PORTALS
  Both sides of these oversize stone doors are inscribed from top to 
  bottom to depict a stern primate face, not unlike the enormous ape 
  head sculptures that guard the exterior entrance to this  complex. 
  Despite their weight, the doors pull open easily to reveal the stairs 
  beyond, which descend 60’ before reaching area 50.
  KEY TO THE MIDDLE LEVEL
  WANDERING MONSTERS
  Check every three turns, with a 1-in-10 chance of an encounter (there 
  is less activity here). If an encounter is indicated, roll d12:
  
  1:
   1-3 servitor apes (MM p. 7, and see earlier sidebar), possibly 
  brining a normal ape to the surgery rooms (area 54).
  
  2-4:
   2-8 grimlocks (FF p. 48).
  
  5:
   1-2 ghouls (MM p. 43).
  
  6:
   1-3 zerpanaktes (see new monster section), possibly one or 
  more of the individuals described in areas 10, 76, or 109.
  
  7:
   Ashkasar (see area 61).
  
  8:
   2-7 shadows (MM p. 86).
  
  9:
   2-5 shadow mastiffs (MM2 p. 82).
  
  10:
   1-2 cifals (FF p. 19).
  
   11+:
   1-6 giant ﬁre beetles (MM p. 9).
  50. LOWER WHISTLE PEDESTAL
  A pedestal (4’ high, 1’ diameter) seamlessly projects from the center of 
  the hallway ﬂoor. Short, ﬂattened, tube-like projections ring the 
  circumference near the top. When sounding its ﬂat, low-pitched 
  warbling, this  whistle pedestal can be heard as far as the surgery rooms 
  (area 54) even with the intervening doors closed. See the upper whistle 
  pedestal description (area 23) for further info.
  The staircase to the south leads up 60’ to area 49.
  Successful tracking attempts  reveal no trafﬁc to or from the east, but to 
  the west there is  evidence of ape footprints and various humanoid boot 
  or shoe prints.
  11
  
  51. MURAL
  An intricate painting on the west wall depicts ﬁve life-size humans 
  stalking on all fours, like tigers, through fruit-bearing mangroves 
  toward a gluttonous lord and lady relaxing in a clearing, picnicking on 
  a golden and cobalt blue quilt. Every so often one of the depicted 
  ﬁgures’ eyes appears to glance at someone in the area and then quickly 
  look away. All the eyes radiate faint illusion magic.
  The tiny holes  on the southern wall that allow observers  to spy from 
  area 60 into this chamber and beyond are especially difﬁcult to detect 
  due to the mural.
  52. WATERY PIT
  This bottom of this 30’ deep pit contains 2” of standing water. 
  Completely submerged at the west end are four fake, worthless 
  diamonds. Toward the east end are three giant ﬁre beetle carcasses and 
  an 80’ length of rope made of wiry hair. 
  53. GRIMLOCK HEARKENERS
  The normal door on the north wall features  a steel deadbolt-style knob 
  just below the handle, though the door does not actually have a 
  deadbolt. Turning the knob in either direction temporarily unlatches 
  the secret door here, such that it may be pushed open from either side; 
  the secret door re-latches after one turn. While latched, the secret door 
  cannot be opened from either side.
  Grimlocks and their trained subterranean lizard lurk here, listening for 
  creatures  approaching from the west or north. They try to stay out of 
  sight, tucked into the triangular alcoves, with the lizard in the 
  northwestern corner of the chamber. As necessary, one of the 
  grimlocks heads to area 81 to alert the rest of their clan. They and 
  their clan know how to unlatch and operate the secret door, and will 
  use it to outﬂank enemies.
  Grimlocks (4): SZ M; AC 5; MV 12”; HD 2; hp 11 each; #AT 1; 
  THAC0 16; Dmg 1-6 or by weapon; SD immune to visual effects, 
  saves as 6th level ﬁghter; AL NE; XP 46; FF p. 48. They wield broad 
  swords and carry 6 gp each. See the Grimlocks sidebar on page 18.
  Subterranean Lizard: SZ L; AC 5; MV 12”; HD 6; hp 26; #AT 1; 
  THAC0 13; Dmg 2-12; SA double damage on natural 20; AL N; 
  XP 512; MM p. 61.
  54. SIMIAN SURGEONS
  Each of these two rooms operates identically. A 10’ square section of 
  stone separates these two rooms from one another;  the east and west 
  faces thereof (marked with ‘a’ on the map) both feature a standing ape-
  shaped impression around which is an inscribed depiction of a taller 
  ape with arms  extended as  if ready to hug a creature standing within 
  the impression. Fused into the “head” part of each impression is a 
  coin-sized, faceted crystal that shimmers with every imaginable color. 
  The entire 10’ square section of stone radiates very strong alteration 
  and enchantment/charm magic, as well as moderate evocation magic.
  When a sentient creature stands – or is  forced to stand – against the 
  impression, the “surgeon” springs into action. The arms of the large 
  inscribed ape become stony appendages that restrain the creature, 
  while the faceted crystal emits precisely tuned invisible rays into 
  various parts of the subject’s brain. Over the course of a full turn, this 
  turns  a normal ape into a servitor ape, with no save allowed. Other 
  sorts of creatures are affected as per feeblemind unless they save vs. 
  spells.
  Upon completion of the process, the stony appendages retract, the 
  subject is released, and the faceted crystal pulses with green light for 
  one minute. This last effect is a signal for any attending servitor apes to 
  assist their newest member to the dens on the upper level in order to 
  recuperate for a few days (see Servitor Apes sidebar on page 3).
  The faceted crystal is as impervious to damage and other effects as the 
  rest of the stone in the complex. In addition, any attempt to damage 
  the crystal is met with a retributive blast equal to a lightning bolt 
  cast by a 12th level caster.
  55. SCRUB VATS
  Four stone vats (2’ tall, 4’ diameter) seamlessly protrude from the ﬂoor. 
  Each is ﬁlled nearly to the brim with sharp-smelling, slightly 
  effervescent antiseptic ﬂuid. At the bottom of each tub rests a loose 
  chunk of porous chalk that radiates faint conjuration magic;  these 
  magically produce the antiseptic ﬂuid at the rate of one drop per day.
  Hanging from a wall projection near each tub is a set of long, bone-
  handled brushes and combs. There are nine of these in total, and each 
  is worth 5 gp.
  When servitor apes bring a subdued normal ape here prior to surgery, 
  they use the implements and antiseptic to clean the head and shoulders 
  of their captive.
  56. EMPTY VAT
  An empty stone vat (2’ tall, 4’ diameter) seamlessly protrudes from the 
  ﬂoor near the north wall. The ﬂoor of the vat is a pressure plate; 
  placing at least 80 lbs. of weight onto it causes the entire western wall 
  to slide upwards, revealing the small secret chamber beyond. 
  Removing the weight, or reducing it below 80 lbs., causes the wall to 
  forcefully slide back down.
  12
  
  57. BOX OF WHISTLES
  On the ﬂoor of this secret chamber rests a clear glass box with ﬁve 
  long rectangular compartments inside. Two of the compartments are 
  empty, but the other three hold a cylindrical electrum whistle (worth 
  130 gp, produces a middle C pitch), a cylindrical silver whistle (worth 
  10 gp, produces a low-pitched warbling), and a meerschaum tobacco 
  pipe with a hidden whistle in its stem. (See Servitor Apes sidebar on 
  page 3 for the effects of the whistles.)
  While the pipe is used, it produces a very quiet sound that nearby elves 
  and demons ﬁnd subtly pleasant, improving reactions by 20% in 
  peaceful situations. The pipe is only worth 5 gp for its workmanship, 
  but can be sold for up to 1000 gp if its effects are known.
  58. BRAIN & EYES
  5’ above the ﬂoor on the west wall is a life-size etching of a brain with 
  connected eyes. The etching is from the proﬁle, with the eyes looking 
  toward the door. In conjunction with the runes in area  10, this is a 
  pointer to the location of the polymorph effect at area 72.
  59. DINING HALL
  An elaborately carved, 30’ long formal banquet table and nine 
  matching chairs are neatly arranged in the western portion of the 
  room. They are constructed of cherry wood, with many tooled 
  embellishments. Unfortunately, they all suffer from patches of rot, signs 
  of past termites, and sundry dings and scratches, so the set is  worth 
  only 60 gp. The table itself separates into six different 5’ long sections 
  for ease of transport.
  Simply pushing the correct 3’ wide, 7’ tall section of the east wall is 
  sufﬁcient to pivot open the secret door to the peephole closet. The 
  room is otherwise uninteresting.
  60. PEEPHOLE CLOSET
  Ashkasar’s  Imp familiar typically rests on an electrum perch (worth 
  310 gp) and monitors the long eastern passage via a set of magniﬁer 
  peepholes in the wall. Because of its telepathic link with Ashkasar, the 
  Imp’s strategy can vary based on its master’s  impression of the 
  situation; see area 61 for more details.
  From inside the closet, the 3-foot wide secret door is quite obvious due 
  to a steel pull-bar.
  Imp: SZ S; AC 2; MV 6/18”; HD 2+2; hp 12; #AT 1; THAC0 16; 
  Dmg 1-4; SA poison, suggestion 1/day; SD 25% magic resistance, only 
  hit by silver and magic weapons, regenerate 1 hp/round, immune to 
  magical cold/ﬁre/electricity, considered 7 HD vs. magical attacks; 
  AL LE; XP 308; MM p. 54. Can polymorph into a raven and a goat.
  61. ASHKASAR’S SANCTUARY
  The eastern wing of this room is arranged as a sitting area with a 
  sadistic motif. Four tall-backed, cushioned chairs of exotic design (each 
  worth 20  gp) are thoughtfully arranged alongside a collection of 
  torture devices: A rack, stocks, a block with headsman’s axe atop it, 
  and a hanging cage with a 9’ stand. Between them all is a low, foreign 
  coffee table (worth 20 gp) that displays a choke pear, long pliers, several 
  short branding irons, a heretic’s fork, and crocodile shears.
  Three standing screens obscure the southern wing. Beyond these is a 
  sleep and study area furnished with a variety of antiques:
  •
   Author’s desk (worth 25 gp) sits against the east wall. Atop it rests 
  an iron candlestick, a small golden pear-shaped thurible with 
  “Tempestulu” engraved on the bottom (ostensibly worth 320 gp, 
  but actually a censer of summoning  hostile air 
  elementals), and a covered crystal dish (worth 15  gp) 
  containing three sticks of incense of meditation. Within one 
  drawer is a ring of four steel keys (one for each cell door in 
  area 64) atop a spell book (containing all the magic-user spells 
  Ashkasar currently has memorized – see below – plus ﬁnd 
  familiar and read magic). A second drawer contains two pots 
  of indigo ink, a hollow wing bone pen, and a small wooden cube 
  that glows brightly with a continual light spell. The last drawer 
  holds a hinged ebony box (worth 490  gp) containing two ﬁne 
  porcelain plates  (130  gp each) and two elaborate platinum 
  cutlery sets inscribed with dread-stricken faces  on the handles 
  (750 gp per set).
  •
   High double bed (worth 40  gp) with jungle-themed 
  embellishments, outﬁtted with two thick down mattresses, 
  equally ﬂuffy pillows, and a clean bedspread. Folded at the foot is 
  an exquisite cobalt blue quilt stitched with gold ﬁbers (worth 
  800 gp).
  •
   Trunk (worth 12 gp) containing several changes of ostentatious 
  clothing in varieties appropriate for both sexes. Beneath the 
  clothes are a porcelain tube containing a clerical scroll (remove 
  fear x2, ﬁnd traps, snake charm, remove curse, cure 
  serious wounds x2), and eight wax-stoppered ceramic ﬂasks; 
  two contain unholy water, four contain thickened blood, another 
  holds purple liquid that smells of licorice (potion of ﬂying), 
  and the last holds a clear glutinous ﬂuid with small eyeballs 
  suspended inside (potion of clairvoyance).
  This chamber is the domain of Ashkasar, a kind of ﬂesh-bound evil 
  spirit generally referred to as a rakshasa. Note: You won’t ﬁnd that “r” 
  word listed anywhere else in the module. This should help you 
  remember not to say it, which in turn makes Ashkasar a more 
  formidable adversary. The players may suspect Ashkasar to be some 
  kind of devil, or perhaps an NPC magic-user, and that’s just ﬁne. Your 
  goal, which mirrors Ashkasar’s desires and precautions, is for the 
  players to be ﬂummoxed by his resiliency and fearful of his power. Not 
  even his Imp familiar knows the truth, because he does not want his 
  Achilles heel to be exposed. And I’m not telling you what his Achilles 
  heel is, either. Go look it up if you’ve forgotten! But if the players 
  manage to ﬁgure out and exploit the truth, more power to them!
  Ashkasar’s  sadistic career of creating ghoul “pets” through forced 
  cannibalism is  secondary to preserving his own life;  he is quite willing 
  to ﬂee the complex for an extended period of time. Even so, Ashkasar 
  is keenly aware of his considerable power, and he will make efforts to 
  apprehend any humans who intrude upon his domain, so that they 
  may be compelled to acknowledge the “pleasures” of anthropophagy. 
  To this end, he prefers to capture instead of kill. Because of his 
  immortality, Ashkasar is  exceptionally patient, and he simply rests here 
  during the complex’s long closure periods.
  If his ESP reveals that the party has had peaceful (or at least non-
  violent) dealings with servitor apes, Ashkasar is likely to take on that 
  guise with the party. Alternatively, he may appear as a former associate 
  of the party, an innocent captive (perhaps “trapped” within the 
  hanging cage), a useful underling, or anything else that makes sense 
  given the characters’ goals within the complex.
  Ashkasar: SZ M; AC -4; MV 15”; HD 7; hp 38; #AT 3; THAC0 13;  
  Dmg 1-3/1-3/2-5; SA ESP, illusions, spells; SD unaffected by spells 
  under 8th level, only hit by magic weapons, half damage from 
  weapons +2 and below; AL LE; XP 1177; MM p. 81. He carries a 
  double-sided ape face amulet, which can operate the portcullises 
  at each area 62 via simple presses of the eyes. He has the following 
  spells memorized:
  First Level: cause fear, charm person, command, 
  hold portal, magic missile, sleep
  Second Level: audible glamer, web
  Third Level: ﬁreball, hold person
  13
  
  62. PORTCULLIS TRAP
  There are two such areas on the map and each operates  identically, 
  though independently. Each trap is comprised of a pair of stout 
  portcullises and a pressure plate.
  Of each pair, the “inner” portcullis is the one nearer to area 63;  this 
  begins in the down position. The “outer” portcullis is further from area 
  63, and begins raised;  it is grayed on the map as a reminder. The 
  pressure plate is a 5’ long, 10’ wide section of ﬂoor just before the 
  “inner” portcullis, though still between the two. (That is, none of the 
  plate extends into area 63.) Any signiﬁcant weight on the pressure plate 
  – 10 lbs. or more is sufﬁcient – causes the “outer” portcullis to slam 
  down, followed by a speedy rise of the “inner” portcullis, thus forcing 
  victims to contend with the ravenous undead in area 63.
  Note that Ashkasar wears an amulet that can be used to raise or lower 
  any of the portcullises individually.
  63. LODGE FOR ERSTWHILE CANNIBALS
  The ﬂoor here is completely free of debris.
  Each of the short adjoining passages contains a standing, naked 
  humanoid statue that seamlessly joins with the ﬂoor. Starting from the 
  south and continuing to the north and east, the statues depict a gnome, 
  a nixie, a dwarf, an elf, a lizard man, an annis (hag), and a hill giant. 
  All of the statues’ eyes are buttons;  if all 14 are depressed 
  simultaneously, the secret door behind the annis statue opens, sliding 
  upward to allow access into area 65. A steel handle on the bottom edge 
  of the secret door allows it to be pulled down and re-closed.
  A large pack of ghouls  and ghasts waits within the short hallways until 
  they hear the promise of new victims. The ghasts initially only allow a 
  single wave of ghouls (1-4 of them) to scramble toward any intruders, 
  hoping to draw early ﬁre, and then the rest of the pack converges.
  The ghasts keep a few trinkets hidden behind the elf statue: A large tin 
  ring (worthless), a silver waist chain (worth 20  gp), and a small 
  porcelain horse statuette (worth 3 gp).
  Ghasts (3): SZ M; AC 4; MV 15”; HD 4; hp 14, 22, 20; #AT 3; 
  THAC0 15; Dmg 1-4/1-4/1-8; SA paralysis, stench; SD undead 
  immunities; AL CE; XP 262; MM p. 43.
  Ghouls (12): SZ M; AC 6; MV 9”; HD 2; hp 8 each; #AT 3; 
  THAC0 16; Dmg 1-3/1-3/1-6; SA paralysis; SD undead immunities; 
  AL CE; XP 83; MM p. 43.
  64. INITIATION CELLS
  In the center of the room rests a 3’ deep, lidless rosewood box large 
  enough for two people to comfortably lie inside side-by-side. Fresh, live 
  earth ﬁlls the box nearly to the brim;  worms and small insects visibly 
  burrow near the surface. Buried within the box are a number of 
  cleanly severed human body parts in various stages of decomposition, 
  including the head of an adolescent girl.
  Four petriﬁed wood doors  with durable locks and barred, rectangular 
  windows open onto the adjoining 10’ square cells. The cell marked 
  with ‘b’ on the map contains a pseudo-ghoul;  this former human has 
  been forced into cannibalism, and has traveled part-way down the path 
  of becoming a true ghoul. Only restoration or a wish can restore 
  his humanity.
  Pseudo-ghoul: SZ M; AC 6; MV 9”; HD 2; hp 10; #AT 3; 
  THAC0 16; Dmg 1-3/1-3/1-6; AL NE; XP 62; MM2 p. 102.
  65. ALCOVES AND INCONGRUOUS HEADS
  Each of the eight alcoves hosts a pedestal (4’ high, 1’ diameter) that 
  seamlessly projects from the ﬂoor. Upon each pedestal rests  a stuffed, 
  preserved, and stitched head. From the southwest and proceeding 
  clockwise, the heads are from an elf, a dwarf, an annis (hag), a nixie, a 
  lizard man, a gnome, a hill giant, and a neanderthal.
  Archaic runes etched on the entire surface of each pedestal contain 
  methods of research on the behavior and mental functioning of the 
  race of the head presently resting upon it. Following the designated 
  methods on a given pedestal takes 4-6 months;  during this  time, both 
  500 gp worth of materials and one fresh cadaver of the given race are 
  required for each week’s study. Upon completion of the research, the 
  runes become indecipherable. From then on, any member of the 
  particular race suffers a -4 saving throw penalty against any 
  enchantment/charm spells cast by the researcher, and the researcher 
  receives his choice of either a +20% or -20% reaction modiﬁer when 
  dealing with the race.
  Within the stuffed lizard man head is  a pale green prism that ﬂoats in 
  the air – an ioun stone. The annis head stufﬁng contains  a ﬂoating 
  lavender ellipsoid stone – another ioun stone. Each of the others 
  contains a large emerald worth 1500 gp.
  The emerald within the neanderthal head is  the magic jar vessel of a 
  ghost, who attempts to possess a likely subject from among those who 
  disturb the head.
  Ghost: SZ M; AC 0 or 8; MV 9”; HD 10; hp 51; #AT 1; THAC0 10; 
  Dmg age 10-40 years; SA aging and fear on sight, magic jar; SD while 
  ethereal can only be attacked by ethereally or telepathically, only hit by 
  silver and magic weapons, half damage from silver weapons; AL LE; 
  XP 4680; MM p. 43.
  66. TOOTHY APE
  Two giant ﬁre beetle carcasses  lie near several slabs of limestone 
  arranged in bench-like shape against the west wall. Charcoal scrawling 
  low on the northeast wall reads, “Pass right, only singly – doomed is 
  the ﬂock!” Small lumps of charcoal are scattered about. The center of 
  the east wall features an oversized ape-head relief;  its eyes, ears and 
  nostrils  are depicted as though stitched closed, but its mouth is agape 
  and conspicuously toothy. It radiates faint alteration magic.
  Placing precious stones  worth at least 100 gp into the mouth of the 
  relief triggers a magic mouth-like effect whereby the teeth crush the 
  stones into worthless  powder. Following this, the secret door into 
  area 67 swings  outward. There is no other affordance for opening the 
  secret door from this side.
  14
  
  67. SECRET SKELETON
  Skeletal human remains lie on the ﬂoor here, clutching a leather front 
  cover torn from a tome. The inside contains a hastily scrawled 
  message: “Fuel the Tempestulu, and self-sequester so might I 
  commune with thee!”
  68. SPECIMEN STORAGE
  Two rows of glass shelves  supported by stone protrusions  line the walls 
  of this  room, though most on the north wall lie shattered on the ﬂoor, 
  mixed with other chunks of cracked glass that appear to have been 
  part of a sizable container or bottle.
  Four large, ﬂuid-ﬁlled glass jars (15” diameter & tall) on the western 
  shelves each contain a dead, preserved crow with a swollen and 
  hideously-oversized brain that appears to have expanded or exploded 
  out of the crow’s skull. Each brain is now roughly the size of a 
  human’s. The pungent preservation ﬂuid radiates moderate alteration 
  magic.
  On the shelves immediately below these rest two sets of steel forceps 
  and an oval-shaped steel tray (2’ wide).
  Any crow removed from its preservation ﬂuid grotesquely expands and 
  morphs into a grell, taking one round to do so. Freed grells instinctively 
  recognize the signiﬁcance of the contained crows and attempt to 
  smash any other preservation jars  and free their brethren;  they may use 
  some of their tentacles  to smash jars simultaneously with using other 
  tentacles to attack an enemy.
  Grells (up to 4): SZ M; AC 4; MV 12”; HD 5; hp 27, 18, 25, 19; 
  #AT 11; THAC0 15; Dmg 1-4(x10)/1-6; SA paralyzation; 
  SD immune to lightning; AL NE; XP 952; FF p. 46.
  69. JUNCTION AND CELLS
  Both of the nearby steel cell doors are locked. The gaps between the 
  bars are 4” wide.
  Within the cell on the west side of the junction stands a stuffed and 
  preserved ape with no evidence of stitchery. Its drab eyes are open, and 
  it wears an ancient and cracked leather coat. Though its hands are 
  empty, it is posed so as to clutch something rod-shaped against its 
  chest.
  The eastern cell contains a stuffed and preserved ape that is identical, 
  save that its pose and a depression on its coat suggest a book was  once 
  held against its chest.
  A pack of shadows lurks here, often hiding within the cells, waiting to 
  slip out and overtake an unsuspecting victim from behind.
  Shadows (7): SZ M; AC 7; MV 12”; HD 3+3; hp 21, 18, 12, 20, 13, 
  15, 9; #AT 1; THAC0 16; Dmg 2-5; SA strength drain; SD undead 
  immunities, only hit by magic weapons, unaffected by cold; AL CE; 
  XP 291; MM p. 86.
  70. ALCOVES AND EIGHT HEADS
  Eight stuffed, preserved, and stitched ape heads rest on pedestals in the 
  alcoves. Within the stufﬁng, each head contains a preternaturally large 
  and lustrous white pearl worth 1000 gp.
  71. GALLERY
  Enormous murals on the north, west, and south walls realistically 
  depict an orgy of humans practicing gruesome acts of cannibalism on 
  one another. Every so often one of the depicted cannibals’ eyes 
  appears to glance at someone in the room and then quickly look away. 
  All the cannibals’ eyes radiate faint illusion magic.
  A stepladder fashioned from steel and petriﬁed wood stands in the 
  northeast corner near an open ebony box (worth 580 gp) containing 16 
  sealed paint jars and three long, silver paintbrushes (175  gp each) 
  embellished with intricate designs of leeches and maggots. One of the 
  paint jars contains  a translucent gray ﬂuid that is actually an oil of 
  slipperiness. Another is a magical white paint (worth 300 gp) that 
  causes any eyes painted with it to sporadically glance back at the 
  viewer;  there is enough paint left to render 20 more eyes. The balance 
  contain mundane colorants.
  72. SCRIPTURA-MORPHU
  The eerie designs covering the walls radiate strong alteration and 
  divination magic. As the designs are viewed by intelligent creatures, 
  they shift and reshape into words and paragraphs in all languages 
  known by those creatures.
  Only diminutive letters are formed, so a distant observer gleans but 
  vague notions of their signiﬁcance. In fact, the words tailor themselves 
  to the desires  of the viewer, so that one character might notice phrases 
  about ﬁnding lost love, whereas another might perceive suggestions  for 
  satisfying revenge or procuring wealth.
  To fully comprehend these messages, which are actually fraudulent in 
  content, the reader must be within arm’s reach of the wall, but by 
  doing so he becomes subject to the magic of the designs. He must save 
  vs. spells  or be transformed into a normal ape, as a polymorph 
  other spell, including the requisite system shock roll and chance of 
  personality/mentality change. Characters that save necessarily recoil 
  from the wall, shield their eyes, or similar;  further attempts  to intuit the 
  messages require more saves.
  Servitor apes will, of course, attempt to subdue any ape-form 
  characters and take them for surgery.
  15
  
  73. SCULPTURE OF THE EMBRACE
  The stairs to the north descend 60’ before arriving at area 111.
  Four unﬁnished granite statues rise nearly to the top of this  40’ tall 
  chamber, bending at the waist and intermingling disproportionately-
  long arms into a tangle that occludes sight to the chamber’s  upper half. 
  Though obviously humanoid in form with slender torsos, the statues 
  do not yet feature ﬁne details that would allow an observer to recognize 
  the race the sculptor intended to depict. Their feet seamlessly join with 
  the ﬂoor stone.
  A grell lurks within the tangle of arms. If a light source is used here, 
  the shadows improve the grell’s  chances of surprise to 3 in 6, possibly 
  allowing enough time to grab an unfortunate character and retreat 
  back into the tangle.
  Grell: SZ M; AC 4; MV 12”; HD 5; hp 20; #AT 11; THAC0 15; 
  Dmg 1-4(x10)/1-6; SA paralyzation; SD immune to lightning; AL NE; 
  XP 952; FF p. 46.
  74. GIBBERING HEADS
  Many bloodstains discolor the ﬂoor. Several dismembered bestial limbs 
  lie near the east door, and copious bits of teeth, bone, and withered 
  ﬂesh are scattered about.
  Pedestals in the alcoves each hold a stuffed, preserved, and stitched ape 
  head, although neither the eyes nor mouths are sewn closed. Their eyes 
  bulge and seem to stare at anyone who enters. If someone reaches the 
  center of the room or touches one of the heads, the heads begin 
  hollering gibberish, causing confusion in any non-apes within 40’ 
  that fail a save vs. spells. The clamor ends when no living creatures are 
  in the room, or when the heads are destroyed;  each has 5 hit points. 
  The heads are magical objects, not creatures, so they are not possible 
  targets for confused creatures’ attacks.
  Destroying a head with a violent blow may ruin the precious  stone 
  within it. Two heads contain oblong chunks of amber (100 gp each), 
  the third contains a cracked diamond (350 gp), and the last contains a 
  torus-shaped carnelian stone (ostensibly worth 100 gp) that is actually 
  an empty ring of spell storing capable of holding audible 
  glamer, wizard lock, and protection from normal missiles.
  Any pandemonium here may arouse the cruel curiosity of the nearby 
  zerpanax (area 76) or a group of grimlocks from areas 53, 80, or 81.
  75. RUBBISH ROOM
  Heaps of worthless detritus have been strewn here: Broken glass 
  shelving, crumbling statuary, bent steel ﬁxtures, soiled textiles, smashed 
  door beams, bones, crushed ﬁre beetle shells, and so on. The refuse 
  continues to the west, into the space beyond the archway, which is the 
  lair of a dozen giant ﬁre beetles.
  Giant Fire Beetles (12): SZ S; AC 4; MV 12”; HD 1+2; hp 6 each; 
  #AT 1; THAC0 18; Dmg 2-8; AL N; XP 33; MM p. 9.
  76. ESVET’S LOBBY
  Thick, leafy vines completely obscure the walls in the east and 
  northwest portions of this chamber, growing out of dozens of pots 
  made from ﬁre beetle shells, and climbing up the walls onto some parts 
  of the ceiling. The densest masses  of these darkly-colored vines sprout 
  short beans. These plants are not native to the surface world, and have 
  been cultivated by the zerpanaktes.
  A pair of 5’ tall alabaster snake statues stand near the middle section of 
  the west wall, one looking to the east, and the other looking to the 
  northwest – toward the thickest concentrations of vines on the 
  respective walls. The statues depict very stout snakes with man-sized 
  heads, closed mouths, and wide-open eyes. Their eyes emit strong 
  ultraviolet light (only visible to creatures with ultravision) via a variant 
  of a continual light, which enables the vines  to thrive here. Because 
  they are somewhat worn and chipped, the statues are only worth 
  325 gp each as art objects. Each statue weighs 250 lbs.
  Hundreds of ape hand impressions  decorate the west walls. On the 
  east walls, the vines hide three separate sections of inscribed archaic 
  runes:
  North Section: “The Gann’s eternal gifts  bless us with vision 
  that spans  epochs. We enjoy our boon until he returns to 
  discharge us.”
  Middle Section: “Contained within obsidian, the mighty seed 
  remains  dormant. So shall it be until the Gann comes  to 
  reclaim it.”
  South Section: “We serve loyally as no others can serve. 
  Neither our mother nor our father, the Gann is nonetheless 
  equal in our conception.”
  The zerpanax Esvet cares for the room’s vine gardens, occasionally 
  using a goblin thrall (see area 77) for tasks that require hands. Much of 
  the time he rests, coiled among the pots in the northwest corner of the 
  room.
  Esvet is eager to acquire a stronger and more capable thrall, of an 
  appropriate size of course, but he’s both cautious  and opportunistic. 
  He would gladly assail a lone individual, and even prey on outlying 
  members of a group distracted by other foes. But if faced with the 
  entirety of a strong party, Esvet ﬂees northward into the natural 
  caverns.
  Zerpanax – Esvet: SZ L; AC 5; MV 15”; HD 4; hp 21; #AT 1; 
  THAC0 15; Dmg 1-3; SA poison (paralysis), thrall; SD 10% magic 
  resistance; AL NE; XP 262; see new monster section.
  77. ESVET’S DEN
  A nest of eight great griffon-hide pillows (50 lbs. and 30 gp each) in the 
  southeast corner contains  scraps of molted snake skin. Two broad, 
  shallow cone-shaped alabaster bowls  (40 lbs. and 95 gp each) sit next to 
  the nest. One is ﬁlled with fresh water, the other with a mixture of 
  short beans and crumbled fungus.
  Esvet’s goblin thrall lies unconscious  on coarse mats in the northeast 
  corner. He has a pair of fang puncture wounds on his lower back.
  Goblin Thrall: SZ S; AC 6; MV 6”; HD 1-1; hp 3; #AT 1; 
  THAC0 20; Dmg 1-6 or by weapon; AL LE; XP 14; MM p. 47. 
  Wields a long sword.
  16
  
  78. BROAD HALL
  Both sides of the oversize stone doors to the north are inscribed from 
  top to bottom with a glowering primate face. Though quite massive, 
  they are well balanced and swing open easily. 
  East of the door on the south wall is a ﬁreplace-like niche (2’ square) in 
  the form of an upward-looking ape head relief with mouth wide open. 
  The 160’ tall shaft that rises from within the niche is so cramped that 
  only a halﬂing-sized or smaller creature can ﬁt within. Small steel 
  rungs start at the 20’ mark and lead upward to the top.
  Between the 50’ and 70’ marks, the shaft is choked off with old, but 
  still thick, spiderwebs. Within is a web-wrapped, desiccated sprite 
  corpse clutching a druidic scroll of create water. Clearing the webs 
  with ﬁre will destroy the scroll and cause the sprite corpse to fall before 
  burning completely, likely colliding with anyone in the shaft.
  The shaft ends in a steel hatch with a circular handle and lock that 
  opens onto the exterior hillside. Until the hatch is opened, it’s nigh-
  undetectable from the outside due to the earth and vegetation atop it.
  79. GRANITE PHILOSOPHERS
  Two ape statues seamlessly protrude from the granite ﬂoor, each twice 
  as tall and broad as a normal ape. Each wears a peculiar doublet. The 
  western statue clutches  a writing quill to its chest with both arms;  the 
  eastern statue clutches  an oversized tome. The statues provide clues for 
  the invocation of the etching in area 100.
  Whenever the west statue is touched, a permanent magic mouth 
  causes it to utter one of these phrases:
  “Never odd or even.”
  “Draw, O coward!”
  “Drab as a fool, aloof as a bard.”
  “Rise to vote, sir.”
  “Was it a cat I saw?”
  “Flee to me, remote elf!”
  Whenever the east statue is touched, its permanent magic mouth 
  verbalizes one of the following:
  “knock-knock”
  “shush”
  “quack”
  “clang”
  “boom”
  “sizzle”
  Any noise here, including statue speech, alerts the margoyles in 
  area 102.
  80. GUARDED FOUNTAIN
  At the north point in the circular section of the room, a large simian-
  motif fountain mask, fed by an outlet from a much-deeper 
  underground river, spews from the wall into a 40’ deep drainage shaft. 
  The bottom of the reservoir ends in a pile of boulders, through which 
  the water drains. A stone lever hidden in the mask’s mouth causes the 
  secret door to open by way of water pressure.
  Seven male grimlocks live here to guard the fresh water source for their 
  clan. Their trappings  include lizard-skin bedrolls and iron cutlery. One 
  of their number always keeps  “watch” with an ear against the western 
  door.
  Grimlocks (7): See sidebar.
  81. GRIMLOCK WARRIORS
  Three bed-sized sections of the chamber along the west wall are 2’ 
  higher than the surrounding ﬂoor and feature broad humanoid-shaped 
  depressions.
  The grimlocks lounge around the raised sections and bicker when not 
  otherwise occupied. They can easily hear disturbances through the 
  portcullises up to area 88, and they aggressively react to summons from 
  other locations.
  Grimlocks (10), Females (2): See sidebar. Females are armed.
  Grimlock Leader – Hazteh’z: AC 4; HD 3; hp 17; XP 91; 
  otherwise as normal grimlock. Wields a two-handed sword and carries 
  15 gp.
  82. BLOCKED PASSAGE
  Steel bars run from ﬂoor to ceiling here, with only 3” gaps between 
  them, effectively blocking passage to the north. There is no mechanism 
  for opening the bars.
  83. OCCUPIED RESERVOIR
  The circular portion of the room hosts a 60’ deep reservoir, with 
  nearby groundwater keeping the shaft full up to 1’ below the lip. Two 
  water weirds occupy the reservoir.
  5’ above the ﬂoor on the center of the south wall is a life-size etching of 
  a brain with connected eyes. The etching is  from the proﬁle, with the 
  eyes  looking toward the west wall. In conjunction with the runes  in 
  area  10, this is a pointer to the location of the polymorph effect at 
  area 72.
  This room contains no mechanism for opening the secret door.
  Water Weirds (2): SZ L; AC 4; MV 12”; HD 3+3; hp 17, 14; 
  #AT 1; THAC0 13; Dmg 0; SA drowning; SD sharp weapons cause 
  only 1 damage, resistant/immune to many attacks, disrupts instead of 
  dying; AL CE; XP 436; MM p. 100.
  17
  
  84. ALCOVES AND PROGENY
  The alcove pedestals here are empty, having already been looted by the 
  grimlocks. Presently a large group of grimlock young live here, 
  overseen by a half-dozen females.
  Grimlock Females (6), Young (18): See sidebar.
  85. GRIMLOCK HOST
  Many grimlocks live here, along with a domesticated subterranean 
  lizard that rests just into the north hallway. This  is also a central eating 
  room for the clan;  ﬂayed and butchered cuts of troglodyte and goblin 
  lie on leathery serving mats, next to clumps of edible fungus and moss.
  Grimlocks (12), Females (3), Young (5): See sidebar. Females are 
  armed.
  Grimlock Leader – Chr’ta: AC 4; HD 3; hp 12; XP 91; otherwise 
  as normal grimlock. Wields a two-handed sword. Carries 10 sp, 12 ep 
  and 8 gp.
  Grimlock Leader – Saa-Firn-Uuw: AC 4; HD 3; hp 15; XP 91; 
  otherwise as normal grimlock. Wields a two-handed sword. Carries 4 
  hematite stones worth 10 gp each.
  Subterranean Lizard: SZ L; AC 5; MV 12”; HD 6; hp 28; #AT 1; 
  THAC0 13; Dmg 2-12; SA double damage on natural 20; AL N; 
  XP 512; MM p. 61.
  86. COLD FORGE
  Grimlock smiths craft and repair weapons  on the three anvils  here, 
  hammering, folding, snipping, and rolling without the use of heat. Also 
  present are a sharpening wheel, countless implements on racks, a loose 
  pile of copper ore (400  lbs., worth 20  gp), a barrel of iron scrap 
  (220  lbs., worth 11  gp), a dozen ﬁnished iron broad swords, and a 
  cracked wooden chest containing 15 iron collars shaped like 
  undulating serpents.
  Grimlocks (5), Females (2): See sidebar. Females are armed.
  87. CHIEFTAIN AND CHAMPION
  At the south wall opposite the door, two mottled black eel-man corpses 
  hang from trestles, splayed-open and dripping, with ﬂesh-slicing knives 
  on the ﬂoor beneath their dangling feet. Toward the center of the 
  chamber, muscular grimlock warriors lounge with their women on 
  scaly mats, savoring vinegar-soaked entrails from ceramic bowls.
  E’yaru, the chief of the clan, reclines on his  wide iron throne against 
  the east wall, with his champion leaning close by. Before them, much 
  like a footstool, rests a circular iron chest. Several lengths of chain and 
  three padlocks secure its lid. Within the chest are:
  •
   Shrunken head of a white-haired grimlock.
  •
   Three thin sheets of copper, stippled with the names  of 253 
  grimlock ghosts that will, according to the writing, seek 
  vengeance upon whomever might purloin the clan’s treasure.
  •
   Lizard-gut bag containing three large tourmaline stones (200 gp 
  each), two small tourmaline stones  (65  gp each), and three 
  carnelian stones (50 gp each).
  •
   Folded parchment showing the location of some other adventure 
  site in your own campaign.
  •
   170 gp and 10136 sp.
  •
   395 lbs. of pure silver ore, worth 10 sp per pound.
  E’yaru believes the parchment to be a map of some value, but such a 
  diagram is incompatible with grimlock senses, so he is  unable to act 
  upon it. He may offer it as barter for other services or goods.
  18
  GRIMLOCKS
  BACKSTORY: The zerpanaktes brought the grimlocks to the complex 
  and granted them tenancy in exchange for the clan’s promise to 
  bring an unharmed human back from every raid into the surface 
  world and deliver it to the zerpanaktes. However, the grimlocks have 
  not yet been permitted to raid the surface, due to the zerpanaktes’ 
  similar agreement with the ﬂinds.
  It has been more than a generation since this grimlock clan has 
  hunted humans in the surface world, and their patience is running 
  short. They are contemplating an assault against the ﬂinds, and will 
  consider cooperation with any group that has similar aims. In fact, 
  the current chieftain, E’yaru, would even listen to a proposal to turn 
  against the zerpanaktes;  but if E’yaru is killed, the successor will not 
  be so bold. Of course, if the grimlocks do overcome the 
  zerpanaktes, E’yaru will measure his chances against the player 
  characters!
  Note that the grimlocks’ intense lust for human meat may 
  complicate parley with any group that includes humans.
  TACTIC NOTES: While defending their lair, these grimlocks will not 
  ﬂee unless their leaders or champion also ﬂee, or are slain. Grimlock 
  senses allow them to ignore a variety of common defenses: 
  Invisibility, cloaks of elvenkind, mirror image, hiding in shadows, 
  etc.
  TYPICAL STATISTICS:
  Grimlocks: SZ M; AC 5; MV 12”; HD 2; hp 11 each; #AT 1; 
  THAC0 16; Dmg 1-6 or by weapon; SD immune to visual effects, 
  saves as 6th level ﬁghter; AL NE; XP 46; FF p. 48. They wield iron 
  long swords or broad swords. They carry either 18 sp and 4 gp, or 
  17 ep, or a small hematite stone (5 gp).
  Grimlock Females: AC 6; HD 1; hp 4 each; THAC0 19; 
  otherwise as normal grimlocks. Generally unarmed. If armed, they 
  wield iron battle axes or hand axes.
  Grimlock Young: AC 6; hp 1 each. Noncombatants.
  
  In combat, E’yaru uses his wand to blind enemies, so his warriors can 
  slay with impunity.
  Grimlocks (6), Females (4): See sidebar. Females are armed.
  Grimlock Leader (Chieftain) – E’yaru: AC 3; HD 3; hp 17; 
  XP 91; otherwise as normal grimlock. Wields a two-handed sword and 
  a wand of illumination (62 charges; made of magnesium alloy in 
  the shape of a gigantic sewing needle; command word is “eye”). Wears 
  a closed-faced, iron helm without eye slits and set with 15 bloodstones 
  (worth 900 gp). Carries three iron keys for the chest padlocks.
  Grimlock Champion – Cskurr: AC 3; HD 4; hp 30; THAC0 15; 
  XP 157; otherwise as normal grimlock. Wields a two-handed 
  sword +3, Frost Brand.
  88. CROWDED HALLWAY
  Young grimlocks play here under the supervision of a few females. 
  They can easily hear combat or other loud noises in adjoining areas, 
  even as far as area 81, and will alert the rest of the clan.
  The passage to the south is blocked by steel bars  that run from ﬂoor to 
  ceiling, with only 3” gaps  between them. There is no mechanism for 
  opening the bars.
  Grimlock Females (3), Young (12): See sidebar.
  89. LABOR ROOM
  Grimlock females and young are cramped here performing various 
  chores amidst sleeping pallets and unsavory edibles.
  Grimlock Females (18), Young (10): See sidebar.
  90. MENACING JUNCTION
  Standing at the back of the short western offshoot is  a hulking monster 
  – a 9’ tall humanoid reminiscent of both a crocodile and a rhinoceros, 
  poised and ready to charge with its  crystal horns. Though lifelike, it is 
  simply a stuffed and very well preserved specimen from another world. 
  It radiates moderate alteration magic thanks  to a permanent Nystul’s 
  magic aura spell.
  The door to the east is secured by a wizard lock cast by the Gann at 
  15th level of ability.
  91. INHABITED CLOCKS
  An enormous brass-framed sand clock, 10’ tall and nearly as wide, 
  hangs from the east wall by a brass  spindle that goes into a hole in the 
  wall. Another, somewhat smaller (5’ tall) sand clock is similarly 
  suspended from the south wall. Roughly half of the large clock’s sand 
  has already fallen into its lower globe, and the slow trickle makes it 
  difﬁcult for an observer to estimate how much time remains. The 
  smaller clock’s sand is entirely within its lower globe.
  Close inspection of the sand clocks reveals a pentacle frosted into each 
  of the four glass bulbs, as  well as small, light blue quartz stones (5 gp 
  each) within with the sand. There are 4 of the latter within the small 
  clock and 34 within the large clock;  the stones are large enough and 
  the sand is ﬁne enough that the stones do not clog the ﬂow.
  Further, the masses of sand inside the large clock appear to be 
  comprised of vaguely humanoid forms, folded and intermingled about 
  one another. This  sand is actually a group of ten sandmen. The 
  smaller clock holds a single sandman, curled up within the lower globe. 
  Though currently all dozing, the sandmen will wake in response to 
  noise or ﬂipping of the clocks. The pentagrams prevent them from 
  breaking free of their own containers, so they try to bargain for release. 
  In exchange, they can only offer meager wealth (their quartz stones) 
  and information;  they know details about the origin and purpose of 
  the Gann’s  complex. Once released, their presence can cause sleep; 
  they may take advantage of their liberators’ susceptibility, putting more 
  to sleep with touches if necessary, and stealing any available gemstones 
  before leaving.
  There are presently 50 years of ﬂow remaining in the large clock. 
  When it ﬁnishes, a connected counterweight mechanism inside the wall 
  causes the clock to ﬂip about the spindle to begin a new measure of 
  time. The clock can also be ﬂipped manually, though it is extremely 
  heavy. Each time the large clock ﬂips, the connected mechanism causes 
  the smaller sand clock to ﬂip, causes the outer doors of the Gann’s 
  complex to open (area 1), and causes three random stasis cell doors to 
  open (area  24), thus beginning a new maintenance phase for the 
  complex.
  The smaller clock’s  ﬂow takes 10 days to ﬁnish. Upon completion, its 
  counterweight mechanism causes the outer doors to close, which in 
  turn triggers the whistle pedestals  at areas 23 and 50. Like the larger 
  clock, the smaller one can be ﬂipped manually.
  With some effort, the small sand clock can also be pulled away from 
  the wall slightly, causing the secret door in the north wall to pop open.
  Sandmen (11): SZ M; AC 3; MV 9”; HD 4; hp 18 each; #AT 1; 
  THAC0 15; Dmg sleep; SA sleep; SD 20% magic resistance, 
  protection from normal missiles; AL N(E); XP 287; FF p. 77.
  92. STASIS CLOCK
  A hand-sized sand clock with a brass frame rests in the leftmost of 
  three nooks  in the north wall. If this  clock of unearthly 
  preservation is broken or smashed, its potent magic takes effect;  all 
  creatures  and other living organisms within a 5’ radius are held in 
  quasi-ethereal stasis, appearing ghostly and unmoving, and only able to 
  be harmed by attacks that affect ethereal creatures. Creatures are 
  restored to normal when their translucent form is  touched by the ﬂesh 
  of another creature. When used in a mundane fashion, the clock’s ﬂow 
  completes in 5 minutes and 11 seconds.
  There is no affordance inside this room for opening the secret door.
  19
  
  93. TRAPPED ALCOVES
  Both alcoves feature the usual pedestal, but only the west pedestal hosts 
  a stuffed, preserved, and stitched ape head. Within the stufﬁng, the 
  head contains a violet garnet worth 610 gp.
  The pit trap triggers upon lifting anything off of the pressure plate at 
  the top of either alcove pedestal, dropping anyone in the indicated 
  area into the 50’ deep pit. The pit door swings closed again a few 
  seconds after opening. A ghast who had fallen into the trap some time 
  ago now waits at the bottom – hungry for a companion. Also at the 
  bottom of the pit are a section of furry scalp, bits  of smashed skull, 
  and a badly cracked violet garnet worth 20 gp.
  Ghast: SZ M; AC 4; MV 15”; HD 4; hp 22; #AT 3; THAC0 15; 
  Dmg 1-4/1-4/1-8; SA paralysis, stench; SD undead immunities; 
  AL CE; XP 262; MM p. 43.
  94. EMPTY PEDESTAL
  The alcove pedestal is  empty but radiates faint alteration magic. 
  Placing an undamaged and un-looted preserved ape head onto the 
  pedestal causes the one-way door near area 95 to open for 1 turn.
  95. WIZARD LOCKED DOOR
  The door to northwest is  held fast by a wizard lock spell cast by 
  Samuel-of-the-Loam (see area  109). Opening it triggers a magic 
  mouth as described in area 107.
  96. LABORATORY
  Running along the west wall is a long worktable crafted from electrum 
  piping and glass panels, worth 600  gp intact or 200  gp as salvaged 
  electrum. On top of this rest an electrum suturing needle (10 gp), a 
  pair of large electrum tweezers (50  gp), and four platter-sized glass 
  dishes with tall lips.
  A long electrum cage (420 gp) rests against the east wall, and contains 
  the shriveled remains of eight black cats. Close inspection of the 
  carcasses reveals  a healed incision running lengthwise on each cat’s 
  belly. Stacked near the door of the cage are nine ceramic feeding 
  bowls.
  At the north point of the room, a petriﬁed wood stool rests before an 
  electrum and steel device reminiscent of a spinning wheel (80  gp). 
  Next to it is an electrum spool (10  gp) wound with 380’ of strong 
  thread spun from cat intestines.
  97. DISSECTION
  A coal-black sabre-tooth tiger carcass lies here, now time-withered, and 
  apparently abandoned during dissection, with its midsection neatly 
  opened up, and various organs pushed aside. Its large maxillary canine 
  fangs, its front claws, and its heart have all been removed.
  98. ETHEREAL FOLIAGE
  Note: The dotted line on the map is an illusory wall. From the door, 
  the room appears to be 30’ deep.
  Ghostly, translucent vines and creepers dangle from a high, petriﬁed 
  wood trellis that starts just inside the door and continues to the far 
  “wall” 30’ away. They grow from earth-ﬁlled granite troughs arranged 
  in a U-shape. Dozens of the creepers dangle down the “tunnel” 
  formed by the trellis, touching the ﬂoor in many places, such that only 
  the smallest of creatures could navigate the room without touching the 
  foliage.
  These ghostly plants are actually a single bloodthorn plant, presently in 
  stasis, existing halfway between the ethereal and prime material planes. 
  In this  state, the bloodthorn cannot be harmed except by attacks that 
  can affect ethereal targets;  in fact, the plant remains  hanging even if 
  the trellis or troughs are destroyed. Any creature touching the ghostly 
  bloodthorn simultaneously reanimates it and shifts it fully back to the 
  prime material plane, usually allowing the bloodthorn to make at least 
  one attack.
  Bloodthorn: SZ L; AC 4 (tendril), 3 (trunk); MV 0”; HD 20; hp 77; 
  #AT 2-5; THAC0 15; Dmg 25% max hp; SD 8 tendrils have 7 hp 
  each, separate from trunk hp; AL N; XP 3950; MM2 p. 18.
  99. LOCKER
  Beyond the illusory wall, the Gann’s guardian familiar stands atop a 
  peculiar, almost organic-looking, 5’  tall locker positioned against the 
  south wall. This extraordinary black cat defends  the locker against any 
  disturbance.
  The locker is made of a tar-colored synthetic resin, with ridges and 
  bone-like lumps  along the edges, as well as patches of short hairlike 
  growths on the surfaces. One ridge projects near a C-shaped seam, 
  allowing most of the locker’s front to be swung open. Within the locker 
  are the following items:
  •
   A 4’ long, T-shaped steel implement made from a pair of steel 
  cylinders fused together. This  is a key for activating/deactivating 
  the vaporizing eye beams of the enormous ape head statues  at 
  area 1.
  •
   A quadruple-tubed, 5’ long wind instrument reminiscent of an 
  oboe, and constructed of hardened resin with three platinum 
  valves. This is actually a staff of command with 9 charges; 
  each of its three functions  is activated by playing it with one of 
  the valves depressed.
  •
   Tall glass  panel etched with archaic runes explaining that 
  although fey lifespan is well suited to the caretaker role, their 
  propensity toward recalcitrance and resistance to magic both 
  strongly oppose any reprogramming recipe applied to their 
  cerebrum;  the caretakers shall therefore be selected from among 
  the larger primates present on the world.
  •
   Another tall glass panel etched with archaic runes – research 
  notes on two forms of stasis. The ﬁrst form, being large in scale, 
  is suitable for arbitrary caretakers, but it is imperfect in that slow 
  decay befalls those so affected. The second form is personal in 
  scale and correctly prevents all aging and deterioration;  the 
  remaining sand and glass will allow the creation of three stasis-
  ethereality clocks whose effect can be ended via touch of the 
  ﬂesh.
  20
  
  •
   A third, shorter glass panel etched with archaic runes comprising 
  just one note: “Annihilation Seed: black = dormant;  red = 
  energized.”
  •
   Two resilient and ﬂexible garments made of thin, gold-mithral 
  alloy, which when worn together form head-to-toe suit with no 
  openings to see from. The suit is worth 680 gp.
  Guardian Familiar: SZ S; AC 8 to 0; MV 12” to 28”; HD 1 to 9; 
  hp 4 and more; #AT 3; THAC0 19 to 12; Dmg 1-6/1-6/1-4 and 
  more; SD 75% magic resistance, nine lives; AL LN; XP 2286; 
  FF p. 49.
  100. ERUDITE SLAB
  A bed-sized, transparent slab of glass sits in the center of the room. A 
  humanoid-shaped depression in the top would generously ﬁt even a 
  burly, 6’ tall man. The head part of the depression is oriented toward 
  the west wall, and features an olive green, rounded serpentine stone 
  (200 gp) embedded at the nadir.
  The stone has a strong alteration aura as long as it remains embedded 
  in the glass slab. Anyone lying within the depression feels comfortable 
  and inclined to sleep for a full, normal cycle. Doing so causes the 
  sleeper to experience mind–enhancing dreams. Roll d20 when the 
  character wakes;  if the result is higher than the lower of the character’s 
  Int or Wis, add one point to either stat (the character’s choice). The 
  stone functions three times before crumbling into worthless grit.
  Covering most of the north wall, an enormous, striped sabre-tooth 
  tiger skin hangs with its great fanged-head looking downward, 
  seemingly gripping the wall via its rear claws. It is worth 1750 gp.
  Hidden from sight behind the sabre-tooth tiger skin is a life-size wall 
  etching of a pair of apes facing mostly away from the viewer. The 
  scene depicts the left ape using a quill to draw a picture of a closed 
  wooden door in the open book held by the right ape. Each wears  a 
  peculiar doublet.
  If someone in this room concentrates on the etching and pronounces 
  any phrase which is  both a palindrome and onomatopoeia, the one-way 
  door in the north wall springs open for 1 turn. (Examples include, 
  “pop,” “peep,” and “toot.”)
  101. SILVERY GATES
  Two silver wall sculptures  depicting life-sized framed doors hang from 
  the northeast and northwest walls, apparently afﬁxed via a dozen silver 
  rivets through the frame of each. Though seemingly art objects worth 
  500  gp each, they radiate strong alteration magic and are actually 
  functional doors that lead to other adventuring sites (of your own 
  choosing). The doors are permanently afﬁxed to the walls and cannot 
  be removed, except through a wish or similar magic.
  102. MARGOYLE SENTINELS
  This 30’ high cavern of raw, unworked stone has many irregular 
  surfaces, natural ﬁssures, and narrowing crevices.
  Standing near the northeastern exit, at the point marked ‘c’ on the 
  map, is  a 10’ tall, 18” wide hammered-bronze bell supported by a stout 
  wooden frame. The bell’s shape is that of an enormous snake, rearing 
  and glaring downward at what one might imagine to be human-sized 
  prey. Because of the bell’s ﬁne craftsmanship and intricate detail – 
  every scale, wrinkle and fold has been carefully wrought – it is worth 
  2000  gp. When struck, it sounds much like a gong, though with a 
  denser reverberative quality that makes it easily heard up to 300’ away.
  Three margoyles hide among the crevices. As allies  of the zerpanaktes, 
  they are tasked with ensuring intruders are forced to meet with the 
  zerpanaktes before passing through the area. They wait for northward-
  moving groups  to pass into the larger cavern before revealing 
  themselves. The margoyles summon the zerpanaktes  with a single 
  strike of the bell.
  Because they are accustomed to the passage of grimlocks, they are only 
  25% likely to stop such a group. Under no circumstances do the 
  margoyles harass a passing group that includes a zerpanax.
  If forced into battle, the margoyles  sound the bell repeatedly as both a 
  warning to and request for help from the zerpanaktes, falling back to 
  their hidden shelf (see area 103) as necessary.
  Wedged in a narrow, twisting crack in the deepest part of the west 
  offshoot (past the ‘d’ on the map) is a ring of delusion, made of 
  meteoric iron and featuring a clover design. It is almost completely out 
  of sight, though magical detection would certainly betray its presence.
  Margoyles (3): SZ M; AC 2; MV 6/12”; HD 6; hp 30, 24, 26; 
  #AT 4; THAC0 13; Dmg 1-6(x2)/2-8(x2); SD 80% undetectable 
  against stone, hit only by magic weapons; AL CE; XP 512; 
  MM2 p. 83.
  103. EASTERN SHAFT
  Stalactites descend from the 50’ high ceiling, and the dim glow from 
  sparse growths of phosphorescent fungus  reveals little more than the 
  extents of the cavern.
  A ring of carefully crafted obsidian is mortared as a lip around a 20’ 
  diameter roughly-worked, deep hole in the ground. This shaft descends 
  160’ to a horizontal rift, opened by a recent earthquake, that runs 
  downward at a slight angle for ¼ mile before connecting to 
  subterranean caverns of your own devising.
  Three thick rope ladders, each 200’ long, are anchored into the granite 
  near the obsidian ring. 75% of the time, these are drawn up into 
  heaping coils. Otherwise, one or more ladders descend into the shaft, 
  enabling a party of grimlocks to return from their hunt in the passages 
  below.
  At the point marked ‘e’ on the map is a high cave, 30’ above the ﬂoor. 
  The cave is impossible to spot from ground level due to a jutting lip 
  and its  low (4’ high) ceiling. Vertical cracks riddle the walls within the 
  cave. Stuffed within one of the cracks is the margoyles’ treasure, 
  carefully wrapped in several layers of cloth: A magniﬁcent emerald 
  (5000 gp), an irregular violet garnet (370 gp) and six black onyx stones 
  (65 gp each).
  21
  
  104. ZERPANAKTES’ CAPTIVES
  Cells to the east and south appear to be an excavated expansion of a 
  natural cavern. Each 10’ square cell is  blocked by ﬂoor-to-ceiling iron 
  bars with a built-in door constructed of similar materials. All the cell 
  doors have locks, but none of them are conventionally locked. The 
  following three occupied cells are secured by wizard lock spells  cast 
  by Samuel-of-the-Loam (see area 109):
  g.
   This cell holds a human, Newluck Psalt (Ftr 2nd, 6 hp of 12 max, 
  AL  N). He is a henchman of Keshler (see area  109), and he 
  witnessed the zerpanaktes take both Keshler and Samuel-of-the-
  Loam as thralls after their party became overmatched and 
  surrendered.
  h.	 The zerpanaktes keep a mated pair of death dogs here that they 
  captured but have so far been unable to tame.
  
  Death Dogs (2): SZ M; AC 7; MV 12”; HD 2+1; hp 9, 13; 
  #AT 2; THAC0 16; Dmg 1-10/1-10; SA bite delivers disease, 
  knock down on natural 19/20; AL N(E); XP 135; FF p. 23.
  i.	
  A recently deceased human corpse lies face-down just inside the 
  cell door, with badly infected puncture wounds on his back. This 
  was Ferd Whistler, a man-at-arms employee of Keshler.
  105. OCCLUDED PASSAGE
  Bent and torn remnants of bolted steel framing at each end of this 
  passage suggest that gates  may have once restricted access here. 
  Dozens of long strips of translucent molted snake skin hang from 
  ceiling to ﬂoor here, limiting clear sight to 5’.
  Halfway down the passage is a door on the north wall. Scratched into 
  it are the standard runes for Halt and Private.
  106. OSTENSIBLY PRIVATE ROOM
  Two gas spores (90% chance to mistake these for beholders) hover over 
  a distended, decomposing minotaur corpse in the center of the room. 
  Broken and crooked electrum tubes lie amidst cracked and broken 
  glass shelving around the perimeter. In total, the electrum tubes weigh 
  50 lbs. and are worth 250 gp.
  The zerpanaktes set up this room and the runes on the outside of its 
  door to tempt and kill any would-be thieves.
  Gas Spores (2): SZ L; AC 9; MV 3”; HD n/a; hp 1; #AT 1; 
  THAC0 20*; Dmg nil; SA infestation, explodes for 6-36 damage, save 
  vs. wands for half; AL N; XP 33; MM p. 42.
  107. FUNGAL GARDEN
  Phosphorescent fungus  on the loamy ﬂoor and the 20’ high ceiling 
  illuminate the entirety of this  natural cavern with a soft viridescent 
  glow. Odd, waxy mulch lies in and around a variety of moss and 
  toadstool beds. Ten of the toadstools  are nearly man-sized. A passage 
  leading northwest out of this cavern slopes up steeply. (It gains 30’ in 
  elevation over 40’ of distance.)
  Several of the toadstools are actually violet fungi and shriekers. Careful 
  fertilization keeps all of them within 10-15’ of the eastern wall. 
  Intentionally cautious travel along the west side of the chamber is the 
  only way to stay out of their range. Close inspection of the “mulch” 
  reveals it to be shredded pieces of molted snake skin.
  The door to southeast is protected by both a wizard lock (cast by 
  Samuel-of-the-Loam (see area 109) and a magic mouth that lustily 
  announces the following when the door is opened:
  “And lo! Visitors in attendance! As you please, you may 
  partake of the toadstools and lichen, but the tubers  are 
  reserved for the host!”
  This is  loud enough to alert the nearby zerpanaktes and trigger an 
  extra wandering monster check.
  Violet Fungi (3): SZ M; AC 7; MV 1”; HD 3; hp 14, 16, 8; #AT 1-4;  
  THAC0 16; Dmg nil; SA ﬂesh rot; AL N; XP 189; MM p. 42.
  Shriekers (2): SZ M; AC 7; MV 1”; HD 3; hp 14, 12; #AT 0; 
  SD noise; AL N; XP 114; MM p. 87.
  108. WESTERN SHAFT
  Extensive colonies of phosphorescent fungus on the 70’ high ceiling 
  provide dim light sufﬁcient to identify a creature’s basic form, but not 
  enough to recognize a speciﬁc individual. The light also spoils 
  infravision, of course. The wide opening to the west is 30’ up the wall 
  of this chamber;  the opening itself is plainly visible due to the 
  illumination, but it is dark beyond.
  A shaft with a 25’ diameter obsidian lip – similar to the shaft in 
  area 103 – descends 240’ to the point where it becomes ﬂooded, and 
  continues another 50’ underwater. A seismic rupture at the bottom of 
  the shaft leads  to subterranean rivers of your own design. Any 
  disturbance of the water is 25% likely to arouse the curiosity of a pair 
  of giant octopi that hunt these depths.
  At the end of the eastern offshoot marked with ‘f’ on the map, a knee-
  high pile of rubble covers the ﬂoor, apparently having broken from the 
  ceiling during the recent earthquake. Poking or prodding the offshoot’s 
  ceiling causes  more rubble to fall;  anyone within the offshoot takes 2d6 
  damage.
  Giant Octopi (2): SZ L; AC 7; MV 3//12”; HD 8; hp 26, 40; 
  #AT 7; THAC0 12; Dmg 1-4(x6)/2-12; SA constriction; SD ink cloud, 
  camouﬂage; AL N(E); XP 910; MM p. 75.
  109. ZERPANAX DEN
  The irregular ceiling averages 20’ in height. Both exits from this cavern 
  descend;  the southeast passage slopes down 30’ over 40’ of distance, 
  whereas the wider opening directly to the east overlooks a sheer face 
  that drops down the same amount.
  This is the shared lair for three zerpanaktes and their thralls.
  Zharuss’s  immense bed of smooth, ﬂat stones ﬁlls  most of the north 
  cul-de-sac, along with an iron platform for his thrall, Samuel-of-the-
  Loam. Laid out nearby nearby is a lantern (lit only when necessary), 
  three ﬂasks of oil, a tinder box, and Samuel-of-the-Loam’s  spell book, 
  22
  
  which contains all the spells he presently has memorized, plus 
  comprehend languages, feather fall, magic mouth, read 
  magic, locate object, wizard lock, and dispel magic.
  Ovizs  and Najathii keep beds in the southern end, of cultivated earth 
  and shredded wood, respectively. Near Ovizs’s bed is a set of creaky 
  planks for his thrall, Keshler, plus a short bow, a quiver with 13 arrows, 
  two short swords, and a bowl containing dark fungus.
  Zerpanax – Zharuss: SZ L; AC 5; MV 15”; HD 6; hp 35; #AT 1; 
  THAC0 13; Dmg 1-3; SA poison (paralysis), thrall; SD 10% magic 
  resistance; AL NE; XP 562; see new monster section. Uses the 
  following thrall:
  Human M-u 7th – Samuel-of-the-Loam: SZ M; AC 10; 
  MV 12”; hp 26; #AT 1; THAC0 19; Dmg by weapon; SA spells; 
  AL NE; S 11; I 15; W 12; D 7; Co 15; Ch 13; XP 960. Has 
  dagger +1, potion of extra-healing, potion of polymorph 
  self, magic-user scroll (magic mouth, fear, time stop), and spell 
  components. He memorized the following spells:
  First Level: detect magic, protection from evil, 
  shocking grasp (x2)
  Second Level: levitate (x2), rope trick
  Third Level: lightning bolt, phantasmal force
  Fourth Level: ice storm
  Zerpanax – Ovizs: HD 6; hp 23; THAC0 13; XP 562. Uses the 
  following thrall:
  Elf Ftr/Thf 4th/5th – Keshler: SZ M; AC 4; MV 12”; hp 20; 
  #AT 1; THAC0 18; Dmg by weapon; SA +1 to hit with bows & 
  swords, back stab x3; SD 90% resist sleep/charm; AL N; S 9; I 10; 
  W 14; D 15; Co 8; Ch 14; XP 395. Has leather armor +2, large 
  shield, long sword, wand of magic missiles (41 charges; 
  mahogany stick with gold leaf spiraling; whisper to activate), and a 
  ring of ﬁre resistance. He has the following thief abilities:
  PP 55; OL 37; F/RT 40; MS 45; HS 31; HN 25; CW 90; RL 25.
  Zerpanax – Najathii: HD 5; hp 24; THAC0 15; XP 353.
  110. VERDANT VAULT
  Hanging by an iron spike at the northwestern point of the cavern is a 
  4’ diameter alabaster sculpture of a wide-eyed medusa’s face, complete 
  with hair-snakes  looking in every direction. Each of the eyes on the 
  sculpture emits ultraviolet light (via a variant of continual light, and 
  only visible to ultravision) that helps abundant underground vegetation 
  grow throughout the cavern. The sculpture weighs 200  lbs. and is 
  worth 450 gp.
  Dozens of varieties of uncommon herbs, mosses, vines, and tuberous 
  plants grow within piles of soil, cling thickly to walls, sprout from 
  molted snake skin mulch, or spill out of squat ceramic pots. At the east 
  end of the cavern, several dense growths  of leafy tendrils continually 
  writhe;  this may give the impression of dangerous sentience, but these 
  plants are both harmless and non-intelligent.
  Many of the plants  have medicinal or alchemical uses, and are 
  recognizable by druids or other relevant specialists;  these 220  lbs. of 
  valuable specimens are worth 8 gp per pound. Additionally, some of 
  the potted plants rest on, grow over, and totally hide a damaged 
  bookcase made of bent electrum rods and cracked glass panes (worth 
  200 gp for the 40 lbs. of salvageable electrum).
  23
  ZERPANAKTES
  These zerpanaktes  are primarily interested in acquiring female 
  human (or human-like) thralls of breeding age, and they are bold 
  and aggressive when afforded the chance to do so. If the 
  potential mate is an adventurer of obvious power, they gladly 
  sacriﬁce their present thralls and use up any available magic 
  items to aid in the effort.
  If combat appears imminent, they take advantage of the higher 
  ground provided by their den, as well as their knowledge of the 
  connecting caverns, preparing ambushes, ﬂanking maneuvers, 
  and distance attacks, as appropriate.
  When joined with Samuel-of-the-Loam and staying out of sight, 
  Zharuss may use levitate to neutralize a melee-oriented foe 
  prior to any engagement. Phantasmal force can be used to 
  create an illusion of a naturally silent creature (perhaps a spectre 
  or wraith) in order to distract multiple foes at once. The fear 
  scroll is  also a good option, but time stop is risky and would 
  only be used in an emergency. Of course, he may decide his 
  direct damage spells are his best recourse.
  Once engaged in melee, any zerpanax without a joined thrall 
  concentrates on paralyzing as many enemies as possible. They 
  can also summon their margoyle allies from area 102.
  
  KEY TO THE LOWER LEVEL
  WANDERING MONSTERS
  This section of the complex is not occupied – not conventionally, 
  anyway – and is well-protected, so there are no wandering monsters 
  here unless the ape-ﬂesh golems are freed from their cells  (as described 
  later) or unless some of the protections are removed.
  For each ape-ﬂesh golem that is released, roll d6 every three turns. For 
  each 1 rolled on a die, one of the ape-ﬂesh golems is encountered. So if 
  three golems have been released, you would roll 3d6;  if two of those 
  dice show a 1, then the characters would encounter two ape-ﬂesh 
  golems simultaneously. Alternatively, you could roll just 1d6 at a time, 
  but increase the frequency of checks as more ape-ﬂesh golems are 
  released.
  Furthermore, if the main door to this  level (area 111) is left open and 
  the vaporizing beams are somehow neutralized, the middle level’s 
  wandering monster table should be used on this  level. This is in addition 
  to the possibility of encountering freed ape-ﬂesh golems!
  STEEL BARS
  The map of this level shows a number of portcullises / gates blocking 
  access to hallways and small cells. Each is actually a series of 3” thick, 
  steel bars that extend into holes  in both the ceiling and ﬂoor. There are 
  4”  gaps between the bars, so only fairly small creatures can squeeze 
  through.
  Some of the sets of bars can be opened;  these are covered explicitly in 
  areas  A1 - A4. The other sets of bars on this level do not move, and 
  there is no mechanism for opening them.
  A1 - A4. APE-FLESH GOLEM
  Each of these four cells is blocked by a set of thick, vertical steel bars, 
  which can be raised up into the ceiling holes via the winch in the 
  correspondingly-numbered W room. (So the winch in area W1 raises 
  the bars at A1, the winch in W2 raises  the bars at A2, and so on.) The 
  bars are counterweighted and can also be raised by brute force, but this 
  requires 2000 lbs. of lifting power. The bars  will not stay up, not even if 
  raised via the winch, unless they are somehow held or propped up.
  An ape-ﬂesh golem stands  within each cell. Each creature is a 
  patchwork of thick, brawny body parts from the most massive ape 
  specimens of past millennia. Variations in fur and hide coloration 
  clearly betray the fact that these are amalgam creatures.
  While within its cell, an ape-ﬂesh golem is largely passive, merely 
  surveying anyone approaching with its wide eyes. If attacked, it 
  becomes enraged, taking advantage of a sudden surge in strength to 
  heft up the bars  and charge from its  cell. An ape-ﬂesh golem also leaves 
  its cell if the bars are raised by the corresponding winch.
  Once out of its cell, an ape-ﬂesh golem patrols  the level, destroying any 
  creatures  it ﬁnds  – other than the Gann and other ape-ﬂesh golems, of 
  course. It wanders about the level, moving from room to room, even 
  using the teleporters and taking advantage of the “healing” electricity 
  in area 113. But it never travels west of the main door to the level (at 
  area 111), nor beyond the secret door at area 118. Finally, it does not 
  pass through any doors displaying a rune of Fire or Cold;  there is one 
  such door on this level, at area 117.
  Ape-Flesh Golem (1 per room, 4 total): SZ L; AC 9; MV 8”; 
  HD 8+4; hp 40 each; #AT 2; THAC0 12; Dmg 2-16/2-16; 
  SA structural damage; SD hit only by magic weapons, unaffected by 
  most spells, ﬁre and cold cause slowness, electrical restores lost hp; 
  AL N; XP 2380; MM p. 48.
  D1 - D4. DESTINATION
  The ﬂoor in each of these four small rooms is  somewhat more dingy 
  than the rest of this level, due to the dust, dirt, and other bits of debris 
  that has been brought here via the correspondingly-numbered 
  teleporter room.
  T1 - T4. TELEPORTER
  Each of these rooms is pristinely clean, as though it has never been 
  soiled or dusty. The walls, ceiling and ﬂoor radiate strong alteration 
  magic.
  Anything or anyone that is  entirely within this room and touches the 
  walls, ceiling or ﬂoor is instantly teleported to the correspondingly-
  numbered D room, along with any clothing or equipment carried. So 
  for example, a creature that steps into area T3 is teleported to area D3.
  W1 - W4. WINCH
  Each of these four rooms features  a cross-shaped steel winch handle on 
  one wall – the north wall in W1 and W3, the east in W2, and the south 
  in W4 – that raises the bars  blocking access to the corresponding ape-
  ﬂesh golem cell.
  24
  
  111. DEEP SENTRIES
  Two massive ape head statues ﬂank the square stone door here. The 
  dour visages are identical to those guarding the exterior entrance to the 
  complex (area 1), and their ﬁery, glowing eyes dart back and forth as 
  they look for creatures to vaporize with their eye beams. (80’ range, 
  four beams total per round, save vs. wands or be disintegrated.) The 
  statues can only vaporize creatures they can see, and their eyes only 
  illuminate a 20’ radius. Note that unlike the similar sentries  at area 1, 
  there is no mechanism for deactivating these eye beams.
  The 8’ square door opens westward, but its  plain stone face offers no 
  handle. Worse, the east side of the door features six separate sliding 
  locks, so a single knock spell will not grant access to the space beyond.
  112. FALSE VAULT
  Set into the ﬂoor is a 10’ diameter, 5’ deep granite shaft circumscribed 
  with polished obsidian. This is covered and tightly sealed by a massive 
  plug made of translucent quartz.
  Lying at the bottom of the shaft are a rod of lordly might (no 
  charges remaining), an illegible, worm-eaten libram, a helm-sized pile 
  of completely inert mineral dust, and three delicate crystal vials 
  containing the reagents of unstoppable life (if these three 
  different acerbic liquids are mixed together and the concoction is 
  consumed in its entirety, the imbiber cannot be killed for a period of 
  52 days, regardless of any harm done to his body).
  The quartz plug weighs 2000 lbs., so accessing the shaft may prove to 
  be a challenge. Breaking the plug is an option, but falling chunks could 
  damage the items within the shaft.
  113. HAZARDOUS ATMOSPHERE
  Billowing gray clouds churn and crackle with electricity, utterly 
  obscuring all vision within this room. Anyone inside has a 50%  chance 
  per round of receiving a severe shock equivalent to a lightning bolt 
  cast by a 12th level magic-user. (This restores hp to ape-ﬂesh golems.)
  114. CONCEALED CAVITIES
  Two burial shelves are hidden here, one in each of the diagonal walls, 
  concealed by plaster that matches the granite. Within each is the 
  ancient skeletal remains of an elf with precisely drilled holes in its 
  skull. Each shelf also holds a cursed magic item: In the northwest, a 
  cursed scroll that transforms the reader into brown mold 
  (MM p. 71) as a polymorph other effect;  in the southwest a crudely 
  polished carnelian stone of weight (loadstone).
  115. DEAD END
  A 50’ deep pit trap in the ﬂoor opens when at least 30 lbs. of weight 
  passes the midway point of the trapped area. The pit door pivots 
  closed again a few seconds after opening.
  The corpse of a human henchman lies at the bottom of the pit, having 
  fallen to his doom 250 years ago. His chain mail armor and large 
  shield are still intact, but his long sword is  broken. His backpack 
  contains glass shards from four broken glass vials, long-spoiled rations, 
  a ruptured waterskin, 100’ of stiff rope, and a steel scroll tube 
  containing a charcoal rubbing on large parchment. The rubbing 
  matches the dimensions of some of the inscribed glass panes  found 
  elsewhere in the complex, and shows the same sort of archaic runes;  it 
  discusses how a particular smoking pipe appears  to affect more than 
  just elves – summoned manes, for example, react just as favorably 
  when the pipe is used in their presence.
  116. LOOTED CAVITY
  Plaster litters  the ﬂoor here, having been pried away from the northeast 
  wall, revealing a burial shelf containing smashed elf bones. Dark 
  brown bloodstains  speckle the east wall and ﬂoor, and four splintered 
  arrows lie in the southwest corner.
  117. RUNE-WROUGHT DOOR
  Runes for Fire and Cold are afﬁxed to this  door, formed of steel and 
  welded onto one of the door’s  reinforcing bands. So long as  the runes 
  are visible, ape-ﬂesh golems will not pass through this door.
  118. SECRET DOOR
  The entire wall pivots toward the south if the rightmost steel bar at 
  area A1 is pulled in a downward direction with 200 lbs. of force.
  25
  
  119. GUARDED PASSAGE
  The pit trap in this  hallway opens when 30 lbs. reaches the eastern half 
  of the trap, dropping anyone on it to the bottom, 50’ below. Moments 
  after opening, the pit door automatically closes.
  The door to the east is protected by a ﬁre trap spell cast at 15th level.
  Before the door is  a ghostly, translucent ﬂock of 32 bluejays, seemingly 
  frozen in time as they were taking ﬂight, almost completely ﬁlling the 
  hallway. On the ﬂoor below them is a scattering of sand and a broken 
  sand clock with a brass frame.
  The ﬂock is in semi-ethereal stasis and cannot be hurt except by effects 
  that affect ethereal creatures. Any creature touching one of the ghostly 
  bluejays simultaneously reanimates it and shifts it fully back to the 
  prime material plane. This  likely causes a chain reaction of 
  reanimations as the ﬁrst bird careens into others.
  One of the bluejays is actually Wanssowe, a form-changed druid, and 
  a member of the adventuring party who came to this complex 250 
  years ago. She intends to prevent the removal of the annihilation seed 
  from the complex, using deadly force if necessary. After being freed 
  from stasis, she lands and observes, changing back to human form and 
  taking other actions as appropriate, potentially waiting until she 
  understands the intentions and powers of any would-be thieves.
  Human Drd 8th – Wanssowe: SZ M; AC 7; MV 12”; hp 43; 
  #AT 1; THAC0 16; Dmg by weapon; SA spells; SD saves at +2 vs. ﬁre 
  and lightning; AL N; S 10; I 12; W 13; D 14; Co 14; Ch 17; XP 1516. 
  Has leather armor +1, a staff of striking (24 charges, command 
  word is “gash”), a half day’s food and water, plus spell components. 
  She memorized the following spells:
  First Level: detect magic, entangle (x2), faerie ﬁre
  Second Level: charm person or mammal, chill metal, 
  ﬁre trap, heat metal
  Third Level: plant growth, summon insects (x2)
  Fourth Level: cure serious wounds, dispel magic
  120. VAULT OF THE ANNIHILATION SEED
  Sitting on the ﬂoor in the center of this circular chamber is a 2’ tall, 
  cone-shaped block of obsidian. Surrounding the block are standard 
  runes for Truth, Dangerous, Fire, Death, Irresistible, Destructive 
  Power, and Warning, each repeated several times. At the center of 
  mass within the obsidian block is the Gann’s weapon:
  Annihilation Seed: This scarlet-hued kernel is small enough 
  to ﬁt comfortably in the palm of one’s hand, but weighs 200 
  lbs. due to its extreme density. The seed empathically reveals its 
  powers to anyone touching it.
  When struck by a violent blow, this powerful magical device 
  seeds  the sky to rain down plasmic ﬁre and white-hot lightning 
  for ﬁve leagues in all directions. No man-made surface 
  structure can withstand the day-long onslaught, which also 
  caves in underground structures to a depth of 100’. Creatures 
  within the area are burnt to black ash unless they have a spell 
  or magic item that can withstand the blistering scorch (and be 
  consumed or worn out in the process). Any item or spell 
  sacriﬁced in this way only protects as long as the referee allows 
  (1d6 rounds or turns are both fair), so anyone attempting to 
  ﬂee the area must either be swift or well-laden with 
  protections!
  The seed can be made dormant by encasing it within obsidian, 
  thus allowing it to sustain jolts and impacts without triggering 
  its terrible power.
  The entire ﬂoor of this vault is a very sensitive pressure plate. Presently, 
  there is  exactly 500 lbs. of weight on the ﬂoor: 200 lbs. for the 
  annihilation seed plus another 300 lbs. for the obsidian encasing it. If 
  the weight on the ﬂoor is changed (whether by persons walking on the 
  ﬂoor, by the obsidian block being removed, or any other reason) and is 
  not restored to exactly 500 lbs. within one turn, the whistle pedestals at 
  areas  23 and 50 begin producing an ultrasonic discordant wheeze, 
  sending servitor apes into a violent frenzy. The wheeze does not cease 
  until three full days have elapsed.
  26
  
  27
  NEW MONSTER – ZERPANAX
  FREQUENCY: Rare
  NO. APPEARING: 2-7
  ARMOR CLASS: 5 and see below
  MOVE: 15”
  HIT DICE: 4-6
  % IN LAIR: 50%
  TREASURE TYPE: E
  NO. OF ATTACKS: 1 or thrall’s attacks
  DAMAGE/ATTACK: 1-3 or thrall’s damage
  SPECIAL ATTACKS: Poison (paralysis) or see below
  SPECIAL DEFENSES: Nil
  MAGIC RESISTANCE: 10%
  INTELLIGENCE: Average to High
  ALIGNMENT: Neutral evil
  SIZE: L (20-30’ long)
  PSIONIC ABILITY: Nil
      Attack/Defense Modes: Nil
  LEVEL/X.P. VALUE:
      4HD: 190 + 4 per hit point
      5HD: 240 + 5 per hit point
      6HD: 400 + 6 per hit point
  Zerpanaktes (singular: zerpanax) are a race of intelligent 
  serpents whose venom gives them a form of domination over 
  humanoids. Zerpanaktes are dependent upon humanoids for 
  reproduction;  their parthenogenetic process requires a 
  humanoid host womb.
  On the initial bite, a zerpanax’s poison causes paralysis for 1-6 
  turns, allowing the zerpanax to partially swallow an affected 
  humanoid and plunge its fangs into precise locations on the 
  subject’s lower back. A zerpanax’s hit dice determines the 
  approximate size of creature it can partially swallow: 
  4 HD: 3-4’ tall; 5 HD: 4-5’ tall; 6 HD: 5-7’ tall.
  While “joined” in this way, the humanoid becomes the 
  zerpanax’s thrall, allowing the zerpanax to control its mind, 
  body, actions, and attacks. All the thrall’s knowledge is 
  accessible (through empathy), including spell casting abilities. 
  However, clerical and druidic spell casting beyond the lowest 
  level spells (1st & 2nd) may not be possible unless the 
  zerpanax’s outlook is congruent with the thrall’s  religious 
  ethos.
  When joined together, the zerpanax and the thrall are 
  considered to be a single creature, using the thrall’s attack 
  table and saving throws if they are better than the zerpanax’s 
  normal values, or vice-versa. The joined thrall does not count 
  as a “person” or “humanoid” for effects  such as hold person 
  and charm person.
  Damage is  usually applied to the thrall’s hp total ﬁrst, since 
  zerpanaktes try to orient themselves  so enemies’ attacks hit the 
  thrall’s body, but exceptions may exist at the referee’s 
  discretion. For example, attackers  that can reach the 
  zerpanax’s tail may attack it at AC 5 and inﬂict damage 
  directly to the zerpanax’s  total. A successful saving throw 
  versus an area effect spell generally indicates that the zerpanax 
  was able to shield its  own body from the damage and thus the 
  damage is applied only to the thrall’s hit points;  otherwise split 
  the damage equally between the two sets of hp.
  A detached thrall is weak and helpless for a full day, or until 
  rejoined with a zerpanax.
  Zerpanaktes sometimes enter combat without a thrall, even if 
  one is otherwise available, in order to take advantage of their 
  paralytic poison.
  
  AFTERWORD
  If my playtest group is any indication, this module is very challenging. 
  As of this  writing, nine different characters (roughly 4th/5th level) have 
  entered the complex. Of those, one scouted alone and was captured by 
  Ashkasar, two more died in combat (one from friendly ﬁre), another 
  lost a hand to the trap in area 2, and yet another was vaporized by ape 
  head eye beams. And because the party hasn’t discovered that the 
  various stitched ape heads and carcasses contain loot, they don’t have 
  much xp to show for their efforts! But the players keep coming back, so 
  the challenge appears to be enjoyable.
  If your group’s  characters  manage to survive the hazards of the 
  Gann’s complex and ﬁnd the true vault, they will have an extremely 
  potent – possibly campaign changing – weapon at their disposal. I used 
  to be wary of enabling these situations as a referee, but I’m no longer 
  so concerned;  for me, half the fun of refereeing comes from watching 
  the players try to alter the campaign in dramatic ways through their 
  characters’ actions. If the characters acquire the annihilation seed, give 
  them the freedom to use it!
  Thank you for buying this module, and I hope you and your players 
  enjoy it!
  28
  LOWER LEVEL
  1 SQ. = 10 FEET
  
  This page has been left blank for 
  optimal display in Two-Up mode.
  
  UPPER LEVEL
  MAP KEY
  1 SQ. = 10 FEET
  
  MIDDLE LEVEL
  
  For use with 1st Edition Advanced Dungeons & Dragons® 
  Chaotic Henchmen Productions
  www.chaotichenchmen.com
  Copyright © 2012 Guy Fullerton, All Rights Reserved
  Advanced Dungeons & Dragons and AD&D are trademarks of Wizards of the Coast, and are used without permission.
  Chaotic Henchmen Productions and its products are not afﬁliated with Wizards of the Coast.
  MANY GATES OF THE GANN includes complete descriptions and maps for a three-level adventure site, and 
  is easily adaptable to most campaign settings. It is the latest in a series of modules designed for either 
  independent or interconnected use. If you enjoy MANY GATES OF THE GANN, look for these other titles:
  F1 – THE FANE OF POISONED PROPHECIES
  Has the oracle gone mad? Why has she forsaken her 
  allegiances? Wealth, power, and surprising secrets await 
  those who dare explore the Sun Temple and beyond!
  AVAILABLE NOW!
  F2 – BEYOND THE IMPOSSIBLE SPIRE
  Frozen wastelands, cruel tyrants, and freakish denizens 
  await those who climb the impossible spire. Are you 
  brave enough to trespass in the domain of gods?
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/1st Edition (ODD, D&D Basic, AD&D)/1st Edition/3rd Party/Chaotic Henchmen - F3 Many Gates of the Gann.pdf