TEXT: 161
  
  1
  CEO
  Bill Webb
  Creative Director: Swords & Wizardry
  Matthew J. Finch
  Creative Director: Pathfinder
  Greg A. Vaughan
  Art Director
  Charles A. Wright
  Mr. Wolf
  Skeeter Green
  Frog God 
  Games
  FROG GOD GAMES IS
  © 2014 Matthew J. Finch, 2013, all rights reserved. 
  Product Identity: The following items are hereby identified as Frog God 
  Games LLC’s Product Identity, as defined in the Open Game License version 
  1.0a, Section 1(e), and are not Open Game Content: product and product 
  line names, logos and identifying marks including trade dress; artifacts; 
  creatures; characters; stories, storylines, plots, thematic elements, dialogue, 
  incidents, language, artwork, symbols, designs, depictions, likenesses, formats, 
  poses, concepts, themes and graphic, photographic and other visual or audio 
  representations; names and descriptions of characters, spells, enchantments, 
  personalities, teams, personas, likenesses and special abilities; places, locations, 
  environments, creatures, equipment, magical or supernatural abilities or effects, 
  logos, symbols, or graphic designs; and any other trademark or registered 
  trademark clearly identified as Product Identity. Previously released Open Game 
  Content is excluded from the above list.
  Concept and Design: Matt Finch, Bill Webb, and Skeeter Green
  Author: Matt Finch
  Developer: Skeeter Green
  Editors: Dawn Fischer, Jeff Harkness, James Redmon,  
  and Skeeter Green
  Layout and Graphic Design: Charles A. Wright
  Cover Art: Rowena Aitken
  Cover Design: Charles A. Wright
  Interior Art: Chris McFann, Artem Shukayev, Brian LeBlanc,  
  Talon Dunning, Steve Ellis, Stan Morrison, Jeff Rebner, 
  and MKUltra Studios
  Cartography: Robert Altbauer
  Cyclopean Deeps
  Volume I
  
  2
  Introduction ......................................................................... 3
  Chapter One: Down to Ques Querax .......................................... 4
  Chapter Two: Eye of the Titan ............................................... 15
  Chapter Three: Izamne, City of Endless Dark ............................  29
  Chapter Four: Izamne, Secrets of the Dark City ..........................  46
  Chapter Five: Dread Domes of the Serpentfolk ............................. 72
  Chapter Six: Converging Caverns of Leng .................................  98
  Appendix I: Glossary ............................................................ 116
  Appendix II: Monsters .......................................................... 117
  Appendix III: Magic Items ..................................................... 134
  Appendix IV: New Spells ....................................................... 136
  Appendix V: Maps ............................................................... 137
  Appendix VI: Legal .............................................................. 158
  Table of Contents
  
  3
  Know this, Reader; that by opening this page you have embarked upon 
  a strange, dark journey. The adventures included in this book concern 
  regions of the Under Realms, an area commonly portrayed by authors 
  who choose to focus upon the sinister drow and other such well-known 
  denizens of the deep caverns. What is not well understood is that the dark 
  elves often inhabit the safer areas, the outlying boundaries of darkness, as 
  it were. Read on to learn of the more esoteric, secret places in the Under 
  Realms, the deepest cauldrons of evil.
  Down to Ques Querax is the first chapter in a series of adventures that, 
  taken together, comprise an entire subterranean campaign area in the Un-
  der Realms. Each of the chapters is designed to be usable as a stand-alone 
  adventure, but when they are used in coordination with each other, the 
  whole is greater than the sum of its parts. Whether the adventures are 
  used as stand-alone modules or collectively as a large “sandbox” for gam-
  ing, each of the areas in the Cyclopean Deeps is potentially very, very 
  deadly. The nature of the threat varies from area to area, but it should be 
  understood that when characters adventure into such places, some of them 
  will die unless the players are very skilled or very lucky … or manage to 
  achieve a felicitous combination of both. Since it is unlikely that low-level 
  characters would even reach these environs alive, it is to be assumed that 
  these higher-level characters will be holding a raise dead scroll or two in 
  reserve for such contingencies. Players that manage to successfully run a 
  character through the Cyclopean Deeps are to be congratulated as the best 
  of the best; for these adventures offer devious and deadly threats along-
  side legendary treasures. 
  The Cyclopean Deeps 
  and the Under Realms
  The Cyclopean Deeps is the name of a large subterranean region of the 
  Under Realms; fans of the Rappan Athuk megadungeon will be pleased to 
  learn that the Cyclopean Deeps is the region into which the deepest levels 
  of Rappan Athuk intrude. For more information about Rappan Athuk, re-
  fer to Frog God Games sourcebook. It is definitely not necessary to have a 
  copy of Rappan Athuk in order to run adventures in the Cyclopean Deeps, 
  but having a deep dungeon (whether of your own design or a purchased 
  module) with physical entrances into the Under Realms will prove very 
  useful for managing the long-term campaign type of adventuring that is 
  likely to take place in this vast area.
  Most named regions in the Under Realms are quite distinct from each 
  other, whether by geological formation or by the types of inhabitants who 
  have established themselves in strategically important areas. Characters 
  who enter this area expecting to find drow deep gnomes, and other “nor-
  mal” features of the Under Realms will swiftly discover the error of their 
  thinking. The Vaults of the Sunless Sea, located to the north of the Cy-
  clopean Deeps, might fit that description, but the Cyclopean Deeps are a 
  different and decidedly more unpleasant area into which the denizens of 
  the Vaults seldom venture.
  Unlike the dungeons of Rappan Athuk, which are largely the product 
  of excavations by surface creatures over the course of centuries, the Cy-
  clopean Deeps are for the most part naturally-formed caverns and tunnels. 
  These extend over the course of hundreds of miles, in which any excava-
  tions are generally the work of subterranean beings rather than surface 
  creatures — and may easily be thousands of years in age. Humans and 
  their ilk are entirely alien in these great depths of the world, intruders with 
  a morality completely foreign to the denizens of the Under Realms.
  To a great degree, the set of Cyclopean Deeps modules may be viewed 
  as a “sandbox” campaign, one in which there is no story arc forced upon 
  the players, allowing them to travel from one area to another whenever 
  they like and however they can. Many of the modules in the series will 
  contain clues or information about other modules in the series, and players 
  are likely to follow up on clues most of the time. However, the series is not 
  designed to come to any particular climactic ending — several are, in fact, 
  quite possible depending on the players’ decisions.
  Character Level
  The Cyclopean Deeps, as a campaign, is appropriate for a party of 4+ 
  characters with an average level of 10–12, or 8+ characters with an aver-
  age level around 7. 
  Placing the Cyclopean Deeps in your Campaign
  Because the Cyclopean Deeps are located deeper than most traditional 
  dungeons, it is extremely easy to locate them anywhere in a campaign 
  world. The bizarre underground cultures of the Deeps are not expected 
  to “mesh” with anything in the surface world, and the entrances and exits 
  are generally unknown to surface dwellers. Certain mentions are made 
  in this series of the Vaults of the Sunless Sea, located generally to the 
  north of the Deeps themselves. This area refers to a very famous series of 
  adventure modules from the 1980s, which shall not be specified by name. 
  However, anyone familiar with these modules will recognize the hints 
  included in the name and general description of that area. It is, of course, 
  not necessary to link the Cyclopean Deeps up with any modules from the 
  “old days” … but it can be a lot of fun!
  Introduction
  
  4
  Cyclopean Deeps Volume 1
  Background
  Deep beneath the ground, in those regions where the echoes of man-
  kind’s feet are seldom heard, where even firelight is a bizarre intruder 
  from a long-forgotten place, the foes of mankind breed and multiply. It is a 
  realm of dark chaos — for these creatures of the echoing deeps count each 
  other as rivals and enemies. It is a place without peace, a place without 
  virtues, a place where every countenance of evil is to be found in sluggish 
  torpor, stirring restlessly in dreams of cruelty and hatred.
  The Cyclopean Deeps is best known — and indeed, little more than this 
  is known at all in the surface world — as the location of Ques Querax. 
  Legends say that Ques Querax is a powerful fortification that controls 
  access through one of the major tunnels through the Cyclopean Deeps to 
  other areas in the Under Realms. Over the centuries, a long succession of 
  Ques Querax’s rulers have offered sanctuary to weaker denizens of the 
  Under Realms in exchange for extremely high taxes and other sacrifices. 
  For many of its inhabitants, Ques Querax effectively offers the dubious 
  option of tyranny inside the fortress walls rather than death in the sub-
  terranean wilderness outside. The result of these policies (which, for the 
  Under Realms, are considered quite generous) is to make Ques Querax an 
  extremely diverse place, offering a wide variety of crafts and curiosities to 
  those who travel the caverns of the Under Realms. It is one of the very few 
  places in the Cyclopean Deeps where dark elves may be found.
  For the Referee
  This first chapter, “Down to Ques Querax,” is mostly taken up with the 
  basic elements of a “sandbox” adventure: information about travel and en-
  counters within the Cyclopean Deeps as the party moves from hex to hex, 
  following whatever rumors or missions they might choose to investigate. 
  The second part of this chapter does include a mini-adventure that takes 
  place in Hex 0E, describing the party’s descent into the deep levels of the 
  Under Realms. After this chapter, you and the players should both be well 
  prepared for the adventures that follow!
  Most of the adventure locations in the Deeps contain various leads or 
  rumors that will give the players enough information to pick and choose 
  from various missions or explorations. It is also likely that at some point 
  the characters may undertake a career as subterranean highwaymen, way-
  laying caravans and other travelers in the miles of tunnels shown on the 
  Main Map. This sort of adventuring is fun for all, and particularly satisfy-
  ing given that the “merchants” are all thoroughly evil. However, the rich 
  pickings from this sort of banditry will not last forever. Once the denizens 
  of the area realize that an organized force is wiping out their trade, they 
  will mount expeditions to find and destroy the characters, generally by 
  offering large rewards and equipping strong parties of bounty hunters. If 
  the characters have gotten too greedy and too careless, or have settled too 
  comfortably in one place, they are likely to be attacked by an extremely 
  powerful force.
  Cyclopean Deeps Main Map
  The Main Map of the Cyclopean Deeps is on a hexagonal grid, and 
  the locations of various adventure locations are identified by cross ref-
  erencing the letters and numbers that run along the sides of the grid. 
  The default starting location is in the southeast corner of the map, at the 
  coordinates 0E (zero from the numbered “x” axis, E from the lettered 
  “y” axis).
  Passageways in the Deeps
  A considerable amount of time may be spent in the navigation of the 
  passageways between the main encounter areas of the Cyclopean Deeps, 
  although this may depend heavily on how much attention the Referee de-
  cides to focus upon the traveling aspect of the adventure. Travel between 
  the various encounter areas can be reduced to little more than crossing off 
  any resources that are used up during the time required to cover the dis-
  tance (see below). In the case of many high level parties, the management 
  of such resources is of no concern, since all of them can be supplied by the 
  use of magic. It is, however, very important that you as the Referee com-
  municate a sense of the distances involved, or a great deal of the “feeling” 
  of this area will be lost, and it will be little more than a dungeon with 
  time gaps between the rooms. Other than the sense of distances, the main 
  feature of the passageways is the potential for encountering wandering 
  monsters. Unlike wandering monster encounters in a traditional dungeon 
  adventure, where the monsters are relatively easy to defeat and carry lit-
  tle treasure with them, most of the wandering monsters in the Deeps are 
  traveling on long treks. They are tough enough to survive journeys in the 
  Under Realms, and they will be carrying their possessions (if any) along 
  with them.
  Movement
  Travel in the subterranean passageways can be managed at a rate of 1 
  mile (hex) per day per point of movement rate. Thus, a party in which the 
  slowest character has a movement rate of 9 can move through 9 miles of 
  passages per day. Obviously, the party can only travel at the rate of the 
  slowest member without leaving the slower characters behind. Wagons 
  and other wheeled conveyances are limited to 1d2 miles per day, due to 
  the difficulties involved in negotiating drop-offs and other irregularities in 
  the tunnel floors. Mules, camels, and oxen can travel at normal speed due 
  to their relative sure-footedness (or, in the case of oxen, the fact that they 
  are slow moving in the first place). Horses can move only at half speed 
  through the treacherous footing of the Under Realms.
  Types of Passageways
  As an approximate characterization, passageways in the Cyclopean 
  Deeps are divided into 3 categories for the purposes of wandering mon-
  ster checks and other events. These categories are: primary, secondary, 
  and tertiary. 
  Primary passages are normally 30ft wide and have ceilings about 20ft 
  high (although the ceilings will appear lower due to the large number of 
  stalactites). 
  Secondary passages are generally 20ft wide, and will have ceilings 
  1d10+4 feet in height. 
  Tertiary passages are approximately 10ft in width and are 1d8+3ft high.
  Chapter 1:  
  Down to Ques Querax
  
  5
  Chapter 1: Down to Ques Querax
  Wandering Monsters
  Detailed descriptions and stat blocks follow the tables in alphabetical 
  order, not in the order of their appearance on the tables.
  Primary Passage, 1 in 10 chance of encounter
  1
  1 giant slug (01–50%) or 1 purple worm (51–00%)
  2
  1d6+10 giant fire beetles
  3
  1d4 trolls (groups of 4 or more have 50% chance for 
  a big leader with 8HD)
  4
  1d4+1 giant fire beetles (01–50%) or demon (51–00%); roll 
  1d3 for demon to determine first, second or third category.
  5
  1d4 cavern lizards
  6
  1d8+8 ghouls led by 1d4+1 ghasts
  7
  2d10+10 troglodyte raiders with 5HD chieftain
  8
  1 black pudding (01–50%) or 1 grey ooze (51–00%)
  9
  1d6 wights
  10
  1d2 xorn
  11
  1 khryll
  12
  1 neh-thalggu (10HD)
  13
  1d2 shrooms with 1d3 shambling mound servants (7HD)
  14
  4d6 fungus-bats
  15
  1 leng-spider
  16
  1 syanngg
  17
  Leng-troop (1d4 denizens of Leng)
  18
  Duergar squad of 1d6+6 duergar plus 3 sergeants 
  and 1 leader
  19
  Caravan
  20
  Caravan
  Secondary Passage, 1 in 12 chance of encounter
  1
  1d6+10 giant fire beetles
  2
  1 giant slug
  3
  4d6+3 fungus-bats
  4
  1d4+2 shriekers
  5
  1d2 xorn
  6
  1 denizen of Leng with 3d6 night-ghouls
  7
  1 syanngg
  8
  1d2 khryll
  9
  1 black pudding (01–50%) or 1 grey ooze (51-00%)
  10
  2d10+20 troglodyte raiders with a 5HD chieftain
  11
  1d8 giant spiders (6ft diameter)
  12
  1 demon (roll 1d3 to determine first, second or third 
  category)
  13
  1 Leng-spider (01–50%) or 1 purple worm (51–00%)
  14
  1d8 cavern lizards
  15
  1 black dragon (adult)
  16
  1d4+1 trolls, plus a big leader with 8HD
  17
  1 neh-thalggu (10HD)
  18
  1d2 dark stalkers each leading 1d6+2 dark creepers
  19
  1d4 denizens of Leng with 1d6 night-ghouls
  20
  Caravan
  Tertiary Passage, 1 in 12 chance of encounter
  1
  1d6+10 giant fire beetles
  2
  1 giant slug
  3
  4d8+4 fungus-bats
  4
  1d4+2 shriekers
  5
  2d10+20 troglodyte raiders with 2 5HD chieftains
  6
  1 demon (nebunorne)
  7
  1 syanngg
  8
  1d3 khryll
  9
  1 black pudding (01–50%) or 1 grey ooze (51–00%)
  10
  1 demon (roll 1d3 to determine third, fourth or fifth 
  category)
  11
  2d6 giant spiders (6ft diameter)
  12
  1 purple worm
  13
  1 Leng-spider
  14
  1d8 cavern lizards
  15
  1 black dragon (adult)
  16
  1d4+1 trolls, plus a big leader with 8HD
  17
  1 neh-thalggu (10HD)
  18
  1d2 dark stalkers each leading 1d6+2 dark creepers
  19
  1d2 wraiths with 1d4 wights and 1d6 ghouls
  20
  1d4 two-headed trolls 
  Beetle, Giant Fire: HD 1+3; AC 4[15]; Atk bite (1d4+2); Move 
  12; Save 17; AL N; CL/XP 1/15; Special: light glands.
  Black Pudding: HD 10; AC 6[13]; Atk attack (3d8); Move 6; 
  Save 5; AL N; CL/XP 11/1700; Special: acidic surface, divides 
  when hit with lightning, immune to cold.
  Caravan: See the detailed section on caravans, below.
  Dark Creeper: HD 1+1; AC 7[12] or 0[19] in darkness; Atk 
  dagger (1d4 plus special poison); Move 9; Save 17; AL C; CL/
  XP 3/60; Special: backstab (x2), create special darkness (3/
  day), death flash 10ft (save or blinded for 1d6 rounds), level 
  4 thieving skills. (Monstrosities 83)
  Thieving Skills: Climb 88%, Tasks/Traps 30%, Hear 4 in 6, 
  Hide 25%, Silent 35%, Locks 25%.
  Equipment: dagger with black smear poison (save or 
  reduce strength by 1d2 points/round for 2d6–1 rounds, 
  used up on first strike), rags, thieves tools, 1d6gp, magic 
  item 15% (01–75 dagger, 76–80 ring, 81–00 potion) 
  Dark Stalker: HD 6+2; AC 7[12] or 0[19] in darkness; Atk short 
  sword (1d6 plus special poison); Move 12; Save 11; AL C; CL/
  XP 8/800; Special: backstab (x2), create special darkness (3/
  day), death flash 40ft (3d6 fire, save for half), level 4 thieving 
  skills. (Monstrosities 84)
  Thieving Skills: Climb 88%, Tasks/Traps 30%, Hear 4 in 6, 
  Hide 25%, Silent 35%, Locks 25%.
  Equipment: short sword with poison (save or reduce 
  strength by 1d2 points/round for 2d6–1 rounds, used 
  up on first strike), thieves tools, 2d6gp, magic item 15% 
  (01–75 short sword, 76–80 ring, 81–00 potion). 
  Demon, Glabrezu (Category III): HD 10; AC –4[23]; Atk 2 
  pincers (2d6), 2 claws (1d3), bite (1d6); Move 9; Save 5; AL 
  C; CL/XP 15/2900; Special: immune to fire, magic resistance 
  (60%), magical  abilities.
  Magical Abilities: at will—darkness 10ft radius, fear, 
  levitate, polymorph self; 1/day—gate 30% (roll 1d4 for 
  category)
  
  6
  Cyclopean Deeps Volume 1
  Demon, Hezrou (Category II): HD 9; AC –2[21]; Atk 2 claws 
  (1d3), bite (4d4); Move 6 (fly 12); Save 6; AL C; CL/XP 
  11/1700; Special: immune to fire, magic resistance (50%), 
  magical abilities.
  Magical Abilities: at will—darkness 15ft radius, detect 
  invisibility, fear; 1/day—gate 20% (1 hezrou).
  Demon, Marilith (Category V): HD 7; AC 7[12]; Atk 6 
  weapons (1d8), tail (1d8); Move 12; Save 9; AL C; CL/XP 
  13/2300; Special: +1 or better weapon to hit, immune to fire, 
  magic resistance (80%), magical abilities.
  Magical Abilities: at will—charm person, levitate, 
  polymorph self; 1/day—gate 50% (roll 1d12; [1–3] I, 
  [4–6] II, [7–8] III, [9–10] IV, [11] VI, [12] demon lord or 
  prince).
  Equipment: combination of 6 swords & battle-axes; 
  magic sword (95%; 1d4 for bonus).
  Demon, Nalfeshnee (Category IV): HD 7d10; AC 4[15]; Atk 
  2 claws (1d4), bite (2d4); Move 9 (fly 14); Save 9; AL C; CL/
  XP 12/2000; Special: +2 on attack rolls, +1 or better weapon 
  to hit, immune to fire, magic resistance (65%), magical 
  abilities.
  Magical Abilities: at will—dispel magic, fear, 
  polymorph self; 1/day—symbol of discord; 1/day—
  gate 60% (roll 1d6 for category).
  Nebunorne Demon: HD 10; HP 68; AC 2[17]; Atk face-
  tentacles and hand-tentacles (entangle/choke) and 
  tentacle-staff (2d6 plus poison); Move 18 (levitating/pulling) 
  or (fly 6); Save 5; AL C; CL/XP 14/2600; Special: +1 or better 
  weapon to hit, hypnotic voice, magical abilities, summon 
  demon 40% (1 nebunorne demon). (Monster Appendix)
  Magical Abilities: at will—create darkness 10ft radius; 
  3/day—create darkness 50ft radius.
  Demon, Vrock (Category I): HD 8; AC 0[19]; Atk 2 foreclaws 
  (1d8), 2 rear claws (1d8), beak (1d6); Move 12 (fly 18); Save 
  8; AL C; CL/XP 11/1700; Special: immune to fire, magic 
  resistance (50%), magical abilities.
  Magical Abilities: at will—darkness 5ft radius; 1/day—
  gate 10% (1 vrock).
  Denizen of Leng: HD 8; AC 5[14]; Atk 2 claws (1d4+1), bite 
  (1d3 plus lassitude), Move 12; Save 8; AL C; CL/XP 13/2300; 
  Special: immune to poison, lassitude (save at –2 or take 
  –2 to all attack, damage, and save rolls; fail second save 
  after another bite fall into deep slumber), , magical abilities, 
  regeneration (5hp/round). (Monstrosities 116)
  Magical Abilities: constant—ESP; 1/day—mirror image.
  Equipment: 2d6 rubies (1d6x100gp each), 10% of any 
  magic item. 
  Duergar: HD 1+2; AC 4[15]; Atk warhammer (1d4+1) or 
  light crossbow (1d4+1); Move 9; Save 18; AL C: CL/XP 3/60; 
  Special: +4 save vs. magic, immune to illusions, magical 
  abilities. (Monstrosities 148)
  Magical Abilities: 1/day—enlarge [attack as 4HD, 50% 
  heal damage], invisibility.
  Equipment: chain mail, shield, warhammer, light 
  crossbow, 20 bolts, 2d6gp, 5% of gem (1d4x100gp).  
  Duergar Sergeant: HD 3+2; AC 4[15]; Atk warhammer 
  (1d4+1) or light crossbow (1d4+1); Save 16; AL C; CL/
  XP 4/120; Special: +4 save vs. magic, immune to illusions, 
  magical abilities. (Monstrosities 148)
  Magical Abilities: 1/day—enlarge [+2 to hit bonus,  
  50% heal damage], invisibility. 
  Equipment: chain mail, shield, warhammer, light 
  crossbow, 20 bolts, 2d6gp, 20% of gem (1d6x100gp).  
  Duergar Leader: HD 5+2; AC 2[17]; Atk warhammer (1d4+1) 
  or light crossbow (1d4+1); Save 13; AL C: CL/XP 6/400; 
  Special: +4 save vs. magic, immune to illusions, magical 
  abilities. (Monstrosities 148)
  Magical Abilities: 1/day—enlarge [+2 attack bonus, 
  50% heal damage], invisibility.
  Equipment: plate mail, shield, warhammer, light 
  crossbow, 20 bolts, 4d6gp, 1d2 gems (1d6x100gp), 25% 
  of magic armor (01–50%) or weapon (51–00%) 
  Dragon, Adult Black (7HD): HP 28; AC 2[17]; Atk 2 claws 
  (1d4), bite (3d6); Move 9 (fly 24); Save 9; AL C: CL/XP 
  9/1100; Special: acidic breath weapon (5ft wide, 60ft long, 
  3/day).
  Fungus-Bat: HD 3; AC 6[13]; Atk bite (1d6 plus poison); Move 
  3 (fly 12); Save 14; AL N; CL/XP 5/240; Special: non-lethal 
  poison (save at +4 or helpless for 2d6 rounds). (Monster 
  Appendix)
  Ghast: HD 4; AC 4[15]; Atk 2 claws (1d3), bite (1d6); Move 
  14; Save 13; AL C; CL/XP 5/240; Special: immune to sleep 
  and charm, stench (save or suffer –2 on attack rolls), touch 
  causes paralysis for 3d6 turns upon failed save. (Monstrosities 
  189)
  Ghoul: HD 2; AC 6[13]; Atk 2 claws (1d3), bite (1d4); Move 
  9; Save 16; AL C; CL/XP 3/60; Special: immune to sleep and 
  charm, touch causes paralysis for 3d6 turns upon failed 
  save. 
  Grey Ooze: HD 3; AC 8[11]; Atk strike (2d6); Move 1; Save 
  14; AL N; CL/XP 5/240; Special: acid, immune to spells, heat, 
  cold, and blunt weapons.
  Khryll: HD 8; AC 3[16]; Atk 8 tentacles (grab with 2 hits); 
  Move 9; Save 8; AL C; CL/XP 13/2300; Special: liquefy 
  internal organs of grabbed victim, mental blast, magic 
  resistance (80%). (Monstrosities 275)
  Equipment: a piece of jewelry (1d10x1000gp) 
  Leng-Spider: HD 15; AC –1[20]; Atk bite (2d6 plus poison), 
  flail (1d6+6); Move 18; Save 3; AL C; CL/XP 17/3500; Special: 
  hallucinogenic and rotting poison (1d3 charisma drain and 1 
  level loss for 3d20 hours upon failed save), magical abilities, 
  web flail. (Monster Appendix)
  Magical Abilities: at will—dispel magic; 3/day—
  invisibility, phantasmal force; 1/day—charm monster,
  Equipment: 1d4 rubies (1d6x1000gp each). 
  Lizard, Cavern: HD 4; AC 5[14]; Atk bite (2d4); Move 9 
  (climb 6); Save 13; AL N; CL/XP 4/120; Special: bite latches 
  for automatic damage each round. (The Tome of Horrors 
  Complete 363)
  Neh-thalggu: HD 10; AC 0[19]; Atk 2 claws (1d8), bite (1d10 
  plus poison); Move 9; Save 5; AL C; CL/XP 12/2000; Special: 
  lethal poison bite, telepathy 100ft, spells (4/3/2/1). (Monster 
  Appendix)
  Spells: 1st—charm person, magic missile (x2), sleep; 2nd—
  invisibility, mirror image, phantasmal force; 3rd—fireball (x2); 
  4th—dimension door;
  Equipment: any 1d2 magic items, 1d3 jewelry 
  (1d3x1000gp), 1d4 gems (1d4x100gp), 3d6gp. 
  Night-ghouls: HD 4; AC 4[15]; Atk 2 claws (1d6), bite (1d4 
  plus poison); Move 12; Save 13; AL C; CL/XP 6/400; Special: 
  +1 or better weapon to hit, sleep poison (–2 on save or fall 
  into twitching sleep for a hour). (Monster Appendix)
  Equipment: 1d4 gems (never rubies) 1d2x100gp each. 
  
  7
  Chapter 1: Down to Ques Querax
  Purple Worm: HD 15; AC 6[13]; Atk bite (2d12), sting (1d8 plus 
  poison); Move 9; Save 3; AL N; CL/XP 17/3500; Special: lethal 
  poison, swallow whole (4 or greater than minimum attack 
  roll or natural 20). 
  Shambling Mounds (7HD): AC 1[18]; Atk 2 fists (2d8); Move 
  6; Save 9; AL N; CL/XP 11/1700; Special: electricity increases 
  hit dice by +1, enfold (hit with both arms and victim with 
  suffocate in 2d4 rounds unless freed), half damage from 
  cold and any weapon, immune to fire.
  Shroom: HD 6+1; AC 6[13]; Atk staff (1d6); Move 9; Save 11; 
  AL C; CL/XP 8/800; Special: control plants, plant growth, 
  spells (3/2). (Monstrosities 424)
  Spells: 1st—charm person (x2), magic missile; 2nd—
  invisibility, web.
  Equipment: staff, 1d3x1000gp, 1 magic item (10%). 
  Slug, Giant: HD 12; AC 3[16]; Atk bite (1d12); Move 6; Save 3; 
  AL C; CL/XP 13/2300; Special: acid spittle (6d6), immune to 
  blunt weapons.
  Spider, Giant (6ft diameter): HD 4+2; AC 4[15]; Atk bite 
  (1d6+2 plus poison); Move 4 (climb 12); Save 13; AL C; CL/XP 
  7/600; Special: lethal poison, web.
  Syanngg: HD 8+20; AC 2[17]; Atk up to 6 heads (1d4);  
  Move 6; Save 7; AL C; CL/XP 14/2600; Special: magic 
  resistance (25%), magical ability from each head. 
  (Monstrosities 464)
  Magical Abilities: 1—slow (range 40ft); 2—lightning 
  bolt (5d6, range 60ft); 3—dispel magic (level 12, range 
  40ft); 4—flesh to stone (range 30ft); 5—hold monster 
  (range 30ft, duration 3d6 turns); 6—charm monster 
  (range 20ft).
  Equipment: necklace pouch with 3d6gp, 1d4 gems 
  (1d4x100gp), 1d3 jewelry (1d3x1000gp), any 1d2 
  magic items. 
  Troglodyte: HD 2; AC 4[15]; Atk 2 claws (1d3), bite (1d4+1) 
  or stone-axe (1d8); Move 12; Save 16; AL C; CL/XP 3/60; 
  Special: chameleon skin (surprise on 1–4 unless excreting 
  stench), stench (loss of a point of strength per round for 
  1d6 rounds, last 10 rounds after final effect). (Monstrosities 
  488)
  Equipment: stone-axe, 1d10gp each. 
  Troglodyte Chieftain: HD 5; AC 3[16]; Atk stone battle-ax 
  (1d10+1); Move 12; Save 12; AL C; CL/XP 6/400; Special: 
  chameleon skin (surprise on 1–4 unless excreting stench), 
  stench (loss of a point of strength per round for 1d6 rounds, 
  last 10 rounds after final effect). (Monstrosities 488)
  Equipment: stone battle-axe, shield, 2d20gp, any 
  magic item (5%). 
  Troll: HD 6+3; AC 4[15]; Atk 2 claws (1d4), bite (1d8); Move 
  12; Save 11; AL C; CL/XP 8/800; Special: regenerate 3hp/
  round;
  Equipment: sack with 1d100gp, 1d10 gems 
  1d10x100gp, 5% of any magic item.
  Troll Leader: HD 8; AC 4[15]; Atk 2 claws (1d6), bite (1d10); 
  Move 12; Save 8; AL C; CL/XP 10/1400; Special: regenerate 
  3hp/round;
  Equipment: sack with 1d100gp, 1d10 gems 
  1d10x100gp, any magic item (20%). 
   
  Two-headed Troll: HD 10; AC 3[16]; Atk 2 claws (1d6); Move 
  12; Save 5; AL C; CL/XP 11/1700; Special: rend if both claws 
  hit for additional 2d6, regenerate 1hp/round, surprised only 
  on a 1 in 8. (The Tome of Horrors Complete 573)
  Wight: HD 3; AC 5[14]; Atk claw (1hp plus level drain); Move 
  9; Save 14; AL C; CL/XP 6/400; Special: drain 1 level per hit, 
  hit only by silver and magic weapons.
  Wraith: HD 4; AC 3[16]; Atk touch (1d6 plus level drain); Move 
  9 (fly 24); Save 13; AL C; CL/XP 8/800; Special: drain 1 level 
  per hit, hit only by silver (half-damage) and magic weapons, 
  resistant to silver and magic arrows (1hp/hit).
  Xorn: HD 7; AC –2[21]; Atk 3 claws (1d3), bite (4d6); Move 
  9; Save 9; AL N; CL/XP 8/800; Special: immune to fire and 
  cold, half damage from electricity, travel through stone. 
  (Monstrosities 521)
  Caravans
  The concept of a “caravan” in the Under Realms is not the same as 
  the cooperative, free-trading association of merchants that one finds in 
  the surface world. A “caravan” in these underworlds means nothing more 
  than a large, armed group that is traveling together. There is virtually no 
  concept of free trade in the Under Realms — most exchanges of goods are 
  more in the nature of tribute, or are part of arrangements between leaders 
  and warlords, with the “merchants” being little more than armed couriers. 
  Along the way, of course, those armed couriers will take whatever they are 
  strong enough to take, enslave anyone they are strong enough to enslave, 
  and hope to be strong and fast enough to avoid those who would steal their 
  goods or enslave them in turn.
  Types of Caravans in the Cyclopean Deeps
  Caravans in the Cyclopean Deeps region of the Under Realms are 
  always the property of a single leader, almost always a denizen of 
  Leng (01–80%), although occasionally a drow merchant will ven-
  ture into the area (80–85%), a duergar (86–90%), a serpentfolk mag-
  ic-user (91–95%), or a powerful dark stalker (96–00%) may have 
  organized a trading expedition. Details of the various caravan types 
  are listed below. 
  Cargo
  All caravans carry 1d100gp worth of ordinary merchandise, plus addi-
  tional variable treasure as shown on the table below:
  Variable Cargo
  Roll 1d20 to determine:
  1–3
  2d10 bars of platinum worth 250gp each
  4–5
  3d10 gems worth 200gp each
  6–7
  1d4 rolls of silk, unearthly quality, worth 2000gp 
  each
  8–9
  Cage of 1d4+4 adorable, furry little pet-things of 
  unknown species or origin, worth 1000gp each
  10–11
  1d6+1 potions (determine randomly from tables in 
  rulebook)
  12–13
  1d6+8 potions (determine randomly from tables in 
  rulebook)
  14–15
  1d4 scrolls (determine randomly from tables in 
  rulebook)
  16–17
  1 magic item of any kind (determine randomly 
  from tables in rulebook)
  18
  2 magic items of any kind (determine randomly 
  from tables in rulebook)
  19
  3 magic items of any kind (determine randomly 
  from tables in rulebook)
  20
  Roll twice
  
  8
  Cyclopean Deeps Volume 1
  Slaves
  All types of caravans are accompanied by slaves, either carrying goods 
  or intended for sale. Slaves are normal specimens of the racial type (each 
  1d6 roll identifies 2 slaves at a time, for convenience):
  1
  Troglodyte
  2
  Human
  3
  Bugbear
  4
  Duergar
  5
  Orc
  6
  Dwarf or elf (50%/50%)
   
  Dark Stalker Caravan
  Darkfolk caravans mainly trade with other darkfolk in their hidden 
  communities, and in Izamne (see Chapters 3–4). Just as the darkfolk are 
  physically weaker than most races of the Under Realm, relying mainly 
  on stealth and subterfuge as survival tools, so too are their caravans less 
  inclined to raid or enslave those they encounter when traveling. Of course, 
  if a darkfolk caravan runs across an obviously weaker group, they will 
  use their darkness and stealth to enslave or steal. Note that dark stalker 
  caravans do not use pack animals; bugbears carry all cargo. All will be 
  from one of the darkfolk civilizations (50% for either): see Chapter 3 for 
  more details.
  A dark stalker caravan normally comprises:
  3 dark stalkers, 1 dark stalker shaman, 4d6 dark creepers, 2d6+1 
  bugbear guards.
  Dark Stalkers (3): HD 6+2; HP 30, 44, 36; AC 7[12] or 0[19] in 
  darkness; Atk short sword (1d6 plus special poison); Move 12; 
  Save 11; AL C; CL/XP 8/800; Special: backstab (x2), create 
  special darkness (3/day), death flash 40ft (3d6 fire, save for 
  half), level 4 thieving skills. (Monstrosities 84)
  Thieving Skills: Climb 88%, Tasks/Traps 30%, Hear 4 in 6, 
  Hide 25%, Silent 35%, Locks 25%.
  Equipment: short sword with black smear poison (save 
  or reduce strength by 1d2 points/round for 2d6–1 
  rounds, used up on first strike), thieves tools, 2d6gp. 
  Dark Stalker Shaman: HD 6+2; HP 35; AC 7[12] or 0[19] in 
  darkness; Atk short sword (1d6 plus special poison); Move 12; 
  Save 11; AL C; CL/XP 8/800; Special: backstab (x2), create 
  special darkness (3/day), death flash 40ft (3d6 fire, save for 
  half), level 4 thieving skills, spells (2/2/1). (Monstrosities 84)
  Spells: 1st—magic missile (x2), 2nd—web (x2), 3rd—
  dispel magic.
  Thieving Skills: Climb 88%, Tasks/Traps 30%, Hear 4 in 6, 
  Hide 25%, Silent 35%, Locks 25%.
  Equipment: short sword with black smear poison (save 
  or reduce strength by 1d2 points/round for 2d6–1 
  rounds, used up on first strike), thieves tools, 2d6gp. 
  (Monstrosities 84)
  Dark Creepers (4d6): HD 1+1; AC 7[12] or 0[19] in darkness; 
  Atk dagger (1d4 plus special poison); Move 9; Save 17; AL C; 
  CL/XP 3/60; Special: backstab (x2), create special darkness 
  (3/day), death flash 10ft (save or blinded for 1d6 rounds), 
  level 4 thieving skills. (Monstrosities 83)
  Thieving Skills: Climb 88%, Tasks/Traps 30%, Hear 4 in 6, 
  Hide 25%, Silent 35%, Locks 25%.
  Equipment: dagger with black smear poison (save 
  or reduce strength by 1d2 points/round for 2d6–1 
  rounds, used up on first strike), rags, thieves tools, 
  1d6gp, magic item 15% (01-75 dagger, 76-80 ring,  
  81-00 potion) 
  Bugbear Guards (2d6+1): HD 3+1; AC 5[14]; Atk bite (2d4) 
  or morningstar (1d8+1); Move 9; Save 14; AL C; CL/XP 3/60; 
  Special: surprise on 1–3.
  Drow Caravan
  Drow are not native to the Cyclopean Deeps regions, but their caravans 
  do occasionally pass through on the way to other areas, and to trade at 
  Ques Querax. 
  Drow caravans will be constituted as follows:
  1 merchant, 1d6+6 drow guards, 1d6 bugbears, 1d6+6 slaves, 1d6 
  cavern lizards.
  Merchant Drow (Ftr4/MU4): HP 16; AC 2[17]; Atk +1 longsword 
  (1d8+1) or hand crossbow (1d3 plus sleep poison); Move 12; 
  Save 10 (includes +2); AL C; CL/XP 10/1400; Special: +2 saving 
  throw bonus, –2 attack penalty in sunlight or magical light, 1 
  in 8 surprise chance, magic resistance (50%), magical abilities, 
  spells (3/2). (Monstrosities 146)
  Magical Abilities: at will—dancing lights (1–4 lantern-
  type, 60ft), darkness 15ft radius, faerie fire.
  Spells: 1st—charm person (x2), magic missile; 2nd—
  detect invisibility, invisibility;
  Equipment: +2 chain mail, drow cloak & boots (75% 
  to surprise), +1 longsword, hand-crossbow, 15 bolts 
  coated in sleep poison (–4 on save). 
  Drow Guards (1d6+6): HD 2; AC 3[16]; Atk +1 longsword 
  (1d8+1) or hand crossbow (1d3 plus sleep poison); Move 12; 
  Save 14 (includes +2); AL C; CL/XP 6/400; Special: +2 saving 
  throw bonus, –2 attack penalty in sunlight or magical light, 
  1 in 8 surprise chance, magic resistance (50%), magical 
  abilities. (Monstrosities 146)
  Magical Abilities: at will—dancing lights (1–4 lantern-
  type, 60ft), darkness 15ft radius, faerie fire;
  Equipment: +1 chain mail, drow cloak & boots (75% 
  to surprise), +1 longsword, hand-crossbow, 15 bolts 
  coated in sleep poison (–4 on save). 50% have hand 
  crossbows. 
  Bugbear Guards (1d6): HD 3+1; AC 5[14]; Atk bite (2d4) or 
  morningstar (1d8+1); Move 9; Save 14; AL C; CL/XP 3/60; 
  Special: surprise on 1–3.
  Lizards, Cavern (1d6): HD 4; AC 5[14]; Atk bite (2d4); Move 9 
  (climb 6); Save 13; AL N; CL/XP 4/120; Special: bite latches 
  for automatic damage each round. (The Tome of Horrors 
  Complete 363)
  Duergar Caravan
  Duergar merchants are, out of all the races of the Under Realms, the 
  most similar to normal merchants of the surface world, in that they ac-
  tually plan on doing repeat business with the same customers — which 
  somewhat restricts their dishonesty. Their sharp business practices would 
  likely be sufficient cause for hanging in most kingdoms, but in the Under 
  Realms they are paragons of trustworthiness.
  A duergar trading party will be constituted as follows:
  1 Duergar merchant, 10 duergar guards, 1d4+4 ogre guards, 1d6+6 
  pack-slaves.
  Duergar Merchant (Ftr7): HP 33; AC 2[17]; Atk warhammer 
  (1d4+1) or light crossbow (1d4+1); Save 13; AL C: CL/
  XP 8/600; Special: +4 save vs. magic, immune to illusions, 
  magical abilities. (Monstrosities 148)
  Magical Abilities: 1/day—enlarge (+2 attack bonus, 
  50% heal damage), invisibility. 
  Equipment: plate mail, shield, warhammer, light 
  crossbow, 20 bolts. 
  Duergar Guards (10): HD 1+2; AC 4[15]; Atk warhammer 
  
  9
  Chapter 1: Down to Ques Querax
  (1d4+1) or light crossbow (1d4+1); Move 9; Save 18; AL C: 
  CL/XP 3/60; Special: +4 save vs. magic, immune to illusions, 
  magical abilities. (Monstrosities 148)
  Magical Abilities: 1/day—enlarge (attack as 4HD, 50% 
  heal damage), invisibility; 
  Equipment: chain mail, shield, warhammer, light 
  crossbow, 20 bolts.  
  Ogre Guards (1d4+4): HD 4+1: AC 5[14]; Atk spiked club 
  (1d10+1); Move 9; Save 13; AL C; CL/XP 4/120; Special: none.
  Leng Caravan
  The caravans of the denizens of Leng are unpredictable and dangerous 
  – one of the reasons that the Cyclopean Deeps are often avoided by other 
  inhabitants of the Under Realms. If the adventurers encounter a group of 
  the denizens of Leng, virtually anything could happen.
  Leng-caravans will generally include the following:
  1 merchant (normal denizen), 1d2 denizen guards, 1d4 Leng-Bats, 
  1d6 night-ghoul guards, 1d6+6 slaves, 1d6 cavern lizards.
  Denizen of Leng Merchant: HD 8; AC 5[14]; Atk 2 claws 
  (1d4+1), bite (1d3 plus lassitude), Move 12; Save 8; AL C; 
  CL/XP 15/2900; Special: immune to poison, lassitude (save 
  at –2 or take –2 to all attack, damage, and save rolls; fail 
  second save after another bite fall into deep slumber), 
  magical abilities, regeneration (5hp/round), spells (4/2/2). 
  (Monstrosities 116)
  MagicalAbilities: constant—ESP; 1/day—mirror image.
  Spells: 1st—charm person, magic missile (x2), shield; 
  2nd—phantasmal force, web; 3rd—haste, protection 
  from normal missiles. 
  Denizens of Leng (1d2): HD 8; AC 5[14]; Atk 2 claws (1d4+1), 
  bite (1d3 plus lassitude), Move 12; Save 8; AL C; CL/XP 
  13/2300; Special: immune to poison, lassitude (save at –2 or 
  take –2 to all attack, damage, and save rolls; fail second 
  save after another bite fall into deep slumber), magical 
  abilities, regeneration (5hp/round). (Monstrosities 116)
  Magical Abilities: constant—ESP; 1/day—mirror image.  
  Leng-Bats (1d4): HD 2; AC 3[16]; Atk bite (1d6); Move 4 (fly 
  18); Save 16; AL C; CL/XP 4/120; Special: 1d6 auto damage 
  upon first bite, immune to spells, magic weapons receive no 
  bonus. (Monster Appendix)
  Night-ghouls (1d6): HD 4; Atk 2 claws (1d6), bite (1d4 plus 
  poison); Move 12; Save 13; AL C; CL/XP 6/400; Special: +1 
  or better weapon to hit, sleep poison (–2 on save or fall into 
  twitching sleep for a hour). (Monster Appendix)
  Lizards, Cavern (1d6): HD 4; AC 5[14]; Atk bite (2d4); Move 9 
  (climb 6); Save 13; AL N; CL/XP 4/120; Special: bite latches 
  for automatic damage each round. (The Tome of Horrors 
  Complete 363)
  Serpentfolk Caravan
  The serpentfolk usually appear, at first glance, to be far more civilized 
  than most denizens of the Under Realms, but it is wise to remember that 
  they consider all other races to be inherently inferior to themselves. They 
  are intelligent enough not to remind others of this fact until it is too late.
  Serpentfolk caravans are generally constituted as follows:
  1 merchant (6HD Serpentfolk), 1d4 serpentfolk guards, 1d10+6 
  troglodyte guards, 1d6+6 slaves, 1d6 cavern lizards.
  Serpentfolk Merchant: HD 6; AC 3[16]; Atk 2 claws (1d4), bite 
  (1d3); Move 12; Save 10; AL C; CL/XP 9/1100; Special: immune 
  to mental domination, mild venom (save or additional 1d4+1 
  damage), spells (4/2/2). (Monster Appendix)
  Spells: 1st—charm person (x2), magic missile (x2); 
  2nd—invisibility, mirror image; 3rd—fireball, slow. 
  Serpentfolk Guards (1d4): HD 4; AC 3[16]; Atk 2 claws (1d4), 
  bite (1d3); Move 12; Save 13; AL C; CL/XP 5/240; Special: 
  immune to mental domination, mild venom (save or 
  additional 1d4+1 damage). (Monster Appendix)
  Troglodyte Guards (1d10+6): HD 2; AC 4[15]; Atk stone-
  axe (1d8); Move 12; Save 16; AL C; CL/XP 3/60; Special: 
  chameleon skin (surprise on 1–4 unless excreting stench), 
  stench (loss of a point of strength per round for 1d6 rounds, 
  last 10 rounds after final effect). (Monstrosities 488)
  Lizards, Cavern (1d6): HD 4; AC 5[14]; Atk bite (2d4); Move 9 
  (climb 6); Save 13; AL N; CL/XP 4/120; Special: bite latches 
  for automatic damage each round. (The Tome of Horrors 
  Complete 363)
  Language
  Virtually all denizens of the Cyclopean Deeps can communicate in under-
  common, a common trade tongue used in the Under Realms, although it is not 
  a language well suited to abstract or complex concepts. For those who do not 
  speak the language, the next most common languages are elven (the drow), 
  dwarven (the duergar), aklo, and darkfolk (dark stalkers and dark creepers)
  Start
  Unless the Referee chooses to begin the adventure in a different part 
  of the Deeps, the characters are assumed to enter the Cyclopean Deeps in 
  Area 0E on the Main Map. For maximum flexibility of use, the following 
  description makes no particular distinction as to whether the party is com-
  ing from the lower levels of a dungeon or directly from the surface (which 
  would be a long, long way down). Whether you choose to actually read 
  the following description to a group of patient players or to summarize it 
  is entirely a matter of your style of refereeing.
  The green illumination ahead of the party is Area 0E-1 on the map of 
  Hex 0E, which shows the “Green Canyon,” the sloping cavern complex 
  that leads down into the Cyclopean Deeps. Once the players have had 
  a chance to prepare any equipment, cast any spells, or make such other 
  preparations as they wish to make, the party may advance to discover that 
  a long flight of stairs leads down toward the illuminated area. The stairs 
  appear to be naturally formed, unless they are just so ancient that the pas-
  sage of water (and perhaps travelers) has worn them smooth.
  
  10
  Cyclopean Deeps Volume 1
  0E-1. The Singing Faces
  When the party enters the room, seven fungus-bats will be startled by their 
  arrival and will fly out to Area 0E-3. There are many fungus-bat seeds on the 
  main floor of the cavern, and these will be noticed whenever one of the char-
  acters pays attention to the surroundings other than the magical effects de-
  scribed below. Fungus-bat seeds resemble small, spherical mushroom-heads 
  that, if broken open, contain a tiny fungus-bat as small as a fingertip.
  Any magic-user will be able to tell that the sense of energy in this cav-
  ern is due to a buildup of magical power, although the origin and nature 
  of the power will be unclear. The use of detect magic will indicate that the 
  four cyclopean heads are magical. At close range, the spell could be used 
  to determine that it is the lips and mouth of each statue radiating the ma-
  jority of the magical enchantment (this will almost certainly become clear 
  long before the party actually approaches any of the faces).
  Each tier causes one of the stone faces to begin singing, as described below:
  A. Top (First Harmonic) Tier: As soon as anyone steps onto this tier, the 
  Face of the First Harmonic (AA) will begin emitting a high, soprano note of 
  sound. The face will continue to sing this note for some time, and will only 
  stop ten minutes after the top tier is vacated by all living creatures larger than 
  50 pounds. It is not possible to keep the stone face singing by leaving a small 
  animal or an object on the tier, and this is true of the other tiers as well.
  B. Second (Second Harmonic) Tier: As soon as anyone stands on this tier, 
  the stone face at BB (the Face of the Second Harmonic) will begin emitting a 
  low, bass note. As with the Face of the First Harmonic, this statue will continue 
  to sing its note for ten minutes after the point when everyone has left this terrace.
  C. Third (Third Harmonic) Tier: As soon as anyone stands on this 
  tier, the stone face at CC will begin singing a note that merges pleasantly 
  with any other notes being produced by the faces. As with the other faces, 
  the sound will persist for ten minutes after the terrace is vacated.
  D. Fourth (Fourth Harmonic) Tier: This stone balcony emits no 
  sound unless all three of the other tiers have already awoken their stone 
  faces. If the other three faces are already producing sound, then the face at 
  DD will produce the final note of a four-part chord. The sound persists as 
  described for the other faces, above.
  E. The Symphonic Circle: A huge magic circle is inscribed on the 
  floor of the cavern, as shown on the map. Each magic-user in the party 
  will be able to deduce one fact about the circle (roll randomly on 1d6):
  1
  The inscriptions of the circle in some way collect 
  and alter sound in a magical fashion.
  2
  The inscriptions of the circle are in some way related 
  to travel, but they are scribed as if normal magic is 
  being used in an abnormal way.
  3
  Some of the inscriptions of the circle seem to refer 
  to ventriloquism, although not in any fashion that 
  makes sense in terms of the known parameters of 
  magic.
  4
  The inscriptions around the circle have the effect of 
  altering the circle’s magical center, placing it at a 
  location that seems to be the precise intersection-
  point of a straight line drawn from each of the stone 
  faces.
  5
  The inscriptions around the circle contain a glyph 
  that can be translated loosely as “sound key.”
  6
  The inscriptions around the circle contain a glyph 
  that is often used in teleportation magic, but in 
  this case it is connected to a second glyph that 
  ordinarily pertains to a combination of four things.
  If all four of the stone faces are singing at the same time, the inscriptions 
  around the magic circle will begin to glow with the same green light as the 
  faces. When the glow has reached its full intensity (which requires a full 
  Hex OE Map
  
  11
  Chapter 1: Down to Ques Querax
  
  12
  Cyclopean Deeps Volume 1
  
  13
  Chapter 1: Down to Ques Querax
  minute), everyone and everything inside the magic circle will be teleported 
  to Hex 3H, Area 3H-1, just outside the fortress of Ques Querax. Although 
  it might prove startling to the adventurers, teleporting to the city is far more 
  pleasant than braving the trip downward through the Green Canyon.
  0E-2. The Green Canyon
  The walls of this corridor do indeed glow. This is a natural, rather than a mag-
  ical, quality of the rock, and detecting magic will be unsuccessful. The light is 
  too dim to be used for most practical purposes: there is enough of it in the tunnel 
  that the adventurers will be able to see without a light source. Smaller pieces of 
  the rock, however, will illuminate no more than a one-inch radius around the 
  stone. Indeed, small chunks of the rock are only visible at a distance of 50ft, at 
  which point they will seem to fade into the surrounding darkness. 
  As the tunnel descends toward the cliff-edge at 0E-3, the ceiling does 
  not slope downward as quickly as the floor. By the time the party has 
  descended to Area 0E-4, the ceiling will be over a hundred feet high, and 
  visible (due to the glowing rock) all the way up. The extreme height and 
  relative narrowness of the tunnel will eventually give the strong impres-
  sion of standing at the bottom of a deep canyon. 
  0E-3. First Drop-off.
  If the players ask for more detail about the lower cavern, looking over 
  the edge of the drop-off, describe the pools below (see Area 0E-4). Due 
  to the unearthly illumination in the cavern, it will not be possible for the 
  characters to tell, at this distance, what sort of liquid is in the pools. The 
  cliff itself is relatively straightforward; it is a sheer 100ft drop. The rock is 
  covered with moss, and is slick with dampness.
  The pools in Area 0E-4 give off an anti-magic gas, which is relevant here 
  because one of the pools is directly underneath the cliff face. For a distance 
  of 50ft over the top of the pool down in 0E-4, magic will not function — 
  including fly and levitation spells. This effect is only in the area directly over 
  the top of the pool, as shown on the map. Anyone flying down entirely on 
  the southwest side of the cliff face will have no difficulties.
  0E-4. Lower Cavern 
  The whispering of the pools is another strange effect of their magic, 
  along with giving off the invisible anti-magic steam described in Area 
  0E-3 above. It would be possible to bottle the anti-magic steam for use 
  as a grenade, but the explosion of a bottle would only spread the gas in a 
  radius of 20ft, although the effect would last for a full ten minutes. Stored 
  in a bottle, the anti-magic gas will lose its potency after one month.
  The influence of the whispering sounds in this cavern makes it impossible 
  to cast spells, but otherwise it is merely an inconvenience and a distraction.
  0E-5. Second Drop-off
  The depth of this plunge is 90ft, and the ceiling stays relatively level in 
  Area 0E-6 for 30ft before the cavern’s far wall begins. As a result, part of 
  Area 0E-6 has a ceiling approximately 100ft high.
  If the players are considering the use of flying or levitation magic, but 
  seem to have forgotten about the extremely high ceiling, remind them 
  about this obvious feature of their surroundings. The height of the cavern 
  may affect the method by which the adventurers approach this obstacle, 
  and the fungus-bats that retreated from the characters in Area 0E-1 are 
  waiting here to attack these strange beings that have intruded into their 
  lightless territory.
  Anyone attempting to walk normally down the slope toward the cliff 
  edge is extremely likely to slip and begin sliding down the floor to the 
  edge of the drop-off. In most cases, of course, the exploring character 
  would be tied safely to a rope … and the party will have its first experience 
  with the chaotic sort of vandalism that one encounters from the denizens 
  of the Under Realm. Several of the stalagmites are inset with shards of 
  glass and thin obsidian, which will have a good chance (75%) to cut a 
  normal rope. If a character inspects the first couple of glittering places 
  in the stalagmites before wending through them, the trap will be obvious 
  immediately.
  The risk of actually sliding all the way to the edge (unless the character 
  is roped off and the rope is not sliced by the trapped stalagmites) is 50%. 
  If a character reaches the edge, a saving throw is allowed to avoid actu-
  ally falling. If the saving throw succeeds, the character will be helplessly 
  clinging to a stalagmite at the edge of the cliff, unable to take any action 
  without being rescued. The character can hang on for one minute per point 
  of strength before dropping into the abyss below and being smashed into 
  jelly.
  This hazard is less deadly (but more frustrating) if the characters are at-
  tempting to travel up the Green Canyon toward the surface without using 
  some sort of magical flight. Using a grappling hook will first cut the rope 
  (100% chance), and then the grappling hook will most likely (90%) come 
  sliding back off the edge … use normal chances to determine if anyone is 
  hit when it comes back down.
  Fungus-Bats (4): HD 3; HP 12, 14, 14, 11; AC 6[13]; Atk bite 
  (1d6 plus poison); Move 3 (fly 12); Save 14; AL N; CL/XP 
  5/240; Special: non-lethal poison (save at +4 or helpless for 
  2d6 rounds). (Monster Appendix)
  0E-6. Canyon Floor.
  From this point onward, the characters are on the direct path to the 
  underground fortress of Ques Querax. The tunnel is approximately three 
  miles in length, and the party will emerge in Area 3H-1. 
  
  14
  Cyclopean Deeps Volume 1
  The adventurers have either worked their way down through the Green 
  Canyon, a deep subterranean rift, or they have successfully activated an 
  ancient teleportation device — in either case, they have now entered the 
  Under Realm region known as the Cyclopean Deeps. They stand at the 
  threshold of this unexplored wilderness of unlit caverns, a whispered leg-
  end in the world of the surface. As veteran explorers, the characters know 
  better. Although there is untold treasure in these miles and miles of sinu-
  ous tunneling, there are unknown threats and terrifying foes to be found in 
  these regions as well. Not all is as it appears.
  The gateway to the Cyclopean Deeps is Hex 3H, which contains the 
  legendary fortress of Ques Querax, a brutally-enforced neutral ground in 
  the feuds and wars of the Under Realm. The ruler of Ques Querax is The 
  Eye of Gaaros, a gem-like artifact that is the last remaining fragment of 
  the titan Gaaros. Considerably more information about the Eye, its histo-
  ry, and its most unusual project is provided in the key to Area 3H-15, the 
  Eye’s Palace in Ques Querax. 
  Although the Eye itself is quite powerful, its ability to hold and dom-
  inate Ques Querax is largely due to its relationship to the alien-minded 
  khryll, bizarre intellects of the deep subterranean world that seldom coop-
  erate with other races. The Eye keeps three or four khryll in the fortress 
  at all times. The combined strength of the Eye, its normal guards, and the 
  khryll has thus far kept the Eye unchallenged as the master of the citadel.
  Referee Notes
  No one is allowed to pass through the underground crossroads of Ques 
  Querax without paying a toll equal to one twentieth the value of all pos-
  sessions carried. These are collected in various different forms, from mag-
  ic to gems to ordinary precious metal. 
  Once the characters are inside, the main visible feature of Ques Querax 
  is the mist in the middle of the fortress, which produces an illuminating 
  mist for ten hours out of the day. Since most of the inhabitants of Ques 
  Querax are able to see in the dark, the mist is not exactly like daytime on 
  the surface. Activity never entirely ceases, but there is generally more 
  activity during the 10 hours of dim illumination than there is during the 14 
  hours of unrelieved darkness.
  Gathering Information in Ques Querax
  Ques Querax is likely to serve as a home base for the characters, at 
  least for their first forays into the Cyclopean Deeps. It is important that 
  the fortress serves as a rich source of rumors and possible missions for the 
  characters, and the players will likely make it one of their first tasks to be-
  gin assembling as much information as they can about the fortress and its 
  surroundings. In the map key to the fortress, various individuals are spec-
  ified as having particular information or being willing to hire adventurers. 
  In addition to these specific sources, the characters can gain various bits 
  of less specific and often less reliable information by generally listening in 
  and talking to the travelers and less important individuals in Ques Querax.
  Hex 3H Map 1: Ques Querax
  3H-1. The Approach to Ques Querax
  The party will not be attacked or bothered here unless they try to go 
  around the fortress without paying a toll, or they do something foolish 
  Chapter 2:
  Eye of the Titan
  Rumors
  Automatic first rumor: Ques Querax is ruled by the Eye of Gaaros
  Further Rumors
  1
  There are some secret tunnels underneath 
  the palace of the Eye in QQ
  2
  It is possible to get a map of the nearby major 
  tunnels — if you know where to look and who 
  to ask.
  3
  If you need to raise someone from the dead 
  or get healing, try visiting the Temple of the 
  Head if you aren’t too frightened.
  4
  You will meet some strange people here; do 
  not look too closely at the faces of the men 
  of Leng, it is not polite and it annoys them.
  5
  If you’re out traveling in the tunnels, keep 
  something in mind. The less-traveled 
  passageways can be very dangerous, 
  because nobody except the dangerous 
  monsters use them. If you’re going to travel in 
  them, you better be dangerous yourselves.
  6
  There is an ancient prophesy that a human 
  from the surface will come down to the 
  Fortress of Ques Querax, and be sold into 
  slavery by his companions for a very great 
  sum of money and an enchanted green 
  stone.
  7
  The cult of the Demon-Prince Isclaadra 
  secretly controls the City of Izamne these 
  days. 
  8
  A few of the tunnels down here can get you 
  into different planes of existence, if you aren’t 
  careful.
  
  15
  Chapter 2: Eye of the Titan
  
  16
  Cyclopean Deeps Volume 1
  such as attacking the iron minotaur skeletons. The iron minotaurs are 
  simply iron golems of unusual construction. If a fight develops outside the 
  gates, the fortress is likely to respond, unless the characters are very quick 
  to explain their actions with a credible story.
  As the party approaches the gate (or the side passages), the minotaurs 
  will step forward to collect tolls. One has a huge metal strongbox chained 
  to its leg, which it will pick up as it moves forward. When the characters 
  are within 20ft or so, the minotaur will open the strongbox, hold it out for 
  treasure, and wait. If the characters try to ignore the minotaur and keep 
  going, the other minotaur will block their way. If the characters persist 
  in their attempts to ignore the demand, they will be attacked. The tax for 
  passing through the cavern of Ques Querax, even without entering the 
  fortress itself, is one-twentieth of all value carried.
  Minotaur Skeletons (Iron Golem) (2): HD 16; HP 80; AC 3[16]; 
  Atk fist (4d10); Move 6; Save 3; AL N; CL/XP 17/3500; Special: 
  +2 or better weapon to hit, healed by fire, immune to most 
  magic, lethal poison gas cloud 10ft, slowed by lightning.
  Treasure: The strongboxes are kept empty, so the minotaur golems 
  have no treasure.
  3H-2. Gates and Gatehouse
  The characters may have already drawn close enough to the minotaurs 
  that the golems have demanded a toll. If not, it will happen at the gates, as 
  described above. If the players are contemplating some sort of stealthy ap-
  proach to the fortress, keep in mind that the walls rise to the top of the cav-
  ern like a hollow pillar — they do not have a “top” that can be climbed over.
  The long gatehouse prevents any potential attackers from entering the 
  fortress directly. As the characters pass through the room, they will notice 
  murder-holes in the ceiling, no doubt with guards waiting above to dump 
  boiling oil or shoot crossbows at anyone who evinces a hostile intent to-
  ward the fortress or makes a wrong move.
  There are also two more of the giant iron minotaur skeletons just in-
  side of the gates, as shown on the map. They are not visible until the 
  characters have moved into the gatehouse.
  Minotaur Skeletons (Iron Golem) (2): HD 16; HP 80; AC 3[16]; 
  Atk fist (4d10); Move 6; Save 3; AL N; CL/XP 17/3500; Special: 
  +2 or better weapon to hit, healed by fire, immune to most 
  magic, lethal poison gas cloud 10ft, slowed by lightning.
  The floor over the top of the gatehouse is the barracks for the fortress 
  guards. Some of the guards will be stationed in the Palace (3H-15) and 
  are described there. The remainder of the guards, who will ordinarily be 
  here or nearby, are described in the following list. Akn-A-Nangish-Te is 
  one of the Eye’s Khryll followers.
  Bugbears (20): HD 3+1; AC 5[14]; Atk bite (2d4) or 
  morningstar (1d8+1); Move 9; Save 14; AL C; CL/XP 3/60; 
  Special: surprise on 1–3.
  Human Guards (Ftr5) (4): HP 26, 18, 20, 22; AC 5[14]; Atk 
  longsword (1d8+1) or shortbow x2 (1d6); Move 12; Save 
  10; AL C; CL/XP 5/240; Special: +1 strength bonuses to hit, 
  +1 strength bonuses to damage, multiple attacks (5) vs. 
  creatures with 1 or fewer HD.
  Equipment: chain mail, longsword, shortbow, 20 
  arrows, 3d6gp.
  Captain Borkish (Ftr8): HP 60; AC 2[17]; Atk +2 longsword 
  (1d8+4); Move 12; Save 7; AL C; CL/XP 8/800; Special: +2 
  strength bonuses to hit, +2 strength bonuses to damage, 
  multiple attacks (8) vs. creatures with 1 or fewer HD.
  Equipment: plate mail, shield, +2 longsword, 3d12gp.
  Akn-A-Nangish-Te (Khryll): HD 8; HP 40; AC 3[16]; Atk 8 
  tentacles (grab with 2 hits); Move 9; Save 8; AL C; CL/XP 
  13/2300; Special: liquefy internal organs of grabbed victim, 
  mental blast, magic resistance (80%). (Monstrosities 275)
  Missions: If the characters end up in conversation with Captain Bork-
  ish, he will mention that the bounty of the week is posted on the door of 
  the palace (he cannot remember what it is this week).
  3H-3. Side Passages.
  If the adventurers attempt to go around the fortress without paying toll 
  to the minotaur-golems, the golems will attack, as described in 3H-1.
  3H-4. The Caravanserai
  The large central area of the Fortress of Ques Querax is referred to by 
  residents as “the Caravanserai.” At the center of the Caravanserai there is 
  a stone well, only five feet deep, with a circling wall three feet in height. 
  The circling wall is carved with somewhat disturbing images. This is not 
  a water well; for ten hours each day, the well bubbles forth a glowing 
  grey mist. During these ten hours, the heavy mist fills all “outside” areas 
  within the fortress at about ankle depth. The grey glow provided by the 
  mist is enough to allow normal vision at a distance of 100ft, but the light 
  does not transmit color — everything seen in the light of the mist is black, 
  white, or various shades of grey. During the hours when the mist-fountain 
  is quiescent, of course, all of Ques Querax is shrouded in utter darkness.
  Many travelers in the Under Realms are accompanied by lesser minions 
  and slaves. These followers are not of high enough status to merit rooms 
  at the inns, so there are usually at least one or two camps set up in the 
  Caravanserai where the guards, packbearers, slaves, and other minions of 
  a more important traveler are gathered. These groups do not, of course, 
  mingle with each other — indeed, each camp is organized with an eye to 
  defense against attack from one of the other groups. If a camp is made up 
  entirely of slaves, the group will usually have a sign indicating ownership 
  (often this is a single rune). The ownership of slave camps is actively 
  defended by the Eye itself, for slave-rustling is a crime that could lead to 
  a loss of reputation for Ques Querax itself.
  Refer to the Wandering Monster Tables in Chapter 1: Down to Ques 
  Querax, to generate 2 cavarans that are camped in the caravanserai area.
  Missions: Each of the caravans has a 50% chance to be hiring guards, 
  and each of the caravan leaders has a 10% chance to be willing to hire a 
  party of adventurers to waylay the competing caravan.
  3H-5. Sign of the Sunworm.
  This is the Sunworm Inn and Tavern, a gathering place for humans and 
  similar mammalian creatures (even though most of the travelers and visi-
  tors here have never actually seen the light of the sun). The keeper of the 
  Sunworm is a human being named Naugr, a former slave who escaped 
  
  17
  Chapter 2: Eye of the Titan
  from a drow slave caravan and somehow made his way to Ques Querax 
  through the dangers of the Under Realm.
  A room with one bed costs 50gp per night, and a room with two beds 
  costs 75gp. The rooms (there are 12) have extremely good locks, and no 
  windows — the value of the Sunworm is to provide a measure of safety 
  from the assassination attempts and violent robberies that are so common 
  in the “civilization” of the Under Realm.
  A wizard eye roams the upper floor of the Inn, where bedrooms 
  are located. If the wizard eye indicates that there is trouble of some 
  kind, the bouncers will be called. The bouncers are a pair of two-head-
  ed trolls. One of them is named Mimiandora, the other is named  
  Orakandomtho.
  Naugr the Innkeeper (Ftr9): HP 49; AC 3[16]; Atk two-handed 
  sword (1d10+3); Move 12; Save 6; AL N; CL/XP 9/1100;  
  Special: +2 strength bonuses to hit, +2 strength bonuses to 
  damage, multiple attacks (9) vs. creatures with 1 or fewer HD.
  Equipment: plate mail, two-handed sword.
  Two-headed Trolls (2): HD 10; HP 40, 43; AC 3[16]; Atk 2 claws 
  (1d6); Move 12; Save 5; AL C; CL/XP 11/1700; Special: rend 
  if both claws hit for additional 2d6, regenerate 1hp/round, 
  surprised only on a 1 in 8. (The Tome of Horrors Complete 573)
  Treasure: Naugr’s treasure is kept in a strongbox in his office that is 
  guarded by his worg, Hala.
  The iron strongbox is locked, and sits on a pressure plate that will 
  detonate for 6d6 points of damage (save for half) if more than a few 
  gold pieces in weight is removed from it. The trap may be disarmed 
  by twisting a recessed knob in the bottom of the chest. The chest must, 
  obviously, be tipped on its side before the knob is visible, all while 
  keeping it on the pressure plate. The contents of the chest include: 
  3000gp, 250pp, 21 small pearls in a velvet bag (25gp each), 2 emer-
  alds (250gp), and one ruby (1000gp). Also within the chest is a pair 
  of bracers of defense AC 3[16], a potion of water breathing, and a +1 
  heavymace.
  Hala, Worg: HD 4; HP 25; AC 6[13]; Atk bite (1d6+1); Move 18; 
  Save 13; CL/XP 4/120; Special: none.
  At any given time, the guests of the Sunworm might include humans, 
  drow, and duergar. The slaves of these races (including such creatures as 
  bugbears) are generally housed in the stables or staked out in the Caravan-
  serai with a sign of ownership; only the more powerful denizens of the 
  Under Realm can afford the cost of rooms in the Sunworm.
  Demon, Vrock (Category I): HD 8; AC 0[19]; Atk 2 foreclaws 
  (1d8), 2 rear claws (1d8), beak (1d6); Move 12 (fly 18); Save 
  8; AL C; CL/XP 11/1700; Special: immune to fire, magic 
  resistance (50%), magical abilities.
  Magical Abilities: at will—darkness 5ft radius; 1/day—
  gate 10% (1 vrock).
  Equipment: pouch with 1d6 gems (1d6x100gp each).
  Drow: HD 2; AC 3[16]; Atk +1 longsword (1d8+1) or hand 
  crossbow (1d3 plus sleep poison); Move 12; Save 14 
  (includes +2); AL C; CL/XP 6/400; Special: +2 saving throw 
  bonus, –2 attack penalty in sunlight or magical light, 1 in 8 
  surprise chance, magic resistance (50%), magical abilities. 
  (Monstrosities 146)
  Magical Abilities: at will—dancing lights (1–4 lantern-
  type, 60ft), darkness 15ft radius, faerie fire.
  Equipment: +1 chain mail, drow cloak & boots (75% 
  to surprise), +1 longsword, hand-crossbow, 15 bolts 
  coated in sleep poison (–4 on save). 50% have hand 
  crossbows, 1d20gp, 1d2 gems (1d6x10gp each). 
  Duergar: HD 1+2; AC 4[15]; Atk warhammer (1d4+1) or 
  light crossbow (1d4+1); Move 9; Save 18; AL C: CL/XP 3/60; 
  Special: +4 save vs. magic, immune to illusions, magical 
  abilities. (Monstrosities 148)
  Magical Abilities: 1/day—enlarge (attack as 4HD, 50% 
  heal damage), invisibility. 
  Equipment: chain mail, shield, warhammer, light 
  crossbow, 20 bolts, 2d6gp, 5% of gem (1d4x100gp).  
  Huggermuggers (1d6+2): HD 2; AC 6[13]; Atk dagger (1d4); 
  Move 6; Save 16; AL C; CL/XP 2/30; Special: 3 or more 
  around opponent can cause confusion. (The Tome of 
  Horrors Complete 330)
  Equipment: dagger, 1d10+10gp. 
  Human Mercenaries (Ftr4) (1d8+4): AC 2[17]; Atk longsword 
  (1d8) or longbow x2 (1d6); Move 12; Save 11; AL N or C; CL/
  XP 4/120; Special: multiple attacks (4) vs. creatures with 1 or 
  fewer HD,
  Equipment: plate mail, shield, longsword, longbow, 20 
  arrows, 1d100gp, 2% chance of magic item.
  Humanoid Chief (Bugbear): HD 5+1; Atk large warhammer 
  (1d8+1); Move 9; Save 12; AL C; CL/XP 5/240; Special: 
  surprise opponents on 1–3, will be accompanied by 1d4 
  bodyguards.
  Equipment: large warhammer, 1d6 gems (1d3x100gp 
  each), 1 jewelry 1d10gp.
  Humanoid Chief (Orc): HD 3+1; AC 5[14]; Atk longsword 
  (1d8); Move 9; Save 14; AL C; CL/XP 3/60; Special: will be 
  accompanied by 1d4+2 bodyguards.
  Equipment: longsword, 1d4 gems (1d3x100gp each).
  Shroom: HD 6+1; AC 6[13]; Atk staff (1d6); Move 9; Save 11; 
  AL C; CL/XP 8/800; Special: control plants, plant growth, 
  spells (3/2). (Monstrosities 424)
  Spells: 1st—charm person (x2), magic missile; 2nd—
  invisibility, phantasmal force.
  Equipment: staff, 1d3x1000gp, 1 magic item (10%). 
  Syanngg: HD 8+20; AC 2[17]; Atk up to 6 heads (1d4); Move 
  6; Save 7; AL C; CL/XP 14/2600; Special: magic resistance 
  (25%), magical ability from each head. (Monstrosities 464)
  Magical Abilities: 1—slow (range 40ft); 2—lightning 
  bolt (5d6, range 60ft); 3—dispel magic (level 12, range 
  40ft); 4—flesh to stone (range 30ft); 5—hold monster 
  (range 30ft, duration 3d6 turns); 6—charm monster 
  (range 20ft).
  Sumworm Patrons
  Patrons of the Sunworm at any given time may include:
  Roll 1d6 to see how many times to roll 1d100 on the 
  patrons table below:
  01–20
  1d4 Drow
  21–30
  1d3 Duergar
  31–35
  1 Syanngg
  36–50
  1d4 Wererats
  51–60
  1d6+2 Huggermuggers
  61–85
  1d8+4 Human mercenaries/slavers
  86–87
  1 Humanoid chief (Bugbear)
  88–90
  1 Humanoid chief (Orcs)
  91–99
  1 Shroom
  00
  1 Demon, Vrock (Category I)
  
  18
  Cyclopean Deeps Volume 1
  Equipment: pouch with 3d6gp, 1d4 gems (1d4x100gp), 
  1d3 jewelry (1d3x1000gp), any 1d2 magic items. 
  Wererats (1d4): HD 3; AC 6[13]; Atk bite (1d3), short sword 
  (1d6); Move 12; Save 14; AL C; CL/XP 4/120; Special: control 
  rats, hit only by silver or magic weapons, lycanthropy, 
  surprise on 1–4 on 1d6.
  Equipment: short sword, 1d20gp.
  Missions: Any of the various patrons of the Sunworm may be willing 
  to hire the characters as bodyguards (25% chance per group), and there 
  is a 10% chance per group that there is someone in Ques Querax against 
  whom the visitor has a grudge — this is likely to be another visitor, but 
  might (10% chance be one of the full time residents of the Fortress). The 
  fee for any proposed assassination or kidnapping should be determined 
  based on the difficulty of the task.
  3H-6. Stables
  This building is the stable where the various different species of rid-
  ing beasts and draft animals of the fortress are kept. Most of these beasts 
  are giant lizards. The stable also includes some closed stalls for the more 
  dangerous creatures that are occasionally to be found in the Under Realm.
  The closed stalls are all heavily banded with iron, and have double pad-
  locks. At present, they contain:
   
  A. Empty
  B. Manticore 
  Manticore: HD 6+4; HP 29; AC 4[15]; Atk 2 claws (1d3), 
  bite (1d8) or 6 tail spikes (1d6); Move 12 (fly 18); Save 11; 
  AL C; CL/XP 8/800; Special: 4 volleys of 6 tail spikes (180ft 
  range).
  C. Gorgon 
  Gorgon: HD 8; HP 40; AC 2[17]; Atk gore (2d6); Move 12; 
  Save 8; CL/XP 10/1400; Special: breath turn to stone (60ft 
  range, save negates).
  In the regular stalls, there are a total of 8 giant lizards, each chained by 
  an iron collar to keep it inside the stall.
  Giant Lizards (8): HD 3; HP 20, 17, 12, 12, 15, 10, 5; AC 5[14]; 
  Atk bite (1d8); Move 12; Save 14; CL/XP 3/60; Special: none. 
  (Monstrosities 300)
  The stables are owned by one of the denizens of Leng — no one can tell 
  which one it is, and many of the folk of Ques Querax believe that a differ-
  ent one of the Leng-men seems to be making the claim to ownership each 
  time. This causes little real confusion, though, for the stables are operated 
  by four human slaves. The slaves are Ormio, Tenkil, Pascha, and Krief. 
  They are ordinary humans, and each wears a stone of continual light on a 
  necklace in order to see during the dark hours.
  Missions: The slaves are not interested in being rescued, for they 
  were bred in the Under Realms as slaves and know that — for the Under 
  Realms — they are in a very good situation compared to most humans. 
  They can tell a group of inquiring characters that their master (who can 
  be found in Area 3H-9) would be interested in purchasing giant lizards 
  to add to the stables. The Leng-man (known as “Owner of the Stables”) 
  will pay 200gp each for any wild (or stolen) giant lizards brought to 
  him. The party should be careful if they choose to engage in a career of 
  wild lizard-rustling, though: some owners brand their lizards for identi-
  fication, and the brands are not always obvious. The Leng-man will not 
  purchase branded lizards.
  3H-7. Temple of the Head of Terror
  A severed head sits in the middle of the floor in this building,  
  attended by three priests in white robes. Anyone opening the  
  door will always find the three priests in exactly the same positions 
  every time the door opens. The priests do not speak, although they 
  will turn to look at visitors. Their eyes glow, and have the effect of 
  a fear spell against creatures (including animals and monsters) with 
  4 hit dice or fewer. There are no decorations or furniture in the room 
  at all.
  Anyone who is not frightened away from the temple by the priests 
  may request healing or other clerical spells as one might at any tem-
  ple in the surface world. The spells, even those that might ordinarily 
  require the caster to touch the spell’s recipient, are not cast in front 
  of anyone other than the three priests. The spell simply takes effect 
  outside the temple. Anyone who somehow manages to spy upon the 
  three priests and the head while a spell is being cast will become in-
  sane without a saving throw, and will go to join the denizens of Leng, 
  eventually turning into one. Even if this magical effect is somehow 
  reversed, the person will have no memory of what was actually seen 
  in the temple.
  The “clerics” are flesh projections of the head’s thoughts. They have no 
  internal organs of any kind, although they can speak as the head wishes 
  them to speak. In terms of combat, they are essentially identical to flesh 
  golems. Provided that the head is not in combat at the time, each of the 
  flesh-projections can cast one cleric spell per day: any spell of any level, 
  but only one spell per day.
  The Head of Terror: HP 80; AC 9[10]; Atk none; Move 0; Save 
  5; AL N; CL/XP –/–; Special: +1 or better weapon to hit, 
  immune to spells.
  Projected Flesh “Priests” (3): HD 8; HP 40; AC 9[10]; Atk 2 fists 
  (2d8); Move 8; Save 8; AL N; CL/XP 12/2000; Special: +1 or 
  better weapon to hit, healed by lightning, immune to most 
  spells, slowed by fire and cold, limited spell use (1 spell/day).
  3H-8. Den of the Serpentfolk
  The Den of the serpentfolk is a combination of inn and tavern for ser-
  pentfolk and their troglodyte slaves, and in some cases it will be open to 
  other reptiles or saurians. The proprietor of the den is Hassasha Tak, a 
  member of the Red Society of the Serpentfolk.
  At any given time there will be 1d6+10 serpentfolk (all of the civilized 
  type) staying in the Den along with 1d2 leader types (5HD and spells). In 
  addition to the serpentfolk there will be other reptilian patrons, although 
  the serpentfolk generally hold themselves aloof from these rougher and 
  less-civilized types. The common room and sleeping areas will, in the 
  case of a brawl, disgorge 2d6 lizardmen and 2d6 troglodytes.
  Hassasha Tak, Proprietor: HD 5; HP 25; AC 3[16]; Atk 2 claws 
  (1d4), bite (1d3); Move 12; Save 12; AL C: CL/XP 7/600; 
  Special: immune to mental domination, mild venom (save 
  or additional 1d4+1 damage), spells (4/2/1). (Monster 
  Appendix)
  Spells: 1st—charm person, detect magic, hold portal, 
  magic missile; 2nd—darkness 15ft radius, mirror image; 
  3rd—slow.
  Serpentfolk Leader (1d2): HD 5; AC 3[16]; Atk 2 claws 
  
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  Chapter 2: Eye of the Titan
  (1d4), bite (1d3); Move 12; Save 12; AL C; CL/XP 8/800; 
  Special: immune to mental domination, mild venom (save 
  or additional 1d4+1 damage), spells (4/2/1). (Monster 
  Appendix)
  Spells: 1st—charm person, detect magic, magic missile 
  (x2); 2nd—mirror image, web; 3rd—lightning bolt.
  Serpentfolk (1d6+10): HD 4; AC 3[16]; Atk 2 claws (1d4), 
  bite (1d3); Move 12; Save 13; AL C; CL/XP 5/240; Special: 
  immune to mental domination, mild venom (save or 
  additional 1d4+1 damage). (Monster Appendix)
  Lizardmen (2d6): HD 2+1; AC 5[14]; Atk 2 claws (1d3), bite 
  (1d6); Move 6 (swim 12); Save 16; AL C; CL/XP 2/30; Special: 
  breathe underwater.
  Equipment: belt pouch with 1d6gp, 10% for a gem 
  worth 1d6x50gp.
  Troglodytes (2d6): HD 2; AC 4[15]; Atk 2 claws (1d3), bite 
  (1d4+1); Move 12; Save 16; AL C; CL/XP 3/60; Special: 
  chameleon skin (surprise on 1–4 unless excreting stench), 
  stench (loss of a point of strength per round for 1d6 rounds, 
  last 10 rounds after final effect). (Monstrosities 488)
  Equipment: stone axe, pouch with 1d10gp. 
  3H-9. Tavern of the Leng-Men.
  The Tavern of the Leng-Men has a rune upon the door, which depicts 
  the tavern’s actual name, a word that cannot be pronounced by humans, 
  and which also contains telepathic “sounds” as well as spoken ones. The 
  building is usually referred to simply as the Tavern of the Leng-Men, and 
  it is shunned by the other inhabitants of Ques Querax.
  At any given time there will be 1d4+1 Leng-Men in the tavern, squat-
  ting around low tables that are of knee-height to a human. They do not 
  use chairs, and it will be instantly apparent that their legs are not jointed 
  like those of humans, a fact which they ordinarily seek to conceal beneath 
  their voluminous robes. In the rafters there are 1d4 leng-bats, making 
  faint squirping noises.
  The proprietor of the tavern is Ywhoon of the Ulmai; it has apparently 
  lost one of its arms. For reasons known only to the Leng-Men, if a human 
  asks about the loss of the arm using speech rather than mental communi-
  cation, all of the Leng-Men in the tavern (including Ywhoon) will become 
  extremely threatening, and any further speech that uses sound will cause 
  a fight. Trying to calm them down by mentally-communicated apologies 
  or cajolery is possible.
  The food and drink served at the tavern are not palatable or even edi-
  ble as far as humans are concerned. The smoke of their hookahs is mild-
  ly poisonous (+8 saving throw against the secondary smoke, +4 saving 
  throw if deliberately inhaled). The drink in their goblets is not poisonous 
  but causes strange and disturbing hallucinations in a human’s peripheral 
  vision for a period of 1d6 hours (no saving throw), and the food served is 
  a squid-like creature from which the guts are sucked out while it is still 
  alive. There is a tank of these things behind the counter, and if the char-
  acters get back there somehow, it can be seen that the squid-things float 
  in a thin blue gas inside the large glass-and-clay container. Eating one 
  of these, or sucking the juices as the Leng-Men do, requires one saving 
  throw per hour for 1d6 hours to avoid swelling up to twice normal size 
  and then bursting open.
  Ywhoon of the Ulmai, Proprietor: HD 8; HP 34; AC 5[14]; Atk 2 
  claws (1d4+1), bite (1d3 plus lassitude); Move 12; Save 8; AL C; 
  CL/XP 13/2300; Special: immune to poison, lassitude (save at 
  –2 or take –2 to all attack, damage, and save rolls; fail second 
  
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  Cyclopean Deeps Volume 1
  save after another bite fall into deep slumber), magical 
  abilities, regeneration (5hp/round). (Monstrosities 116)
  Magical Abilities: constant—ESP; 1/day—mirror image.
  Denizens of Leng (1d4+1): HD 8; AC 5[14]; Atk 2 claws 
  (1d4+1), bite (1d3 plus lassitude), Move 12; Save 8; AL C; CL/
  XP 13/2300; Special: immune to poison, lassitude (save at –2 
  or take –2 to all attack, damage, and save rolls; fail second 
  save after another bite fall into deep slumber), magical 
  abilities, regeneration (5hp/round). (Monstrosities 116)
  Magical Abilities: constant—ESP; 1/day—mirror image. 
  Leng-Bats (1d4): HD 2; AC 3[16]; Atk bite (1d6); Move 4 (fly 
  18); Save 16; AL C; CL/XP 4/120; Special: 1d6 auto damage 
  upon first bite, immune to spells, magic weapons receive no 
  bonus. (Monster Appendix)
  3H-10. “Alterations in Ownership.”
  This is a store where various adventuring supplies may be purchased. 
  The owner, Uzox Loam, is a giant slug about twice the size of a human 
  being. Uzox has four slaves who help customers with purchases or other 
  services the customers might require. As a giant slug, Uzox cannot speak, 
  but as with many creatures of the Cyclopean Deeps, he can communicate 
  telepathically, and read minds.
  In addition to all the various items that would normally be available in 
  a general store, Alterations also has the following available:
  90% chance of 1d4 potions of healing
  25% chance of a scroll containing 1d4 first level magic-user spells
  10% chance of a scroll containing 1d2 second level magic-user spells
  1% chance of a scroll containing 1d2 magic-user spells of random level 
  between 1 and 6.
  Uzox Loam (Intelligent, Telepathic Giant Slug): HD 12; AC 
  8[11]; Atk bite (1d12); Move 6; Save 3; AL N; CL/XP 13/2300; 
  Special: acid spittle (6d6, 50% to hit within 60ft), immune to 
  blunt weapons, telepathy. 
  Slaves (Normal Humans): HD 1d6hp; AC 9[10]; Atk dagger 
  (1d4); Move 12; Save 18; AL N; CL/XP B/10; Special: Each 
  slave wears a stone of a continual light on a leather thong 
  around the neck.
  3H-11. Jeweler and Gemcutter
  This shop is run by a duergar, the grey-skinned Brondignaven. The dark 
  dwarf’s face is virtually unrecognizable as a face, due to hideous scarring 
  that was inflicted upon him by the victor in a brawl. This defacement (al-
  most literally), and the shame at his defeat, drove Brondignaven to leave 
  the duergar community in search of another place to reside. As with many 
  creatures alone without allies in the Under Realm, Brondignaven quickly 
  discovered that living under the protection of Ques Querax would likely be 
  his only chance of living at all. 
  Of all the creatures residing in the Fortress, Brondignaven has trans-
  ferred all his loyalties to the Eye of Gaaros, and is fanatically faithful to it. 
  He will immediately report any suspicious or seditious comments to the 
  palace (Area 3H-15).
  As with all duergar, Brondignaven hates the “dwarves of the shallows,” 
  and will attack a dwarf on sight. If the dwarf’s face is concealed by hood 
  or mask, and Brondignaven has some compelling reason to restrain him-
  self, he might be able do so (50% chance).
  Brondignaven the Duergar (Ftr7): HP 31; AC 2[17]; Atk 
  warhammer (1d4+2) or light crossbow (1d4+1); Save 13; AL 
  C: CL/XP 6/400; Special: +1 strength to hit bonus, +1 strength 
  damage bonus, +4 save vs. magic, immune to illusions, 
  magical abilities, multiple attacks (7) vs. creatures with 1 or 
  fewer HD. (Monstrosities 148)
  Magical Abilities: 1/day—enlarge (+2 attack bonus, 
  50% heal damage), invisibility. 
  Equipment: plate mail, shield, warhammer, light 
  crossbow, 20 bolts, belt pouch containing 19 diamonds 
  of varying sizes and quality. There are 10x100gp, 
  4x250gp, 2x1000gp, 2x2000gp, and 1x3000gp. 
  3H-12. Vacant Building
  This building is currently vacant, being undesirable due to the occa-
  sional strange smells emanating from the perfume manufactory next door 
  at 3H-13. It would be possible for a group of characters to rent the build-
  ing from the Eye of Gaaros. Since the Eye considers all of Ques Querax 
  as its personal possession, it will not understand the concept of an actual 
  “sale” of the building.
  3H-13. Perfume Manufactory
  The pleasant/unpleasant smell around this building is a byproduct of the 
  perfumes that are brewed here by Ellumios Thram. Ellumios is a mag-
  ic-user, a human with the head of a dog — he does not care to discuss how 
  this came to be. Despite the dog head, Ellumios is fully capable of normal 
  speech, but the canine eyes allow him to see in the dark.
  Ellumios, despite being of Chaotic alignment, can be an excellent 
  source of interesting quests and missions for a party of adventurers in the 
  Under Realms, simply due to the fact that his perfumes (and researches 
  into perfumes) require a constant stream of bizarre or rare ingredients. 
  Mosses, mushrooms, metals, and monster parts are all the sorts of things 
  that go into Ellumios’s cauldrons, alembics, and, eventually, perfume vi-
  als.
  Ellumios Thram (MU7): HP 19; AC 9[10]; Atk staff (1d6); Move 
  12; Save 9; AL C; CL/XP 9/1100; Special: +2 save vs. spells, 
  spells (4/3/2/1);
  Spells: 1st—charm person, detect magic, magic 
  missile, read languages; 2nd—detect invisibility, 
  invisibility, phantasmal force; 3rd—fireball, lightning 
  bolt; 4th—wall of ice.
  Treasure: The vast majority of the perfumes manufactured by Ellu-
  mios really are nothing more than perfumes, but they can be extremely 
  valuable. At any given time, he will have 1d4+5 perfumes in stock, each 
  one of which will be worth 1d4x1000gp. 
  3H-14. Vat Animals.
  The necromancer Thin Po and his “servant” Bhan live in the top floor 
  of this building. The lower floor contains several stuffed examples of Thin 
  Po’s handicraft, “animals” that are grafted and grown in vats. Thin Po has 
  four vats, all of which are on display. The first vat contains a thing that has 
  four long cat legs, but the body of which is a transparent, membrane-like 
  
  21
  Chapter 2: Eye of the Titan
  sac filled with a whitish ooze. There is a flexible tube extending from the 
  creature’s rear portion, with several sharp teeth. A scrap of parchment is 
  affixed to the side of the glass vat, reading “10,000 gold pieces.” The 
  second vat is filled with liquid, and something approximately the size of a 
  rosebud floats within. The third and fourth vats are empty.
  Thin Po is a magic-user of 12th level, and his companion, Bhan, is 
  obviously not human, floating in the air without feet, hooded and draped 
  in thick layers of cloaks. Bhan does not speak, and will conceal the fact 
  that it can communicate (and overhear) by telepathy. Bhan is a khryll, 
  present in Ques Querax by invitation of the Eye of Gaaros to serve as 
  support, in various possible capacities, for the Eye’s rulership of the 
  citadel.
  Thin Po (MU12): HP 30; AC 2[17]; Atk staff (1d6); Move 12; 
  Save 5; AL C; CL/XP 15/2900; Special: +2 save vs. spells, spells 
  (4/4/4/4/4/1).
  Spells: 1st—charm person, detect magic, magic 
  missile, sleep; 2nd—detect invisibility, ESP, invisibility, 
  web; 3rd—dispel magic, fireball, fly, rope trick; 4th—
  confusion, dimension door, fear, wall of ice; 5th—
  cloudkill (x2), telekinesis, teleport; 6th—disintegrate;
  Equipment: bracers of defense AC 2[17], staff, 2 scrolls 
  of lightning bolt.
  Bhan-Rka (Khryll): HD 8; AC 3[16]; Atk 8 tentacles (grab with 
  2 hits); Move 9; Save 8; AL C; CL/XP 13/2300; Special: liquefy 
  internal organs of grabbed victim, mental blast, magic 
  resistance (80%). (Monstrosities 275)
  Treasure: In a locked chest hidden beneath a loose flagstone in the 
  floor he keeps 3500gp, 2 rubies (250gp), a wand of polymorph other (5 
  charges) and a bracelet of sapphires (1000gp).
  3H-15. Palace
  The palace is the lair of the Eye of Gaaros, ruler of Ques Querax. 
  The parchment on the door post is the “Bounty of the Week.” This is 
  not an actual weekly bounty, it is just the name that the denizens of 
  Ques Querax have given to the Eye’s custom of posting rewards for 
  those who bring it specific ingredients it needs for its projects (see 
  Sidebox).
  The Eye is a living thing, apparently a complete organism unto 
  itself, although science would be unable to explain why or how it 
  survives or thinks. It is the only remaining part of a titanic being 
  named Gaaros-Uaazath that lived many centuries ago. This is the 
  fullest extent of information about the Eye that can be gained in Ques 
  Querax other than from the khryll, who know somewhat more than 
  the other denizens. 
  The interior of the palace is a single room; the Eye does not sleep, 
  and its bodyguards do not live here, so there is no need for any other 
  space within. The entire chamber serves as a combination of a throne 
  room and military headquarters for the Eye. The Eye is not always 
  in the palace chamber, for it spends a great deal of time in the cata-
  combs below the palace. However, the Eye knows when the palace 
  doors are opened, and unless it is engaged in sensitive work on its 
  golem it will usually arrive in the throne room within an hour. There 
  is a 64% chance that the Eye will be present at any particular time the 
  characters might visit the palace. 
  If the Eye of Gaaros-Uaazath is present (64% chance):
  If the Eye of Gaaros-Uaazath is NOT present:
  The pit (whether closed or open) is the entrance into the catacombs 
  beneath the palace, leading to Area 3H-18. If the Eye is not present, Cap-
  tain Culverv will politely inform the characters that their business at the 
  palace will have to wait.
  Bugbears (20): HD 3+1; AC 5[14]; Atk bite (2d4) or 
  morningstar (1d8+1); Move 9; Save 14; AL C; CL/XP 3/60; 
  Special: surprise on 1–3.
  Human Guards (Ftr5) (4): HP 26, 18, 20, 22; AC 5[14]; Atk 
  longsword (1d8+1) or shortbow x2 (1d6); Move 12; Save 
  10; AL C; CL/XP 5/240; Special: +1 strength bonuses to hit, 
  +1 strength bonuses to damage, multiple attacks (5) vs. 
  creatures with 1 or fewer HD.
  Equipment: chain mail, longsword, shortbow, 20 
  arrows, 3d6gp.
  
  22
  Cyclopean Deeps Volume 1
  Captain Culverv (Ftr8): HP 60; AC 2[17]; Atk +3 mace 
  (1d6+5); Move 12; Save 7; AL C; CL/XP 8/800; Special: +2 
  strength bonuses to hit, +2 strength bonuses to damage, 
  multiple attacks (8) vs. creatures with 1 or fewer HD.
  Equipment: plate mail, shield, +3 mace, 3d12gp.
  Ikgil-Otakti (Khryll): HD 8; HP 40; AC 3[16]; Atk 8 tentacles 
  (grab with 2 hits); Move 9; Save 8; AL C; CL/XP 13/2300; 
  Special: liquefy internal organs of grabbed victim, mental 
  blast, magic resistance (80%). (Monstrosities 275)
  The Eye of Gaaros-Uaazath (Relic): HD 20; HP 80; AC 0[19]; 
  Atk none physical; Move 0 (fly 12); Save 3; AL C; CL/XP 
  26/6100; Special: Aura of Death (1/day)*, Gaze of Most Utter 
  Domination**, Gaze of Truth***, magic resistance (40%), 
  weak telekinesis, spells.
  Spells: charm person (x3), lightning bolt (x2), teleport.
  *The Aura of Death: Whenever the Eye desires (no more than once per 
  day) it may produce an aura of death around itself, requiring all living 
  beings within 100ft to make a saving throw or die.
  **The Gaze of Most Utter Domination requires any single person gazed 
  upon by the Eye to make a saving throw or fall under the Eye’s complete 
  mental domination. Fortunately, the Eye has little interest in causing peo-
  ple to harm themselves, but if it decides to order a controlled victim to 
  commit suicide, there is only one last saving throw permitted to break the 
  enchantment. The Eye must decide to use the Gaze; it is not a constant 
  feature of the Eye’s sight. The Eye can maintain control of no more than 
  one person at a time using the Gaze of Most Utter Domination.
  ***The Gaze of Truth: Any being the Eye looks upon will find itself 
  unable to tell a lie in the Eye’s presence unless the creature succeeds at a 
  saving throw. This effect has a duration of five minutes.
  3H-16. Tunnel
  This tunnel leads to the areas described in Chapter 3: Izamne, City of 
  Endless Dark and Chapter 4: Izamne, Secrets of the Dark City.
  3H-17. Tunnel
  This tunnel leads to the areas described in Chapter 5: Dread Domes of 
  the Serpentfolk.
  Bounty of the Week
  1
  We require a quantity of green moss (reward 
  of 100gp per pound, up to five pounds).
  2
  We require the hand of a human (left, 
  preferably, right is acceptable). Reward 500gp.
  3
  We require one ton of smelted iron (25gp reward).
  4
  We require the head of a bugbear, very fresh 
  (100gp reward)
  5
  We require double-fermented mushroom 
  liqueur (50 gallons, all or none). Reward 450gp.
  6
  We require a jar of yellow cave-flies (700gp 
  reward). Must be yellow ones, not green.
  7
  We require the heart of a piercer (100gp reward).
  8
  We require the webs of a giant spider (500gp 
  reward).
  9
  We require the finger of a troll. NOT a two-
  headed troll, NOT a cross-breed, but a pure 
  troll (1000gp).
  10
  We require the stinger of a purple worm (8000gp)
  
  23
  Chapter 2: Eye of the Titan
  The Catacombs
  The titanic being known as Gaaros-Uaazath was not originally of this 
  plane of existence. It emerged into the dark caverns of the Cyclopean 
  Deeps almost a thousand years ago, whereupon it gave birth to a large 
  number of khryll and then slowly died over the course of a century, im-
  parting forbidden secrets and sinister lore to its progeny. The physical 
  form of the titan was not that of a khryll, and the khryll have their own 
  methods of reproduction that do not include the creation of inter-planar 
  titans. It is therefore unclear if the titan was a biological parent, a vehicle 
  that forced its way through the planes long enough to deliver its horrid 
  cargo, the physical manifestation of an ancient curse, or an outgrowth of 
  a chaos god. The khryll “offspring” of the titan consider it to have been 
  a quasi-god of Chaos that penetrated the material plane long enough to 
  spawn a superior breed of khryll into the deep caverns of the world, al-
  though not all agree with this “religious” theory. The khryll are aware that 
  they are not the only ones of their species living in the world, but their 
  origin in the titan seems — to them, at least — to indicate that they are a 
  superior strain, destined to rule or to consume the others in the due course 
  of time.
  3H-18. The Underthrone
  It will not take long for a magic-user to determine that the symbols are 
  some sort of numerical calculation — one that has apparently taken the 
  walls of an entire cavern to complete.
  3H-19. Practice Titan
  It will be readily apparent to a magic-user that this mind-numbing con-
  struct is designed to be activated or brought to life in some fashion, much 
  like a golem. As it happens, this one no more than a scale model; the real 
  re-creation of the titan is in Area 22. Many of the internal working parts of 
  the practice titan are made of organic material, and the slow rotting of this 
  material is what causes the bad smell, for no effort is being made to pre-
  serve it. For thinking players, this might offer a clue to the fact that this is 
  no longer a first-priority project. If anyone specifically asks about the eyes 
  of the titan, that character will discover that the beast has two eye sockets, 
  that only one has an eye in it, partly organic and backed with metal … and 
  that the size of the titan’s eye is about one and a half feet in diameter (in 
  other words, only half the size of the Eye of Gaaros).
  If the party wants to search and poke around in the practice titan’s in-
  nards, there are several gaps between the metal plates through which a 
  person can squeeze (unless wearing plate mail or larger than a human). 
  For each minute a character spends searching, there is a 1 in 4 chance 
  that one of 10 things might happen. The events do not repeat, and once all 
  of them have transpired the hulk of the model titan has effectively been 
  stripped of all its interesting qualities.
  1
  Bad smell intensifies: make a saving throw or become 
  paralyzed with nausea. Anyone stuck in this way must 
  be pulled out by another person, who must also make 
  the saving throw (unless preparations were made to 
  pull searchers out, such as the simple expedient of 
  tying a rope to those entering the colossus).
  2
  Pocket of extremely foul air when an internal organ 
  bursts. As with “Bad smell intensifies,” but the saving 
  throw is at –2.
  3
  Slime: the character comes across a tube that drips 
  green slime. A successful saving throw is required to 
  avoid touching the slime.
  4
  Grey ooze: a grey ooze is inside the colossus, and 
  attacks the character.
  5
  The character discovers a gem worth 1d10x1000gp.
  6
  The character breathes in some healthy fumes: if the 
  character successfully makes a saving throw, add 1 
  point to the character’s constitution attribute.
  7
  The character becomes wrapped in a section of 
  guts and is trapped unless a saving throw at –3 is 
  successful. If trapped, the character must be pulled 
  out (see “Bad smell intensifies,” above).
  8
  The character discovers a jeweled piece of plating 
  that (if worn in some fashion) serves as an amulet of 
  protection from fire. The plating is magical and can 
  be detected.
  9
  The character discovers a complex twist of silver wire, 
  worth 25gp.
  10
  The character discovers two gems, each worth 
  1d6x1000gp. They are wired together with a magical 
  charge running between them. Unless the wire is cut 
  during a dispel magic spell, within an anti-magic spell, 
  or in a similar magical dead zone, the gems will explode 
  for 4d6 points of damage each (save for half damage). 
  The explosion will leave behind gems that are 
  somewhat damaged (worth half their original value).
  Grey Ooze: HD 3; AC 8[11]; Atk strike (2d6); Move 1; Save 
  14; AL N; CL/XP 5/240; Special: acid, immune to spells, heat, 
  cold, and blunt weapons.
  Hex 3H Map 2:  
  Catacombs of Ques Querax
  
  24
  Cyclopean Deeps Volume 1
  3
  
  25
  Chapter 2: Eye of the Titan
  
  26
  Cyclopean Deeps Volume 1
  3H-20. Equipment Room
  The creature is the room is a khryll, and the characters have most likely 
  already met one of their kind in Ques Querax, either at the gate or almost 
  certainly in the palace above. If not, the encounter will be a very nasty 
  surprise. It may not be possible to persuade the khryll that the characters 
  have business down here in the catacombs, since it is capable of reading 
  minds. However, if every character in the party manages to make a saving 
  throw, then they will have managed to block the khryll’s mental probing, 
  and might succeed in telling a lie. If they fail to persuade (or don’t even 
  try) then the khryll will attack using its mental blast.
  Eka-Knau (Khryll): HD 8; HP 40; AC 3[16]; Atk 8 tentacles 
  (grab with 2 hits); Move 9; Save 8; AL C; CL/XP 13/2300; 
  Special: liquefy internal organs of grabbed victim, mental 
  blast, magic resistance (80%). (Monstrosities 275)
  Treasure: The various materials in the room are collectively worth 
  40,000gp, but they would need to be hauled somewhere for sale (and that 
  would obviously not be Ques Querax). In with the rest of the 40,000gp 
  worth of materials the party can locate 5 potions (all of which are healing 
  potions). The khryll is wearing a necklace made of obsidian-type beads, 
  but they are not a known mineral — the oddity of the stone makes the 
  necklace worth 10,000gp to the right purchaser.
  3H-21. Mnemopods.
  The diagram on the wall is Player Map 1.
  The four six-inch spheres in this room are “mnemopods,” magic items 
  that allow a telepath to record a few moments of direct thought for another 
  to “read” later on. These are used by the Eye’s khryll servants to leave 
  messages for each other; as telepathic creatures, they find written commu-
  nications to be utterly inadequate.
  Sphere 1 (lowest):
  The sphere must be touched in order to convey its message: the image 
  of a khryll (Akn-A-Nangish-Te from Area 3H-2), which will then be re-
  placed by an image of the practice titan in Room 3H-19. A moment later, 
  there are two combined images, superimposed over each other: the third 
  segment of the titan, and a piece of jeweled plating (see result #8 in Room 
  3H-19). If the characters use this vision and specifically state that they are 
  looking in segment 3 of the practice titan, there will be a 50% chance of 
  finding the piece of jeweled plating immediately.
  Sphere 2: 
  This image portrays a dark stalker with dark creepers. The octopus dia-
  dem is an important piece of dark stalker history.
  Sphere 3: 
  See Area 3H-23.
  Sphere 4 (highest): 
  This sphere does not currently have a memory stored inside it, which 
  is why it is floating higher than the others — it is lighter. If it is touched, 
  it will not project a mental image for a moment, since it will be accepting 
  the mental image from the person touching it. Therefore, after a moment, 
  the person touching the sphere will see a picture form … of the character’s 
  own face, which will then turn into an image of the entire party of adven-
  turers and what they have been doing for the last ten minutes or so. This 
  image will remain recorded in the Mnemopod.
  3H-22. The Titan in Waiting
  If the party has already seen the practice titan in Room 3H-19, they will 
  immediately notice that there is no rotting smell here, as there is in the 
  other room with the smaller titan.
  If the Eye of Gaaros was not above in the palace when the characters 
  entered the catacombs, then it will be found in this room, working on the 
  titan. For details on the Eye of Gaaros, see 3H-15. The Eye uses several 
  tools at one time, manipulating them all by telekinesis.
  
  27
  Chapter 2: Eye of the Titan
  The organic and mechanical innards of this titanic construct are in good 
  shape. The metal parts are polished, and the living tissue is a healthy-look-
  ing mixture of greens, yellows, and pink. It is apparently not functional 
  yet, although some of the organs are twitching or otherwise showing signs 
  of life. If anyone attempts to explore the interior of this titan, the innards 
  will defend themselves. One internal organ will ooze to the attack every 
  other round until the intruder retreats from the titan’s body. The internal 
  organ is for all intents and purposes the same as a black pudding. If a 
  character remains in the body despite the attacks of the internal organs, 
  the character can find one item each round (for 1d10 rounds, or whatever 
  seems appropriate under the circumstances):
  1
  An oddly faceted gem worth 1d4x100gp
  2
  A twist of wire worth 1d100gp
  3
  A piece of unearthly precious metal worth 1d10x100gp
  4
  A gold-plated skull or bone, wired to an organic thing 
  (10gp for the gold)
  5
  A piece of sculptured metal that looks valuable but is 
  worthless
  6
  A green, meat-like substance that originally looked a 
  lot like a precious metal, but obviously isn’t once it is 
  picked up and begins to drip.
  Titan’s Internal Organ (Black Pudding): HD 10; AC 6[13]; Atk attack 
  (3d8); Move 6; Save 5; AL N; CL/XP 11/1700; Special: acidic 
  surface, divides when hit with lightning, immune to cold.
  Across the bridge, the characters will be able to see the room’s south-
  ern chamber, which is blocked off by the bulk of the titan. The southern 
  chamber contains a stone dais with three orbs floating in the air directly 
  above it. Each of the three orbs glows with white light. This is the prison 
  from the “prisoner” memory in 3H-21, but do not volunteer this fact to the 
  players unless there is reason to do so.
  Touching the left or the right orb will cause 1d10 points of damage to 
  bare skin (no effect if touched with wood, leather, metal, etc). Touching 
  the central orb with bare skin causes the orb to glow yellow. A moment 
  later, the top of the dais will swing up and backward on a hidden hinge, 
  revealing the entrance to the prison cell underneath. 
  3H-23. Prison Cell
  The current occupant of the prison cell is Saja Kha, a serpentfolk. If 
  the characters come into contact with Saja Kha, they will be facing serious 
  trouble with the khryll of Ques Querax, for Saja Kha has learned things 
  that the khryll consider to be a deep, quasi-religious secret. They will not 
  allow anyone who might have learned the secret from Saja Kha to live.
  Saja Kha sneaked into the catacombs as a spy for the Blue Society 
  of the serpentfolk, in an attempt to learn whatever useful secrets might 
  be learned about the ruler of Ques Querax. He got much more than he 
  bargained for, however, when he used a spell to listen in on a telepathic 
  conversation between two of the khryll, and learned the true nature of the 
  Eye of Gaaros — or, at least, the belief of the Ques Querax khryll that the 
  titan Gaaros-Uaazath was a quasi-god of Chaos that came to the material 
  plane of existence from elsewhere, and gave birth to a special, elite gener-
  ation of khryll. These khryll are destined, according to their beliefs, to en-
  
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  Cyclopean Deeps Volume 1
  slave the entire world, turning all other sapient beings into cattle for their 
  consumption and breeding. This attitude is common to virtually all khryll, 
  but the khryll of Gaaros take the objective as a divine mandate rather than 
  merely a desirable outcome. They are zealots, biding their time in Ques 
  Querax until the titan is completed and the Eye can take its place in the 
  new body. At that point, the khryll of Ques Querax will engage in the next 
  phase of their plan to invade and breed throughout the world.
  The Blue Society of the serpentfolk (See Chapter 5: Dread Domes of 
  the Serpentfolk) will pay a reward of 10,000gp for the safe return of Saja 
  Kha to them, but if the adventurers rescue the serpentfolk and escape to-
  ward the Domes of the Serpentfolk, they will be relentlessly pursued by 
  the khryll.
  Saja Kha (Serpentfolk Leader): HD 5; AC 3[16]; Atk 2 claws 
  (1d4), bite (1d3); Move 12; Save 12; AL C; CL/XP 7/600; 
  Special: immune to mental domination, mild venom (save or 
  additional 1d4+1 damage), spells (4/2/1; none memorized). 
  (Monster Appendix)
  Treasure: The cell contains no treasure, but it does contain the intact 
  carapace of a dead khryll as well as the skeletons of a human and another 
  of the serpentfolk. Saja Kha has been contemplating the possibility of 
  somehow wearing the khryll carapace in an escape attempt, but he will 
  keep this idea in reserve in case the characters fail to rescue him and he is 
  returned to the cell.
  Conclusion
  It may be that the characters will return many times to Ques Querax, 
  treating it as a base of operations, or it may be that they turn themselves 
  into fugitives by looking too deeply into the secrets of the Fortress and its 
  bizarre ruler. In either case, the events in Ques Querax are likely to set the 
  tone for many of the adventures that follow.
  
  29
  Unless this chapter is being played as a stand-alone module, the charac-
  ters have presumably made their way through the fortress of Ques Querax 
  and are exploring deeper into the Under Realms. By venturing into the 
  tunnels at 3H-16, the characters are now headed into the area of the Cy-
  clopean Deeps controlled by the dark stalkers of Izamne, and are soon to 
  disappear into the unusually powerful darkness that envelopes the myste-
  rious City of Endless Dark.
  Darkmist
  A central feature of the City of Izamne, and also a geographical feature 
  of some other areas in the Cyclopean Deeps, these strange mists of dark-
  ness are involved with one of the most powerful and mysterious factions 
  in the region: the cult of the demon prince Isclaadra. At this point, early 
  in their exploration of the Deeps, the characters may be encountering Is-
  claadra’s influence for the first time. So much the better if they associate 
  the darkmist with the demon prince, but this may be a revelation that does 
  not take place until much later.
  The darkmist is, as one might expect from the name, a black mist that 
  forms into stringy clouds as it drifts. It is heavier than air, but due to its 
  strange properties it will often hang in the air for a very long period of 
  time before sinking. 
  The substance is not magical, and is thus not affected by dweomers 
  such as detect magic or dispel magic. Its most unusual feature is that it 
  subdues and swallows light. Even magical light in the vicinity of darkmist 
  will become shadowy and emit illumination no farther than 30ft. More-
  over, darkmist affects infravision/darkvision as well as normal sight; these 
  abilities still work in darkmist, but, again, only to a distance of 30ft. Any 
  light from normal flame is dimmed to a distance of 10ft. Because the mist 
  is heavier than air, large quantities of it drift down through hidden rills and 
  rivulets in the limestone to collect in certain places — such as the unusu-
  ally dramatic example of Izamne, where a huge basin-cavern is filled with 
  the mist. The presence of large reservoirs of darkmist in the Cyclopean 
  Deeps is important, to some degree, to many of the denizens of the Cyclo-
  pean Deeps. The liquid form of the mist can even be sold, although it is a 
  long and complicated process to refine it.
  Movement/Light
  The party of adventurers may travel at a rate of one hex (mile) per day 
  per movement point on the Main Map of the Cyclopean Deeps. More 
  details about travel, including tables for random encounters, may be found 
  in Chapter 1: Down to Ques Querax.
  Beyond Hex 7N, the extent of territorial claims by the city of Izamne, 
  the law of Izamne forbids any illumination brighter than a torch. If the 
  party is using magical light or even powerful lanterns, a wandering en-
  counter in the tunnels could prove to be more dangerous than expected. 
  This includes all of the tunnel hexes between 7N, 8Q, and 13R (Izamne). 
  The “Law of the Last Light” is more than just an unenforced decree; 
  indeed, it is possible that it is an injunction stemming from some unknown 
  forces of great evil. For every day that the characters travel bearing lights 
  that cast a radius of illumination farther than five feet, there is a cumu-
  lative 10% chance of an attack by a demon. Roll 1d6 to determine the 
  category of the demon, with 1–4 representing a first-category demon, 5 
  representing a second-category demon, and 6 representing a demon of 
  a higher category (roll 1d6 again, with 1–2 representing third-category, 
  3–4 representing fourth-category, 5 representing fifth-category, and 6 
  representing sixth-category).
  The Darkfolk/Dark Ones
  This part of the Cyclopean Deeps is dominated by the dark folk, also 
  called the “dark ones.” The dark ones are by no means the most evil of the 
  creatures encountered in the Under Realms, but they have a close and fun-
  damental relationship with darkness itself, which the characters are likely 
  to discover by the time they reach the end of this adventure.
  For the most part, dark stalkers are nomadic raiders of the caverns and 
  wild tunnels of the Under Realms; they do not build permanent structures, 
  and move on quickly from the areas they have been raiding. They depend 
  for their existence on stealth and mobility, being one of the weaker races 
  inhabiting the Deeps. Indeed, if it were not for the occasional permanent 
  settlement — such as Izamne — the darkfolk might be considered nothing 
  more than a tribal nuisance by the other races of the Deeps. However, 
  when numerous societies of the dark folk settle en masse, their cities are 
  powerful and intricate, not to be trifled with. Izamne, the City of Endless 
  Dark, is such a place.
  As with all dark folk cultures, the only role of the dark creepers is to 
  adore and serve the dark stalkers. It is the social order and individual hier-
  archy of the stalkers that defines any dark stalker civilization; the creepers 
  are essentially irrelevant. The social mores of the dark stalkers are utterly 
  alien to humankind, for these creatures are not human; it is lethal to as-
  sume that their physical resemblance — and possibly ancestry — implies 
  any mental common ground between the two species.
  It is important to keep in mind that the dark ones have no written lan-
  guage, although they do use some deeply-cut touch runes in the same 
  fashion as Braille, although the touch runes are not a language, they are 
  abstract pictograms. Nor do the dark folk use fire, which means that they 
  do not forge metal. In Izamne, the duergar supply forged metal items to 
  the dark ones, which makes the city a very important point of trade. The 
  dark ones mainly trade stolen goods and slaves; they are rapacious raiders. 
  However, in Izamne one finds certain goods that the dark ones actual-
  ly produce: strange textiles with intricate weave, bizarre musical instru-
  ments, perfumes with hallucinogenic or other semi-magical properties, 
  and unusually delectable foods and spices. The enhanced non-sight senses 
  of the dark ones permit them to achieve a level of subtlety in certain crafts 
  that is unmatched in the rest of the Under Realms.
  The dark folk of the Cyclopean Deeps are divided between two differ-
  ent civilizations, each with a very different culture and values. There are 
  other dark folk civilizations in the Under Realms, but virtually all of the 
  dark folk in the Cyclopean Deeps are members of either the Avarthamna 
  or the Kshamarat.
  Both of the two dark folk civilizations in the Cyclopean Deeps are ut-
  terly vile and evil; the term “civilization” is only applied to them for the 
  purpose of identifying the different types. Neither of the civilizations is 
  a country or an empire, although the various dark folk communities and 
  traders in the Deeps rely only on members of the same civilization and 
  often spurn the company of their rivals. The two cultures have different 
  spoken accents (although their use of the language is the same, not tinged 
  with slang or dialect), and the robes of each culture are quite distinctive 
  from each other, both in weave and in appearance. This may become rel-
  evant if the characters decide to disguise themselves as dark stalkers; this 
  Chapter 3: Izamne,  
  City of Endless Dark
  
  30
  Cyclopean Deeps Volume 1
  is a viable strategy, given that the height and build of humans and dark 
  stalkers are identical — but if the disguises are a mix of the two cultures, 
  the trick will be immediately apparent to dark stalkers and most citizens 
  of Izamne.
  Avarthamna Civilization
  General Information
  All Avarthamna dark stalkers encountered in the Deeps will be fe-
  male. The method by which Avarthamna civilizations survive across 
  generations is a mystery that the adventurers might discover during the 
  course of the adventure, and is detailed in the adventure text. The Avar-
  thamna females shun darkfolk males from other civilizations (such as the 
  Kshamarat) because they consider darkfolk males to be something of an 
  abomination against nature. This dislike is intense enough that male dark 
  stalkers finding themselves alone with Avarthamna females are at risk of 
  being murdered.
  The Avarthamna civilization considers itself to be favored by the de-
  mon prince Isclaadra, and they construct shrines to this horrid being.
  Reliquary-Houses of the Avarthamna
  Avarthamna reliquary-houses can be of any sort of construction; in the 
  city of Izamne they are permanent structures, but in the wild caverns and 
  tunnels of the Under Realms they are often little more than a tent made 
  of cured skins. As described above, membership in an Avarthamna rel-
  iquary-society is by choice, so — since the ancestor-tokens and victo-
  ry-trophies may need to be moved from one house to another — these 
  items are relatively small. Ancestor-tokens are disks of wood inscribed 
  with the ancestor’s “rune of touch” (see Appendix I: Glossary). Victory 
  trophies are small mummified bits of the victim, but in the Avarthamna the 
  trophy is almost always a shrunken head. Each Avarthamna dark stalker 
  also carries a metal button that signifies ownership of one of the heads, 
  much like a receipt. The buttons have a hole punched through them, and 
  they are sewn into the cloth veil worn by the dark stalker over her face.
  The trophies themselves are more than they appear to be. If the dark 
  stalkers of the Avarthamna civilization are able to capture an enemy or to 
  work on the body within 24 hours, they will manage to torture the soul 
  out of the body’s physical substance, trapping it in the shrunken head for 
  eternity (until the head is destroyed).
  Kshamarat Civilization
  General Information
  Unlike the Avarthamna, Kshamarat dark stalkers may be of either sex. 
  The Kshamarat worship Noagana the Unseen, one of the Seven Primor-
  dial Nagas.
  Reliquary-Houses of the Kshamarat
  As with the Avarthamna civilization, the reliquary-houses of the 
  Kshamarat do not have any required structure or material; the ones in the 
  city are permanent and the ones in the wild caverns are light and mobile, 
  easily packed away for travel. Ancestor-tokens are domino-like pieces of 
  stone, carved with the ancestor’s “rune of touch.” Trophies are generally a 
  bundle of teeth, although some are scalps. The Kshamarat do not trap the 
  souls of their victims in the trophies as the Avarthamna do: souls are kept 
  in small, hand-held nets (Magic Items Appendix). It is also traditional for 
  the Kshamarat to provide music for their trophies; a dark creeper is usual-
  ly assigned to the reliquary-house with a musical instrument of some kind.
  The Kshamarat do not keep physical “receipts” for their victory-tro-
  phies. Rather, they scar themselves in memory of each kill, so that the arms 
  of a veteran Kshamarat warrior will often be laced with scars commem-
  orating the victory-trophies the stalker has stored in the reliquary-house.
  Relations between the 
  Avarshamna and the Kshamarat
  Superficially, relations between the Kshamarat and the Avarshamna are 
  completely peaceful. They live side by side in the City of Izamne almost 
  without incident. However, there is an underlying rivalry of some kind 
  that is utterly and completely incomprehensible to humans. It appears to 
  be more of a contest than a war, but for a contest it can be viciously bloody. 
  Every once in a while, a dark stalker for some reason becomes a legitimate 
  target for members of the other civilization to murder. For the Avarshamna, 
  any male dark stalker is a legitimate target, but only if the murder is done 
  without witnesses. This “murder-without-witness” is not the only time that 
  Avarthamna females will kill Kshamarat stalkers, but it is the most com-
  mon. Why an Avarthamna becomes a legitimate target for the Kshamarat is 
  essentially unknown, and does not make any logical sense to humans.
  The result, however, is that from time to time a dark stalker is mur-
  dered, and a trophy taken by the other civilization. It is conceivable that 
  the characters might be drawn into this ritual killing-contest, either as 
  guards, as a diversion, or as hired killers themselves.
  In both of the two darkfolk cultures native to the Cyclopean Deeps, the 
  stalkers accumulate treasure and gold just as most monsters do. The dark 
  creepers carry treasure, but this is almost always the property of one of the 
  stalkers, not the property of the creeper.
  Minor Encounter Hexes 
  (7N, 8Q, and 9L)
  Hex 7N: The Broken Gates
  This area is the main entrance and outer defense of the city of Izamne. 
  A recent battle has left it partially destroyed. 
  7N-1. The Archway
  7N-2. The Chamber of Last Light
  As soon as the first of the adventurers steps into the Chamber of Last 
  Light, there is a blinding flash of magical illumination from the eyes of 
  the naga carving over the top of the northern arch (see description be-
  low). Anyone who succeeds at a saving throw will only be blinded for 1d4 
  combat rounds. Failing the saving throw results in blindness for 10 full 
  minutes. The only way to completely avoid being blinded is to enter the 
  chamber backwards or to be significantly blindfolded. The effect of the 
  flash is generally doubled against goblins or other subterranean creatures.
  
  31
  Chapter 3: Izamne, City of Endless Dark
  
  32
  Cyclopean Deeps Volume 1
  
  33
  Chapter 3: Izamne, City of Endless Dark
  Beyond this carved stone chamber, it is a crime punishable by death to 
  carry any light brighter than a torch (30ft radius). 
  The defender of this entrance to Izamne’s territory is the syanngg Bi-
  asshk (in Area 7N-3), who has made a temporary lair to the north in Area 
  7N-3. The flash of light from this room will immediately warn the syan-
  ngg that intruders have arrived. Biasshk will not expect the characters 
  to attack, since they look like many of the armed adventurer-merchants 
  of the Deeps, but it will not allow a party to give evasive answers while 
  letting the blindness wear off. If the syanngg does not receive satisfactory 
  answers in short order, it will attack while the characters are still blinded 
  (or, at least, it will try). 
  This is not necessarily a combat encounter. If the party establishes to 
  Biasshk’s satisfaction that they are indeed making a (relatively) peace-
  ful trip to Izamne, he will let them pass … but he will demand a toll of 
  5000gp. He will not demand a toll if the characters are headed south. 
  Biasshk can be bargained down to 100gp on the toll, but if he is forced 
  to accept any price lower than 1000gp he will follow the party for almost 
  a mile, complaining about how adventurers used to pay tolls happily and 
  politely, without haggling over the price. He bemoans the fact that times 
  have changed, and keeps talking relentlessly about the old days.
  If the party pays Biasshk the full 5000gp he requested, then he will 
  warn them to “avoid the Orchard of Yiquooloome.” This is reference to a 
  location in Chapter 10: Orchards of Yiquooloome. He will refuse to give 
  any more information than this.
  If the characters inspect the bas-relief carving of the naga over the 
  northern arch, they will find a very shallow carving on its forehead, barely 
  distinguishable even at close range. The carving is the shape of a sev-
  en-headed snake, with the third head from the left slightly larger than the 
  others. The seven-headed serpent is the symbol of the Seven Primordial 
  Nagas, of which the third is Noagana the Unseen, patron of the Kshamarat 
  darkfolk. 
  7N-3. Northern Corridor
  Because the light-filled nature of the Chamber prevents the darkfolk 
  from being effective combatants here, they have employed a syanngg by 
  the name of Biasshk to guard the way through. The original defenders 
  of the gate were stone golems (now shattered and half-buried in rubble), 
  and the darkfolk are aware that there are certain problems that may arise 
  from using one of the unpredictable syannggs as a guard. Nevertheless, 
  Biasshk is powerful enough to give pause to potential attackers, and was 
  … available for hire.
  Like most syannggs, Biasshk is a supreme egotist and has the attitudes 
  of a tyrant, despite the fact that his current occupation represents noth-
  ing more than guarding a door. Finding himself harried and hunted by 
  the drow tribes north of the Cyclopean Deeps, Biasshk made his way to 
  Izamne, killed the former guardians of the gates, then offered himself to 
  the darkfolk of Izamne as a replacement for the — obviously ineffective 
  — stone golems that had once secured this entrance to the city’s territory.
  Biasshk the Syanngg: HD 8+20; HP 61; AC 2[17]; Atk up to 6 
  heads (1d4); Move 6; Save 7; AL C; CL/XP 14/2600; Special: 
  magic resistance (25%), magical ability from each head. 
  (Monstrosities 464)
  Magical Abilities: 1—slow (range 40ft); 2—lightning 
  bolt (5d6, range 60ft); 3—dispel magic (level 12, range 
  40ft); 4—flesh to stone (range 30ft); 5—hold monster 
  (range 30ft, duration 3d6 turns); 6—charm monster 
  (range 20ft). 
  Treasure: Biasshk has hidden his treasure in a hollow underneath one 
  of the two shattered stone golems. Anyone searching through the rubble or 
  inspecting the golems will find it easily. The treasure comprises 3000gp in 
  a chest (locked and trapped with a poison needle), 2 rubies (250gp each), 
  2 matched necklaces of pearls (2000gp each), a potion of levitation, a +2 
  dagger, and a scroll of reincarnation.
  Hex 8Q: The Shrines
  Note that this hex is under Izamne’s law that no light brighter than a 
  torch (30ft in radius) may shine in the city’s territory. If the party travels 
  in violation of the law, it is possible that they will be attacked as a result.
  8Q-1. South Entrance
  The “large shape” in the chamber is mist coiling around the invisible 
  statue of Noagana the Unseen (see Area 8Q-2, below, for description of 
  the statue).
  8Q-2. Statue of Noagana.
  Anyone inspecting the pedestal will immediately discover that there is 
  an invisible statue upon it. A person of normal height will be able to tell by 
  touch that the statue is a very large, coiled shape with scales the size of a 
  human hand. If some sort of magic, powder, or other method of seeing an 
  invisible object is used, the characters will find that the statue is of a snake 
  with a human torso and head. The torso has four arms and the mouth has 
  long, curving tusks like those of a mammoth. A circlet on the creature’s 
  head bears a gem cut with seven facets, and there is a rune deeply incised 
  in the statue’s chest. The gem is ordinary stone, a part of the statue’s carv-
  ing, which will be apparent to anyone using magic to view the statue, but 
  not to anyone using flour or a similar powder to see the statue’s outline. 
  The rune incised on the statue’s chest is identical to that on the forehead 
  of the bas-relief in Area 7N-2, a seven-headed snake with the third head 
  from the left somewhat larger than the others.
  A cleric in the party will recognize this as a statue of Noagana the Un-
  seen, god-demon of the Kshamarat darkfolk. If a cleric or NPC in the 
  party might know more about the demon, refer to the glossary entry on 
  Noagana as a source of information.
  8Q-3. Statue of Tsathogga
  This is a statue of Tsathogga, an ancient and evil being who is the pa-
  tron of many denizens of the Under Realms. The followers of Tsathogga 
  are not at all welcome in Izamne, although nothing along the way in-
  dicates the distrust and barely-concealed hatred the dark folk harbor for 
  followers of the Great Lord of the Elder Maw.
  Anyone approaching the statue within five feet will suddenly become blind, 
  although stepping back from the statue will immediately remove the blind-
  ness. It is impossible to see the statue closely; the nearest distance at which it 
  
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  Cyclopean Deeps Volume 1
  is visible is five feet. Even more disturbingly, anyone who has stepped within 
  the five feet of the statue and become blind will also have the sensation of 
  maggots crawling all over the character’s skin. This sensation persists for a 
  full minute after the character leaves the statue’s five foot radius.
  Live offerings are made to Tsathogga here, by placing a living crea-
  ture into the statue’s dark zone. The feeling of maggots on the skin is 
  not entirely imaginary — any creature remaining in the statue’s dark will 
  actually, eventually, be consumed by the ethereal maggots that inhabit 
  the darkness around the statue. It is possible for the adventurers to get 
  advance warning about the dangers of the statue if they are in possession 
  of a veil of seeing (Magic Items Appendix) taken from one of the dark 
  folk. The veil will reveal all of the statue’s secrets, including the ethereal 
  maggots swarming over the statue and the trash below it.
  If anyone attempts to harm the statue, the ethereal maggots will move 
  to attack the desecrator.
  Any character feeling around the base of the statue will find various objects; 
  the quantity of objects is actually far more than is possible in the five-foot 
  radius of blindness around the statue, and the objects were not visible from 
  outside the circle. They exist in some sort of nasty limbo-reality along with 
  the statue and the maggots. Most of the objects are bones; once a character 
  determines this, the bones can be sifted through in order to find other things. 
  Take note of two facts. First, by the time an adventurer gets out of the 
  circle of blindness to look at the bones, there will already be 1d4 clots of 
  ethereal maggots on the character, and they will be starting their attacks 
  at that point in time. Second, the characters will discover upon looking 
  at the bones that there is a lacework of holes through the bones, making 
  them fragile enough to crumble if they are treated at all roughly. This is 
  the result of prolonged exposure to the ethereal maggots.
  Ethereal Maggots (1 sq. ft) (1d4): HD 8; AC 8[11]; Atk 
  collective set of bites (1d4); Move 18; Save 8; AL N; CL/XP 
  11/1400; Special: +1 or better weapon to hit, automatic 
  1d4 damage after first strike, invisible (–4 to hit), immune to 
  piercing weapons, magical bludgeoning weapons inflict 
  triple damage. (Monster Appendix)
  8Q-4. Common Room
  The room is filled with darkmist, a substance native to the Cyclopean 
  Deeps that dampens and feeds upon light. Illumination from flames will 
  reach not further than 10ft through darkmist. Even magical light will only 
  reach to a radius of 30ft, and darkvision/infravision extends no further 
  than 30ft through the enchanted murk. No spell can eliminate the proper-
  ties of darkmist, although wish spells and the like can greatly reduce them.
  This room is the home of two dark stalker priests and their dark 
  creeper attendants; these darkfolk maintain and protect the statue-shrines 
  at 8Q-2 and 5 (the darkfolk in this region of the Under Realms do not wor-
  ship Tsathogga and thus the statue at 8Q-3 is left unmaintained). The room 
  has four bedroom-alcoves in it, which is where the darkfolk live.
  A. Avarthamna Shrine-Keeper (Sashi). 
  This is the sleeping chamber of Sashi, a female dark stalker (all of the 
  Avarthamna civilization are female). Sashi guards and maintains the attached 
  shrine of the demon prince Isclaadra, known as the Prince of Mists (see Area 
  8Q-5). Sashi wears a cloth veil over her face, sewn with ten metal buttons 
  (these are victory tokens of the 9 dark stalkers and 1 human she has killed).
  Sashi will keep herself cloaked with her own magical darkness, and 
  will circle around the adventurers to listen to their conversations. The rest 
  of her dark creepers will also move into positions around the walls of the 
  room and attempt to climb them to a level higher than a person can reach 
  (88% for each creeper). If the party is preparing to loot Sashi’s alcove she 
  will speak to them from the darkness and warn them against invading her 
  sleeping chamber.
  If it comes to a battle, Sashi will retreat, and her stalkers will (when the oppor-
  tunity arises) leap from their high places on the walls and attempt to backstab.
  Sashi, Dark Stalker Priestess (Clr4): HD 6+2; HP 32; AC 7[12] or 
  0[19] in darkness; Atk +1 short sword (1d6+1 plus special poison); 
  Move 12; Save 11; AL C; CL/XP 9/1100; Special: backstab (x2), 
  create special darkness (3/day), death flash 40ft (3d6 fire, save 
  for half), level 4 thieving skills, spells (2/1). (Monstrosities 84)
  Spells: 1st—detect good, detect magic; 2nd—hold 
  person.
  Thieving Skills: Climb 88%, Tasks/Traps 30%, Hear 4 in 6, 
  Hide 25%, Silent 35%, Locks 25%.
  Equipment: +1 short sword, +2 against snakes with 
  black smear poison  (save or reduce strength by 1d2 
  points/round for 2d6–1 rounds, used up on first strike), 
  thieves tools, unholy symbol of Isclaadra. 
  Treasure: Sashi’s short sword is named “Tamareethi Cobra-Slayer” 
  It is a +1 weapon, +2 against snakes. Anyone picking up the sword will 
  suddenly hear the name as if spoken, although no one else will hear it. 
  The holder receives double experience points for killing snakes (including 
  magical or giant snakes, but not dragons).
  B. Avarthamna Dark Creepers (Sashi’s)
  This alcove contains 8 noisome bedroll-piles of rags, untanned hides, 
  and soft garbage. It is the lair of 8 dark creepers who serve as Sashi’s 
  bodyguards/servants. 
  Dark Creepers (8): HD 1+1; HP 2, 5, 6, 2, 3, 2, 8, 4; AC 7[12] or 
  0[19] in darkness; Atk dagger (1d4 plus special poison); Move 
  9; Save 17; AL C; CL/XP 3/60; Special: backstab (x2), create 
  special darkness (3/day), death flash 10ft (save or blinded for 
  1d6 rounds), level 4 thieving skills. (Monstrosities 83)
  Thieving Skills: Climb 88%, Tasks/Traps 30%, Hear 4 in 6, 
  Hide 25%, Silent 35%, Locks 25%.
  Equipment: dagger with black smear poison (save or 
  reduce strength by 1d2 points/round for 2d6–1 rounds, 
  used up on first strike), rags, thieves tools, unholy 
  symbol of Isclaadra, 1d6gp. 
  Treasure: Each of Sashi’s creepers wears a leather bracelet with a large 
  pearl worked into the leather, worth 100gp. Each of them also wears an 
  ornate silver anklet made of twisting silver wires and leaves, rising almost 
  to the knee. The anklets are used to hold baggy trousers close to the leg. 
  Tiny flecks of a semiprecious orange mineral worked into the wire make 
  the anklets worth 150gp each.
  C. Kshamarat Dark Creepers (Jaoome’s)
  Dark Creepers (8): HD 1+1; HP 2, 5, 6, 2, 3, 2, 8, 4; AC 7[12] 
  or 0[19] in darkness; Atk dagger (1d4 plus special poison); 
  Move 9; Save 17; AL C; CL/XP 3/60; Special: backstab 
  (x2), create special darkness (3/day), death flash 10ft 
  (save or blinded for 1d6 rounds), level 4 thieving skills. 
  (Monstrosities 83)
  Thieving Skills: Climb 88%, Tasks/Traps 30%, Hear 4 in 6, 
  Hide 25%, Silent 35%, Locks 25%.
  Equipment: dagger with black smear poison (save or 
  reduce strength by 1d2 points/round for 2d6–1 rounds, 
  used up on first strike), rags, thieves tools, unholy 
  symbol of Noagana, 1d4gp.
  Treasure: Jaoome’s creepers all wear leather necklaces that are thread-
  ed with 1d20 silver beads each. Each of the beads is worked with almost 
  microscopic filigree; they are worth 20gp each.
  D. Shrine-Keeper’s Door (Jaoome). 
  This sleeping alcove is the chamber of another dark stalker, this one a 
  male cultist of the man/snake god Noagana. The dark stalker cultist is named 
  Jaoome, and he is one of the Kshamarat civilization (the soul-collectors). 
  The room’s most important feature is the secret door at the back of the 
  
  35
  Chapter 3: Izamne, City of Endless Dark
  chamber, which leads to a hidden passage (Area 8Q-7) that can be used 
  to reach Izamne.
  If a group of adventurers enters the room, Jaoome will immediately 
  leave his alcove to greet (evaluate) the newcomers. His dark stalkers will 
  form up around him so that they will be between him and missile fire, if 
  the encounter should turn hostile. They will remain shrouded in their own 
  magical darkness, of course.
  Jaoome, Dark Stalker Priest (Clr4): HD 6+2; HP 32; AC 7[12] or 
  0[19] in darkness; Atk short sword (1d6 plus special poison); 
  Move 12; Save 11; AL C; CL/XP 9/1100; Special: backstab (x2), 
  create special darkness (3/day), death flash 40ft (3d6 fire, save 
  for half), level 4 thieving skills, spells (2/1). (Monstrosities 84)
  Spells: 1st—cure light wounds (x2); 2nd—hold person.
  Thieving Skills: Climb 88%, Tasks/Traps 30%, Hear 4 in 6, 
  Hide 25%, Silent 35%, Locks 25%.
  Equipment: short sword with black smear poison (save or 
  reduce strength by 1d2 points/round for 2d6–1 rounds, 
  used up on first strike), soul net (Magic Items Appendix), 
  unholy symbol of Noagana, thieves tools, necklace with 
  single ruby in iron setting (Leng-ruby worth 4000gp) 
  8Q-5. Statue of Isclaadra
  The invisible statue is of the demon-prince Isclaadra, Prince of Mists, a 
  human-like figure with the horns and legs of a goat, with great bat wings 
  folded back.
  Anyone viewing the statue for more than a minute will find that a small 
  thread of black mist appears to have formed between the character’s eyes 
  and the statue, as if sight were becoming an actual material thing, in the 
  form of a strand of the black mist. If the character does not stop looking 
  at the statue at this point, a rope of black mist will form between the 
  character’s eyes and the statue, obscuring actual vision, but the character 
  will (after 1d6 minutes) begin to perceive with a sense other than sight, 
  beginning to commune with the black mist.
  The character may gain one of several possible visions:
  1
  The character must make a saving throw or die; 
  success grants the character 500xp.
  2
  The character must make a saving throw or be struck 
  with a curse (blindness). However, once the blindness 
  curse is removed, the character will gain darkvision to 
  a range of 60ft. 
  3
  The character has a vision: “Although your eyes are still 
  blind, a vision begins to form in your mind’s eye, of a trail of 
  skulls against a grey background. You float past them as 
  if in a dream, until you come upon a great underground 
  city, in a huge cavern with walls that slope down to an 
  irregular, basin-like floor. One or two high ridges of rock 
  curl through the cavern, like bones, also covered with 
  buildings. Above the city, darkness seems to rise to infinity, 
  shaping itself into the image of a man’s cruel-looking face, 
  with two parallel scars running vertically down the sides.”
  This is a vision of the City of Izamne; the rising darkness 
  suggests that there is a dimensional rift over the top 
  of the city, and the face is the face of the Archmage 
  Jupiter Kwan. More details about Jupiter Kwan may be 
  found in Chapter 9: Hidden Worlds of Jupiter Kwan.
  4
  The character has a vision: “You see a person in dark 
  clothing walk up to a large bronze disk that is set into 
  a hole in a stone floor. The details of the room are 
  vague, but there appear to be several shapes on 
  the floor, perhaps people who are asleep or dead. 
  There are several handles around the edge of the 
  bronze disk, and the man in dark clothing takes hold 
  of one of them. Muscles straining, he pulls the disk to 
  the side, revealing a pit underneath it. As he swings 
  down and climbs into the pit, you see that he has a 
  very distinctive seven-edged scar in the middle of his 
  forehead. As he disappears into the pit below, the 
  vision fades.”
  This is a vision of the throne room in 3H-15, a thief 
  disappearing into the catacombs below Ques Querax.
  5
  The character has a vision: “A tall, thin man stands 
  beside a tall mirror that is fixed to the wall with hinges 
  and latches on each side. The mirror has an elaborate 
  frame that appears to have thousands of pentacles 
  and other arcane symbols stamped or carved into 
  it. The man turns to face the mirror, and you can see 
  that he has a cruel face, marked with parallel scars 
  running up and down the sides. Behind him there is a 
  forest of trees with yellow leaves. The man reaches to 
  the side, apparently undoing the latches on one side 
  of the mirror. He swings the mirror to the side, as if it 
  were a door, but there is another mirror behind the first 
  one. Once again, you can see the reflection of the 
  man with the scarred face. Behind him, there is a room 
  with hundreds of books on the walls. The image fades 
  away.”
  6
  The character has a vision (and must speak dwarf in 
  order to understand the speech): “You see a grey-
  skinned dwarf with jet-black hair. He is talking to some 
  other person, but you cannot see the other person 
  clearly. The dwarf says, “Then the King is no longer truly 
  himself. Which means he is also no longer the King.” 
  Then the vision fades.”
  This is an image of Moggar Kchak, the King of the 
  Duergar’s emissary to the City of Izamne. The image is 
  a true vision of the discussion in which he first realized 
  that the King of the Duergar had come under the 
  influence of some other, mysterious power (see 
  Chapter 12: Font of Darkness).
  At any time, a character can pull away from the black mist and break 
  the connection with it. However, it will not link with that character again, 
  ever. Note, too, that very few NPCs would willingly allow a rope of black 
  mist to form a connection between their eyes and an eerie, invisible statue. 
  Only the player characters are likely to be brave enough to attempt com-
  muning with the statue of Isclaadra.
  8Q-6. North Corridor
  The corridor continues, leading to Hex 9R and then eventually to the 
  City of Izamne, in Hex 13R. Every 200ft there is one of the stone skulls 
  imbedded in the stone of the corridor wall. These rather eerie markings are 
  actually guideposts leading to the City of Izamne. The primary corridor 
  that the characters are following will have several side tunnels and dead-
  end forks; if they think they are lost, they can scout forward to find the 
  skulls and remain on the correct path.
  
  36
  Cyclopean Deeps Volume 1
  8Q-7. Waterfall Cavern
  This series of waterfall caverns offers a route to the secondary tunnel 
  shown on the main map in Hex 8P, although making the descent can be 
  dangerous. The height of the northernmost waterfall, dropping into the 
  cavern from above, is 80ft.The second waterfall is a drop of 60ft, and the 
  last waterfall is 100ft. By the time the characters reach the bottom of this 
  cavern from the top, they will have descended 160ft deeper into the earth.
  The middle section of the cavern (waterfalls above and below) is the lair of 
  6 cavern lizards. These creatures will not offer direct combat with the adven-
  turers, but they will use their ability at climbing walls to get at the characters 
  while they are making a descent (or ascent) through the cavern. If possible, 
  they will wait to attack until people are hanging from ropes or pitons.
  Lizards, Cavern (6): HD 4; HP 30, 16, 18, 18, 12, 23; AC 5[14]; 
  Atk bite (2d4); Move 9 (climb 6); Save 13; AL N; CL/XP 4/120; 
  Special: bite latches for automatic damage each round. 
  (The Tome of Horrors Complete 363)
  Treasure: The cavern lizards have a deep alcove behind their waterfall, 
  where they have stored 20 skeletons (18 are small, being the skeletons 
  of dark creepers, and 2 are taller, dark stalkers). Various bits and pieces 
  are scattered in and around the bones, including: 18 daggers and 2 short 
  swords, 18 sets of horrid-smelling rags, 2 very nice sets of dark stalker 
  clothing (both are of the Kshamarat culture), 2 black face-veils, 33 takka 
  coins (worth 25gp each), 171gp, 1265sp, 2001cp, 5 small opals (10gp 
  each), a rotted-through carpet 3ftx4ft, and a battered copper amulet with 
  a rune carved into it (the same rune that is on the chest of the statue of 
  Noagana at 8Q-2).
  Hex 9L:  
  Prison of the Jack-in-Irons
  9L-1. Raving in the Dark
  The floor of the wide, naturally-formed tunnel is intermittently broken from 
  place to place by upward-reaching spikes of stalagmites, some of them rising 
  high enough to meet with the downward-hanging stalagmites of the ceiling’s 
  irregular heights. Ahead, you can hear noise: a voice of some kind but in such 
  a deep register that it sounds like an earthquake or the crash of waves. As you 
  draw nearer, the bass tones of the voice make the stone itself vibrate, and you 
  From these two locations (to the northwest and southeast of the cav-
  ern’s center) the approaching adventurers will be able to hear the mad 
  ravings and curses of the imprisoned giant.
  9L-2. The Prison
  This colossus is a jack-in-irons, a rare type of giant. It has been im-
  prisoned in this cavern for two centuries, chained with manacles of great 
  magical power, and it has gone irrevocably mad over these many years. 
  The giant’s name was once Dormdhyad, but it has forgotten any existence 
  prior to its bondage in this cavern.
  It is dangerous to assume that the giant’s chains restrict it to the ring of 
  stalagmites surrounding it; in fact, they are long enough to allow Dormd-
  hyad to charge to within 10ft of either of the cavern’s walls. Additionally, 
  he is strong enough to break off pieces of stalagmite to throw, should he 
  need a missile weapon.
  Dormdhyad was placed here by the darkfolk to guard the back entrance 
  into Izamne. In addition to the magical chains binding the giant, it is en-
  chanted to fall into a stupor when it hears the sound of the azamarthi, a 
  wind instrument played by the darkfolk of the Avarthamna civilization. 
  This particular enchantment, which is unknown to the Kshamarat dark 
  stalkers, gives the Avarthamna a secret route in and out of Izamne.
  Anyone who does not sound some notes on an azamarthi (no matter 
  how badly) before trying to pass through the cavern will be attacked by 
  Dormdhyad (see the Glossary entry for “azamarthi”). 
  Giant, Jack-In-Irons: HD 16+1d6hp; HP 70; AC 0[19]; Atk club 
  or thrown rock (7d6); Move 15; Save 3; AL C; CL/XP 17/2300; 
  Special: hurl boulders, shake earth (stomp foot, save or fall 
  down), stun by club (save or stunned for 1 turn). (The Tome 
  of Horrors Complete 276)
  The only thing of value in the giant’s possession is the pair of manacles 
  that bind his chains to the stone of the cavern. These unique items are the 
  manacles of hate. Any being chained with these manacles will be unable to 
  break the chains or fastenings attached to them, and they cannot be removed 
  by the prisoner. In the past they have been used successfully to bind a drag-
  on, and once even a titan. Unfortunately, Dormdhyad is too far gone in his 
  insanity to allow anyone to approach him in an effort to free him.
  
  37
  Chapter 3: Izamne, City of Endless Dark
  If Dormhyad stamps his foot to shake the earth, tiny hairline cracks will 
  open in several places in the stone, and wisps of darkmist will drift out for 
  a while. There is no structural damage that the characters should worry 
  about (although they might) — the only effect is the wisps of darkmist 
  being forced from the stone.
  When Dormdhyad dies, a string of darkmist will begin to float from his 
  nostrils and mouth, barely visible until the three strands join together and 
  drift groundward, then making a sinuous flow toward a crack in the ground. 
  Hex 13R: 
  The City of Izamne
  The overview map of the City of Izamne covers only a few of the main 
  locations in the city, which should be enough for basic playing or if you 
  decide to add more depth to the city’s character by adding more map lo-
  cations with their denizens. Keyed locations are described in the second 
  half of this chapter.
  General Adventuring  
  In Izamne
  Most of the city’s more prosperous business concerns do not rely on pic-
  tures or written signs to attract business; rather, slaves are employed to call 
  and cajole passers-by toward the open doors. It is, of course, advisable to 
  know where one is going before stepping across unknown thresholds, regard-
  less of how persuasive the door-slave might be. Caution develops quickly. 
  Walking through the streets of Izamne is a bizarre experience, with darkness 
  and shadow on all sides, buildings looming from the murk as the characters 
  pass through. Bats and stranger things wheel and squeak in the great vault of 
  the stone ceiling, a background noise behind the calls of door-slaves and the 
  occasional long-quavering scream in the distance. This is not a human place, 
  despite the superficial resemblances of the buildings and inhabitants; the sim-
  ilarities are at best coincidental, and at worse the mimicry of predators. This 
  is a place where light is an unwelcome stranger, a nod to the needs of foreign 
  visitors — a weakness. And Izamne is a place that tolerates few weaknesses.
  Reading the Map
  The city is built in the uneven basin of a massive cavern, and contains 
  naturally-formed hills and ridges that have simply been incorporated into 
  the city’s construction. As with many human cities, the higher elevations are 
  occupied by the city’s richer inhabitants and by important buildings such as 
  the temples. The bottom level of the basin is occupied by the poorest inhab-
  itants of the city, and is a vast, deadly expanse of slums that seethes in the 
  eternal darkness of the cavern, unpoliced and unregulated by the wealthier 
  inhabitants of the high, curving ridges and hills of the city.
  Currency
  The traders and other citizens of Izamne all accept gold coins and other 
  normal currency, but due to the weight of metal currency most of them pre-
  fer to do business using tokens that are produced by the duergar, called tak-
  kas. One takka is worth 25gp, and they are lighter than ordinary coins, with 
  40 to the pound (thus, a 1000gp value of takka weighs exactly 1 pound).
  Flying
  Of all the various modes of travel in the great basin-cavern of Izame, flying 
  over the city can certainly yield the most interesting results. For instance, it is 
  extremely likely that the characters will expect that there is a ceiling over the 
  top of the city, which is not the case. At an altitude of 200ft over the top of the 
  city, the darkmist forms into a dimensional vortex, sweeping into one of the 
  realms controlled by the archmage Jupiter Kwan. If the characters are caught 
  in the vortex, refer to Chapter 9: Hidden Worlds of Jupiter Kwan.
  If the characters do not venture to the heights of the cavern, they will 
  still have to contend with the limited visibility caused by the darkmist, and 
  with stirges. Stirges infest the heights of the cavern, having thousands of 
  nests in the cavern walls. 
  Climbing on Rooftops
  Running along the tops of roofs, leaping over the small gaps between 
  tightly-packed medieval buildings, is a favorite tactic for characters that 
  suddenly find the need for a quick getaway or an easy entrance into a 
  wood-shingled building. The tactic works in Izamne, as well, although run-
  ning along rooftops in the dark is an inherently dangerous game. To some 
  degree, it is easier in Izamne than it is in a city where the rooftops are peak-
  ed to throw off snow: most of the rooftops in Izamne are flat, which reduces 
  the chance of falling or sliding. However, the citizens of Izamne are gener-
  ally predatory, crafty, and highly conscious that they need to protect their 
  lairs. The rooftops are filled with traps and other defenses that have been 
  placed specifically to kill or disable anyone running along them. 
  For every 50ft (one square on the map) of travel on rooftops, make a 
  roll on the following table:
  Rooftop Encounter Check (1d20)
  1–15
  No danger encountered
  16–18
  Rooftop Trap (see Table below)
  19–20
  Rooftop Animal (see Table below)
  Rooftop Traps (1d20)
  1–5
  Large, spring-mounted net, with attached alarm 
  bell. Roll a saving throw: failure means that the net 
  springs, the character is entangled, and the bell 
  rings. Someone will be up from the building shortly 
  to see what’s for lunch.
  6–10
  Scything blade (roll to hit as a 5HD monster). Roll 
  for blade size (1d20) to determine the damage 
  caused if the blade hits: 1–10 inflicts 1d6 points of 
  damage, 11–15 inflicts 2d6, 16–19 inflicts 3d6, and 
  a roll of 20 indicates a huge blade that causes 
  4d6 points of damage and has an additional 1 in 
  20 chance to sever the character’s foot.
  11–15
  Razor blades and wire. Traversing this roof will 
  inflict 1d3 points of damage per 10ft traveled. 
  Various measures could be used to negate or 
  bypass this hazard.
  16–19
  Snares. Unless the character is moving very 
  fast (or in darkness) these snares can be 
  bypassed automatically. If the character is 
  moving incautiously or blindly, a thin wire snare 
  automatically catches and holds the character. It 
  takes 1d3+5 minutes to cut through the wire’s tight 
  hold: ripping loose in 1 minute causes 1d6 points 
  of damage and causes the character to leave a 
  blood trail for the next 30 minutes.
  20
  Noxious gases. Poison gas is drifting from one of the 
  city’s manufactories, and air currents have caused 
  it to concentrate around this block of buildings. Roll 
  for the severity of the concentration on 1d10: 1–5 
  Weak concentration (1d6 points of damage, saving 
  throw at +1 negates); 6–8 Medium concentration 
  (1d6 points of damage, saving throw reduces by 
  half); 9–10 Severe concentration (3d6 points of 
  damage, saving throw reduces by half).
  
  38
  Cyclopean Deeps Volume 1
  
  39
  Chapter 3: Izamne, City of Endless Dark
  
  40
  Cyclopean Deeps Volume 1
  Rooftop Animals* (1d10)
  1
  1 gloom crawler 
  2
  1d6 goblin dogs
  3
  2d6 stirges
  4
  1 chained-up alarm-goblin
  5
  1d6+10 normal poisonous snakes
  6
  1d10 cave crickets 
  7
  2d4 giant leeches
  8
  1d4+1 carrion creepers
  9
  1d4 shriekers
  10
  3d6 giant rats
  *Rooftop animals include everything from encounters with guard ani-
  mals to encounters with the predators that haunt the rooftops of Izamne.
  Buildings
  The adventurers will, at some point, start investigating individual build-
  ings. Use the following tables to determine what sort of decadence or 
  iniquity the building contains.
  Note that most buildings in the city do not have windows since there is 
  virtually no view, and windows simply offer burglars or assassins a way 
  into the house. Windows are normally built more like secret doors, for use 
  as an escape.
  Izamne Buildings
  Roll 1d100 and refer to alphabetical listing below:
  1–40
  Store 
  41–50
  Tavern or gambling den
  51–60
  Temple 
  61–70
  Residence, private (wealthy)
  71–80
  Residence, group (apartments/flats)
  81–85
  Brothel 
  86–88
  Stable
  89–91
  Food Production (dairy, poultry, etc)
  92–93
  Flophouse
  94
  Mill/Pump
  95
  Theater of Sound and Shadow
  96
  Reliquary-House (dark stalkers/creepers)
  97
  Alchemical Workshop
  98
  Magic-user, shaman, or other spellcaster
  99
  Gladiatorial arena (also used for animal pit-
  fighting)
  00
  Agent of Operations
   
  Agent of Operations: This building is the office and living quar-
  ters of an individual who does the dirty work for some faction, 
  group, cult, race, guild, merchant-house, noble, or other employer. 
  The guards, fortifications, and treasure in an agent’s office will 
  most likely be proportionate to the power of the agent’s client(s). 
  An agent who represents one faction of the beggar’s guild will not 
  have the same sort of operations as an agent who represents several 
  powerful mercantile houses. Most agents of operation in the city 
  will, unsurprisingly, be dark stalkers (95% chance). Such a dark 
  stalker will have 3d6 dark creepers to undertake various tasks. 
  The race of a non-darkfolk agent may be determined as follows, 
  using 1d6:
  1
  Duergar
  2
  Drow
  3
  Serpentfolk
  4
  Shroom
  5
  Night-ghoul
  6
  Khryll
   
  An agent’s lair may have any of the following elements:
  Element
  Chance
  1d6 goblins and 1d4 goblin dogs
  90%
  1d4+2 bodyguards/assistants of the same race 
  as the agent (unless the agent is a shroom or a 
  khryll, in which case only 1d2 bodyguards)
  90%
  Magic-user of level 1d4+5 (same race as 
  the agent if the agent is bipedal, otherwise 
  serpentfolk)
  50%
  Crystal ball
  10%
  Alchemical Workshop: The limitless caverns beneath the world are a 
  veritable wonderland for those who revel in strange ingredients, bizarre 
  rituals, poisons, and other facets of alchemy. Of the various races and spe-
  cies of the Cyclopean Deeps, the shrooms are the best known for their al-
  chemy, although the serpentfolk are almost as adept as the toadstool-men. 
  Most alchemists in Izamne will work for anyone who pays them, and there 
  is no law or guild to prevent them from selling poisons, explosives, or 
  other dangerous substances. 
  Brothel: Given the number of different races and species that gather 
  in the darkness of Izamne, brothels are numerous and diverse. Many of 
  these houses of ill repute also serve other purposes: many political fac-
  tions and organized crime gangs are headquartered (often secretly) in the 
  city’s brothels. These are some of the most heavily guarded and fortified 
  businesses in the city.
  Flophouse: Entire tribes of nomads and small armies of raiders will oc-
  casionally pass through Izamne over the course of a few days. The city’s 
  transient population changes far too much for normal inns to handle the 
  demands that migrations and wars can cause. As a result, many of the 
  buildings (especially at the bottom of the cavern basin) are nothing more 
  than common rooms with sleeping pallets filled with dried fungi for cush-
  ioning. Roll 1d6 (1d4-1 times) to determine other patrons:
  1–2
  1d6 Duergar
  3–4
  1d6 Drow
  5
  1d2 Serpentfolk
  6
  1 Khryll
  7
  1d8 Night-ghouls
  8
  1 Dark Stalker with 1d4+4 Dark Creepers
  Food Production: This building contains one of the following (roll 1d8):
  1
  Dairy (weird subterranean goats)
  2
  Poultry (blind chickens)
  3
  Egg-production (giant lizards of various sizes)
  4–5
  Fungus-farming (very bad smells here)
  6
  Long meat (sapient beings are being fattened here)
  7
  Short meat (usually lizards)
  8
  Delicacy (usually grubs or insects, but sometimes 
  refined sugars from some raw material such as 
  sugar-moss or sweetgrubs)
  
  41
  Chapter 3: Izamne, City of Endless Dark
  Most of these agricultural businesses are operated by dark creepers 
  on behalf of one or more dark stalkers. Obviously, farming in the Under 
  Realms cannot depend on the presence of light, so these farms are not only 
  inside buildings next to residences, but they are multi-story buildings that 
  might have giant lizards on one level, the farmer’s residence on the next 
  floor, and fungus farming on the roof. The methods, crops, and animals 
  are completely different from what the characters are familiar with.
  Gladiatorial Arena: Gladiatorial contests and animal fights are favorite 
  entertainments of the vicious occupants of Izamne.
  Mill/Pump: With neither wind nor water to power the milling needs of 
  the city, slave power is put to use in these essential businesses. Mills are 
  used to produce fungus-based flour, mechanical bellows power blast-fur-
  naces and forges, and pumps draw strange alchemical liquids from deep 
  beneath the cavern. 
  Reliquary-House: These are the communal buildings of the dark stalk-
  ers; dark creepers in the normal ratio will be close at hand in the buildings 
  around the reliquary-house, but the majority of occupants will be stalk-
  ers. Out of a 1d100 roll, there is a 55% chance that the reliquary-house 
  will be from the Avarthamna civilization, a 43% chance that it will be of 
  the Kshamarat culture, and a remaining 2% chance that it will be from a 
  “foreign” darkfolk culture. Since handling a darkfolk culture that isn’t 
  described in this module would require some fast impromptu work on the 
  part of the Referee, feel free to disregard and re-roll the 2% possibility if 
  it comes up. See descriptions of the two major darkfolk cultures in the 
  introductory sections of this module.
  A reliquary-house of either civilization will contain (at any given time) 
  1d6+1 dark stalkers and 3d6 dark creepers to attend the stalkers or 
  maintain the relics. Avarthamna reliquary-houses contain hundreds of 
  wooden ancestor disks and shrunken heads, and may generally resem-
  ble the ones described in 13R-15 (Hex Y25). Kshamarat reliquary-houses 
  contain bundles of teeth and scalps hanging in decorated alcoves, and will 
  be similar to the one described at location 13R-11 (Hex V38).
  Not every reliquary-house will have the ability to create a reli-
  quary-grue such as the one in 13R-11, but most will have some sort of 
  feature that makes it unusual. These include (roll 1d6):
  1
  Reliquary grue (Type 2) (see Appendix II: Monsters)
  2
  Rising column of darkmist (probably collected into jars 
  from time to time)
  3
  1d4 Gargoyle guards
  4
  Altar/shrine to Noagana (Kshamarat) that will 
  summon 1d3 spirit nagas, or a statue of Isclaadra 
  (Avarthamna) that will summon 1d2 first-category 
  demons (Vrock type).
  5
  1d4+1 shadows lurk in the niches and crannies where 
  ancestor-tokens are kept, and will attack if the tokens 
  are disturbed (although they don’t care about other 
  treasures being looted)
  6
  Treasure is cursed, and anyone stealing it must make 
  a saving throw or make attacks at –1 to hit until the 
  curse is removed.
  Treasure in a Reliquary-House will generally be something like the fol-
  lowing (1d6):
  1
  Statues are made of precious metals and are worth a 
  combined total of 1d6x1000gp
  2
  Statues have eyes and details made of precious and 
  semi-precious stones, and have a combined value of 
  1d6x1000gp plus 1d100gp
  3
  Draperies and wall hangings are textured with 
  pictures (they are never seen by the darkfolk, but they 
  are touched), and are worth a combined total of 
  1d4x1000gp
  4
  Ancestor tokens are kept in boxes made of valuable 
  substances (wood, underground, is rare, for example), 
  and are worth a total of 1d100x100gp
  5
  A captive from the other darkfolk culture is being kept 
  in the reliquary house and will soon be converted into 
  a trophy. The captive can be ransomed, if rescued, to 
  a reliquary-house of the other culture for 1d10x100gp.
  6
  Food that has been left as an offering to the ancestor 
  tokens is valuable (fruits or delicacies), worth 
  1d10x100gp
  Dark Creepers (3d6): HD 1+1; AC 7[12] or 0[19] in darkness; 
  Atk dagger (1d4 plus special poison); Move 9; Save 17; AL C; 
  CL/XP 3/60; Special: backstab (x2), create special darkness 
  (3/day), death flash 10ft (save or blinded for 1d6 rounds), 
  level 4 thieving skills. (Monstrosities 83)
  Thieving Skills: Climb 88%, Tasks/Traps 30%, Hear 4 in 6, 
  Hide 25%, Silent 35%, Locks 25%.
  Equipment: dagger with black smear poison (save or 
  reduce strength by 1d2 points/round for 2d6–1 rounds, 
  used up on first strike), rags, thieves tools, 1d20gp. 
  Dark Stalkers (1d6+1): HD 6+2; AC 7[12] or 0[19] in darkness; 
  Atk short sword (1d6 plus  special poison); Move 12; Save 11; 
  AL C; CL/XP 8/800; Special: backstab (x2), create special 
  darkness (3/day), death flash 40ft (3d6 fire, save for half), 
  level 4 thieving skills. (Monstrosities 84)
  Thieving Skills: Climb 88%, Tasks/Traps 30%, Hear 4 in 6, 
  Hide 25%, Silent 35%, Locks 25%.
  Equipment: short sword with black smear poison (save 
  or reduce strength by 1d2 points/round for 2d6–1 
  rounds, used up on first strike), thieves tools, 2d20gp, 
  50% to have 50gp gem 
  Treasure will vary in the reliquary-houses, but will generally total in the 
  neighborhood of 2d6+3x1000gp. For the most part, this will be the value 
  of decorations and furnishings; only a fraction of the total will be in coins.
  Residence, Group: The poorer denizens of Izamne do not own entire build-
  ings; they live in insulae, which are effectively like modern-day apartments 
  or flats. The interior of these buildings usually has a central stairway leading 
  to 1d4+2 levels; unlike the traditional Roman insula, there is no central well 
  to allow light to enter … here, there is no light outside or inside. Apartments 
  within the insula are usually 10ftx20ft, and house 1d2 individuals each.
  Each level of an insula will have 1d2+4 apartments on a floor. Since 
  floors are ordinarily segregated (by choice) according to the species of 
  the inhabitants, each floor will have generally the same type of inhabitant. 
  These are, of course, overwhelmingly made up of dark creepers:
  Population of a full floor (1d100)
  1–60
  1d6+6 dark creepers and their 2 dark stalkers
  61
  Entire floor is infested with 1d6 shadows
  62–70
  1d2x4 night-ghouls
  71
  1d6 denizens of Leng
  72–75
  1d6 serpentfolk
  76–80
  1d2+6 drow
  81–85
  Human NPC party (roll 1d4+5 to determine level). 
  86–95
  1d6+4 duergar
  96
  Floor is infested with 1d6+6 giant spiders (6ft 
  diameter)
  97–98
  mite nest with 3d10 common mites and 1d10 
  pesties (see Appendix).
  99
  1 syanngg
  00
  1 khryll
  
  42
  Cyclopean Deeps Volume 1
  Residence, Private: Some of the inhabitants of Izamne are rich enough 
  or simply powerful enough to own an entire building in one of the blocks 
  (group residences and private residences are found side by side in most 
  city blocks). Ahead of time, you may want to make a list of private build-
  ing that the characters might find, for these can be used to house patrons, 
  powerful opponents, or locations that will define your own version of the 
  city. However, assuming that you don’t have the time to do so, the fol-
  lowing table may be used to determine the activity or inhabitants of a 
  particular building.
  1–10
  Headquarters of a night-ghoul leader (has 2x 
  normal hit dice) and his 1d10+10 night-ghoul 
  followers. There is a 50% chance of a goblin 
  slave with 1d4 goblin dogs being used to scent 
  intruders, and a second 25% chance that there 
  are shriekers independently or in addition to the 
  dogs.
  11–55
  Private residence of an important dark stalker 
  (add 4HD) with 1d4+8 normal dark stalker 
  followers and their total of 3d10 dark creepers. 
  There is a 75% chance of a goblin slave with 1d4 
  goblin dogs being used to scent intruders, and 
  a second 25% chance that there are shriekers 
  independently or in addition to the dogs.
  56–60
  Gelatinous-Cuber. Dark stalker (and its creepers) 
  have a group of 1d4+4 gelatinous cubes that 
  are trained to move where they are led/ordered. 
  They clean the streets of garbage, and the 
  cuber-crew makes them spit out the contents 
  when the work is done. Contents are then used, 
  sold, or fed to the otyugh in the basement.
  61–65
  Serpentfolk magic-user (MU9) and servants (1 
  dark creeper as majordomo and 1d6+5 goblins). 
  Serpentfolk in Izamne always have 1d2 goblin 
  slaves with 1d4 goblin dogs each to scent 
  intruders, and there is a 25% chance that there 
  are shriekers independently or in addition to the 
  dogs.
  66–70
  1 Leng-spider (will pay for rubies, dead leng-
  men, or an attack into the tunnel of the Leng-
  men in Area 13R-16, Hex W65).
  71–75
  Slave Stable. 1d10+5 bugbears and 1d20+10 
  goblins, sometimes with overseer but they have 
  nowhere to run to. There is a 5% chance to find 
  a living human in this sort of hellhole. No dwarves 
  or elves other than their bones, though.
  76
  1 Neh-Thalggu
  77
  1 Aboleth with 1d20 skum servants (this would be 
  a very secret hiding place for the aboleth). 
  78–80
  House of a Dark Confessor. The confessor will 
  be attended by the same entourage as a dark 
  stalker’s private residence (as described in this 
  table)
  81
  The house is currently filled with a constant flow 
  of darkmist from beneath the city. There is a 25% 
  chance that walking into the house will transport 
  the characters to one of the realms of Jupiter 
  Kwan (see Chapter 9: Hidden Worlds of Jupiter 
  Kwan and roll 1d4 to determine which reality the 
  characters arrive in).
  82–85
  Ogre Mage (8HD) with 4 ogre mages in 
  attendance, and 10 normal ogres. They are 
  accompanied by a retinue of 45 goblins 
  (servants of various functions) and 10 goblin 
  dogs.
  86–87
  Encephalon gorger bounty-hunter, in the city to 
  murder khyrll. 
  88–89
  Khryll bounty hunter seeking encephalon gorgers
  90–91
  Lich with servants
  92
  The remains of a slowly dying quasi-deity that 
  has inhabited the structure for the last 4000 
  years. Its flesh has oozed into most of the nooks 
  and crannies of the house and bulges like great 
  cushions against the pillars supporting the roof. 
  Servants sustained by ancient verses and spells 
  walk across its endless flat flabs of inch-thick skin 
  to pour buckets of nutritive gruel into its many-
  tongued mouth. They leave quickly, before the 
  food can fully awaken the senses of the dying 
  monstrosity. (There is only one such location in 
  Izamne, although there is another location that 
  is similar, while managing to be considerably 
  worse) 
  93–95
  Family Tomb (non darkfolk): The vast majority 
  of Izamne’s population, the dark folk, self-
  immolate when they die, which creates a 
  major damper on the undertaking business. 
  There are virtually no permanent tombs in 
  Izamne, and these are mainly commercial 
  enterprises rather than religions ones. Virtually 
  all funerary ceremonies in Izamne are a quick 
  celebration followed by some sort of fast 
  destruction or appropriate discarding of the 
  body. Some duergar entrepreneurs have 
  constructed a crematorium that was originally 
  popular but is now used mainly for fast-searing 
  the remains of dead slaves before cooking 
  them in vats of stock.
  96–99
  Patron of the arts. Evil and chaos are not without 
  their own twisted aesthetic values, and art, no 
  matter how strange, dissipated, or horrific, thrives 
  in the wealth of Izamne’s decadence culture. 
  To determine the basic type of fine art being 
  pursued at this patron’s residence, roll on the 
  table below.
  Roll 1d8 on the table below:
  1
  Torture
  2
  Insidious Rhetoric
  3
  Assassination
  4
  Evil Chanting (minor chords)
  5
  Painting
  6
  Sculpture
  7
  Scarification, tattooing, and piercing
  8
  Theater of Chaos
  100
  An empty and recently abandoned residence 
  of 1d4+2 floors, with a few discarded pieces 
  of furniture. The reason for the departure is 
  unknown, whether it was a legal foreclosure, 
  an arrest, a plague, a murder, or a magical 
  accident.
  Stable: Most of the long distance travelers on the winding underground 
  “roads” of the Cyclopean Deeps travel with some sort of beast, either as 
  mounts, or to carry provisions and goods. For this reason, the buildings of 
  the City of Izamne are well stocked with stables: most—but not all—spe-
  cializing in keeping and caring for some particular type of mount. Note 
  that most stables are used to hold palanquin-slaves or even bearer-labor-
  
  43
  Chapter 3: Izamne, City of Endless Dark
  ers. These are only occasionally chained–as long as a slave is branded on 
  the shoulder as a slave, there is no safe place in Izamne.
  Roll 1d8 on the table below:
  1
  Slaves, bugbear
  2
  Slaves, orcs
  3
  Slaves, goblins
  4
  Guards, troglodytes
  5
  Horses, ponies, mules
  6
  Giant riding lizards
  7
  Giant hauling lizards
  8
  Slaves, ogres
  Store: Izamne is a trade center for the vilest, most predatory economy in 
  the known world. As such, it is filled with craftsmen and their goods, but 
  these goods and products are some of the strangest that can be imagined. 
  Stores often appear to be very small niches or alcoves in the large multi-
  ple-building blocks that form Izamne’s streets. They generally call business 
  off the streets by the simple expedient of the proprietor’s standing outside 
  and calling his wares. Since many of the store owners in Izamne are actually 
  craftsmen, or do not fashion the object on site, not every purchase imme-
  diately results in the character’s walking out with a completed purchase.
  Roll 
  (1d100)
  Type of Store (1d100)
  01-05
  Mushroom Seller
       Dried, normal (rations) 1gp/day
       Dried, gourmet (rations) 2gp/day
       Sauteed on a stick, 1 plateful 1gp
  06-10
  Restaurant (rat kabob and goblin steak quality, 
  1gp meals)
  11-15
  Restaurant (cave sushi and wine quality, 10gp 
  meals)
  16-25
  Wine Dealer
       Green Fungus Wine (1gp/wineskin)
       Redfungus Wine (2gp/wineskin)
       Greywine (10gp/bottle)
       Frostwine (100gp/bottle)
  26-30
  Restaurant (only nobles and celebrities allowed 
  20gp+ meals)
  31-50
  Weapons (as per rulebook prices)
  51-60
  Gems. Dealer has 1d10+5 gems. One of them 
  is worth 1d10 x1000, 2 are worth 1d6 x100 each, 
  and the rest are worth 1d10 x10 each. The gem 
  dealer marks up his sales by 10% (he sells a 50gp 
  gem for 55gp, for example) and will purchase 
  gems from the characters at 90% of actual 
  value (he will buy the 50gp gem for 45gp).
  61-65
  Pets
       Furry cave thing that hums (25gp; red ones      
       cost 30gp)
       Singing bat (10gp; vampire ones are 20gp)
       Fishbowl of cave fish (5gp)
       Harmless snake (1gp)
       Cave python (200gp)
  66-70
  Work Animals
       Riding lizard 250g
       Goblin Dog 100g
       Cave Cricket 100g
  71-75
   Knickknacks, oddments, and curiosities 
  (various prices)
  Roll 
  (1d100)
  Type of Store (1d100)
  76-80
  Wagon(s) for sale 300gp (also wagon repair, 
  tools, etc)
  81-85
  Potion of healing 250gp (potion dealers are 
  scarce and will only be found 1d2 times in any 
  given day)
  86-92
  Clothing, normal (for darkfolk, including face 
  veils) 5gp
  93-94
  Boots and shoes (1gp up to 100gp)
  95-98
  Apothecary (including drugs, blood, and 
  poisons)
  99-00
  Map (re-roll this result if you do not want the 
  players to have a map).
  Tavern or gambling den: These establishments can range from a single 
  dark creeper selling beer from a barrel (with an ogre or bugbear slave 
  to handle thieves) all the way up to a building with 1d20+10 tables that 
  serves food as well as drinks. 
  Temple: The main temples in the city are those of Isclaadra (Area 13R-
  10 at AJ47 on the map grid), Tsathogga (13R-12 at AJ62 on the grid), and 
  Noagana the Unseen (13R-17 at AB19). However, the city is full of tiny 
  shrines and temples dedicated to every sort of god or demon imaginable. 
  Even some of the gods of Law, worshipped in the surface world, can be 
  found to have little statues or even one or two (usually insane) followers 
  scattered here and there in the poorer parts of the slums.
  Theater of Sound and Shadow: Normal theater is impossible in the 
  murky lightlessness of Izamne’s streets, but all sorts of other performanc-
  es are to be found. Some of them (usually inside the buildings) involve 
  light, although it is dim, and are normal (or decadent) theatrical perfor-
  mances. Another common sort of entertainment is the shadow-puppet per-
  formance, using with a dim light-stone or small fire. In general, however, 
  most theater in Izamne is a matter of sound; songs, music, and poetry are 
  the most commonly encountered sort of performance in Izamne.
  Magoc-user, Shaman, Other Spellcaster: Most of the spellcasters in 
  Izamne mean trouble, and sane people avoid them if possible.
  1
  Drow necromancer (Female Clr8) with 1d10+20 
  zombies of various species (just use normal zombies) 
  and 4 ghoul allies. These will generally employ 
  shriekers to sound the alarm in case of intruders.
  2
  Night-ghoul shaman (8HD) with the skills of a level 11 
  magic-user
  3
  Shroom magic-user
  4
  Human cultist (exile from the surface), 
  level 11 magic-user
  5
  Darkfolk sorcerer, spells as per a level 9 magic-user
  6
  Slave-race shaman. Roll 1d6 (1–2: bugbear, 3: human, 
  4-5: goblin, 6: troglodyte). These shamans will have 
  a mix of cleric and magic-user spells, and some 
  may also have druid spells. The Referee is in no way 
  constrained to use the rules for generating player 
  characters when throwing together a shaman. 
  Street Encounters
  There Are Always Creepers
  Whether the characters realize it or not, there are usually several dark 
  creepers following them once they are inside the city. Some of the creepers 
  will follow the characters from simple curiosity, others might be gathering 
  
  44
  Cyclopean Deeps Volume 1
  
  45
  Chapter 3: Izamne, City of Endless Dark
  information for a dark stalker, and some might even be selling information 
  to a non-darkfolk faction such as the khryll, the duergar, the serpentfolk, 
  or individual syannggs or aboleths. 
  In addition to the almost-constant presence of 1d3–1 dark creepers 
  following them at all times (note that 0 is a possible result), the party will 
  generally have only one encounter per 10 minutes that is significant in some 
  way. The Referee should adjust the frequency and nature of the encounters as 
  needed, depending on the speed at which the party is moving, the amount of 
  notoriety they may have accumulated, and to maintain the game’s best pace.
  Main Streets
  The main streets of the city (streets that are not shown as alleys within 
  a block of buildings) are marginally safer than the alleyways themselves. 
  Encounters with the sapient races will generally be peaceful unless the 
  characters make a mistake or start a fight.
  Roll 1d20
  1–2
  Slave Coffle (2d10 slaves of various weak races 
  such as bugbears, orcs, goblins, zombies, or 
  humans) guarded by 1d2 members of a stronger 
  race (darkfolk, drow, duergar, night-ghouls, or 
  serpentfolk)
  3–9
  Dark stalkers (1d2) with dark creepers (1d4 per 
  stalker). Roll to see which culture the group 
  belongs to (1d100): 01–60 will be Avarthamna, 
  61–00 will be Kshamarat. The two cultures do not 
  mix with each other.
  10
  2d6 Night-ghouls (leader has maximum hit points 
  and a cape of peacock feathers)
  11–13
  Serpentfolk (1d4)
  14
  Performer (azamarthi player, mad poet, violinist, 
  etc.)
  15
  Attack from Above! 1 stirge (01–80), 2d6 stirges 
  (81–95) or 4d6 stirges (96–00)
  16
  Denizens of Leng (1d2)
  17
  Noble dark stalker in palanquin. Retinue includes 
  1d2 ogres, 1d4+1 bugbears, and 2d6 dark 
  creepers
  18
  Duergar (1d6+10) with leader (7HD)
  19–20
  Street Vendor (roll on the Store table to see what 
  is being sold)
  Secondary Streets
  Unlike encounters on the main roads, sapient beings encountered in 
  the city’s back streets may be violent without any provocation from the 
  characters. The characters might be in a place they don’t belong, might 
  look like an excellent target of opportunity, or might just have stumbled 
  on a group of ruffians.
  Roll 1d100
  01–04
  2d6 mites with 1d6 pesties (ambush will contain 
  traps of various sorts). 
  05–07
  1 dark stalker robber with 1d4+2 dark creepers
  08
  1 syanngg
  09–15
  1d8 duergar
  16–17
  1 gloom crawler 
  18–19
  1 grue (type 2) 
  20–25
  1d2 shadows
  26–30
  1 denizen of Leng (25% chance to attack for no 
  reason)
  31–40
  2d6 giant rats (only attack wounded parties)
  41–45
  1d3 serpentfolk with 2d6 ogre bodyguards
  46–52
  1 recent corpse or wounded creature (roll 1d100: 
  01–50 dark creeper; 51–75 dark stalker; 76–80 
  serpentfolk; 81–90 duergar; 91–95 shroom; 96–99 
  drow; 00 denizen of Leng)
  53
  1 encephalon gorger
  54–65
  1 street vendor (roll on the Store table to see what 
  is being sold)
  66
  1 demon (01–90 first–category; 91–00 second–
  category)
  67–80
  1d2 Dark stalkers with dark creepers (1d4 per 
  stalker). Roll to see which culture the group 
  belongs to (1d100): 01–60 will be Avarthamna, 
  61–00 will be Kshamarat. The two cultures do not 
  mix with each other.
  81–90
  Attack from Above! 2d6 stirges (01–75) or 4d6 
  stirges (76–00)
  91–97
  2d6 goblin dogs in feral pack
  98–99
  1d4+1 trolls
  00
  1d2 hell hounds
  13R-1. Arch of Huamaratha 
  (Northern Entry Arch)
  
  46
  Cyclopean Deeps Volume 1
  Keyed Locations in Izamne
  Note
  Just before the characters enter the map at Area 13R–1, they will begin 
  wading through the rising darkmist, then walking with it at waist height, 
  then chest height, until eventually it reaches any normal lights the party 
  holds, and blots out virtually all light they generate (torch-flames generate 
  only a 10ft radius of light). Describe the reduction in light-casting radius 
  for any magical light sources and the effect on darkvision, and then, as-
  suming the characters continue onward, proceed to 13R–1, the Northern 
  Entry (unless they are entering Izamne via 13R–7).
  It goes without saying that the text box descriptions assume the char-
  acters have some sort of ability to see what is being described. If not, 
  substitute the text descriptions with, “It is dark, and you cannot see. You 
  might be eaten by something.”
  13R–1. Northern Entry 
  (Approximate Map Location E49)
  The fragrant smell is the centurion’s pipe; the stench is that of troglo-
  dytes (see Area 13R–2 below).
  13R–2. The Centurion Throne 
  (Approximate Map Location G49)
  A night-ghoul Centurion-of-the-Watch sits in this black throne, 
  guarding entrance to the city against hostile forces. The throne is a power-
  ful artifact that resembles three nagas, each twenty feet high. The throne’s 
  seat is in the middle of the three pillars, where the nagas’ coils meet and 
  tangle together. If one of the characters somehow gets a look at the throne 
  close up, it is clear that a human could not possibly sit comfortably in 
  it — but it is perfectly shaped for the form of a night-ghoul or a denizen 
  of Leng.
  The throne imparts certain powers to the night-ghoul centurion. Anyone 
  sitting in the throne is protected from normal missiles, it is armor class 
  0[19] (unless the creature’s AC is already better than that) and cannot fail 
  a saving throw unless the die roll is a natural 1. If the creature in the throne 
  originates from Leng (e.g., a denizen, a night-ghoul, or a spider of Leng), 
  the throne also conveys magic resistance (10%). The creature in the throne 
  can communicate by telepathy with any creature within 100ft, regardless 
  of whether there is any language in common, and can perceive any living 
  creature in the same range.
  Anyone sitting in the throne can impart perfect knowledge of any being 
  it can perceive to any other creature it can perceive. Thus, if the party joins 
  battle, the centurion’s forces will know exactly where all of the characters 
  are, regardless of invisibility or other concealment. The throne cannot be 
  moved by any magical power that does not stem from the Plateau of Leng 
  (see, generally, Chapter 6: Converging Caverns of Leng).
  Chapter 4: Izamne, 
  Secrets of the Dark City
  Smoke-pipe of Leng
  This magic item comes from the Plateau of Leng, and only crea-
  tures from that strange place can use it without the risk of danger-
  ous consequences. The pipe is slightly more than a foot in length, 
  is made of a metal that is ordinarily only found on the Plateau of 
  Leng, and is carved to function as a tobacco pipe. When the pipe 
  is lit with any type of smoke-producing substance in the bowl, the 
  smoke can be exhaled in a line 5ft wide and 60ft long, requiring 
  anyone in that area to make a saving throw or be turned to stone, 
  similar to the effects of a medusa’s gaze. After each such exha-
  lation, the pipe requires 2 combat rounds before it can produce 
  another such mouthful of smoke.
  Any creature not of the Plateau of Leng has a 50% chance to 
  be potentially affected by the petrifying smoke (although a sav-
  ing throw is allowed). This sort of “backfire” is not the result of 
  a curse; it is simply due to the fact that the item was crafted in a 
  place where not every natural law operates entirely … naturally.
  
  47
  Chapter 4: Secrets of the Dark City
  The centurion will, telepathically, welcome the characters to Izamne, 
  the City of Endless Dark. If the party is planning on a frontal attack against 
  the city, the centurion will mention that he can detect this plan, and will 
  caution them against trying to follow up on the thought. He will introduce 
  his cousin (one of the 20 night-ghouls) who is an “excellent guide to the 
  city, and can obtain slaves, palanquins, and comfortable lodgings for you, 
  at a very reasonable price.” The cousin’s name is Uhuluhappoa, but he 
  will go by “Uhulu.”
  The Centurion of the Watch commands a force of 20 night-ghouls 
  and 80 troglodytes. The troglodytes keep enough of a distance from the 
  throne that the characters will not be affected by their stench (although 
  they are able to smell it at a distance without suffering its effects). The 
  centurion’s night-ghoul forces are arrayed in a long line of battle in front 
  of the throne.
  Centurion of the Night-Ghouls: HD 5; AC 4[15] (0[19] on 
  throne); Atk 2 claws (1d6), bite (1d4 plus poison); Move 12; 
  Save 13; AL C; CL/XP 6/400; Special: +1 or better weapon to 
  hit, sleep poison (–2 on save or fall into twitching sleep for a 
  hour). (Monster Appendix)
  Equipment: weird helmet signifying centurion-on-duty 
  status, loincloth, smoke-pipe of Leng, pouch with 3 
  Leng-rubies worth 1000gp each.
  Night-ghouls (20): HD 4; AC 4[15]; Atk 2 claws (1d6), bite 
  (1d4 plus poison); Move 12; Save 13; AL C; CL/XP 6/400; 
  Special: +1 or better weapon to hit, sleep poison (–2 on save 
  or fall into twitching sleep for a hour). (Monster Appendix)
  Equipment: loincloth, necklace-pouch containing 1d6 
  takkas (the duergar currency used in Izamne worth 
  25gp each). 
  Troglodytes (80): HD 2; AC 4[15]; Atk 2 claws (1d3), bite 
  (1d4+1); Move 12; Save 16; AL C; CL/XP 3/60; Special: 
  chameleon skin (surprise on 1–4 unless excreting stench), 
  stench (loss of a point of strength per round for 1d6 rounds, 
  last 10 rounds after final effect). (Monstrosities 488)
  Equipment: 1d10 takkas each. Most carry 1d3 pounds 
  of utterly worthless trinkets, shiny stones, and shell bits. 
  13R–3. Street of Huamaratha 
  and the Shady Character Inn 
  (Approximate Map Location L46)
  The Street (Approaching from the north)
  This is the beginning of the city’s streets, which are for the most part 
  nothing more than the irregular, natural limestone of the cavern floor. No 
  effort has been made to pave or improve them. The street along the top of 
  the ridge is called “Huamaratha”, in case the characters eventually need to 
  ask directions back to the northern tunnels. 
  The obstacle to the west is a block of buildings, as shown on the map. 
  Most of them are three or four stories high, and although most are built 
  with shared walls, some of them have narrow alleyways between them.
  The Inn (and Igglob the goblin)
  The Shady Character Inn, like many of the important buildings in 
  Izamne, employs a slave to announce the building’s presence and direct 
  potential customers to its doors (these slaves are called “barkers,” just as 
  if the city were a dark carnival of some kind). This slave — a goblin — 
  approaches the characters in the street and points them toward the inn, ad-
  vising them that it is the best and safest place in the entire city for visitors 
  to stay, not to mention the least expensive, and also the most prestigious. 
  If they keep going, the goblin will shout after them about how the Shady 
  Character is the only inn that does not have plague or serve rotted food. 
  Finally, he will descend into inarticulate screams of rage if the charac-
  ters do not enter the inn. Igglob considers it a personal insult when he is 
  ignored, and could conceivably even try to pull a character into the inn, 
  shrieking about its calming architecture, excellent hygiene, and the good 
  company in the bar.
  Igglob, Goblin: HD 1d6hp; HP 3; AC 6[13]; Atk weapon (1d6); 
  Move 9; Save 18; AL C; CL/XP B/10; Special: –1 to hit in 
  sunlight.
  Doors of the Inn Courtyard
  The rune is a darkfolk touch-rune for “shelter.” These gates are not 
  barred, and when they are opened, they lead into a small passageway in 
  between buildings, where the characters will be met by a dark creeper. The 
  creeper is not visible, being cloaked in darkness, but it will sound a faint 
  silver chime to politely indicate its presence. The creeper’s name, in case 
  the characters ask, is Shurmu, and it is one of the rare dark creepers that 
  have learned to speak the common tongue of surface dwellers. Although 
  Strange Guidance
  If the characters hire Uhuluhappoa the night-ghoul (Uhulu, 
  for short) as a guide, he will take them first to the Slave Market 
  (Area 13R–13), on the assumption that they will most certainly 
  need a palanquin for every 2 characters (100gp/day) and 4 slaves 
  per palanquin as bearers (slaves costing roughly 200gp each). 
  The characters may have a very difficult time making Uhulu-
  happoa believe that noble visitors such as themselves would not 
  need to purchase palanquins and slaves from Uhuluhappoa’s 
  third cousin at the slave market. If he is convinced, however, he 
  will then lead them back toward the Shady Character Inn (Area 
  13R–3) to get lodgings.
  Uhuluhappoa is a fairly typical night-ghoul; he is friendly 
  with the cheerfulness of a hired cannibal, loyal as long as the 
  money holds out, and will heartily compliment flavorful-looking 
  humans with the appreciation of a true gourmand. He will not 
  admit to eating human flesh, aware that it is perhaps morally 
  wrong to indulge in this irresistible addiction of all night-ghouls, 
  but he sniffs at passing darkfolk in an unmistakably hungry way, 
  and might even gently pinch a character to see how well-fattened 
  they are. If the character takes offense, Uhuluhappoa will cringe 
  and explain (quickly wiping away the drool from his lips) that 
  many of the inhabitants of Izamne will consider the characters 
  as food, and that – as a responsible guide – he was simply gaug-
  ing the amount of temptation the characters might be offering to 
  such predators. 
  
  48
  Cyclopean Deeps Volume 1
  Shurmu has a terrible accent and does not understand everything that is 
  said, the creeper will be able to convey answers to most questions.
  Shurmu: HD 1+1; AC 7[12] or 0[19] in darkness; Atk dagger 
  (1d4 plus special poison); Move 9; Save 17; AL C; CL/XP 3/60; 
  Special: backstab (x2), create special darkness (3/day), 
  death flash 10ft (save or blinded for 1d6 rounds), level 4 
  thieving skills. (Monstrosities 83)
  Thieving Skills: Climb 88%, Tasks/Traps 30%, Hear 4 in 6, 
  Hide 25%, Silent 35%, Locks 25%.
  Equipment: cloak, dagger with black smear poison 
  (save or reduce strength by 1d2 points/round for 2d6–1 
  rounds, used up on first strike), thieves tools, pouch with 
  1d6sp. 
  The Courtyard
  The northern half of the block of buildings in Area 13R–3, all the way 
  around the Y-shaped courtyard lane, is the province of the Shady Char-
  acter Inn. (The southern half of the block is a warren of residences with 
  several unmarked entrances at the ground level, with internal hallways 
  and stairs that are not connected in any logical fashion.)
  The several connected buildings around the courtyard have been joined 
  by knocking out walls — sometimes requiring balconies or rickety stair-
  ways, or even ladders, to reach between mismatched floor levels. The 
  ground floor is dedicated to stables, and the floor above is almost entirely 
  occupied by the tavern, which is reached by any of four rope ladders that 
  are placed against the walls of the courtyard. Guest rooms are on the lev-
  els above the tavern, and these rooms are reached individually by rope 
  ladders. There are no internal hallways; the only way into the rooms is 
  by means of the rope ladders. The doors of the individual rooms can be 
  barred from inside, and have extremely good locks. All of the rooms have 
  several small, round windows that are just large enough for a person to 
  squeeze through; these all have sturdy, metal shutters that can be latched 
  from the inside. 
  If the party is planning on renting rooms, Shurmu the dark creeper will 
  arrange to have the other dark creepers of the inn haul up any luggage to 
  the rooms (on the floor above the tavern level) using a cargo platform, a 
  crane that is built into the roof, and several pulleys mounted on the side 
  walls of the courtyard. The creepers will linger round to get a tip, expect-
  ing a gold piece each. If they are underpaid, they will try to find a way to 
  pickpocket the party almost immediately. 
  The rooms cost from 10gp per night (for a room that houses 2 people) 
  up to a suite for 100gp that sleeps as many as 15. The inn can accommo-
  date entire caravans of visitors (and often does). There are cheaper rates 
  if a group is putting up over 20 people or has a prior contract with the 
  proprietor, Sla.
  The Taproom
  Meeting up with the various groups in the taproom of the Shady Char-
  acter Inn is a good way to find work, if the party is looking for ways to 
  build up some gold or some experience in the Deeps. In addition to the 
  tables shown, the Shady Character Inn can be a good place to link the 
  characters up with events and plots that are going on in other parts of the 
  Deeps.
  Bugbear Chieftain: HD 5+2; AC 3[16]; Atk bite (2d4) or short 
  sword (1d6+1); Move 9; Save 14; AL C; CL/XP 5/600; Special: 
  +1 strength bonus to hit, +1 strength bonus to damage, 
  surprise opponents (50% chance).
  Equipment: chain mail, short sword, skull necklace with 
  gems (value 150gp).
  Demon, Hezrou (Category II): HD 9; AC –2[21]; Atk 2 claws 
  (1d3) and bite (4d4); Move 9 (fly 14); Save 6; AL C; CL/XP 
  11/1700; Special: magic resistance (50%), magical abilities.
  Magical Abilities: at will—cause fear, darkness 15ft 
  radius, detect invisibility; 1/day—gate 20% (1 hezrou).
  Drow: HD 2; AC 3[16]; Atk +1 longsword (1d8+1) or hand 
  crossbow (1d3 plus sleep poison); Move 12; Save 14 
  (includes +2); AL C; CL/XP 6/400; Special: +2 saving throw 
  bonus, –2 attack penalty in sunlight or magical light, 1 in 8 
  surprise chance, magic resistance (50%), magical abilities. 
  (Monstrosities 146)
  Magical Abilities: at will—dancing lights (1–4 lantern-
  type, 60ft), darkness 15ft radius, faerie fire.
  Equipment: +1 chain mail, drow cloak & boots (75% 
  to surprise), +1 longsword, hand-crossbow, 15 bolts 
  coated in sleep poison (–4 on save). 50% have hand 
  crossbows.
  Duergar: HD 1+2; AC 4[15]; Atk warhammer (1d4+1) or 
  light crossbow (1d4+1); Move 9; Save 18; AL C: CL/XP 3/60; 
  Special: +4 save vs. magic, immune to illusions, magical 
  abilities. (Monstrosities 148)
  Magical Abilities: 1/day—enlarge (attack as 4HD, 50% 
  heal damage), invisibility. 
  Equipment: chain mail, shield, warhammer, light 
  crossbow, 20 bolts, small sack of chalk dust, pouch 
  containing 2d6gp.
  Dark Stalkers (1d3): HD 6+2; AC 7[12] or 0[19] in darkness; 
  Atk short sword (1d6 plus special poison); Move 12; Save 11; 
  AL C; CL/XP 8/800; Special: backstab (x2), create special 
  darkness (3/day), death flash 40ft (3d6 fire, save for half), 
  level 4 thieving skills. (Monstrosities 84)
  Thieving Skills: Climb 88%, Tasks/Traps 30%, Hear 4 in 6, 
  Hide 25%, Silent 35%, Locks 25%.
  Equipment: short sword with black smear poison 
  (save or reduce strength by 1d2 points/round for 
  2d6–1 rounds, used up on first strike), thieves tools, 
  2d20gp each in pouches, 50% chance to have 50gp 
  gem. 
  Dark Creepers (1d3): HD 1+1; AC 7[12] or 0[19] in darkness; 
  Atk dagger (1d4 plus special poison); Move 9; Save 17; AL C; 
  CL/XP 3/60; Special: backstab (x2), create special darkness 
  (3/day), death flash 10ft (save or blinded for 1d6 rounds), 
  level 4 thieving skills. (Monstrosities 83)
  
  49
  Chapter 4: Secrets of the Dark City
  Thieving Skills: Climb 88%, Tasks/Traps 30%, Hear 4 in 6, 
  Hide 25%, Silent 35%, Locks 25%.
  Equipment: dagger with black smear poison (save or 
  reduce strength by 1d2 points/round for 2d6–1 rounds, 
  used up on first strike), rags, thieves tools, 1d0sp in 
  pouches. 
  Shroom: HD 6+1; AC 6[13]; Atk staff (1d6); Move 9; Save 11; 
  AL C; CL/XP 8/800; Special: control plants, plant growth, 
  spells (3/2). (Monstrosities 424)
  Spells: 1st—charm person (x2), magic missile; 2nd—
  invisibility, phantasmal force.
  Equipment: staff, 1d3x1000gp, 1 magic item (10%).
  Syanngg: HD 8+20; AC 2[17]; Atk up to 6 heads (1d4); Move 
  6; Save 7; AL C; CL/XP 14/2600; Special: magic resistance 
  (25%), magical ability from each head. (Monstrosities 464)
  Magical Abilities: 1—slow (range 40ft); 2—lightning 
  bolt (5d6, range 60ft); 3—dispel magic (level 12, range 
  40ft); 4—flesh to stone (range 30ft); 5—hold monster 
  (range 30ft, duration 3d6 turns); 6—charm monster 
  (range 20ft).
  Equipment: pouch with 3d6gp, 1d4 gems (1d4x100gp), 
  1d3 jewelry (1d3x1000gp), any 1d2 magic items.
  Wererats: HD 3; AC 6[13]; Atk bite (1d3) and short sword 
  (1d6) or shortbow x2 (1d6); Move 12; Save 14; AL C; CL/
  XP 4/120; Special: control rats, hit only by magic or silver 
  weapons, lycanthropy, surprise on 1–4 on d6.
  Equipment: short sword, shortbow, 20 arrows.
  Rumor/Mission Table 1
  1
  Rescue a dark stalker that has fallen into the 
  hands of the opposing dark stalker civilization: 
  e.g., a Kshamarat captured by the Avarthamna, 
  or vice versa. If this result was not generated from 
  a conversation with dark stalkers, it is because the 
  patron is a bounty hunter subcontracting the job to 
  anyone who might be competent. The bounty hunter 
  is most likely only offering half of the real reward, 
  but will not disclose the actual patron (which will be 
  one of the reliquary-houses). Roll randomly to see 
  if the characters are rescuing a Kshamarat or an 
  Avarthamna. The captive will already have been 
  taken into the tunnels outside of Izamne, so this will be 
  a chase/tracking type of task in the side tunnels (see 
  Sidebox, Side-Tunnels).
  2
  Capture an escaped slave that is hiding 
  somewhere in the city itself. This is most likely a 
  slave of the darkfolk, although it could be a slave 
  of the drow or duergar also. Capturing escaped 
  slaves is considered a low form of work in Izamne, 
  and if the characters get a reputation as slave-
  takers they will find that they are held more and 
  more in contempt by potential employers. Most 
  missions like this will be quite easy; it is just a matter 
  of following the trail by asking questions. The dark 
  creepers are aware of almost everything that 
  happens in the city streets, and they will answer 
  questions if the characters can show that they are 
  working on behalf of a dark stalker (even of the 
  other civilization). In a few cases, however, the 
  escapee might have had the assistance of a more 
  powerful creature such as a syanngg — either as 
  an ally or as a kidnapper. These cases could turn 
  ugly, and test the characters’ abilities more than 
  the mere tracking of a fugitive. 
  3
  Escort a dark stalker safely from hiding in one part 
  of the city to safety in another part (most likely to a 
  reliquary-house). In this case, the escort will almost 
  certainly be followed and attacked — if stealth 
  were enough, the darkfolk would not bother to hire 
  outsiders; they are experts in stealth themselves. 
  Outsiders are hired when combat is imminent and 
  unavoidable.
  Rumors and Missions at the 
  Shady Character Inn
  The Shady Character has a huge taproom that contains lots of 
  potential patrons and employers. Use the tables below to find out 
  what opportunities might be available while the characters are 
  present. 
  Patrons
  Roll 1d6 to see how many times to roll 1d100 on the table below.
  01–20
  1d3 dark stalkers of the Kshamarat 
  civilization with 1d3 dark creeper servants 
  each. Roll on Rumors/Missions Table 1.
  21–30
  1d10 duergar. 50% chance to roll on 
  Rumors/Missions Table 2.
  31–32
  1 syanngg. 10% chance to roll on Rumors/
  Missions Table 2. If the syanngg has a 
  mission it wants done, it will be a truly 
  deadly task, but it will pay very, very well. 
  One possible mission is to steal serpentfolk 
  eggs from the Dreaded Domes of the 
  Serpentfolk (see Chapter 5). The syanngg 
  will pay 300gp per egg that the characters 
  can retrieve. The first time this result occurs, 
  the Syanngg will be the one named Thumb-
  Chewer, who lives in the area of Q13 on the 
  city grid.
  33–38
  1d6 wererats (all in hybrid form). 10% 
  chance to roll on Rumors/Missions Table 2.
  39–48
  1d6 drow. 50% chance to roll on Rumors/
  Missions Table 2.
  49–55
  Human mercenaries. (Mercenaries do 
  not offer missions; Referee to randomly 
  determine group composition).
  56–65
  Mixed human/goblinoid slaver crew (slavers 
  are too poor to offer their own missions, 
  but they have a 25% chance to know of 
  a mission for someone else, and they will 
  disclose it if they get a 10% cut; Referee to 
  randomly determine crew composition).
  66–70
  Humanoid chief (bugbear). A bugbear 
  chief is either a mercenary leader or a 
  slaver leader, and only has a 5% chance to 
  know of anyone with a mission available. If 
  so, roll on Rumors/Missions Table 1.
  71–90
  1d3 dark stalkers of the Avarthamna 
  civilization with 1d3 dark creeper servants 
  each. Roll on Rumors/Missions Table 1.
  91–99
  1 shroom. Roll on Rumors/Missions Table 2.
  00
  Demon, Hezrou (Category II). No missions; 
  this creature is already in the service of 
  someone else.
  
  50
  Cyclopean Deeps Volume 1
  4
  Raid the (defended) residence of a dark stalker who 
  has become taboo to the opposing civilization and 
  is now a legitimate target for kidnap, assassination, 
  and/or torture. Taboo stalkers may be well defended 
  not only by creepers and allied stalkers, but also 
  by mercenaries such as trolls, ogres, and even spell 
  casters such as drow or shrooms.
  5
  The converse of #4: the characters are hired to 
  prepare and defend a fortified location which houses 
  a taboo dark stalker. An attack by bounty hunters 
  is imminent, and there might be some unexpected 
  ways into the building (or sewer, or cave). 
  6
  Travel to a far location on the main map, to deliver a 
  message. Most likely this is a message to nomadic dark 
  stalkers who are living as bandits in the side tunnels 
  and secret ways of the Deeps (see Side-Tunnels 
  Sidebox), but it could also be a message to a specific 
  individual described in another chapter. In the latter 
  case, see the “Message for you, Sir” sidebox.
  7
  An Avarthamna dark stalker offers to hire the 
  characters to steal eggs from the serpentfolk in 
  Chapter 5: Dreaded Domes of the Serpentfolk. The 
  price offered per egg is 250gp (incidentally, this is an 
  awfully low price).
  8
  The patron wants to hire the party to purchase a herd 
  of food-zombies from the ancient being known as 
  Yiquooloome. The characters will be given a letter 
  of credit to give to Yiquooloome, and will be paid 
  500gp when they return safely with the zombies. 
  See Chapter 10: Orchard of Yiquooloome for details 
  about the food-zombie herds.
  Rumor/Mission Table 2
  1
  Rescue a member of the patron’s race that has 
  fallen into the hands of the dark stalkers. The prisoner 
  might be kept in the rooms above one of the 
  reliquary-houses, or might have been passed on to 
  one of the nomad tribes of the dark stalkers, in which 
  case the mission will be a much longer chase through 
  the side tunnels on the main map (see the Side-
  Tunnels Sidebox).
  2
  Assist one side in a pitched street battle that is to 
  be fought between two non-darkfolk races for 
  control over a block of buildings currently held by a 
  particular criminal gang (slavers, drug-dealers, drug-
  growers, surface-raiders, forgers, or pimps are all 
  possibilities).
  3
  Travel to a far location on the main map, to deliver 
  a message. Most likely this is a message to a specific 
  individual described in another chapter. See the 
  “Message for you, Sir” sidebox on this topic for more 
  details.
  4
  Hunt a powerful monster that is loose in the side 
  tunnels near the city (see the Side-Tunnels Sidebox). 
  Most likely, the monster’s trail is easily followed, but 
  goes through some dangerous areas … and the 
  monster itself is likely to present a serious challenge, 
  if it is considered formidable in the Cyclopean 
  Deeps. If the monster is intelligent, it might have 
  allies. The monster will be one of the following: (1) 
  escaped flesh golem, (2) black pudding, (3) basilisk 
  pack (2d4 basilisks), (4) purple worm, (5) giant slug, 
  (6) syanngg.
  5
  Steal an item from the residence of non-darkfolk. To 
  steal from darkfolk, any patron would hire darkfolk 
  because they are so stealthy — so unless the 
  characters are being set up, which is a possibility if the 
  characters have offended one of the civilizations, the 
  only thief jobs they will get are against non-darkfolk.
  6
  Ambush a caravan that will be moving past or through a 
  particular place within a day or so. The patron will weaken 
  the caravan’s defenses in some way (although they 
  cannot be eliminated) and expects a large cut of the 
  raid’s proceeds. The ambush is to take place between 
  Hex 13R and Hex 8Q, where a small side tunnel intersects 
  with the main tunnel. The caravan can be generated 
  from the random encounter tables found in Chapter 1.
  Food at the Shady Character Inn
  Various foods are offered at the inn, and with a bit of experimentation the 
  characters will be able to find dishes that are palatable. During the course 
  of the experimentation (2 meals) there is a slight (5%) possibility that the 
  character may have to make a saving throw against a lethal ingredient (lose 
  1 hit point per day with no healing until the poison is removed from the sys-
  tem). The specialty of the house is the infamous hallucinogenic breakfast.
  Effects of the Hallucinogenic Breakfast (roll 1d6):
  1
  Make saving throw or turn blue, red, or purple (1d3) for 
  1d6 days
  2
  Make saving throw or see everything with incredible 
  clarity (+1 to hit and on anything involving perceptions)
  3
  Make saving throw or become entranced with life 
  (catatonic for 1d2 days)
  4
  Make saving throw or gain 100xp
  5
  Make saving throw or lose 100xp
  6
  Make saving throw or become very generous for 1d3 hours
  Rumor/Mission Table 1 Continued
  Side-Tunnels around Izamne
  In many of the missions the characters might be hired to under-
  take, there is mention of the “side-tunnels.” These are the small, 
  labyrinthine tunnels that branch from the main thoroughfares of 
  the Deeps. Most of these are dead ends in terms of your Referee’s 
  main map, unless they eventually branch back to another one of 
  the major tunnels. However, any side-tunnel that returns to the 
  major corridors would do so only after many extra miles of travel. 
  In general, the side-tunnels are five to ten feet wide, but they have 
  multiple branches and often widen into cave chambers. Sudden 
  elevation changes, with cliffs or drop-offs are possible as well.
  Unless it is clear that the mission would take place in the tunnels 
  very close to Izamne, use the following method to determine the hex in 
  which the relevant side tunnel breaks off from the main thoroughfare:
  Roll 1d6 to determine whether to follow the north tunnel from 
  Izamne or the south tunnel. A result of 1–4 indicates the north 
  tunnel; 5–6 indicates the south tunnel.
  If the dice indicate the north tunnel, roll 1d8 and count that 
  many hexes along the tunnel to see where the side tunnel hits the 
  main tunnel. The important lair or intersection will either be close 
  or far (50–50). If the lair is close, roll 1d4 to see how many hun-
  dreds of feet it is located down the side tunnel. If it is far, roll 1d6 
  to see which face of the hex is the direction, and 1d4 to see how 
  many miles in that direction the lair is to be found. Traveling this 
  far through the side tunnels takes 1d4+1 days per hex, since the 
  tunnels branch and turn. The distance actually traveled is much 
  more than a straight-line path would be.
  
  51
  Chapter 4: Secrets of the Dark City
  The hallucinogenic breakfast is only available during the 3 hours that 
  the Shady Character Inn staff decides are “morning,” which starts 8 hours 
  after the tolling of the Unknown Bell (See Area 13R–4). Since no one will 
  discuss the bell itself, a disturbing topic, it can be difficult to find out what 
  time breakfast will be served.
  Alcoholic beverages are available, of course, although they are not 
  what surface dwellers are accustomed to drinking.
  Wines
  per bottle
  Coiled Whip fungus red
  50gp
  Coiled Whip sparkling fungus white
  40gp
  Moss Mead
  30gp
  Izamne Special Blend #5
  10gp
  Old Gloomcrawler Seedless
  2gp
  Old Gloomcrawler
  1gp
  Beer
  per pint
  Spiderleg Stout
  5gp
  Lichen Lager
  3gp
  Duergar Ale
  3gp
  Beer
  per pint
  Huggermugger Somethingorother
  2gp
  Bugbear Brew
  1gp
  The Proprietor, Sla
  The Shady Character Inn is owned by a consortium of three. The first 
  of the three is a reliquary-house of the Kshamarat darkfolk, led by a dark 
  confessor who goes by the name of “Cloud-Watcher.” The second of the 
  three is the archmage Jupiter Kwan, about whom there is considerable 
  detail later on (see Chapter 9: Hidden Worlds of Jupiter Kwan). The third 
  owner is the actual proprietor of the inn, whose name is Sla. 
  Sla is of some indeterminate origin, having arrived in Izamne a hun-
  dred or so years in the past, when he purchased the buildings here and 
  established the Shady Character Inn with his two silent partners. No-
  body knows if there are more creatures like him deep under the earth–
  Sla doesn’t discuss this topic, or his past history. He resembles a squid, 
  although he breathes air and has thick root-like protrusions at his base 
  instead of a squid’s tail. These muscled extrusions ripple him along the 
  ground almost as fast as a person can walk. Watching Sla tend the bar is 
  quite a sight, for he can use all of his tentacles at once if there is a crowd 
  of customers.
  The inn virtually swarms with dark creepers, who perform the actual 
  work of cleaning, cooking, and looking after the inn’s guests. These are 
  all in service to the particular dark stalkers, who, in turn, are followers 
  of Cloud-Watcher the dark confessor. This is unlikely to come up in the 
  Some of the missions available at the Shady Character Inn involve 
  taking a message to someone located in another hex of the main map. 
  The locations and messages are not specified in the missions table, 
  since, if the characters return to the inn several times they might roll 
  this result more than once.
  The message is not necessarily friendly, and the characters 
  would do wise to remember that “don’t kill the messenger” is a 
  human sentiment that doesn’t always apply in the caverns of 
  the Cyclopean Deeps. Examples of potential message-recipients 
  include: 
  • the Duergar King (Chapter 11: Mines of the Duergar)
  About the Message: Messages to King Okarm Etekk are almost 
  certain to be promises (sincere or not) of assistance in the event 
  that the rebels try to overthrow him. Many of the minor players in 
  the Deeps have realized that it costs nothing to make promises, and 
  they could yield favors or even gold if Prince Lokragar’s rebellion 
  is crushed.
  • the Ambassador of the Leng-men (Tuthumbuu Redmask of the  
  Ulmai) in Hex 18M–7 (Chapter 5: Dreaded Domes of the  
  Serpentfolk)
  About the Message: these letters are most likely no more than 
  news and gossip about events in different places in the Deeps. 
  They could be interpreted by someone with a very subtle under-
  standing of politics in the Under Realms, but not by the characters. 
  Even if one of the characters could manage to decipher these tea 
  leaves, the information isn’t likely to produce much in the way of 
  tangible benefits.
  • Prince Lokragar of the Duergar (Chapter 6: Converging Caverns 
  of Leng) (see Hex 9G–1 regarding the message drop). Any mission 
  that reveals the location of the rebel Duergars’ message drop means 
  that the characters have just jumped far — possibly too far —t into the 
  deadly politics of the Deeps.
  About the Message: Since the sender knows where Lokragar is, he 
  (or she) is most likely a friend of the brewing duergar rebellion. 
  Nature of the Message (roll 1d10) 
  1–2
  Treachery. The sender is trying to draw Lokragar 
  into an ambush. The characters are likely to 
  get drawn into it, either by being invited by 
  Lokragar to the ambush or being detected 
  as the deliverers of a treacherous document. 
  This sort of message is most likely to come from 
  a duergar, although it might be the opening 
  move in an Avarthamna-Isclaadra attempt to 
  secure Okarm Etekk’s throne from Lokragar’s 
  fundamentalism. In this case, the characters 
  have gotten in deep. If they get involved as 
  a moving part in the center of that attack, 
  they might actually be invited to the Font of 
  Darkness as allies of Isclaadra’s cult.
  3–8
  Offer of Assistance. Bets are heavy that the 
  Duergar King will capture Lokragar and his 
  fundamentalist mystics, and execute them 
  all in some spectacular and disgusting way. 
  However, a few denizens of the Deeps are 
  willing to stake their lives on a King’s gratitude 
  by helping Lokragar achieve the throne.
  9–10
  Items of Value. Rebellions need magic items 
  (+1 warhammers or shields, for example). Some 
  of these have been bought by the rebels, and 
  some are gifts from well-wishers who intend to 
  get a good rate of return on their investment 
  in the rebel mystics. Stealing one of these 
  gifts would earn the vengefulness of both the 
  intended giver and the intended recipient.
   
  • Baha Shah (Chapter 8: Flagon of the Death God) in Area 
  13S–13(E).
  About the Message: Most letters to Baha Shah will be prayers intend-
  ed to be dropped into the lake of the death-godling CHOA-THOOM by 
  the godling’s high priestess. The letters will request a token of “safe de-
  livery” from Baha Shah, which would need to come back to the patron 
  before the adventurers receive the balance of their payment.
  Message for you, Sir
  
  52
  Cyclopean Deeps Volume 1
  course of adventuring, but if the characters begin tracing the ownership 
  of the inn, the connection to the darkfolk might become important. Any 
  further details on Cloud-Watcher are left to the individual Referee to de-
  velop (Cloud-Watcher is an ordinary dark confessor, as described in the 
  Monster Appendix).
  Sla the Inn Proprietor: HD 10; HP 61; AC 3[16]; Atk 7 tentacles 
  (1d4 plus constrict) or bite (2d8); Move 9; Save 5; AL N; 
  CL/XP 11/1700; Special: hold opponent and constrict for 
  automatic 1d4 with tentacle hit (save negates); level 4 
  thieving skills (each tentacles).
  Thieving Skills: Climb 88%, Tasks/Traps 30%, Hear 4 in 6, 
  Hide 25%, Silent 35%, Locks 25%.
  Equipment: deed to one-third of the Shady Character 
  Inn, financial report written to Jupiter Kwan showing 
  monthly profits of 9000gp.
  13R–4. Stairs and the Unknown Bell 
  (Approximate Map Location P42)
  If the characters have headed toward this area first, they will likely hear 
  the Unknown Bell for the first time in this area or nearby. The Unknown 
  Bell is simply a heavy church bell that strikes once at 16 and 8 hour in-
  tervals. The odd thing about it is that no one knows which tower it rings 
  from. No one at all. After making this discovery a hundred or so years 
  ago, the inhabitants of Izamne became uncomfortable with the topic, and 
  it is now quite a social taboo to make any mention of the bell. People will 
  turn and leave if the bell is mentioned. Most of Izamne secretly uses the 
  bell to indicate “night,” and the crowds tend to thin out for the eight hours 
  following the tolling of the Unknown Bell.
  No matter what sort of resources the characters bring to bear, whether 
  it is divination or contact with other planes of existence, it is not possible 
  to get any sort of meaningful answer about the location or source of the 
  Unknown Bell. It is fundamentally an unknowable fact, one of the true 
  mysteries, an imponderable.
  13R–5. Sloping Ramp and Smoke 
  Market (Approximate Map 
  Location N53, and down to K51)
  This ramp leads down to the cavern floor, the lowest level of the city. 
  The lowest level is utterly lawless, a sprawling slum that offers every 
  kind of dissipation and decadence. It is also a deadly place for those who 
  wander around too long, or appear to be easy pickings for a quick kill-
  and-loot.
  The particular area into which the ramp descends is a small market with 
  merchants that specialize in either orc slaves or fragrant tobaccos. The 
  tobaccos are smoked in slender glass hookahs, some as tall as ten feet, 
  which are also for sale. A pouch of the tobacco costs 200gp, and a small 
  hookah (3ft) costs 500gp. Large hookahs (8ft+) are 1000gp (or more, 
  depending on ornamentation). Smoking the tobacco confers no physical 
  benefit, but it has the effect of making a character smell like an inhabitant 
  of the city, rather than an outsider. In many cases, especially if the charac-
  ters are attempting some kind of deception, this added bit of authenticity 
  could make the difference between successful deceptions or exposure as a 
  fraud. On the other hand, carrying a giant hookah around the subterranean 
  streets of Izamne is just as strange a behavior in Izamne as it would be in 
  any surface city.
  If the characters act peaceably here, there will be no trouble. If they 
  cause any trouble, they may be attacked by the 3 encephalon gorgers 
  who are the traditional protectors of this market and claim it for their 
  own. Depending on the level of carnage and mayhem that ensues, the fight 
  might spread to the slave-dealers (2 dark stalkers, 1 serpentfolk mage, 
  and 1 syanngg) and tobacco merchants (2 drow fighters).
  Encephalon Gorgers (3): HD 8; HP 32, 38, 34; AC 6[13]; Atk 2 
  claws (1d6+1); Move 6; Save 8; AL C; CL/XP 9/1100; Special: 
  haste (2/day), mindfeed (hit with both claws, auto 1d6/
  round from teeth, save negates), regenerate 3/round, resist 
  cold. (The Tome of Horrors Complete 234)
  Equipment: each carries a pouch with 3d6 takkas and 
  1d3 gems worth 500gp. #2 carries a potion of healing, 
  and #3 wears a gem in its eye that works as a ring of 
  spell turning (if worn in the eye socket).
  Dark Stalker Slave-Dealers (2): HD 6+2; HP 21, 29; AC 7[12] or 
  0[19] in darkness; Atk short sword (1d6 plus special poison); 
  Move 12; Save 11; AL C; CL/XP 8/800; Special: backstab (x2), 
  create special darkness (3/day), death flash 40ft (3d6 fire, 
  save for half), level 4 thieving skills. (Monstrosities 84)
  Thieving Skills: Climb 88%; Tasks 30%; Hear 4 in 6; Hide 
  25%; Silent 35%; Locks 25%.
  Equipment: short sword with black smear poison (save 
  or reduce strength by 1d2 points/round for 2d6–1 
  rounds, used up on first strike), bone whistle, thieves 
  tools, belt pouch with 1d100gp. #1 has a bracelet 
  worth 200gp, #2 has a potion of extra-healing, and 
  1d6 orc slave deeds per stalker.
  Ussuashak, Serpentfolk Spellcaster: HD 5; AC 3[16]; Atk 
  2 claws (1d4), bite (1d3); Move 12; Save 11; AL C; CL/XP 
  8/800; Special: immune to mental domination, mild venom 
  (save or additional 1d4+1 damage), spells (4/2/1). (Monster 
  
  53
  Chapter 4: Secrets of the Dark City
  Appendix)
  Spells: 1st—charm person, magic missile (x3); 2nd—
  detect invisibility, web; 3rd—fireball.
  Equipment: blue snake-amulet of Ha-Seloth, belt 
  pouch containing 1d4x100gp, scroll (invisibility, mirror 
  image), ownership-tokens for 8 orc slaves.
  Syanngg: HD 8+20; AC 2[17]; Atk up to 6 heads (1d4); Move 
  6; Save 7; AL C; CL/XP 14/2600; Special: magic resistance 
  (25%), magical ability from each head. (Monstrosities 464)
  Magical Abilities: 1—slow (range 40ft); 2—lightning 
  bolt (5d6, range 60ft); 3—dispel magic (level 12, range 
  40ft); 4—flesh to stone (range 30ft); 5—hold monster 
  (range 30ft, duration 3d6 turns); 6—charm monster 
  (range 20ft).
  Equipment: necklace-pouch containing 4 takkas, 
  20gp, and ownership-tokens for 10 orc slaves, 1 
  diamond tooth (250gp). 
  Drow Tobacco-Merchants (2): HD 2; AC 3[16]; Atk +1 
  longsword (1d8+1) or hand crossbow (1d3 plus sleep 
  poison); Move 12; Save 14 (includes +2); AL C; CL/XP 6/400; 
  Special: –2 attack penalty in sunlight or magical light, +2 
  saving throw bonus, 1 in 8 surprise chance, magic resistance 
  (50%), magical abilities. (Monstrosities 146)
  Magical Abilities: at will—dancing lights (1-4 lantern-
  type, 60ft), darkness 15ft radius, faerie fire.
  Equipment: +1 chain mail, drow cloak & boots (75% 
  to surprise), +1 longsword, hand-crossbow, 15 bolts 
  coated in sleep poison (–4 on save). 50gp in pouch, 3 
  exquisite glass hookahs and 8 pouches of tobacco. 
  13R–6. Docks (Approximate Map 
  Location AH58)
  There are generally 1d3+1 fishing boats moored here; the fishing boats 
  are manned by dark creepers of the lowest caste (they might move loud-
  ly, smell bad, or have some sort of deformity). The fishing vessels have a 
  crew of 4 rowers and are 10ft in length.
  Additionally, there is a 50% chance each day that a trading vessel will 
  be present. These boats are 20ft long and are not necessarily owned by 
  the darkfolk.
  Owners/crew of Trading Vessels:
  1–4
  darkfolk
  5–6
  drow
  7–9
  night-ghouls
  10
  khryll captain with bugbear slave crew
  Bugbear: HD 3+1; AC 5[14]; Atk bite (2d4); Move 9; Save 14; 
  AL C; CL/XP 3/120; Special: surprise opponents (50% chance).
  Dark Stalkers: HD 6+2; AC 7[12] or 0[19] in darkness; Atk short 
  sword (1d6 plus special poison); Move 12; Save 11; AL C; CL/
  XP 8/800; Special: backstab (x2), create special darkness (3/
  day), death flash 40ft (3d6 fire, save for half), level 4 thieving 
  skills. (Monstrosities 84)
  Thieving Skills: Climb 88%; Tasks 30%; Hear 4 in 6; Hide 
  25%; Silent 35%; Locks 25%.
  Equipment: short sword with black smear poison (save 
  or reduce strength by 1d2 points/round for 2d6–1 
  rounds, used up on first strike), thieves tools, belt pouch 
  with 2d100gp, 50% to have 2d4 50gp gems.
  Dark Creepers: HD 1+1; AC 7[12] or 0[19] in darkness; Atk 
  dagger (1d4 plus special poison); Move 9; Save 17; AL C; CL/
  XP 3/60; Special: backstab (x2), create special darkness (3/
  day), death flash 10ft (save or blinded for 1d6 rounds), level 
  4 thieving skills. (Monstrosities 83)
  Thieving Skills: Climb 88%; Tasks 30%; Hear 4 in 6; Hide 
  25%; Silent 35%; Locks 25%
  Equipment: dagger with black smear poison (save or 
  reduce strength by 1d2 points/round for 2d6–1 rounds, used 
  up on first strike), rags, thieves tools, 1d6sp in pouches.
  Drow: HD 2; AC 3[16]; Atk +1 longsword (1d8+1); Move 12; Save 
  Night-Ghouls
  Night-ghouls are found throughout the Cyclopean Deeps, and 
  although their name reflects an unpleasant habit, the night-ghouls 
  are actually some of the more peaceful inhabitants of the Deeps. 
  They have an extraordinarily wide variation in terms of their per-
  sonalities, easily as wide as that of humanity. Some are quite shy, 
  while others will earnestly engage humans in conversation to ex-
  plain that cannibalism has negligible moral implications. Their 
  leaders tend to be very strong personalities, for it is a gamble to 
  lead night-ghouls on any particular venture — even the shyest 
  philosopher among them will philosophically devour the flesh of 
  a failed leader, perhaps with slight remorse afterwards. They are 
  more like humans than any of the other inhabitants of the Deeps.
  If the characters make conversation with the night-ghouls, it 
  may be useful for you as the Referee to have some names avail-
  able for the ghouls. The night-ghouls have odd, inhuman names 
  such as “Soorfaraloa,” “Gnirbabnabu” and so on.
  1
  Am
  eesha
  thubu
  2
  Soor
  sa
  loog
  3
  Gool
  bab
  nabu
  4
  Lap
  lal
  hutoo
  5
  Chu
  spak
  nalgh
  6
  Yeh
  ili
  mua
  7
  Ool
  aupi
  loa
  8
  Gnir
  shi
  minda
  9
  Oh
  fara
  hara
  10
  Keem
  ki
  wome
  Night-ghouls can make reliable allies in the tunnels of the 
  Under Realms, provided that the characters remember the risks 
  involved in dealing with intelligent cannibals. If the ghouls are 
  not occasionally provided with certain foods, they will become 
  erratic, unreliable, and eventually dangerous. Only the flesh of 
  humans, night-ghouls, or denizens of Leng will satisfy the crav-
  ings. The ghouls are as intelligent as humans, and will exact a rea-
  sonable fee for any services they provide. If the characters think 
  that they can engage a phalanx of night-ghoul mercenaries just by 
  offering a supply of meat, they will be met with a wave of uproari-
  ous tongue-clicking and soprano squeaks, which serve as laughter 
  among the night-ghouls.
  Although there is a difference between male and female names 
  among night-ghouls, the linguistic difference is indistinguishable 
  to humans, being a tonal quality beyond the range of normal ears. 
  Simply use the table for night-ghouls of both sexes.
  
  54
  Cyclopean Deeps Volume 1
  14 (includes +2); AL C; CL/XP 5/240 Special: –2 attack penalty 
  in sunlight or magical light, +2 saving throw bonus, 1 in 8 surprise 
  chance, magic resistance (50%). (Monstrosities 146)
  Magical Abilities: at will—dancing lights (1-4 lantern-
  type, 60ft), darkness 15ft radius, faerie fire.
  Equipment: +1 drow chain mail, +1 drow longsword, 
  longbow, normal arrows (10), 1d6x300gp in pouches 
  (captains only). 1d6x10sp each (all others).
  Khryll: HD 8; HP 55; AC 3[16]; Atk 8 tentacles (grab with 2 
  hits), tongue-tube (special); Save 8; Move 9; AL C; CL/XP 
  13/2300; Special: liquefy internal organs of grabbed victim, 
  mental blast, magic resistance (80%). (Monstrosities 275)
  Night-ghouls: HD 4; AC 4[15]; Atk bite (1d4 plus poison)  
  and 2 claws (1d6); Move 12; Save 13; AL C; CL/XP 6/400; 
  Special: +1 or better weapon to hit, sleep poison (–2 on save 
  or fall into twitching sleep for a hour). (Monster Appendix)
  Equipment: loincloth, necklace-pouch containing 
  1d6x5 gems worth 100gp each.
  Night-ghoul boat captains — and only the captains — dye their entire 
  bodies yellow, for reasons unfathomable to any but the night ghouls. Un-
  successful captains are traditionally eaten at the end of a voyage, and it 
  is possible that the characters might have the rare opportunity to see this 
  fascinating cultural phenomenon. Participation would require payment, 
  and the captain will urge a large amount (a large enough payment would 
  make the voyage successful, thereby negating the need for a gastronomi-
  cal denouement to the voyage).
  If the characters engage a night-ghoul captain to take them anywhere, 
  they will most likely end up at location 2C–6 in Chapter 6: The Converg-
  ing Caverns of Leng.
  13R–7. Semi-Secret Exit 
  (Approximate Map Location AJ18)
  The corridor leading south from this cavern leads to Hex 10–O, joining 
  a secondary tunnel that enters the rest of the Under Reams (see the Main 
  Map). Traveling to the east brings the characters fully into the city’s ev-
  er-present cloud of darkmist, to the guarded gate, and thence to the For-
  tress of Pareetha Pra (Area 13R–8).
  13R–8. Fortress of Pareetha Pra 
  (Approximate Map Location AK25)
  The Guards
  The above description is correct whether the characters are approach-
  ing from the east or the west: the two sides of the fortress both have 
  an entrance gate and guard posts as described. There are four of these 
  guard-posts, one for each “corner” of the fortress: northeast, northwest, 
  southeast, and southwest. Each guard post is about ten feet back from the 
  entrance to the alleyway between cavern wall and castle wall. Thus (see 
  map), the two northern guard posts are quite close to each other, while the 
  southern ones are quite far apart.
  The two northern guard posts are run by the Kshamarat civilization; one 
  of the dark stalkers is male and the other is female. Both bear trophy-scars, 
  although these are hidden under robes and by face-veils; and they carry 
  soul-nets. The southern guard posts are the responsibility of the Avartham-
  na, so the dark stalkers are both female and their face-veils are studded 
  with trophy-disks (roll 1d3 trophies for each guard). Each guard post has 
  reinforcements waiting further back in the shadows (in both cases, there 
  is only one “heavy,” rather than one per guard post). The Avarthamna re-
  inforcement to the south is a nebunorne demon. To the north, a spirit naga 
  slithers around quietly between the Kshamarat guard posts. 
  Northwest (Kshamarat) Guard Post:
  Kshamarat Dark Stalker: HD 6+2; HP 23; AC 7[12] or 0[19] in 
  darkness; Atk short sword (1d6 plus special poison); Move 12; 
  Save 11; AL C; CL/XP 8/800; Special: backstab (x2), create 
  special darkness (3/day), death flash 40ft (3d6 fire, save for 
  half), level 4 thieving skills. (Monstrosities 84)
  Thieving Skills: Climb 88%, Tasks/Traps 30%, Hear 4 in 6, 
  Hide 25%, Silent 35%, Locks 25%.
  Equipment: robes, short sword with black smear poison 
  (save or reduce strength by 1d2 points/round for 2d6–1 
  rounds, used up on first strike, soul net (Magic Items 
  Appendix), thieves tools, pouch containing 3 sapphires 
  (100gp each). 
  Kshamarat Dark Creepers (3): HD 1+1; HP 7, 6, 7; AC 7[12] or 
  0[19] in darkness; Atk dagger (1d4 plus special poison); Move 
  9; Save 17; AL C; CL/XP 3/60; Special: backstab (x2), create 
  special darkness (3/day), death flash 10ft (save or blinded for 
  1d6 rounds), level 4 thieving skills. (Monstrosities 83)
  Thieving Skills: Climb 88%, Tasks/Traps 30%, Hear 4 in 6, 
  Hide 25%, Silent 35%, Locks 25%.
  Equipment: cloak, dagger with black smear poison (save 
  or reduce strength by 1d2 points/round for 2d6–1 rounds, 
  used up on first strike), thieves tools, 1d8gp in pouches. 
  Spirit Naga: HD 9; HP 43; AC 5[14]; Atk bite (1d3 plus poison); 
  Move 12; Save 6; AL C; CL/XP 13/2300; Special: charm gaze, 
  lethal poison, spells Clr (2/1), spells MU (4/2/1);
  Spells (Clr): 1st—cure light wounds (x2); 2nd—silence 
  15ft radius;
  Spells (MU): 1st—magic missile (x2), protection from 
  good, shield; 2nd—mirror image, web; 3rd—haste.
  Equipment: gold necklace set with 2 Leng-rubies 
  (1000gp value: 4000gp to Leng-men or Leng-spiders). 
  Also wears a nose-ring set with a fan of unicorn-hair 
  (10gp), and an ear cuff with a dangling elf-head 
  carved from amber (50gp).
  Northeast (Kshamarat) Guard Post:
  Kshamarat Dark Stalker: HD 6+2; HP 23; AC 7[12] or 0[19] in 
  darkness; Atk short sword (1d6 plus special poison); Move 12; 
  Save 11; AL C; CL/XP 8/800; Special: backstab (x2), create 
  special darkness (3/day), death flash 40ft (3d6 fire, save for 
  
  55
  Chapter 4: Secrets of the Dark City
  half), level 4 thieving skills. (Monstrosities 84)
  Thieving Skills: Climb 88%, Tasks/Traps 30%, Hear 4 in 6, 
  Hide 25%, Silent 35%, Locks 25%.
  Equipment: robes, short sword with black smear poison 
  (save or reduce strength by 1d2 points/round for 2d6–1 
  rounds, used up on first strike, soul net (Magic Items 
  Appendix), thieves tools, pouch containing 2 sapphires 
  100gp each, 1 ruby (100gp or 500gp if sold to Leng-
  dwellers of any kind). 
  Kshamarat Dark Creepers (3): HD 1+1; HP 7, 6, 7; AC 7[12] or 
  0[19] in darkness; Atk dagger (1d4 plus special poison); Move 
  9; Save 17; AL C; CL/XP 3/60; Special: backstab (x2), create 
  special darkness (3/day), death flash 10ft (save or blinded for 
  1d6 rounds), level 4 thieving skills. (Monstrosities 83)
  Thieving Skills: Climb 88%, Tasks/Traps 30%, Hear 4 in 6, 
  Hide 25%, Silent 35%, Locks 25%.
  Equipment: cloak, dagger with black smear poison 
  (save or reduce strength by 1d2 points/round for 2d6–1 
  rounds, used up on first strike), thieves tools, 1d8gp in 
  pouches. 
  Southwest (Avarthamna) Guard Post:
  Avarthamna Dark Stalker: HD 6+2; HP 34; AC 7[12] or 0[19] in 
  darkness; Atk short sword (1d6 plus special poison); Move 12; 
  Save 11; AL C; CL/XP 8/800; Special: backstab (x2), create 
  special darkness (3/day), death flash 40ft (3d6 fire, save for 
  half), level 4 thieving skills. (Monstrosities 84)
  Thieving Skills: Climb 88%, Tasks/Traps 30%, Hear 4 in 6, 
  Hide 25%, Silent 35%, Locks 25%.
  Equipment: robes, short sword with black smear poison 
  (save or reduce strength by 1d2 points/round for 2d6–1 
  rounds, used up on first strike, thieves tools, pouch 
  containing 2 fire opals 200gp each. 
  Avarthamna Dark Creepers (3): HD 1+1; HP 6, 5, 9; AC 7[12] or 
  0[19] in darkness; Atk dagger (1d4 plus special poison); Move 
  9; Save 17; AL C; CL/XP 3/60; Special: backstab (x2), create 
  special darkness (3/day), death flash 10ft (save or blinded for 
  1d6 rounds), level 4 thieving skills. (Monstrosities 83)
  Thieving Skills: Climb 88%, Tasks/Traps 30%, Hear 4 in 6, 
  Hide 25%, Silent 35%, Locks 25%.
  Equipment: cloak, dagger with black smear poison 
  (save or reduce strength by 1d2 points/round for 2d6–1 
  rounds, used up on first strike), thieves tools, 1d8gp in 
  pouches. 
  Nebunorne Demon: HD 10; HP 66; AC 2[17]; Atk face-
  tentacles and hand-tentacles (entangle/choke) and 
  tentacle-staff (2d6 plus poison); Move 18 (levitating/pulling) 
  or (fly 6); Save 5; AL C; CL/XP 14/2600; Special: +1 or better 
  weapon to hit, hypnotic voice, magical abilities, summon 
  demon 40% (1 nebunorne demon). (Monster Appendix)
  Magical Abilities: at will—create darkness 10ft radius; 
  3/day—create darkness 50ft radius.
  Equipment: tentacle-staff, necklace of dark stones 
  (2000gp). 
  Southeast (Avarthamna) Guard Post:
  Avarthamna Dark Stalker: HD 6+2; HP 31; AC 7[12] or 0[19] in 
  darkness; Atk short sword (1d6 plus special poison); Move 12; 
  Save 11; AL C; CL/XP 8/800; Special: backstab (x2), create 
  special darkness (3/day), death flash 40ft (3d6 fire, save for 
  half), level 4 thieving skills. (Monstrosities 84)
  Thieving Skills: Climb 88%, Tasks/Traps 30%, Hear 4 in 6, 
  Hide 25%, Silent 35%, Locks 25%.
  Equipment: robes, short sword with black smear poison 
  (save or reduce strength by 1d2 points/round for 2d6–1 
  rounds, used up on first strike, thieves tools, pouch 
  containing 4 takkas. 
  Avarthamna Dark Creepers (3): HD 1+1; HP 8, 3, 7; AC 7[12] or 
  0[19] in darkness; Atk dagger (1d4 plus special poison); Move 
  9; Save 17; AL C; CL/XP 3/60; Special: backstab (x2), create 
  special darkness (3/day), death flash 10ft (save or blinded for 
  1d6 rounds), level 4 thieving skills. (Monstrosities 83)
  Thieving Skills: Climb 88%, Tasks/Traps 30%, Hear 4 in 6, 
  Hide 25%, Silent 35%, Locks 25%.
  Equipment: cloak, dagger with black smear poison 
  (save or reduce strength by 1d2 points/round for 2d6–1 
  rounds, used up on first strike), thieves tools, 1d8gp in 
  pouches. 
  Tactics: If a guard post is attacked, the guards from the same darkfolk 
  civilization will immediately move to reinforce. The members of the other 
  civilization will keep an eye on things for 1d3 rounds before moving in 
  to assist. A pitched battle in the alleyway will cause the guards inside the 
  fortress to close the electrified gates after the guards move past, and within 
  1d6+3 rounds, ladders will come down from the fortress to disgorge one 
  of the castle’s battle units (see “The Fortress Defenses,” below).
  The Fortress Defenses
  The Fortress of Pareetha Pra is the city’s defense against attack from the 
  southern tunnels. It stands at the center of a cavern, and has iron gates that 
  can be slid from within the castle’s walls to close off passage beside the 
  castle. These gates are thirty feet tall, and are electrified by means of giant 
  electrical eel vats in the castle’s basement. The fortress reaches almost 
  to the cavern ceiling, which is lower than that of the city proper (much 
  lower, if rumors are true that the darkmist over the city creates some sort 
  of dimensional rift into darkness). Between the thirty-foot height of the 
  gates and the top of the cavern ceiling, the city’s defenders have created a 
  web of tightly-strung wires that will slice up anyone trying to fly through 
  it at speed. Slower flight speeds could result in as little as 2d6 points of 
  damage, or even as little as 1d4 if the flier proceeded at walking speed.
  The giant copper coils transmitting lightning from the eel vats to the 
  gates have a side effect as well: they make some parts of the castle highly 
  magnetized, and occasionally deaden magic in other areas. The castle’s 
  defenders know where these phenomena are likely to appear, and will use 
  them to best advantage if the castle is subjected to a frontal assault.
  Defense of the fortress, if anyone is idiotic enough to make a frontal 
  assault, would consist generally of the following:
  100 goblins forced into a suicidal charge, supported by arrows from 50 
  drow mercenaries (five +1 arrows each). General defense of the walls 
  is by five units of 5 ogres, 1 dark stalker, and 10 dark creepers each. 
  Three Vessals of Isclaadra are stationed in the fortress to provide mag-
  ical defenses. The captain of the garrison is the baalroch Hajjirtha, who 
  rides a coal-black triceratops that wears the ancient Barding of Surtur 
  (see Sidebox).
  Hajjirtha (Baalroch Demon): HD 10; HP 46; AC 2[17]; Atk 
  sword (1d12+2) and whip (entangles); Move 6 (fly 15); Save 
  5; AL C; CL/XP 17/3500; Special: +1 or better weapon to 
  hit, magic resistance (75%), surrounded by flame (3d6), 
  unaffected by spells from casters lower than 6th level.
  Equipment: Hajjirtha wears rune-chains forged by the 
  duergar, which anchor him to the Material Plane and 
  prevent him from any sort of magical banishment. The 
  chains also protect him from any damage caused by 
  metal or stone, as long as the chains are in contact 
  with living stone.
  Ulam (Triceratops Dinosaur): HD 16; HP 105; AC 0[19]; Atk 
  bite (1d8), 2 horns (2d12); Move 9; Save 3; CL/XP 17/3500; 
  Special: charge (double move, double damage horn 
  attack). (Monstrosities 124)
  Equipment: barding of surtur (AC 0[19], invulnerable 
  to fire).
  If the fortress is under attack, more reinforcements will continue to ar-
  
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  Cyclopean Deeps Volume 1
  rive from the city, although the supply of those who will risk their lives to 
  defend the city is most definitely not inexhaustible.
  It is possible that the characters will eventually return to Izamne to kill 
  Hajjirtha, armed with knowledge from the duergar king in Chapter 11: 
  Mines of the Duergar. If this is the case, keep in mind that Pareetha Pra 
  is an almost impenetrable fortress, and that Hajjirtha seldom leaves it. 
  The characters would most likely have to think of a way to lure him out, 
  perhaps by finding something (or someone) that the demon wants badly 
  enough to pursue beyond the bounds of his citadel.
  Goblins (100): HD 1d6 hp; AC 6[13]; Atk weapon (1d6); Move 
  9; Save 18; AL C; CL/XP B/10; Special: –1 to hit in sunlight.
  Equipment: short sword or spear, shield, belt pouch 
  with 1d6gp.
  Drow Mercenaries (50): HD 2; AC 3[16]; Atk +1 longsword 
  (1d8+1); Move 12; Save 14 (includes +2); AL C; CL/XP 5/240 
  Special: +1 longsword (1d8+1) or hand crossbow (1d3 plus 
  sleep poison); Move 12; Save 14 (includes +2); AL C; CL/XP 
  6/400; Special: +2 saving throw bonus, –2 attack penalty 
  in sunlight or magical light, 1 in 8 surprise chance, magic 
  resistance (50%), magical abilities. (Monstrosities 146)
  Magical Abilities: at will—dancing lights (1–4 lantern-
  type, 60ft), darkness 15ft radius, faerie fire.
  Equipment: +1 drow chain mail, +1 drow longsword, 
  longbow, 4 +1 drow arrows, 1+1 arrow, normal arrows 
  (15), 50gp in pouch, 100gp in assorted gems.
  Ogres (25): HD 4+1; AC 5[14]; Atk club (1d10+1); Move 9; 
  Save 13; AL C; CL/XP 4/120; Special: none.
  Equipment: club, sack with assorted oddments totaling 
  250gp in value.
  Dark Stalkers (5): HD 6+2; AC 7[12] or 0[19] in darkness; Atk 
  short sword (1d6 plus special poison); Move 12; Save 11; 
  AL C; CL/XP 8/800; Special: backstab (x2), create special 
  darkness (3/day), death flash 40ft (3d6 fire, save for half), 
  level 4 thieving skills. (Monstrosities 84)
  Thieving Skills: Climb 88%, Tasks/Traps 30%, Hear 4 in 6, 
  Hide 25%, Silent 35%, Locks 25%.
  Equipment: short sword with black smear poison (save 
  or reduce strength by 1d2 points/round for 2d6–1 
  rounds, used up on first strike), thieves tools, 2d20gp 
  each in pouches, 50% to have 50gp gem. 
  Dark Creepers (50): HD 1+1; AC 7[12] or 0[19] in darkness; 
  Atk dagger (1d4 plus special poison); Move 9; Save 17; AL C; 
  CL/XP 3/60; Special: backstab (x2), create special darkness 
  (3/day), death flash 10ft (save or blinded for 1d6 rounds), 
  level 4 thieving skills. (Monstrosities 83)
  Thieving Skills: Climb 88%, Tasks/Traps 30%, Hear 4 in 6, 
  Hide 25%, Silent 35%, Locks 25%.
  Equipment: dagger with black smear poison (save or 
  Hajjirtha the Baalroch
  Long-term Goals: Collect souls
  Current plans: Defend the Fortress of Pareetha Pra
  Allies: All of Izamne (unreliable assistance), summoned de-
  mons
  Enemies and rivals: Some demons that are not currently on the 
  Material Plane. Not happy with the Cult of Isclaadra.
  Note: The succubus Siaphela was originally Hajjirtha’s consort, 
  but followed the orders of Isclaadra to seduce and control the King 
  of the Duergar. In consequence, Hajjirtha is not happy with the 
  duergar, is angry at the demon-prince, and is making plans to get 
  the succubus back, if possible. He would be interested in sending 
  the party to kidnap the succubus and bring her back here, for a 
  staggering reward. The downside, of course, is that it would place 
  the characters squarely in the middle of a full-scale brawl between 
  a demon prince and a baalroch. Essentially, all Hell would break 
  loose. See Chapter 11: Mines of the Duergar for details on the 
  succubus Siaphela.
  Hajjirtha is a fallen einherjar, once a warrior in the hall of Val-
  halla, sworn to the service of Thyr. He was a terror in battle, but 
  treacherous in his soul, infected by a rot deeper than the eyes of 
  the Valkyries could discern when they raised him from death on 
  the battlefield, to glory in the great hall of Valhalla. Hajjirtha se-
  cretly made agreements with the foulest enemies of Valhalla, but 
  his perfidy was discovered. The Aesir bound him in chains forged 
  by the duergar, incised with runes of power. Thyr hurled the trai-
  torous warrior into the unfathomable depths of the Ginnungagap, 
  there to fall for all eternity.
  But the duergar chains were themselves forged in treachery, 
  and the graven runes of power did not allow their captive to fall 
  forever, as Thyr had decreed. For Hajjirtha came to emerge from 
  the black stone of the Cyclopean Deeps, a demon of fire and hate, 
  exiled from Hell by Thyr’s decree but freed from the void of the 
  Ginnungagap by the false runes of the chains that still hang from 
  his wrists. 
  The Rune-Chains of Gnagga
  The rune-chains were forged in the realms of the gods, by the 
  duergar smith Gnagga. The treacherous smith incised the chains 
  with runes of power at Thyr’s orders, but added other runes whose 
  existence he kept secret in the depths of his black heart. When 
  Thyr bound the fallen einherjar Hajjirtha in the chains, and threw 
  him into the Ginnungagap, the secret runes of Gnagga allowed the 
  chains to catch and anchor the demon to a piece of the material 
  planes, where he emerged as a balor demon, wreathed in flame and 
  wearing one of the rune-chains hanging from each wrist.
  As long as the rune-chains are in contact with stone, the wearer 
  is immune to any damage caused by metal or stone. They are in-
  tensely painful to wear, and cannot be removed unless the wearer 
  is dead. 
  If the command word “Gnagguldra” is spoken within 100ft of 
  the rune-chains, they will ignite with blue fire (causing 1 hit point 
  of damage per round, provided that the wearer is not immune to 
  fire), and they will only protect the wearer from half of any dam-
  age caused by stone or metal (for a period of one hour following 
  the speaking of the command word).
  Barding of Surtur
  Thralle, the hell-born steed of the fire giant king, was slain in 
  the deeps of Muspelheim in times forgotten. In those lost depths, 
  the steed was taken and its armor, crafted by the giants, became 
  part of the treasure hoard of an unknown thing of darkness. Such 
  was the baalroch Hajjirtha, a demon of the deep places, stranded 
  in the islands of the material planes by bands and curses of in-
  conceivable power laid upon him. Hajjirtha took the armor and 
  brought it to the sun-washed surface of the world to find himself 
  a mount, and this is where he found Ulam, the great three-horned 
  beast, skin black as coal, cunning and fierce, a king among the tric-
  eratops dinosaurs. And Hajjirtha took the king of the three-horned 
  beasts and clad it in the armor of Surtur’s dreaded steed, and the 
  armor fitted the dinosaur as if it had been forged for him.
  The Barding of Surtur’s steed will fit any steed that is as large 
  as an ox; it cannot become smaller than this, but can easily fit a 
  creature as large as an elephant. It allows the steed to withstand 
  any fire, and is armor class 0[19]. The barding is currently in the 
  possession of the sixth-category demon Hajjirtha.
  
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  Chapter 4: Secrets of the Dark City
  reduce strength by 1d2 points/round for 2d6–1 rounds, 
  used up on first strike), rags, thieves tools, 1d20gp each 
  in pouches. 
  Vessals of Isclaadra (3): HD 8; HP 40, 37, 44; AC 4[15],  –1[20] 
  in darkness; Atk short sword (1d6); Move 12; Save 8; AL C; 
  CL/XP 12/2000; Special: backstab (x2), magical abilities, 
  spells (4/2/1). (Monster Appendix)
  Magical Abilities: 1/day—dimension door, 3/day—
  invisibility.
  Spells: 1st—charm person (x2), detect magic, sleep; 
  2nd—web (x2); 3rd—lightning bolt.
  Equipment: short sword, unholy symbol of Isclaadra.
  13R–9. The Great Alcazar 
  of Izamne (Approximate 
  Map Location G13)
  This imposing structure could be described as the government seat of 
  Izamne, if the city actually had a government. Various notables of the city 
  come here to discuss matters, and somehow things get done. It is possible 
  that the characters will never know that they have been wandering through 
  (or under) the city’s most ancient and most important building. The Al-
  cazar itself is raised on vast pillars of bronze, to a height of twenty feet. 
  The area directly beneath the castle is an open market where vendors sell 
  spices and coffee, where couples walk, and where three metallic staircases 
  lead into the castle overhead.
  This open market is an area where conspirators, slavers, and politicians 
  meet with each other to trade information, form temporary alliances, and 
  occasionally assassinate each other. For example, the khryll observer 
  Ghe-Kroa and the Leng Spider (both described in Chapter 7: The Nar-
  rows of Braath) have agents in the city who will meet the characters here 
  by pre-arranged signals.
  The pillars supporting the castle were constructed in times so ancient 
  that the race of builders has become extinct and been forgotten. The mas-
  sive columns are immune to all damage that could be inflicted by mortals, 
  although to all appearances they are only made of bronze. The surface of 
  the pillars is textured with abstract symbols and glyphs, which cannot be 
  interpreted. The stairs, if they are inspected closely, are built to retract 
  into the Alcazar for defensive purposes, but if the characters stand around 
  inspecting the construction they will draw the attention of the guards.
  Each of the stairways into the Alcazar is guarded by a syanngg and 2 
  cavern lizards. The lizards are trained to follow simple instructions from a 
  syanngg, and will attack to kill, or to hold a prisoner with the toothy mouth, 
  on command. The lizards are lower than the syanngg on the stairs, so that 
  they can provide protection to the syanngg if hostilities break out. If a fight 
  develops, the other syanngg will do nothing but watch with interest, quite 
  distracted by the fascinating spectacle of another syanngg in combat.
  Syanngg (1 per staircase): HD 8+20; AC 2[17]; Atk up to 6 
  heads (1d4); Move 6; Save 7; AL C; CL/XP 14/2600; Special: 
  magic resistance (25%), magical ability from each head. 
  (Monstrosities 464)
  Magical Abilities: 1—slow (range 40ft); 2—lightning 
  bolt (5d6, range 60ft); 3—dispel magic (level 12, range 
  40ft); 4—flesh to stone (range 30ft); 5—hold monster 
  (range 30ft, duration 3d6 turns); 6—charm monster 
  (range 20ft);
  Equipment: necklace pouch with 1d6 gems 
  (2d6x100gp). 
  Lizard, Cavern (2 per staircase): HD 4; AC 5[14]; Atk bite 
  (2d4); Move 9 (climb 6); Save 13; AL N; CL/XP 4/120; Special: 
  bite latches for automatic damage each round. (The Tome 
  of Horrors Complete 363)
  Within the Alcazar
  Inside the Alcazar, there are several large halls in which “Patrons” 
  hold court. The Patrons are simply powerful citizens of the city who 
  can get things done, either by violence or by calling in favors. (Read-
  ers versed in history will undoubtedly note that the system is very sim-
  ilar to that used in Ancient Rome under the Republic, and movie buffs 
  will take note of the mafia system portrayed in the Godfather). In most 
  cases the Patrons are dark stalkers, and these are loathe to speak with 
  humans, although the less-wealthy of them might endure the social 
  humiliation of doing so. 
  There are some Patrons that are not darkfolk, and these powerful in-
  dividuals might be interested in hiring the party’s services — and if the 
  party needs help, such as a raise dead spell or a place to hide out for 
  a while, this is exactly the sort of business the patrons provide. These 
  non-darkfolk patrons include (1) Phy-Re the Khryll or (2) Dsorr-Etho-
  rr the serpentfolk (of the Yellow Society). These individuals can also 
  generally locate services the characters need, as long as the services are 
  provided in the city somewhere. They will, of course, exact large fees 
  for their services.
  If the characters are seeking work from one of these Patrons, refer to 
  Rumor/Mission Table 2 in Area 13R–3.
  Phy-Re (Khryll): HD 8; HP 46; AC 3[16]; Atk 8 tentacles (grab 
  with 2 hits); Move 9; Save 8; AL C; CL/XP 13/2300; Special: 
  liquefy internal organs of grabbed victim, mental blast, 
  magic resistance (80%). (Monstrosities 275)
  Equipment: necklace of 3 mummified male sexual 
  organs and 3 Leng-rubies (500gp each or 1000gp to 
  Leng-dwellers of any kind). 
  Dsorr-Ethorr, Serpentfolk Spellcaster: HD 5; AC 3[16]; Atk 
  2 claws (1d4), bite (1d3); Move 12; Save 11; AL C; CL/XP 
  8/800; Special: immune to mental domination, mild venom 
  (save or additional 1d4+1 damage), spells (4/2/1). (Monster 
  Appendix)
  Spells: 1st—charm person, magic missile (x3); 2nd—
  detect invisibility, web; 3rd—fireball.
  Equipment: yellow snake-amulet of Sa-Heloth, scroll 
  (invisibility, lightning bolt), pouch with 4 mouse skulls, 3 
  green pebbles, 1 takka (25gp), and 2 emeralds (100gp 
  each).
  Note: Dsorr-Ethorr is a member of the necromantic “Yellow Society” 
  of the serpentfolk (see Chapter 5: Dreaded Domes of the Serpentfolk).
  13R—10. Dark Fane of Isclaadra 
  (Approximate Map Location AK47)
  Exterior of the Fane
  The strange dimensionality and the insect motifs of this building date 
  back to the time of the Annihilation (see Sidebox), when this was the 
  temple of the demon-princess Teratashia.
  
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  Cyclopean Deeps Volume 1
  
  59
  Chapter 4: Secrets of the Dark City
  Inside the Fane
  This building is the largest temple to the demon prince Isclaadra in the 
  city of Izamne. Isclaadra, Lord of Mists, is the patron of the Avarthamna 
  darkfolk culture, and his most powerful priestesses (the “Vessals”) reside 
  here in the Dark Fane. At any given time, there will be two Vessals of Is-
  claadra attending the idol. Another 3 Vessals are in the other rooms of the 
  building and will investigate any strange noises from the idol’s chamber. 
  In addition to the Vessals, there will be 1d4 dark stalkers and 1d8 dark 
  creepers in the main temple room, and another 1d6+5 dark creepers in 
  the temple’s back rooms.
  Main Temple:
  Vessals of Isclaadra (2): HD 8; HP 40, 37, 44; AC 4[15],  –1[20] 
  in darkness; Atk short sword (1d6); Move 12; Save 8; AL C; 
  CL/XP 12/2000; Special: backstab (x2), magical abilities, 
  spells (4/2/1). (Monster Appendix)
  Magical Abilities: 1/day—dimension door, 3/day—
  invisibility.
  Vessal #1 (Seet Aia)
  Spells: 1st—charm person (x2), detect magic, sleep; 
  2nd—web (x2); 3rd—slow.
  Equipment: chain mail under robes, short sword, vial 
  of liquid darkmist, unholy symbol of Isclaadra, veil 
  embroidered with a pattern of triangles.
  Vessal #2 (Pshara Aadra)
  Spells: 1st— detect magic, hold portal, magic missile, 
  shield; 2nd—ESP, strength; 3rd—rope trick.
  Equipment: chain mail under robes, short sword, vial 
  of liquid darkmist, unholy symbol of Isclaadra, veil of 
  seeing (embroidered with pictures of eyes, Magic 
  Items Appendix).
  Dark Stalkers (1d4): HD 6+2; AC 7[12] or 0[19] in darkness; 
  Atk short sword (1d6 plus special poison); Move 12; Save 11; 
  AL C; CL/XP 8/800; Special: backstab (x2), create special 
  darkness (3/day), death flash 40ft (3d6 fire, save for half), 
  level 4 thieving skills. (Monstrosities 84)
  Thieving Skills: Climb 88%, Tasks/Traps 30%, Hear 4 in 6, 
  Hide 25%, Silent 35%, Locks 25%.
  Equipment: short sword with black smear poison 
  (save or reduce strength by 1d2 points/round for 
  2d6–1 rounds, used up on first strike), unholy symbol of 
  Isclaadra. 
  Dark Creepers (1d8): HD 1+1; AC 7[12] or 0[19] in darkness; 
  Atk dagger (1d4 plus special poison); Move 9; Save 17; AL C; 
  CL/XP 3/60; Special: backstab (x2), create special darkness 
  (3/day), death flash 10ft (save or blinded for 1d6 rounds), 
  level 4 thieving skills. (Monstrosities 83)
  Thieving Skills: Climb 88%, Tasks/Traps 30%, Hear 4 in 6, 
  Hide 25%, Silent 35%, Locks 25%.
  Equipment: dagger with black smear poison (save or 
  reduce strength by 1d2 points/round for 2d6–1 rounds, 
  used up on first strike), unholy symbol of Isclaadra. 
  From the Temple’s Back Rooms:
  Vessals of Isclaadra (3): HD 8; HP 40, 37, 44; AC 4[15] –1[20] 
  in darkness; Atk short sword (1d6); Move 12; Save 8; AL C; 
  CL/XP 12/2000; Special: backstab (x2), magical abilities, 
  spells (4/2/1). (Monster Appendix)
  Magical Abilities: 1/day—dimension door, 3/day—
  invisibility.
  Vessal #3 (Shai Iyah)
  Spells: 1st—charm person, detect magic, magic 
  missile, sleep; 2nd—web (x2); 3rd—slow.
  Equipment: chain mail under robes, short sword, vial 
  of liquid darkmist, unholy symbol of Isclaadra, veil 
  embroidered with hands.
  Vessal #4 (Shai Claadra)
  Spells: 1st—detect magic, hold portal, magic missile, 
  shield; 2nd—ESP, strength; 3rd—rope trick.
  Equipment: chain mail under robes, short sword, vial 
  of liquid darkmist, unholy symbol of Isclaadra, veil 
  embroidered with rats.
  Vessal #5 (Lapai Tash)
  Spells: 1st—charm person (x2), magic missile, sleep; 
  2nd—web (x2); 3rd—slow.
  Equipment: chain mail under robes, short sword, vial 
  of liquid darkmist, unholy symbol of Isclaadra, veil of 
  seeing embroidered with circles. Lapai Tash also wears 
  a magic ring, called the “Chastiser,” which awakens 
  every 12 hours to suddenly inflict horrible agony on the 
  wearer. This cursed ring cannot be removed without 
  the assistance of a remove curse spell.
  Dark Creepers (1d6+5): HD 1+1; AC 7[12] or 0[19] in darkness; 
  Atk dagger (1d4 plus special poison); Move 9; Save 17; AL C; 
  CL/XP 3/60; Special: backstab (x2), create special darkness 
  (3/day), death flash 10ft (save or blinded for 1d6 rounds), 
  level 4 thieving skills. (Monstrosities 83)
  Thieving Skills: Climb 88%, Tasks/Traps 30%, Hear 4 in 6, 
  Hide 25%, Silent 35%, Locks 25%.
  Equipment: dagger with black smear poison (save or 
  reduce strength by 1d2 points/round for 2d6–1 rounds, 
  used up on first strike), unholy symbol of Isclaadra. 
  Azisha Taa,  
  The High Vessal of Isclaadra 
  The High Vessal is also in the back rooms and will (after preparing for 
  battle) reinforce her sisters in the Temple, if a battle breaks out. The High 
  Vessal of Isclaadra in the City of Izamne is the cruel and infamous Azisha 
  Taa, a female dark stalker. Her chambers, in the temple’s back rooms, are 
  walled with copper, the surface beaten into whorled patterns and strange 
  runes. One of these runes is a symbol of slumber. It affects up to 150 hit 
  points of those who are present when the rune is activated (by a command 
  The Annihilation 
  At a point in time four centuries ago, there was a third civiliza-
  tion of the dark stalkers in the City of Izamne, other than the Ava-
  rthamna and the Kshamarat. This third civilization worshipped the 
  Demon-princess Teratashia as their patroness. During a sudden, 
  ten-day period of mass murders, street-battles, and carnage, the 
  Teratashian civilization was entirely annihilated, and their bodies 
  were dumped into the Flagon of the Death God to prevent their 
  souls from becoming the possessions of the demon-princess (see 
  Chapter 8: Flagon of the Death God for details). The cult of Is-
  claadra took over the temple of Teratashia, which is why the archi-
  tecture in the Fane of Isclaadra has a theme of roaches and other 
  vermin, which are all sigils of Teratashia rather than Isclaadra.
  
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  Cyclopean Deeps Volume 1
  word or by touching the rune’s indented surface). Any creature affected 
  will fall into enchanted sleep forever until woken.
  Azisha Taa, High Vessal of Isclaadra: HD 14; HP 68; AC 2[17] 
  or –2[21] in darkness; Atk short sword (1d6); Move 12; Save 4; 
  AL C; CL/XP 16/3200; Special: backstab (x2), create special 
  darkness, death-flash, dimension door, invisibility, skills of Thf4, 
  spells (4/3/3/2/1). (Monster Appendix)
  Spells: 1st—charm person (x2), detect magic, magic 
  missile; 2nd—web (x3); 3rd—slow (x3); 4th—fear, wall of 
  ice; 5th—transmute rock to mud.
  Thieving Skills: Climb 88%; Tasks 30%; Hear 4 in 6; Hide 
  25%; Silent 35%; Locks 25%.
  Equipment: +1 chain mail under robes, veil, short sword, 
  vial of liquid darkmist, unholy symbol of Isclaadra, 
  pouch containing 10 takkas.
  Azisha Taa keeps her possessions in a wall cabinet, the copper door 
  of which is disguised as part of the wall’s indentations and decorations. 
  The cabinet has a deep, indented bottom containing sacks with a total of 
  20,163cp, 21,212sp, 5098gp, and 512 takkas. The shelves above the sacks 
  contain 10 sapphires (500gp each), 5 diamonds (1000gp each), 3 potions 
  of healing, 1 potion of invisibility, a scroll of protection vs. undead, and a 
  scroll of neutralize poison.
  The cabinet also contains several letters, written in pinpricks into 
  spongy sheets of some kind of paper. Rangers or druids might observe that 
  the paper is ingeniously made of some kind of pressed fungus-fiber. This 
  pinprick-writing is common in the lightless world of the darkfolk. The al-
  phabet is phonetic, and uses the normal characters of the common tongue, 
  so it can be read fairly easily by anyone (unless it is written in code).
  If the characters spend an hour on deciphering the letters, they will find 
  40 letters that appear to be nothing more than petitions for the favor of 
  the demon-prince Isclaadra. Several of these also contain a note written 
  in a different handwriting, with words like, “stirge,” “human,” “bugbear,” 
  “diamond,” “gold (25),” and “fish (3).” 
  Four letters are apparently written in code, but they are accompanied by 
  a page that has the key to the cipher.
  Letter #1 is unfinished and reads as follows:
  The Twitching Throne refers to Hex 11F, in Chapter 6: Converging 
  Caverns of Leng.
  Letter #2 reads as follows:
  Letter #3 reads as follows:
  Letter #4 reads as follows:
  The Temple Garden
  The area behind the Temple is an orchard of tall fungi, reaching fifty 
  feet from the cavern floor and training long wisps of hair all the way back 
  down to the bases (the trunks are no more than 3ft or so in diameter). Al-
  though it is impossible to fly through the wispy tendrils, characters might 
  realize that going through this orchard would offer some sort of conceal-
  ment to anyone approaching the temple. This is true. However, there are 
  Azisha Taa, High Vessal 
  of Isaclaadra in the City of 
  Izamne
  Long-term Goals: Help Isclaadra conquer the Cyclopean 
  Deeps and turn it into a manufactory for demons of the mist, cre-
  ating an unstoppable horde to conquer this world.
  Current plans: Protect the interests of the Duergar King, 
  Okarm Etekk, who is a puppet of Isclaadra. 
  Allies: Avarthamna Civilization of the dark stalkers, other cult-
  ists of Isclaadra
  Enemies and rivals: Kshamarat civilization of the dark folk 
  (simmering rivalry), Serpentfolk (a bloody but undeclared war of 
  secret murders, torture, and plans for genocide), Denizens of Leng 
  (unspoken rivalry, with occasional casualties).
  If the characters reach a friendly accord with the cult of Is-
  claadra, Azisha Taa might consider sending them to kill Baha 
  Shah (Chapter 8: Flagon of the Death God); this trail leads to 
  35S–13, although Baha Shah will not necessarily be there when 
  the party arrives.
  Veil of Seeing
  A veil of seeing is a magic item unique to the dark folk of the 
  Cyclopean Deeps. These are veils of heavy cloth that can be used 
  to cover the entire face, including the eyes. When the veil is drawn 
  across the eyes, the wearer gains a strange quality of vision that 
  portrays exactly what a bat’s sonar would reveal about the area in 
  front of the wearer. The veil does not emit sound, and the vision is 
  not actually sonar, but the wearer’s perception is the same as if it 
  were. The sight granted by the veil extends 60ft, and it will detect 
  invisibility and fairly deep scratches in surfaces. Shallow scratches 
  and paint/ink writing cannot be discerned by use of the veil.
  
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  Chapter 4: Secrets of the Dark City
  12 giant spiders (6ft diameter) in the orchard, their webs well-concealed 
  in the tendrils. The webs are flammable, but the dampness of the fun-
  gus-tendrils will stop any fire from spreading through the orchard, or even 
  more than a few feet from the webs themselves. The spiders are trained 
  not to attack the vessals, and this training actually causes them to attack 
  males of any species in preference to females.
  Giant Spider (6ft diameter) (12): HD 4+2; AC 4[15]; Atk bite 
  (1d6+2 plus poison); Move 4; Save 13; AL C; CL/XP 7/600; 
  Special: lethal poison, webs.
  It is perhaps also worthy of note that the fungi in the orchard also pro-
  duce a sort of “dropping” that tastes delicious.
  13R–11. Reliquary-House of the 
  Kshamarat (Approximate Map 
  Location V38)
  Exterior
  Note: these are the seven primordial nagas, and the large one is Noag-
  ana, sacred to the Kshamarat.
  Interior 
  Ground Floor
  This is a reliquary-house of the Kshamarat culture of darkfolk. The 
  Kshamarat are described in the introductory materials and in the glossary, 
  so that general information will not be repeated here.
  The scalps and teeth are trophies retained from the victims of the dark 
  stalkers who are members of this reliquary-house, and the domino-like 
  stones are ancestor tokens.
  This is not the only reliquary-house of the Kshamarat; there are hun-
  dreds of these buildings throughout the city, although this one is slightly 
  larger than most, being located on one of the major thoroughfares. 
  Inhabitants 
  10 dark stalkers and 6 dark creepers are present in the main room, 
  and there are another 6 stalkers scattered in the rooms of the second and 
  third levels of the building. If there is any combat in the main room, they 
  will immediately go to reinforce the others.
  Moreover, if there is a battle in the main room, the ancestor tokens on 
  the shelves will perceive it – dimly, but their limited perception will suf-
  fice – and they will jointly cause a reliquary grue to form in the middle 
  of the chamber.
  Dark Stalkers (10): HD 6+2; HP 26, 30x2, 10, 24, 25, 28, 19, 
  40, 22; AC 7[12] or 0[19] in darkness; Atk short sword (1d6 
  plus special poison); Move 12; Save 11; AL C; CL/XP 8/800; 
  Special: backstab (x2), create special darkness (3/day), 
  death flash 40ft (3d6 fire, save for half), level 4 thieving skills. 
  (Monstrosities 84)
  Thieving Skills: Climb 88%, Tasks/Traps 30%, Hear 4 in 6, 
  Hide 25%, Silent 35%, Locks 25%.
  Equipment: short sword with black smear poison (save 
  or reduce strength by 1d2 points/round for 2d6–1 
  rounds, used up on first strike), thieves tools, unholy 
  symbol of Noagana, #1 has a cloak of elvenkind, #6 
  has 2 potions of levitation and 2 potions of healing. 
  Dark Creepers (6): HD 1+1; AC 7[12] or 0[19] in darkness; Atk 
  dagger (1d4 plus special poison); Move 9; Save 17; AL C; CL/
  XP 3/60; Special: backstab (x2), create special darkness (3/
  day), death flash 10ft (save or blinded for 1d6 rounds), level 
  4 thieving skills. (Monstrosities 83)
  Thieving Skills: Climb 88%, Tasks/Traps 30%, Hear 4 in 6, 
  Hide 25%, Silent 35%, Locks 25%.
  Equipment: dagger with black smear poison (save or 
  reduce strength by 1d2 points/round for 2d6–1 rounds, 
  used up on first strike), thieves tools, unholy symbol of 
  Noagana. 
  Reliquary Grue: HD 6; HP 31; AC 2[17]; Atk bite (2d6); Move 
  12; Save 11; AL C; CL/XP 12/2000; Special: extinguish lights 
  within 100ft, healed by damage caused to victims, immune 
  to all but magic weapons and spells with light effect. 
  (Monstrosities 234)
  Treasure: The darkfolk in the reliquary chamber are all carrying in-
  dividual treasure (magic items are listed with the stat information): dark 
  creepers carry 1d6gp and the stalkers carry 2d6gp.
  The floor of the chamber is “decorated” with swirling patterns of 
  roughness and smoothness, which can be detected easily if anyone is not 
  wearing shoes (or if anyone lands on the floor, crawls around, etc.). The 
  patterns are visible, if the chamber is ever illuminated with light, although 
  — since these were designed for feel rather than appearance — it might 
  take a few moments of thought before the “rough floor” turns into “pat-
  terns on the floor.” Regardless of whether the characters ever realize that 
  this is a decoration in a room that would ordinarily never be seen with 
  normal eyes, they may notice that the rough part of the pattern is made of 
  semi-precious stones. Each pound of the floor pattern is worth 5gp, and up 
  to 2000 pounds of the stone could be dug out.
  The wire that holds the scalps and teeth is made of platinum, and is 
  worth, in total, 252gp if all the trophies are plundered for wire. 
  Upper Floor
  The figure in the corner is Ithawat the Variator, a dark stalker who 
  is undergoing a slow transformation into a naga. He is the head of this 
  reliquary-house, but the transformation process has temporarily made him 
  more than slightly insane, due to the physical and mental pain involved. 
  However, as long as the party doesn’t kill him outright (or kill him after 
  they hear him babble some insane nonsense), he can give them some use-
  ful information.
  Ithawat hates the Avarthamna and their demon-patron with a dark pas-
  sion. If the characters have gotten into trouble with the Avarthamna cul-
  
  62
  Cyclopean Deeps Volume 1
  ture, Ithawat will hide them here (for a small price). Also, if the charac-
  ters have clearly demonstrated that they are opposed to the Avarthamna, 
  Ithawat will tell them what he knows about the Font of Darkness (see 
  Chapter 12: Font of Darkness): he knows that there is a “High Temple” 
  of the demon-prince Isclaadra, known as the Font of Darkness, located 
  somewhere in the Deeps, although it is a long way from Izamne. This is 
  where dark stalker and human females are converted into “Vessals” of the 
  demon. Ithawat can point out the location of the Font, if the characters 
  have a map of the Deeps.
  He will also give them an amulet that will inform the priests in the Tem-
  ple of Noagana (Area 13R–17) that the characters are friendly. He will 
  not tell them about Masshagg the Spirit Naga, who is the actual leader of 
  the Cult of Noanaga, leaving it to the priests of the temple to decide if the 
  characters are worthy of speaking to Masshaag.
  Ithawat the Variator (Half-Naga): HD 7; HP 35; AC 5[14]; Atk 
  bite (1d3 plus poison); Move 12; Save 9; AL C; CL/XP 11/1700; 
  Special: charm gaze, lethal poison bite, spells Clr (2), spells 
  MU (2).
  Spells (Clr): 1st—cure light wounds (x2).
  Spells (MU): 1st—magic missile (x2).
  13R–12. Frog-Fane of Tsathogga 
  (Approximate Map Location AK62)
  If the characters come closer to the island, they will notice two more 
  details about this ancient, abominable shrine. First, the stone has a slick, 
  soapy quality to it. If the party spent any time observing the statue in Area 
  8Q–3 in Chapter 3: Izamne, City of Endless Dark, they might realize that 
  this is the same noxious stone as that statue.
  Second, the glittering around the island’s waterline is frog eggs: mil-
  lions and millions of them.
  The high priest of Tsathogga in Izamne is, oddly enough, a human, 
  although he barely seems so. Born in the subterranean dark, his eyes are 
  bulging and milky-colored. He can see, but dislikes bright light. Folds 
  of fat and skin hang from his face and body, a repugnant sight. Howev-
  er, Phuhuulbaool is extremely intelligent and cunning. Tsathogga is the 
  subject of deep suspicion and dislike by the city’s rulers and most of its 
  inhabitants, and Phuhuulbaool has managed a twisting diplomatic course 
  that has kept the temple from being attacked, and has even somewhat 
  increased the number of Tsathoggan cultists in the city. It is an offense 
  punishable by death for darkfolk to worship Tsathogga, so this has been 
  quite an achievement. For the most part, the temple serves as a place for 
  visitors to pay their respects (and their sacrifices) to the horrid god/demon. 
  The darkfolk, almost universally, consider the temple to be wasted space, 
  and the cult-priests to be wasted meat.
  The High Priest of the Frog God would be very interested in recruiting 
  the characters into his service, but he is extremely cautious about reveal-
  ing any secrets of his own. Phuhuulbaool is likely to kill the characters 
  if they show any signs of weakness or treachery, but if they seem to be 
  worthy allies (or threaten to torture him for information), he can tell them 
  a great deal about the factions in Izamne.
  If the characters are looking for work, he will offer them a “test” job: to 
  bring him a chain of 12 food-zombies from the Orchard of Yiquooloome, 
  to be purchased with a letter of credit (written on pressed fungus-parch-
  ment). Phuhuulbaool would very much like to create some sort of alliance 
  with Yiquooloome, but has nothing that the ancient being needs or partic-
  ularly wants.
  In addition to the High Priest, the tower/shrine is defended by 10 
  identical gargoyles, each of which resembles a fat, winged frog-per-
  son made of the same unnatural stone as the tower. Other than the 
  gargoyles, the temple is empty and Phuhuulbaool worships his horrid 
  deity alone.
  Phuhuulbaool, Priest of Tsathogga (cult-priest): HD 10; HP 60; 
  AC 2[17]; Atk scepter (1d8 plus stun); Move 12; Save 5; AL C; 
  CL/XP 12/2000; Special: spells (5/1/1/1/1).
  Spells: 1st—cure light wounds (x2), cause light wounds 
  (x3); 2nd—silence 15ft radius; 3rd—continual darkness; 
  4th—cause serious wounds; 5th—insect plague.
  Equipment: chain mail over toughened skin, shield 
  with symbol of Tsathogga, priestly robes of lime green 
  and forest green, massive headdress of frog head 
  with sharp teeth, scepter of stunning (Magic Items 
  Appendix), unholy symbol of Tsathogga, delicate fan, 
  pouch with 100gp, black gem worth 1000gp.
  Gargoyles (10): HD 4; AC 5[14]; Atk 2 claws (1d3) and bite 
  (1d4) and horn (1d6); Move 9 (fly 15); Save 13; AL C; CL/XP 
  6/400; Special: +1 or better weapon to hit, fly.
  Generating Darkfolk Names
  To generate names for darkfolk that the characters encounter, 
  roll on the table below. Dark stalkers have a full name: roll 1d10 
  for the first syllable, 1d10 for the second syllable, and then roll 
  1d10 for the second word. The result will be names such as Payash 
  Hetu, or Siuath Yat. Dark creepers do not have a second word in 
  their names, so they will have names such as Ulloo or Teiquiri.
  Die Roll
  First  
  Syllable
  Last  
  Syllable
  Second 
  Word
  1
  Pa
  thu
  Aht
  2
  Tei
  ara
  Hetu
  3
  Ul
  uath
  Tra
  4
  Qual
  quiri
  Yat
  5
  Eta
  tha
  Boa
  6
  Ee
  yash
  Utu
  7
  Ya
  tasha
  Raha
  8
  Pe
  shoosh
  Amoo
  9
  Si
  loo
  Par
  10
  Plu
  shish
  Tashar
  Although there is a difference between male and female names 
  among darkfolk, the linguistic difference indistinguishable to hu-
  mans and might be a tonal quality beyond the range of normal 
  ears. Simply use the table for darkfolk of both sexes.
  Phuhuulbaool,  
  Human Priest of Tsathogga 
  Long-term Goals: Keep his temple from being destroyed until 
  Tsathogga rises and Phuhuulbaool is rewarded beyond his wildest 
  and most decadent dreams
  Current plans: Create an alliance of some kind with 
  Yiquooloome (Chapter 10) if possible
  Allies: No significant allies in this area. 
  Enemies and rivals: Pretty much everyone in the area. Any 
  visiting priests of Orcus.
  
  63
  Chapter 4: Secrets of the Dark City
  Beneath the temple altar, on the ground floor of the tower, there is 
  a square rock with an iron ring set into the top. A total of 80 points of 
  strength is required to lift it. Stairs lead down into a dark treasure room 
  that fills with poison gas when anyone enters (save or die). In the middle 
  of this hidden room there is a golden headdress in the shape of an octopus 
  with blue gems for eyes, apparently the Octopus Diadem (Magic Items 
  Appendix). It is possible that the characters have already seen an image of 
  this thing in one of the mnemopods beneath the Fortress of Ques Querax 
  in Chapter 2: Eye of the Titan. Phuhuulbaool believes that this is the true 
  diadem, but he is deceived. The actual diadem was stolen from this room 
  by the wizard Aouc Jamac and replaced with a replica. The replica is pow-
  erfully enchanted, so as to have an aura similar to that of the true diadem, 
  but it is a fake. See Chapter 8: Flagon of the Death God for more details 
  about the Diadem and the wizard Aouc Jamac.
  13R–13. Main Slave Market 
  (Approximate Map Location P35)
  The characters have entered the largest slave market of Izamne. Slaves 
  are one of the city’s main sources of trade, and the market is extremely 
  well-policed against violent disturbances.
  The average vendor’s cart/table will be guarded by no more than a sin-
  gle dark creeper. Carefully looking around, however reveals an entirely 
  different organization to the square. Avarthamna tables and Kshamarat 
  tables are not placed side by side — they are grouped together into little 
  “Kshamarat Souks” and “Avarthamna Souks.” In the middle areas of these 
  little markets, guards are present in small units. 
  Typical Guard Unit
  Darkfolk Commander: HD 8; HP 51; AC 6[13] or 0[19] in 
  darkness; Atk short sword (1d6 plus special poison); Move 12; 
  Save 11; AL C; CL/XP 10/1400; Special: backstab (x2), create 
  special darkness (3/day), death flash 40ft (3d6 fire, save for 
  half), level 4 thieving skills. (Monstrosities 84)
  Thieving Skills: Climb 88%, Tasks/Traps 30%, Hear 4 in 6, 
  Hide 25%, Silent 35%, Locks 25%;
  Equipment: short sword with black smear poison (save 
  or reduce strength by 1d2 points/round for 2d6–1 
  rounds, used up on first strike), leather armor, veil of 
  seeing (Magic Items Appendix), thieves tools, whistle, 
  50ft rope, pouch with 20 pierce-tokens (specially 
  pierced bronze coins worth 25gp exchanged in 
  Izamne).
  Dark Creepers (8): HD 1+1; HP 9, 5, 7, 5, 6, 4, 8x2; AC 7[12] 
  or 0[19] in darkness; Atk dagger (1d4 plus special poison); 
  Move 9; Save 17; AL C; CL/XP 3/60; Special: backstab 
  (x2), create special darkness (3/day), death flash 10ft 
  (save or blinded for 1d6 rounds), level 4 thieving skills. 
  (Monstrosities 83)
  Thieving Skills: Climb 88%, Tasks/Traps 30%, Hear 4 in 6, 
  Hide 25%, Silent 35%, Locks 25%.
  Equipment: dagger with black smear poison (save or 
  reduce strength by 1d2 points/round for 2d6–1 rounds, 
  used up on first strike), thieves tools. 
  Trolls (10): HD 6+3; AC 4[15]; Atk 2 claws (1d4) and bite 
  (1d8); Move 12; Save 11; AL C; CL/XP 8/800; Special: 
  regenerate 3hp/ round.
  If the characters are being led through the area by the night-ghoul 
  Uhulu, they will be able to find a palanquin for every 2 characters 
  (100gp/day) and 4 slaves per palanquin as bearers (slaves costing rough-
  ly 200gp each). 
  The party is very likely to see one of Yiquooloome’s zombie-herds 
  headed through the area, selling off the zombies. These are 1d10+5 zom-
  bie serpentfolk, led by a small (10ft tall) Cthonic being. The heads of the 
  zombies are opened, and there are no brains inside. The Chthonic creature 
  leading the zombie herd is a dhuulgh (Monster Appendix), a creature 
  created from seeping Chaos-material; see Chapter 10 for more details 
  about the zombie-herds.
  Other slaves for sale include:
  1 troll: 10,000gp, sold only as a pair
  1 bugbear: 300gp (there are 1d20 bugbears for sale at any given time, 
  and all the slavers say they can bring more)
  1d6 orcs (sold in groups): 200gp per orc (1d4 groups available at any 
  given time)
  1 goblin: 5gp each (1d20+5 available)
  1 human: 250gp (1d6 available)
  13R–14. Dimensional Domain of 
  Doctor Quattromani (Approximate 
  Map Location N40)
  If the characters turn the doorknob, the numbers will, once again, 
  make the same metallic clicking sound. Unknown to the party, the 
  orientation of the numbers upside-down or forwards-backwards is 
  affecting the internal reality of the house. Since the numbers are the 
  same upside-down as well as backwards, it is impossible to tell their 
  orientation by merely looking at the numbers. If anyone alters the 
  numbers in such a way that they are no longer a palindrome (in oth-
  er words, no longer read identically front to back as back to front), 
  anyone entering the door has a 50% chance to be thrown beyond the 
  edge of the Material Plane of existence into the Realms of Jupiter 
  Kwan (Hex 29U, at “Reality 2”). See Chapter 9: Hidden Worlds of 
  Jupiter Kwan.
  If the characters knock on the door, entering the house by peaceful 
  means requires a conversation with a hobgoblin through the door, which. 
  There is transparent from the inside. A leather tube runs through a wax-
  sealed hole in the wall, allowing the two conversationalists to speak into, 
  or listen through, the bell shape at the end of the leather tube. The hobgob-
  lin’s job is to determine how likely it is that he will receive a beating from 
  Dr. Quattromani if he allows the characters to enter. Eventually, if the 
  characters mention payments to the wizard or payments to the hobgoblin, 
  the interrogation will turn friendly and the hobgoblin will lead the adven-
  tures through to Dr. Quattromani’s Contemplation Room. 
  The Mundane Rooms
  Although there are some bedrooms and sitting rooms in the rest of the 
  house, everything of significant interest is located beyond the door to the 
  Contemplation Room. The door is locked; the hobgoblin has a key. That 
  isn’t the problem — the problem, potentially, is that Doctor Quattromani 
  will have been listening to any conversations between the party and the 
  hobgoblin, and if the party appears to be getting ready for violence, he will 
  be preparing to give it right back to them.
  
  64
  Cyclopean Deeps Volume 1
  The Contemplation Room
  This individual is Doctor Quattromani, a friend of the archmage Jupi-
  ter Kwan and a powerful magic-user in his own right. The doctor travels 
  around on a small flying carpet, barely large enough to carry one person. 
  Two command words are stitched (in elven script) into the underside of 
  the carpet: “Lamb” and “Goat.” The command word “Lamb” is used to 
  make the carpet do the speaker’s bidding. The command word “Goat” 
  causes it to discharge a bolt of electricity at the person who speaks the 
  word (4d6 damage; save for half). The range on this unfortunate trap-word 
  is ten feet.
  Left-Hand Magic Circle
  The left-most of the summoning circles already contains a hidden de-
  mon (second-category), although it will not be released unless the outline 
  of the circle is broken in some way, most likely by someone stepping or 
  reaching into the circle. At that point, the demon is freed and will attack 
  anyone in the room with the exception of Doctor Quattromani. 
  Second Circle from the Left (Middle-Left)
  The Quattromani Key the demon wears around its neck is Doctor Quat-
  tromani’s secret way into the Realms of Jupiter Kwan. It is carved with 
  the dwarvish rune for “Key.” When the word is spoken (in the common 
  tongue, NOT in dwarvish), anyone standing in the second circle from the 
  left (i.e., next to the demon’s circle) will be transported into Reality 2 in 
  the Realms of Jupiter Kwan (see Chapter 9: Hidden Worlds of Jupiter 
  Kwan).
  Second Circle from the Right (Middle-Right)
  This magic circle is not enspelled for summoning, warding, or binding, 
  although the runes around the circle’s circumference are those of dimen-
  sional magic. In fact (a magic-user of 5th level or higher can discern this), 
  the runes are highly similar to some of the gestures of the rope trick spell. 
  Stepping into this magic circle transports a person into Doctor Quattroma-
  ni’s inter-dimensional study.
  The study contains a comfortable bed, a table (with the Origamicon on 
  it, see the Sidebox), and a treasure chest. The treasure chest is locked. It 
  contains 5 potions of healing, 2 potions of water-breathing, 1 potion of 
  strength, a shrunken head (one of Jupiter Kwan’s Admonishing Lanthorns: 
  Magic Items Appendix), and a bag with 50 takkas.
  Right-Hand Circle
  This is an ordinary summoning circle. Since the other circle it touches 
  is not a summoning circle, the manner in which they are drawn (touching 
  each other is normally a flaw in a magical circle) does not have any effect 
  on the circle’s integrity. A magic-user of 5th level or higher will eventually 
  realize this, once the party has a bit more knowledge about the functions 
  of the four magic circles in the room.
  Doctor Quattromani (MU12): HD 11+1; HP 38; AC 9[10]; Atk 
  staff (1d6); Move 12 (fly 12); Save 5; AL N; CL/XP 15/2900; 
  Special: +2 vs. spells, spells (4/4/4/4/4/1).
  Spells: 1st–charm person, magic missile (x2), shield; 
  2nd–detect invisibility, mirror image, phantasmal force, 
  wizard lock; 3rd–dispel magic, haste, protection from 
  normal missiles, slow; 4th–confusion (x2), ice storm (x2); 
  5th–cloudkill, feeblemind, teleport, wall of iron, wall of 
  stone; 6th—repulsion.
  Equipment: necklace of fire opals (5000gp), 
  Origamicon Key on belt-loop.
  Kzho Ku, Hezrou Demon (Category II): HD 9; HP 41; AC 
  –2[21]; Atk 2 claws (1d3) and bite (4d4); Move 6 (fly 12); 
  Save 6; AL C; CL/XP 11/1700; Special: magic resistance 
  (50%), magical abilities.
  Magical Abilities: at will—darkness 15ft radius, detect 
  invisibility, fear; 1/day—gate 20% (1 hezrou). 
  Equipment: necklace of fire opals (5000gp), 
  Quattromani Key. 
  13R–15. Avarthamna Reliquary-
  House (Approximate Map Location 
  Y25- 26 - the round building)
  Exterior
  The “studs” on the door are actually thousands of roaches that will scat-
  ter if a light source comes nearer to the door. 
  Interior
  The Origamicon of  
  Doctor Quattromani
  Doctor Quattromani’s spell book is folded into and through 
  the fourth dimension, and it must be unfolded before any of the 
  writing will make sense. The book appears at first glance to be a 
  leather cone with seamlessly cone-shaped pieces of vellum coiled 
  inside it, bound together at the point of the cone. Anyone trying to 
  riffle through the pages will realize that there is — somehow — 
  writing on them, even though the concentric cones of paper are so 
  closely packed that only a half inch of writing can even be seen. 
  There is no apparent way to unravel or fold out the cone. There 
  is a tiny, delicate lock at the point of the cone. The Origamicon 
  Key on Doctor Quattromani’s demon will open the book, causing 
  it to unfold like a flower. The lock can also be picked, but a failed 
  attempt will cause the book to fold entirely into the ethereal plane 
  of existence. The spells in the Origamicon are as follows:
  1st—charm person, detect magic, hold portal, light, magic 
  missile, protection from evil, read languages, read magic, shield, 
  sleep; 2nd—continual light, darkness 15ft radius, detect invisi-
  bility, ESP, invisibility, knock, levitate, mirror image, phantasmal 
  force, wizard lock; 3rd—clairaudience, clairvoyance, darkvision, 
  dispel magic, haste, protection from normal missiles, rope trick, 
  slow, water breathing; 4th—confusion, ice storm, polymorph self, 
  remove curse; 5th—animate dead, cloudkill, feeblemind, teleport, 
  wall of iron, wall of stone; 6th—anti-magic shell, enchant item, 
  repulsion.
  
  65
  Chapter 4: Secrets of the Dark City
  This is a reliquary-house of the Avarthamna civilization, where ances-
  tor-tokens (the wooden disks) and trophies (the shrunken heads) are kept. 
  These buildings also serve as meeting places for the dark stalkers who are 
  members of that particular reliquary house (there are hundreds of such 
  places in Izamne).
  Souls are trapped in many of the shrunken heads, so these ones will all 
  respond to a detect magic spell. The only way to free the trapped souls is 
  to cast a remove curse spell on the shrunken head (there are 65 with souls 
  inside and 78 that are emptied of the imprisoned soul). The things are 
  quite nasty, and although they are well-preserved, some of the oldest ones 
  — the souls inside utterly insane after centuries of imprisonment — have 
  a smell to them. Moreover, every once in a while one of the heads will 
  cough, or make a wet sort of choking sound.
  The lower level of the tower is where the members of this reli-
  quary-house create new dark stalkers, by combining souls with darkmist 
  and an adult female dark creeper who is to be “raised” to stalkerhood. 
  Note that the Avarthamna procedure for raising stalkers is different from 
  that of the Kshamarat, who rear dark creeper infants into stalkerhood (al-
  though a similar soul-transfer is used).
  A female dark creeper half-way transformed into a stalker is chained 
  to the wall in this basement, writhing in agony during the month-long tran-
  sition. Two more dark stalkers are in the room supervising her progress, 
  and there are 8 dark creepers engaged in various tasks such as repairing 
  stalker robes, filling the syringes that feed darkmist into the chained dark 
  creeper, and cleaning. 
  The basement also contains 10 bottles of liquefied darkmist and a 
  chest that contains the treasures of this reliquary-house.
  The upper three levels of the reliquary-house contain 18 bedrooms with 
  complex musical instruments (there are 17 instruments, and 10 of them 
  are azamarthis — see the Glossary). No dark stalkers are currently in 
  the upper levels of the building, because the members of the house spend 
  all available time working on the transformation that is being performed 
  in the basement.
  Dark Stalkers (ground level) (3): HD 6+2; HP 30, 29, 31; AC 
  7[12] or 0[19] in darkness; Atk short sword (1d6 plus special 
  poison); Move 12; Save 11; AL C; CL/XP 8/800; Special: 
  backstab (x2), create special darkness (3/day), death 
  flash 40ft (3d6 fire, save for half), level 4 thieving skills. 
  (Monstrosities 84)
  Thieving Skills: Climb 88%, Tasks/Traps 30%, Hear 4 in 6, 
  Hide 25%, Silent 35%, Locks 25%.
  Equipment: short sword with black smear poison (save 
  or reduce strength by 1d2 points/round for 2d6–1 
  rounds, used up on first strike), #2 has an earring of 
  shadowleaping (Magic Items Appendix). If combat 
  begins, she will use the earring to step from the 
  shadows in the main room to the shadows behind the 
  characters, where she will attack behind (unless the 
  party has placed a rearguard). 
  Dark Stalkers (basement) (2): HD 6+2; HP 22, 28; AC 7[12] or 
  0[19] in darkness; Atk short sword (1d6 plus special poison); 
  Move 12; Save 11; AL C; CL/XP 8/800; Special: backstab (x2), 
  create special darkness (3/day), death flash 40ft (3d6 fire, 
  save for half), level 4 thieving skills. (Monstrosities 84)
  Thieving Skills: Climb 88%, Tasks/Traps 30%, Hear 4 in 6, 
  Hide 25%, Silent 35%, Locks 25%.
  Equipment: short sword with black smear poison (save 
  or reduce strength by 1d2 points/round for 2d6–1 
  rounds, used up on first strike), thieves tools. 
  Dark Creepers (basement) (8): HD 1+1; HP 9, 5, 7, 5, 6, 4, 
  8x2; AC 7[12] or 0[19] in darkness; Atk dagger (1d4 plus 
  special poison); Move 9; Save 17; AL C; CL/XP 3/60; Special: 
  backstab (x2), create special darkness (3/day), death flash 
  10ft (save or blinded for 1d6 rounds), level 4 thieving skills. 
  (Monstrosities 83)
  Thieving Skills: Climb 88%, Tasks/Traps 30%, Hear 4 in 6, 
  Hide 25%, Silent 35%, Locks 25%.
  Equipment: dagger with black smear poison (save or 
  reduce strength by 1d2 points/round for 2d6–1 rounds, used 
  up on first strike), thieves tools, #1 has a potion of healing 
  Traps and Treasures: In addition to the various magic items specif-
  ically listed above, each stalker carries 1d6gp and each creeper carries 
  1d4gp. The bulk of the treasure is in the chest in the basement. The chest 
  is locked, and has two traps on it. The first trap is magical: when the 
  chest is opened, a light spell is activated inside the lid, and light will bathe 
  whomever opened the chest. The second trap is more dangerous to sur-
  face-dwellers. If one of the small screws that hold the chest’s hinges is not 
  turned slightly before opening the chest, a wire within the hinge will pull, 
  and (along with the light spell) a poisoned dart will fire from each of the 
  chest’s four sides (roll to hit anyone in the way as a 2HD monster). The 
  poison is lethal within 1 day if the saving throw fails.
  Inside the chest, the characters will find 2581gp, 11,348sp, 2 gems 
  (500gp each), 8 potions of healing, and a ring of water breathing.
  Eventually, the nebunorne demon in the hookah will emerge to pro-
  tect the ancestor tokens in the main room, but it will wait until it is very 
  obvious that the wooden disks are being tampered with. The dark stalkers 
  do not have the ability to summon it forth from its hookah by themselves.
  Hookahsaaga the Nebunorne Demon: HD 10; HP 39; AC 
  2[17]; Atk face-tentacles and hand-tentacles (entangle/
  choke) and tentacle-staff (2d6 plus poison); Move 18 
  (levitating/pulling) or (fly 6); Save 5; AL C; CL/XP 14/2600; 
  Special: +1 or better weapon to hit, hypnotic voice, magical 
  abilities, summon demon 40% (1 nebunorne demon). 
  (Monster Appendix)
  Magical Abilities: at will—create darkness 10ft radius; 
  3/day—create darkness 50ft radius.
  Equipment: tentacle-staff, necklace of smokebeads 
  (produces almost invisible trickle of sweet-smelling 
  smoke, a trinket worth 2000gp to a wealthy buyer) 
  Inside the hookah is Hookahsaaga’s treasure: a ball that seems to be made 
  of several strips of wood folded and bent together into a spherical shape, 
  which is the size of an apple. Unfolding the ball reveals its magical qualities. 
  It can be unfolded from any of four different starting points, and as the folds 
  are undone, they will branch and split to form a wicker-like container about 
  5ft cubed. If something is placed into this container, it can then be folded 
  back up into the apple-sized ball. The weight of the ball does not increase, 
  even if all four containers are filled. If a remove curse spell is ever cast upon 
  the person carrying the ball, it will instantly change into its original form, 
  a treant that was cursed by the magic-user Jupiter Kwan (it failed its save 
  against The Manifold Curse of Jupiter Kwan (New Spells Appendix). The 
  party might encounter him in Chapter 9: Hidden Worlds of Jupiter Kwan.
  13R–16. Tunnel of the Leng-Men 
  (Approximate Map Location W62)
  
  66
  Cyclopean Deeps Volume 1
  If anyone speaks to the beggar, all it will reply is: “The men of Leng 
  inhabit this tunnel. This is the realm of Leng”. If anyone touches it, the 
  veil will fall aside to reveal a face that is a mass of short tentacles. The 
  creature has been dead for more than a day, and the sweet smell of rot will 
  suddenly be noticeable once the veil is shifted; for some reason the face 
  is rotted worse than the rest of the body. The veil is magic; anyone foolish 
  enough to wear it will refuse to take it off, and must make a saving throw 
  every subsequent hour or die, the face simultaneously growing tentacles 
  and rotting. Remove curse has a 60% chance of success, with the caster’s 
  level being added to the percentage chance.
  This is the tunnel of the denizens of Leng. Although several of the Leng 
  men live in the main part of the city, most of them are to be found in the 
  houses and buildings inside this tunnel.
  None of the Leng-men claim a particular building, and different deni-
  zens sleep in different buildings each night, if indeed they sleep at all. In-
  side the tunnel, the characters will see several dimly-burning torches plac-
  es at different strategic locations. These are not placed for illumination; 
  they are Leng-torches that release air from the Plateau of Leng when they 
  are burned. The atmosphere in the tunnel is heady with the alien air, and 
  it is possible for humans to begin feeling giddy if they breathe too much 
  of it. Elves, by contrast, may begin to become paranoid if they continue to 
  breathe the air of Leng for too long; it creates a feeling of foreboding and 
  menace in those of the elder species, perhaps because they have a longer 
  vestigial memory than humans. 
  If the characters strike up a conversation with the men of Leng in 
  Izamne, they will find the denizens to be no less eerie than they are any-
  where else. One piece of information that might be easily gained is the 
  meaning of the toothy mouth carved at the outside of the tunnel. It is the 
  touch-symbol used by the dark folk to warn of danger. It is the philosophy 
  of the darkfolk not to leave things unmarked; nothing is a surprise to one 
  who is enlightened.
  Asking about the dead beggar with the rotting tentacle-face outside the 
  tunnel will get no answer at all from the Leng-men; they find it an unin-
  teresting topic of discussion.
  At any given time there might be 1d10+2 denizens of Leng in the tun-
  nel, although not all of these would be ready or near enough to suddenly 
  jump into a battle, if one developed.
  Denizen of Leng (1d10+2): HD 8; AC 5[14]; Atk 2 claws 
  (1d4+1), bite (1d3 plus lassitude), Move 12; Save 8; AL C; CL/
  XP 13/2300; Special: immune to poison, lassitude (save at –2 
  or take –2 to all attack, damage, and save rolls; fail second 
  save after another bite fall into deep slumber), regeneration 
  (5hp/round). (Monstrosities 116)
  Magical Abilities: constant—ESP; 1/day—mirror image. 
  13R–17. Temple of Noagana 
  the Unseen (Approximate Map 
  Location AB19)
  This is the largest temple of Noagana in Izamne, although there 
  are small shrines to the primordial nagas throughout the city. No-
  agana is the main religious patron of the Kshamarat darkfolk, and 
  no Avarthamna will be found here. Indeed, stepping into this tem-
  ple (not any temple, but this one specifically) is an element of the 
  strange rivalry between the two darkfolk civilizations. If an Avar-
  thamna manages to step into the temple, she becomes a legitimate 
  target for murder by all of the Kshamarat. However, if she manages 
  to elude death for 48 hours, she gains tremendous prestige and is 
  no longer a permitted target (unless she once again offers a similar 
  trial of challenge).
  The interior main room of the temple is lit with a faint greenish 
  light emanating from 48 narrow pillars that are evenly spaced around 
  the interior wall. The light is not bright enough to affect the darkfolk 
  in any significant way. At the center of the room, however, there is 
  a whirling vortex of darkness ten feet tall, spinning shadows out to 
  a distance of 20ft from the central mass of black gloom. This is a 
  fountain of darkmist that rises from fissures beneath the great cav-
  ern. The priests of Noagana placed the idol of their god at the center 
  of the fountain, so that it will live in the eternal darkness of the mist 
  (a contrast that they reinforced by using actual illumination within 
  the temple).
  There are statues of the six other Primordial Nagas around the walls, 
  set at a height of five feet. The statues are invisible, and are set on 
  invisible shelves. These statues are very valuable (see “Treasure”, 
  below).
  An unusual feature of this room is that anyone entering it becomes in-
  visible. In general, the room’s effect is identical to the effects of the spell, 
  although the invisibility fades after 10 minutes when someone leaves the 
  room. As with the spell, a person who makes an attack becomes visible, 
  but the attacker will become invisible again after 3 rounds (if the attacker 
  makes no further attacks during those rounds).
  Inhabitants 
  There are 6 dark stalkers, 8 dark creepers, and 2 priests of Noa-
  gana in the main temple room. Unless the area is magically silenced, 
  combat in this room will draw reinforcements from other parts of the 
  temple (there are two more floors above this one, and a basement).  
  On round 5 of the combat, 1 priest of Noagana, 3 dark stalkers, and 
  6 dark creepers will arrive, and on round 7 the spirit naga Masshagg 
  will arrive.
  Main Temple Room
  Priests of Noagana (2): HD 8; HP 38, 32; AC 4[15] or –2[21] in 
  darkness; Atk short sword (1d6); Move 12; Save 8; AL C; CL/
  XP 12/2000; Special: create special darkness, death flash, 
  magical abilities, thief abilities (Thf4). (Monster Appendix)
  Magical Abilities: 3/day—invisibility, 1/day—symbol of 
  blindness.
  Thieving Skills: Climb 88%; Tasks 30%; Hear 4 in 6; Hide 
  25%; Silent 35%; Locks 25%.
  Equipment: short sword, thieves tools, unholy symbol of 
  Noagana.
  Dark Stalkers (6): HD 6+2; HP 30, 25, 27, 29, 10, 26; AC 7[12] or 
  0[19] in darkness; Atk short sword (1d6 plus special poison); 
  Move 12; Save 11; AL C; CL/XP 8/800; Special: backstab (x2), 
  create special darkness (3/day), death flash 40ft (3d6 fire, 
  save for half), level 4 thieving skills. (Monstrosities 84)
  Thieving Skills: Climb 88%, Tasks/Traps 30%, Hear 4 in 6, 
  Hide 25%, Silent 35%, Locks 25%.
  Equipment: robes, short sword with black smear poison 
  (save or reduce strength by 1d2 points/round for 2d6–1 
  rounds, used up on first strike), thieves tools, unholy 
  symbol of Noagana. 
  Dark Creepers (8): HD 1+1; HP 8x2, 5x3, 9, 4, 7; AC 7[12] or 
  0[19] in darkness; Atk dagger (1d4 plus special poison); 
  Move 9; Save 17; AL C; CL/XP 3/60; Special: backstab 
  (x2), create special darkness (3/day), death flash 10ft 
  (save or blinded for 1d6 rounds), level 4 thieving skills. 
  (Monstrosities 83)
  Thieving Skills: Climb 88%, Tasks/Traps 30%, Hear 4 in 6, 
  Hide 25%, Silent 35%, Locks 25%.
  Equipment: dagger with black smear poison (save or 
  reduce strength by 1d2 points/round for 2d6–1 rounds, 
  used up on first strike), thieves tools, holy symbol of 
  Noagana 
  
  67
  Chapter 4: Secrets of the Dark City
  The Reinforcements from upstairs rooms (round 5):
  Priest of Noagana: HD 8; HP 38, 32; AC 4[15] or –2[21] 
  darkness; Atk short sword (1d6); Move 12; Save 8; AL C; CL/
  XP 12/2000; Special: backstab (x2), create special darkness 
  (3/day), death flash 40ft (3d6 fire, save for half), level 4 
  thieving skills, magical abilities. (Monster Appendix)
  Magical Abilities: 3/day—invisibility, 1/day—symbol of 
  blindness.
  Thieving Skills: Climb 88%, Tasks/Traps 30%, Hear 4 in 6, 
  Hide 25%, Silent 35%, Locks 25%.
  Equipment: short sword, unholy symbol of Noagana. 
  Dark Stalkers (3): HD 6+2; HP 30, 32, 35; AC 7[12] or 0[19] in 
  darkness; Atk short sword (1d6 plus special poison); Move 12; 
  Save 11; AL C; CL/XP 8/800; Special: backstab (x2), create 
  special darkness (3/day), death flash 40ft (3d6 fire, save for 
  half), level 4 thieving skills. (Monstrosities 84)
  Thieving Skills: Climb 88%, Tasks/Traps 30%, Hear 4 in 6, 
  Hide 25%, Silent 35%, Locks 25%;
  Equipment: robes, short sword with black smear poison 
  (save or reduce strength by 1d2 points/round for 2d6–1 
  rounds, used up on first strike), thieves tools, unholy 
  symbol of Noagana. 
  Dark Creepers (6): HD 1+1; HP 6x2, 9, 2, 5x2; AC 7[12] or 0[19] 
  in darkness; Atk dagger (1d4 plus special poison); Move 9; 
  Save 17; AL C; CL/XP 3/60; Special: backstab (x2), create 
  special darkness (3/day), death flash 10ft (save or blinded 
  for 1d6 rounds), level 4 thieving skills. (Monstrosities 83)
  Thieving Skills: Climb 88%, Tasks/Traps 30%, Hear 4 in 6, 
  Hide 25%, Silent 35%, Locks 25%.
  Equipment: dagger with black smear poison (save or 
  reduce strength by 1d2 points/round for 2d6–1 rounds, 
  used up on first strike), thieves tools, holy symbol of 
  Noagana 
  A final Reinforcement (round 6):
  Masshagg the Spirit Naga: HD 9; HP 43; AC 5[14]; Atk bite 
  (1d3 plus poison); Move 12; Save 6; AL C; CL/XP 13/2300; 
  Special: charm gaze, lethal poison, spells Clr (2/1), spells MU 
  (4/2/1);
  Spells (Clr): 1st—cure light wounds (x2); 2nd—silence 
  15ft radius.
  Spells (MU): 1st—magic missile (x2), protection from 
  good, shield; 2nd—mirror image, web; 3rd—haste. 
  Treasure: The six statues of the Primordial Nagas are carved from a 
  black semi-precious stone called maraasc, which is found only in the Cy-
  clopean Deeps and a few other places in the deep earth. The Maraasc 
  Statues could be sold for as much as 10,000gp each. However, they weigh 
  approximately a ton (2000 pounds) each. If broken into pieces, the intrin-
  sic value of the maraasc is 6000gp per statue.
  The temple’s main treasure is kept in Masshagg’s rooms, in three large 
  treasure chests. Each chest is locked, and each lock contains a poison 
  needle trap (save or die).
  Chest #1: 6000gp, and a small pouch that, if opened, casts a death spell 
  on the person who opens it. The pouch is empty, and after it casts the spell-
  trap, it is no longer magical.
  Chest #2: If anything strikes this chest with enough force to break the 
  wood, the chest explodes, causing 4d6 points of damage to anyone with-
  in 30ft. The chest contains a +2 longsword (“Sash-Cutter”, according to 
  the inscription), which will not be harmed in the explosion, 4 potions of 
  extra-healing and a scroll of 4 spells (clone, move earth, locate object, 
  and maze). The scroll and potions will all be destroyed if the chest is 
  blown up.
  Chest #3: This chest contains 2000gp, and has a false bottom. Opening 
  the concealing panel releases poison gas (save or sleep for 3d6 turns, can-
  not be awakened). The false bottom contains a wand of cold.
  13R–18. Machine-Palace of the 
  Serpentfolk (Approximate Map 
  Location W5)
  Entrance
  These two guards will admit the characters unless the party’s intentions 
  are obviously violent. The green beams of light show anything that is 
  invisible.
  Serpentfolk Guards (2): HD 6; HP 36, 34; AC 1[18]; Atk 
  halberd (1d10+1); Move 12; Save 13; AL C; CL/XP 5/240; 
  Special: immune to mental domination, mild venom (save or 
  additional 1d4+1 damage). (Monster Appendix)
  Equipment: +1 plate mail, helmet of invisibility 
  detection, +1 halberd (polearm), 2 short swords 
  (sheathed), green snake-amulet of Sa-Heloth, belt 
  pouch with 1d3 takkas.
  Interior of the Machine Palace
  The glowing stones, which are the size of oranges, will cease to glow if 
  they are removed from the wall. The settings in which they are housed are 
  filled with slime, and there are several threadlike umbilical cords attach-
  ing the stone to the slimy interior of the housing.
  This is the embassy of the serpentfolk to the city of Izamne. 
  Note that if the characters sneak into the embassy during the “night,” 
  there will only be 2 more guards in the room, rather than the many ser-
  pentfolk described above, who will be sleeping in the upper chamber.
  The embassy is not, by any means, the only habitation of serpentfolk in 
  the city; many individuals live in the main part of the city, scattered here 
  and there. Most of them make frequent visits to the embassy, simply be-
  cause this cavern functions as a social meeting-place. The upper chamber 
  is a smaller cavern, mainly used only as a sleeping area.
  
  68
  Cyclopean Deeps Volume 1
  Eziah Sau, Serpentfolk Ambassador (MU8): HD 8; HP 46; AC 
  3[16]; Atk bite (1d3) and longsword (1d8); Move 12; Save 13; 
  AL C; CL/XP 7/600; Special: immune to mental domination, 
  mild venom (save or additional 1d4+1 damage), spells 
  (4/3/3/2). (Monster Appendix)
  Spells: 1st—charm person (x2), magic missile (x2); 
  2nd—detect invisibility, invisibility, web; 3rd—fireball, 
  lightning bolt, slow, 4th—ice storm, wall of ice.
  Equipment: longsword, amulet of spell absorption 
  (absorbs 3 levels worth of hostile spells, then turns 
  to goo), yellow snake-amulet of Sa-Heloth, scroll 
  (phantasmal force), pouch with 3 takkas.
  Serpentfolk Guards (Ftr2) (6): HD 6; AC 2[17]; Atk bite (1d3) 
  and 2 short swords (1d6); Move 12; Save 12; AL C; CL/XP 
  6/400; Special: immune to mental domination, mild venom 
  (save or additional 1d4+1 damage). (Monster Appendix)
  Equipment: plate mail, 2 short swords, green snake-
  amulet of Sa-Heloth, belt pouch with 1d3 takkas.
  Serpentfolk Blue-Society Diplomat: HD 5; HP 18; AC 3[16]; 
  Atk bite (1d3) and weapon (1d6) or 2 claws (1d4); Move 
  12; Save 13; AL C; CL/XP 7/600; Special: immune to 
  mental domination, mild venom (save or additional 1d4+1 
  damage), spells (4/2/1). (Monster Appendix)
  Spells: 1st—charm person, magic missile (x3); 2nd—
  phantasmal force (x2); 3rd—lightning bolt.
  Equipment: blue snake-amulet of Sa-Heloth, scroll 
  (mirror image)
  Serpentfolk Red-Society Diplomat: HD 5; HP 18; AC 3[16]; 
  Atk bite (1d3) and weapon (1d6) or 2 claws (1d4); Move 
  12; Save 13; AL C; CL/XP 7/600; Special: immune to 
  mental domination, mild venom (save or additional 1d4+1 
  damage), spells (4/2/1). (Monster Appendix)
  Spells: 1st—charm person (x3), magic missile; 2nd—
  web (x2); 3rd—slow.
  Equipment: red snake-amulet of Sa-Heloth, scroll (mirror 
  image)
  Serpentfolk Scientists (4): HD 4; HP 13, 20 17, 10; AC 3[16]; Atk 
  bite (1d3) and 2 claws (1d4); Move 12; Save 13; AL C; CL/XP 
  5/240; Special: immune to mental domination, mild venom 
  (save or additional 1d4+1 damage). (Monster Appendix)
  Equipment: each has a snake-amulet of Sa-Heloth; 1 is 
  yellow, 1 blue, and 2 are red. 
  If the characters spend much time in the room, they may from time to 
  time notice that a thread of darkmist rises from the floor, and the breeze 
  from the fans blows it through a vent. The purpose of the fans is to keep 
  any darkmist out of the room; the serpentfolk suspect that Isclaadra can 
  use the darkmist as a medium for scrying, seeing through it like a lens. 
  This is, incidentally, a correct supposition. If the characters happen to 
  learn this from the serpentfolk through diplomacy and intelligent ques-
  tioning (or force and interrogation), the knowledge could serve them well 
  in many of the dangerous places of the Deeps, especially Chapter 12: 
  Font of Darkness.
  The serpentfolk will not explain the purpose of their machinery. Clank-
  ing metal pipes run from floor to ceiling, thumping as the contents are 
  forced through under some sort of powerful liquid or gas pressure. Some 
  of the machinery is brand new, and other complex-looking pieces look 
  like they might not have been touched or cleaned for a century. Mag-
  ic-users will recognize that some of the machines could be used to refine 
  alchemical ingredients and reagents, and some of the machines seem to 
  have no purpose at all.
  If the characters are here to gather information, they can learn a great 
  deal about the serpentfolk that live in the domes miles southwest from 
  Izamne (see Chapter 5: Dreaded Domes of the Serpentfolk for possible 
  rumors). 
  An Upper Cavern contains the collective treasure of the diplomats (the 
  guards carry their treasure in belt pouches). The treasure is kept in a float-
  ing globe of slimy gel, a substance that creates an opening into the ethere-
  al plane of existence. If anyone (who is not reptilian) reaches into the gel, 
  a poisonous snake kept inside will attack.
  Cobra: HD 1; HP 4; AC 5[14]; Atk bite (1hp plus poison); Move 
  16; Save 17; AL N; CL/XP 3/60; Special: lethal poison.
  The globe cannot be moved as a magic item, which will no doubt dis-
  appoint the players. It contains the following: 50 takkas, 1237gp, 8965sp, 
  15,034cp, 24 pieces of carved obsidian (25gp), 3 diamonds (1000gp), a 
  +1 heavy mace, 3 potions of healing, 2 potions of invisibility, and a scroll 
  of spells (detect magic [x3], lightning bolt [x3]).
  If the serpentfolk can be convinced that the party intends to destroy the 
  influence of the demon-lod Isclaadra, they will offer the +1 heavy mace 
  and a large reward to follow if the party succeeds. An amulet of safe pas-
  sage through the Domes in Chapter 5 will be a part of the preparations, as 
  well. If the party insists, the ambassador will lend one of his serpentfolk 
  guards to serve as a guide.
  13R–19. Khryll Hive (Physhior  
   Jhropsa Liookocre Heeil Jhremeo 
  Ghuuv) (Approximate Map 
  Location AF18)
  This tall arrangement of buildings is the hive of 12 khryll. Although 
  the center of Khryll activity in the Cyclopean Deeps is the construction 
  of the titan in the catacombs under Ques Querax, this hive is the largest 
  concentration of their population. The various khryll of the hive are listed 
  by name (with hit point totals) in case the characters engage in a khryll 
  hunt at some point in the adventure. If this happens, keep in mind that the 
  khryll are geniuses, and if they feel threatened they will engage whatever 
  allies and magic they can bring to bear.
  Khryll (12): HD 8; AC 3[16]; Atk 8 tentacles (grab with 2 
  hits); Move 9; Save 8; AL C; CL/XP 13/2300; Special: liquefy 
  internal organs of grabbed victim, mental blast, magic 
  resistance (80%). (Monstrosities 275)
  Equipment: mnemopod, necklace with identifying 
  gem. 
  Khryll who Inhabit the Hive:
  Mentioned elsewhere in the chapter:
  Phy-Re (see 13R–9)
  Khryll not identified elsewhere in this chapter:
  Shior-Ai (HP 33), Jhro-Re (HP 40), Psa-Dra (HP 31), Lio-Lepir 
  (HP 47), Oko-Jha (HP 42), Cre-Ta (HP 23), He-Se (HP 32), Eil-
  Etr (HP 31), Jhre-Jhe (HP 36), Meo-Naji (HP 27), Ghu-Letu (HP 
  30), Uve-Toa (HP 35).
  There will be a mnemopod (these items are described in Chapter 2: 
  Eye of the Titan) containing thoughts to be transmitted to Ghe-Kroa (see 
  Chapter 7: The Narrows of Braath).
  Each of the khryll wears a necklace worth 1d6x1000 gp, and a pouch 
  containing 1d100gp. In addition, each carries a mnemopod (these items 
  are described in Chapter 2: Eye of the Titan).
  
  69
  Chapter 4: Secrets of the Dark City
  13R–20. Singing Gardens 
  (Approximate Map Location F26 
  and surrounding area)
  The crystals, as the players will immediately guess, are indeed the 
  source of the melodious (but very intrusive) sound in this cavern.
  The sound of the crystals is, for unknown reasons, an irresistible call to 
  many subterranean animals. Tunnel prawns, giant rats, and small cave eels 
  make their way through the fissures and winding faults in the surrounding 
  rock for miles around, and emerge into this cavern to be killed and “har-
  vested” by bugbear slaves (the inhabitants of the huts).
  The cavern will, at any given time, contain 2d6 bugbears “foraging” 
  for vermin, 1d10 giant rats listening spellbound to the crystals (these 
  will not attack unless attacked), and 1d10 giant centipedes. In addition to 
  these potentially dangerous creatures, thousands of roaches, albino crick-
  ets, and beetles seem to move almost like a tide of rippling water through 
  the cavern, eddying first near one crystal and then another. Anyone with a 
  fear of insects would swiftly go mad in this cavern.
  The crystals are inherently magical, and actually reproduce in the cav-
  ern, by means unknown to human scholars. They do not sing beyond the 
  cavern if they are removed from the company of the other crystals, and 
  they will soon pine away into dark lumps of rock unless they are returned.
  Bugbears (2d6): HD 3+1; AC 5[14]; Atk bite (2d4) or club 
  (1d8+1); Move 9; Save 14; AL C; CL/XP 4/120; Special: 
  surprise opponents (50% chance).
  Equipment: leather armor, club, belt pouch with 1d10gp.
  Giant Rats (1d10): HD 1d4hp; AC 7[12]; Atk bite (1d3); Move 
  12; Save 18; AL N; CL/XP A/5; Special: 1 is diseased.
  Giant Centipedes (small, lethal) (1d10): HD 1d2 hp; AC 9[10]; 
  Atk bite (0 plus poison); Move 13; Save 18; AL N; CL/XP 1/15; 
  Special: poison bite (+4 save or die).
  13R–21. Emissary of 
  the Duergar King 
  (Approximate Map 
  Location H54)
  This building is the headquarters of the emissary of the Duergar King 
  (see Chapter 11: Mines of the Duergar for more information about the 
  duergar and their politics). 
  The door enters into a narrow corridor lined with murder-holes; on the 
  far side, a second door. The hallway is always manned by 5 duergar, 
  one of whom is a sergeant. If the door opens, the duergar will assume 
  Mnemopod Contents
  If the characters manage to kill one of the Izamne khryll, they 
  will be able to retrieve and experience the contents of the khryll’s 
  mnemopod. Roll on the table below to determine what informa-
  tion the mnemopod contains:
  Memory-Contents of a Mnemopod (roll 1d10):
  1–5
  Meaningless images of colors and shapes; 
  possibly an alien geometry.
  6
  Message for Ghe-Kroa (see Chapter 7: The 
  Narrows of Braath). The message content is 
  not entirely clear, but the viewer will be able 
  to learn of Ghe-Kroa’s name and location.
  7
  Image of the Titan in the catacombs below 
  Ques Querax (see Chapter 2: Eye of the 
  Titan): 
  As you touch the sphere, an image forms 
  in your mind. You see a hideous creature 
  floating in the air, a thing with a segmented 
  shell like a crustacean, but with long 
  tentacles where one might expect legs. 
  It appears to be looking directly at you 
  for a moment, but then the view in your 
  mind’s eye changes to something else. The 
  new image is of a huge, gleaming, metal 
  structure, shaped very much like the creature 
  you just saw, but longer and somewhat 
  thinner, and with many more segments. The 
  image changes again, seeing to focus in 
  upon the third segment of the huge metal 
  structure; the image of a jeweled piece of 
  metal is superimposed upon that segment . . . 
  and then the image darkens and disappears. 
  8
  A wrinkled man seated in a chair. Behind 
  him, a huge, demonic shape, blubbery with 
  wings. The man smiles at it, and waves his 
  hand, muttering some words. The demon 
  disappears. Suddenly, the old man looks 
  directly at you, an expression of rage twisting 
  his face. He points and shouts three harsh 
  magical words, and the vision ends abruptly. 
  (This is Doctor Quattromani in Area 13R–14, 
  and if the characters are ever in that room, 
  they might remember the invisible demon).
  9
  An aboleth moves through a tunnel, shifting 
  its bulk along heavily with the help of two 
  grey-skinned humanoids. (This is the aboleth 
  that dwells in Hex 14L, Area 14L–10).
  10
  A ten-minute nightmare series of images 
  in which dark stalkers and creepers are 
  being hauled from building after building, 
  massacred in the streets of Izamne (this is 
  the khryll record of the Annihilation of the 
  Teratashian civilization). See earlier Sidebox 
  regarding the Annihilation.
  
  70
  Cyclopean Deeps Volume 1
  that someone has entered; if that person might be invisible, one of the 
  duergar will toss a small sack of chalk dust into the hallway through a 
  murder-hole.
  Duergar Guards (4): HD 1+2; HP 6, 8, 5, 7; AC 5[14]; Atk 
  warhammer (1d4+1) or light crossbow (1d4+1); Move 9; Save 
  18; AL C: CL/XP 3/60; Special: +4 save vs. magic, immune to 
  illusions, magical abilities. (Monstrosities 148)
  Magical Abilities: 1/day—enlarge (attack as 4HD, 50% 
  heal damage), invisibility. 
  Equipment: chain mail, war hammer, light crossbow, 20 
  bolts, small sack of chalk dust, pouch with 2d6gp, 5% 
  of gem (1d4x100gp).  
  Tkal Ak, Duergar Sergeant: HD 3+2; HP 20; AC 4[15]; Atk 
  warhammer (1d4+1) or light crossbow (1d4+1); Save 16; 
  AL C; CL/XP 4/120; Special: +4 save vs. magic, immune to 
  illusions, magical abilities. (Monstrosities 148)
  Magical Abilities: 1/day—enlarge (attack as 4HD, 50% 
  heal damage), invisibility. 
  Equipment: chain mail, shield, warhammer, light 
  crossbow, 20 bolts, pouch with 10gp, a reddish 
  gemstone with swirling gold striations (500gp). 
  If the party attempts to talk their way through, they will have to con-
  vince the sergeant, whose name is Tkal Ak, to allow them to enter. He 
  expects to be paid, and he expects to be paid at least 25gp. Once he is paid 
  (or dead) the party can reach the door on the far side. It is locked, and is 
  trapped with a screaming cylinder (a neat little wound-up clockwork de-
  vice that has a 1 in 6 chance of breaking each time it is set off). 
  On the far side of the door the adventurers will find the Grand Hall 
  of the Emissary, where Moggar Kchak works on behalf of the Duergar 
  King. At least, that is what the King has been led to believe. In reality, 
  Moggar Kchak is part of a group of duergar rebels who believe (correctly) 
  that the duergar king, Okarm Etekk, has fallen under the influence of 
  some sort of evil magic. 
  Far removed from the court of the Duergar King, Moggar Kchak is 
  busy making plans for assassination and usurpation of the throne, using 
  his cover as the duly appointed ambassador to the darkfolk. He nominally 
  supports the rebel prince Lokragar (see Hex 9G–5), but wouldn’t mind 
  taking over the throne himself. If the characters seem strong enough to 
  push the duergar king aside on Moggar’s behalf, he might broach the sub-
  ject with them and begin discussing payment (roughly half the treasury of 
  the duergar mines).
  Duergar Bodyguards (5): HD 3+2; HP 18, 20, 16; AC 4[15]; 
  Atk warhammer (1d4+1) or light crossbow (1d4+1); Save 16; 
  AL C; CL/XP 4/120; Special: +4 save vs. magic, immune to 
  illusions, magical abilities. (Monstrosities 148)
  Magical Abilities: 1/day—enlarge (attack as 4HD, 50% 
  heal damage), invisibility. 
  Equipment: chain mail, shield, warhammer, light 
  crossbow, 20 bolts, pouch with 10gp, 20% of gems 
  (1d6x100gp). 
  Maggar Kchak, Duergar Leader (Ftr10): HP 61; AC 0[19]; Atk 
  +1 war hammer (1d4+4) or light crossbow (1d4+1); Save 6; 
  AL C; CL/XP 11/1700; Special: +2 strength bonuses to hit, +2 
  strength bonuses to damage, +4 save vs. magic, immune to 
  illusions, magical abilities, multiple attacks (10) vs. creatures 
  with 1 or fewer HD. (Monstrosities 148)
  Magical Abilities: 1/day—enlarge (attack as 4HD, 50% 
  heal damage), invisibility. (+2 attack bonus, 50% heal 
  damage), invisibility;
  Equipment: +1 plate mail, +1 shield, +1 war hammer, 
  light crossbow, 20 bolts, pouch containing 20gp, 2 
  gems (600gp), a shrunken head (one of Jupiter Kwan’s 
  Admonishing Lanthorns: Magic Items Appendix), gold 
  circlet of Duergar High Authority.
  Other Neighborhoods
  The following material is presented merely as a suggestion and a source 
  of ideas, in case your players decide that they want the characters to ex-
  plore Izamne in more detail. You are not constrained to use these loca-
  tions; they are in no way “official.” If you need to ad-lib the process of the 
  characters wandering through the city, by all means do so, and consider 
  the results to be your version of the place.
  AB–56 Eel-Market Plaza
  Dark Creeper Fishermen (20): HD 1+1; AC 7[12] or 0[19] in 
  darkness; Atk dagger (1d4 plus special poison); Move 9; 
  Save 17; AL C; CL/XP 3/60; Special: backstab (x2), create 
  special darkness (3/day), death flash 10ft (save or blinded 
  for 1d6 rounds), level 4 thieving skills. (Monstrosities 83)
  Thieving Skills: Climb 88%, Tasks/Traps 30%, Hear 4 in 6, 
  Hide 25%, Silent 35%, Locks 25%.
  Moggar Kchak, Emissary of 
  the Duergar, serving in the 
  City of Izamne
  Long-term Goals: Promote the interests of the duergar, possi-
  bly by overthrowing the king and claiming the throne, if the cards 
  fall just right. In any case, the King has to go.
  Current plans: Support the rebel Prince Lokragar, while keep-
  ing any other options open.
  Allies: the Duergar
  Enemies and Rivals: None as yet, but as soon as he is found to 
  be backing the duergar rebels, the cult of Isclaadra will become his 
  enemy, and can bring the Avarthamna dark stalkers into the web 
  of diplomacy and deceit that marks all maneuvers in the Under 
  Realms.
  Duergar Names
  Use the following table to generate names of any duergar that 
  the party encounters.
  Roll 1d10 twice, once for each column.
   
  Die Roll
  First Syllable
  Second Syllable
  1
  Ha
  katko
  2
  Ol
  thrakt
  3
  Uka
  mekki
  4
  Tha
  choka
  5
  Imi
  jalgi
  6
  Eji
  makko
  7
  Pa
  pirka
  8
  Chi
  makt
  9
  Me
  makat
  10
  A
  trokka
   
  There is no difference between the naming conventions for 
  male and female duergar; the same table may be used for both.
  
  71
  Chapter 4: Secrets of the Dark City
  Equipment: dagger with black smear poison (save or 
  reduce strength by 1d2 points/round for 2d6–1 rounds, 
  used up on first strike), thieves tools, fishing nets, gaf-
  poles 
  AF–37 Sharp Street (Weaponers)
  Duergar smiths, for the most part, and the weapons are imported from 
  the mines in Hex 37Y. Only one or two forges are in operation, their fires 
  carefully blocked from shining into the city’s dark streets.
  Duergar Smiths (3): HD 3+2; HP 18, 20, 16; AC 4[15]; Atk 
  warhammer (1d4+1) or light crossbow (1d4+1); Save 16; 
  AL C; CL/XP 4/120; Special: +4 save vs. magic, immune to 
  illusions, magical abilities. (Monstrosities 148)
  Magical Abilities: 1/day—enlarge (attack as 4HD, 50% 
  heal damage), invisibility. 
  Equipment: chain mail, shield, warhammer, light 
  crossbow, 10 bolts, pouch with 2d6gp, 5% of gems 
  (1d4x100gp). 
  Bystanders could include several of the lesser and more ordinary sub-
  terranean races, including bugbears and goblins.
  F–57 (and 58) The Deathmarket (Poisons)
  Shroom: HD 6+1; AC 6[13]; Atk staff (1d6); Move 9; Save 11; 
  AL C; CL/XP 8/800; Special: control plants, plant growth, 
  spells (3/2). (Monstrosities 424)
  Spells: 1st—charm person (x2), magic missile; 2nd—
  invisibility, phantasmal force;
  Equipment: staff, 20 takkas, necklace of carved beads 
  (500gp), 3 bottles of poison. 
  Dark Creepers Pickpockets (4): HD 1+1; AC 7[12] or 0[19] 
  in darkness; Atk dagger (1d4 plus special poison); Move 9; 
  Save 17; AL C; CL/XP 3/60; Special: backstab (x2), create 
  special darkness (3/day), death flash 10ft (save or blinded 
  for 1d6 rounds), level 4 thieving skills. (Monstrosities 83)
  Thieving Skills: Climb 88%, Tasks/Traps 30%, Hear 4 in 6, 
  Hide 25%, Silent 35%, Locks 25%;
  Equipment: dagger with black smear poison (save or 
  reduce strength by 1d2 points/round for 2d6–1 rounds, 
  used up on first strike), thieves tools, belt pouch with 
  2d10gp. 
  Reminder: “Tasks” is the thieving ability used for picking pockets.
  O–13 Fungus Market
  Shrooms (3 identical): HD 6+1; HP 26; AC 6[13]; Atk staff 
  (1d6); Move 9; Save 11; AL C; CL/XP 8/800; Special: control 
  plants, plant growth, spells (3/2). (Monstrosities 424)
  Spells: 1st—magic missile (x2), shield; 2nd—invisibility, 
  phantasmal force;
  Equipment: staff, 1d3x1000gp. 
  They have a pet giant slug.
  Giant Slug: HD 12; AC 3[16]; Atk bite (1d12); Move 6; Save 3; 
  AL C; CL/XP 13/2300; Special: acid spittle (6d6), immune to 
  blunt weapons.
  O–24 (and P24) Fortune’s Alley
  Dark creeper servant of a powerful dark stalker has lost the (suppos-
  edly ensorcelled) demon he was supposed to be using.
  P–17 Sulfur Square (Alchemy)
  Shrooms and serpentfolk. This is where the product of those machines 
  in the serpentfolk embassy ends up for sale.
  P–59 Wererat Plaza
  Wererats (3d10+30): HD 3; AC 6[13]; Atk bite (1d3), short 
  sword (1d6); Move 12; Save 14; AL C; CL/XP 4/120;
  Special: control rats, hit only by silver or magic 
  weapons, lycanthropy, surprise on 1-4 on 1d6;
  Equipment: short sword, pouch with 1d3 takkas.
  R–46 The Demon Pit
  A person is staked out on the cavern floor for unknown reasons sur-
  rounded by a group of 10 huggermuggers.
  Huggermuggers (10): HD 2; AC 6[13]; Atk dagger (1d4); 
  Move 6; Save 16; AL C; CL/XP 2/30; Special: 3 or more 
  around opponent can cause confusion. (The Tome of 
  Horrors Complete 330)
  Equipment: dagger, belt pouch with 1d3 takkas. 
  R–54 Upper Winemarket
  Drow Wine Merchants: HD 2; AC 3[16]; Atk +1 longsword 
  (1d8+1) or hand crossbow (1d3 plus sleep poison); Move 12; 
  Save 14 (includes +2); AL C; CL/XP 6/400; Special: +2 saving 
  throw bonus, –2 attack penalty in sunlight or magical light, 
  1 in 8 surprise chance, magic resistance (50%), magical 
  abilities. (Monstrosities 146)
  Magical Abilities: at will—dancing lights (1–4 lantern-
  type, 60ft), darkness 15ft radius, faerie fire.
  Equipment: +1 chain mail, drow cloak & boots (75% 
  to surprise), +1 longsword, hand-crossbow, 15 bolts 
  coated in sleep poison (–4 on save). 
  Drider: HD 7; AC 3[16]; Atk +1 longsword (1d8+1); Move 18; 
  Save 9; AL C; CL/XP 9/1100; Special: magical abilities, spells 
  (4/3/2/1). (Monstrosities 145)
  Magical Abilities: 1/day—dancing lights (1–4 lantern-
  type, 60ft), darkness 15ft radius, detect magic, levitate.
  Spells: 1st—magic missile (x3), shield; 2nd—invisibility, 
  mirror image, web; 3rd—fly, haste; 4th—charm 
  monster.
  V–11 Gloomcrawler Square
  There has been a very recent grue attack.
  A Demon (first-category) escaped from Fortune’s Alley due to a stray 
  dispel magic.
  Demon, Vrock (Category I): HD 8; AC 0[19]; Atk 2 foreclaws 
  (1d8), 2 rear claws (1d8), beak (1d6); Move 12 (fly 18); Save 
  8; AL C; CL/XP 11/1700; Special: immune to fire, magic 
  resistance (50%), magical abilities.
  Magical Abilities: at will—darkness 5ft radius; 1/day—
  gate 10% (1 vrock).
  W–60 (and V–60) Poppy Bouquet (drugs)
  Shrooms (1d2+1) and various dark creepers, both selling and buying. 
  A few drow might be present.
  
  72
  Cyclopean Deeps Volume 1
  Introduction
  Unless this chapter is being played as a stand-alone module, the charac-
  ters have already been traveling through the tunnels of the Under Realms 
  before reaching this part of the Cyclopean Deeps. In the course of their 
  exploration of the Deeps, they are likely to come across this enclave of 
  the serpentfolk, although it is possible to bypass the area if the adventurers 
  make their way through some of the tertiary tunnels as shown on the Main 
  Map of the Deeps.
  In addition to the Domes themselves, this area of the Deeps contains 
  another very dangerous adversary, the aboleth Sh’balaquieelma. Unless 
  the characters actively go looking for the aboleth, they are not very likely 
  to stumble across it. If they do, however, they will be in for a deadly un-
  derwater battle!
  Hex 14L. 
  Lair of the Aboleth
  Hex 14L contains the lair of the aboleth Sh’balaquieelma, the off-
  spring of an older aboleth that inhabited the cavern complex when it was 
  part of a much larger subterranean lake than what now remains. The lake 
  dried away over the centuries, leaving behind only a few water-filled caves 
  in which Sh’balaquieelma lives. The aboleth exerts a certain amount of in-
  fluence in this region of the Cyclopean Deeps, trading with the serpentfolk 
  of Hex 18M, and with the Death-Godling CHOA-THOOM in Hex 35S. 
  Since it is an aquatic beast, it has to rely on its skum slaves, or other beings 
  it has enchanted, to act as its emissaries and traders.
  Start
  Depending on how you have been running the adventure, no “Starting 
  Text” might be required, or you might prefer to make up your own. Other-
  wise, feel free to read or paraphrase the introductory text below.
  14L–1. Southwest Passage
  This is a primary passage, leading to the south and west; journeying 
  in this direction leads adventurers to Chapter 6: Converging Caverns of 
  Leng or even as far as Chapter 7: Narrows of Braath.  
  A. The Underpath
  This passageway slopes rapidly down from the south to the north, 
  with a pool of water 5ft deep at the lowest point before it begins to 
  slope upward again. The pool crosses the passage from wall to wall, 
  and is 20ft or so across. It contains a subterranean parasite that causes 
  a person’s skin to turn grey and peel — a harmless, but not very attrac-
  tive, symptom. Anyone who submerges in the water must make a sav-
  ing throw or become infected by the parasite. The effects begin show-
  ing within 24 hours. If the character’s exposure to the water is briefer 
  (reaching an arm in, or some other quick contact) then make the saving 
  throw at a bonus of +4.
  B. The Watcher
  The vast stalagmite that rises from the tunnel floor is actually a roper, 
  and is as large as these creatures grow. It hides here in plain sight, pre-
  tending to be an ordinary rock formation. The roper is under the control 
  of the aboleth in Area 14L–10. It telepathically alerts the aboleth to 
  the presence of intruders, but doesn’t attack unless something unusual 
  happens. It is unlikely that any combat occurs here, but it is also likely 
  that the aboleth is alerted to the party’s presence. It takes the roper’s 
  rudimentary mind a full 20 minutes to make contact with the aboleth 
  and convey its message clearly. If the party realizes that the stalagmite 
  is a roper and kills it before the roper has a chance to warn its aquatic 
  master, the aboleth won’t be alarmed — even if the roper’s mental com-
  munication falters and stops midway through the message. Communi-
  cating with the roper’s feral little brain is difficult and irritating for the 
  aboleth; it is relieved that the roper has (apparently) decided to abandon 
  the effort.
  Roper (12HD): HD 12; HP 74; AC 0[19]; Atk tentacle 
  (weakness), bite (2d10); Move 3; Save 3; AL N; CL/XP 
  13/2300; Special: 6 tentacles grab at 1 per round and cause 
  weakness (save or at 50% of strength), half damage from 
  cold, immune to electricity, susceptible to fire (+1 damage 
  per hit die inflicted). (Monstrosities 400)
  The roper sits overtop a small depression in the floor that conceals a few 
  shiny objects it has collected. If it moves (or is moved) from the location 
  shown on the map, the adventurers find the following objects in this little 
  hidey-hole: 5 garnets (50gp each), 2 Leng-rubies (50gp each unless sold to 
  a creature of Leng, in which case 500gp each), 1 scroll (cure light wounds, 
  raise dead).
  Chapter 5: Dread Domes 
  of the Serpentfolk
  
  73
  Chapter 5: Dread Domes of the Serpent Folk
  
  74
  Cyclopean Deeps Volume 1
  14L–2. Southeast Passage
  If the party is entering the map from the southeast:
  This passage connects the Dreaded Domes directly to Hex 3H, the For-
  tress of Ques Querax. 
  14L–3. North Passage
  This cavern is the point where the main tunnel into the northern part 
  of the Cyclopean Deeps intersects with the main southern tunnel. Adven-
  turers following a map from the southern part of the Deeps might be con-
  fused by the fact that the corridor appears to go due westward here, but it 
  turns northward and then to the northeast in less than a mile.
  The bright colors of the water result from foul-smelling, multicolored 
  algae floating on the surface.
  A mix of red, orange, yellow, green, blue, and violet-hued algae-blooms 
  covers the hundreds of small puddles in the cavern. It is not possible to 
  walk through the cavern without stepping into some of the water, although 
  if a character picks two specific colors to avoid, it is possible to get across 
  by stepping only into puddles of the remaining four colors. The only risk 
  in the cavern is stepping into some of the red algae, which has tiny gas 
  bubbles that burst if any weight is placed on them. The gas released by the 
  red algae fills an area with a 20ft diameter. Anyone in this area must make 
  a saving throw or fall into a catatonic state for 2d6 days. Anyone falling 
  to the ground in a catatonic state is 90% likely to set off a second puff of 
  red swamp gas centered on that location, requiring a second saving throw 
  even from characters that succeeded on the first one.
  A. This tunnel has a slight upward slope, detectable only by dwarves.
  B. This tunnel has a downward slope (if seen from the perspective of 
  Area 14L–3, otherwise upward). The slope would only be detectable by a 
  dwarf, but four naturally-formed “steps” about 5ft deep clearly show that 
  the overall direction is downward. 
  14L–4. Fish-Paintings
  Examining the carvings reveals that the fish have all been painted with 
  thin tentacles growing from their heads. The painter was a drow traveler 
  who encountered the aboleth and was driven mad when it dominated his 
  mind. The aboleth, perplexed by this result and not particularly hungry 
  at the time, simply left him where he was and proceeded on its way. The 
  drow painted the walls with images of his madness, and was eventually 
  eaten by a pack of night-ghouls.
  14L–5. The Great Cavern
  This cavern is used by travelers in the Deeps to circumvent the abo-
  leth’s lair. It contains no particular dangers, and the expert observations 
  of a dwarf (if one is available) reveal that there is significant foot traffic 
  between the cavern’s northwestern exit and the southern exit that leads to 
  Area 14L–4 and then beyond.
  14L–6. Underwater Skum Lair
  This pool is the lair of some of the aboleth’s servants, the horrid skum. 
  Five of them sleep under the water, coming out to hunt or when they are 
  summoned by their master.
  Skum (5): HD 2; HP 11, 4, 5, 14, 9; AC 6[13]; Atk trident (1d8) 
  or 2 claws (1d4) and bite (1d6); Move 9 (swim 15); Save 16; 
  AL C; CL/XP 2/30; Special: none. (Monster Appendix)
  Equipment: trident, dagger, belt pouch with 1d10gp.
  14L–7. Water’s Edge (2 locations)
  14L–8. Empty Cavern
  This cavern is empty, but if a small group (fewer than 10) makes camp 
  here, the skum (from Areas 14L–6 and 14L–9) are likely to attack when 
  only one or two guards are awake.
  14L–9. Underwater Tunnel
  The entrance to the aboleth’s lair is an underwater tunnel that leads 
  from this cavern. If the characters disturb the water, they also disturb the 
  11 skum that live in it. Any conflict underwater in this cavern draws the 
  aboleth from its lair in Area 14L–10. 
  Toward the bottom of the cavern, about 30ft underwater, another tunnel 
  leaves this cavern. It corkscrews downward toward Area 14L–10, where 
  the aboleth lives.
  Skum (10): HD 2; HP 5, 12x3, 6x3, 9x2, 8; AC 6[13]; Atk 
  trident (1d8) or 2 claws (1d4) and bite (1d6); Move 9 (swim 
  15); Save 16; AL C; CL/XP 2/30; Special: none. (Monster 
  Appendix)
  Equipment: trident, dagger, belt pouch with 1d10gp
  Skum Leader: HD 5; HP 32; AC 6[13]; Atk 2 claws (1d4) and 
  bite (1d6); Move 9 (swim 15); Save 13; AL C; CL/XP 5/240; 
  Special: none. (Monster Appendix)
  Equipment: belt pouch with 3gp and a pearl worth 
  100gp
  
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  Chapter 5: Dread Domes of the Serpent Folk
  14L–10. Underwater Lair of 
  Sh’balaquieelma.
  This is the aboleth’s lair, a lightless cavern filled with foul water. 
  Sh’balaquieelma (shu-bala-QUEEL-ma) faces an unusual problem: His 
  caverns are slowly drying up, and the quality of the water is getting bad. 
  At one time, all the caverns in this area were submerged — and they were 
  also considerably larger. Several rock collapses and dry decades later, 
  however, and the aboleth’s living quarters are starting to look unattractive. 
  The solution is obvious: earthquakes are not hard to come by when 
  powerful magic is brought to bear, and earthquakes can be used to create 
  new, spacious caverns. The problem is engineering. Unleashing earth-
  quake spells or wild earth elementals would be fairly likely to bring the 
  whole house down right on Sh’balaquieelma’s head or drain the water he 
  currently has. The aboleth has concluded that the best way to expand his 
  lake caverns is to recruit an intelligent earth elemental lord for the task. 
  The problem with the plan is that the elemental lords do not consider 
  themselves to be excavation contractors for hire, so the aboleth needs to 
  find some kind of leverage to force one into service. 
  The ideal elemental lord would be Zuuljj, an elemental prince of 
  Earth-chaos, mainly because the aboleth happens to know how to put 
  some arcane pressure on Zuuljj in particular. Certain runes and rituals 
  contained in an ancient book known as the Book of Stonebinding can be 
  used to cause Zuuljj tremendous pain if they are used as a weapon against 
  him. The book is (as far as Sh’balaquieelma knows) in the possession of 
  the duergar. Unfortunately, the aboleth’s slaves are not numerous enough 
  to even contemplate a frontal assault on the dark dwarves (and there is 
  not enough space in the aboleth’s caverns to breed more slaves). Conse-
  quently, the adventurers might be exactly the sort of people the aboleth 
  wants to talk to right now. If a party of adventurers could steal the Book 
  of Stonebinding from the duergar and bring it to Sh’balaquieelma, the 
  reward would be significant. The aboleth knows nothing about the recent 
  political/religious upheavals among the duergar, so it is possible that the 
  characters might walk into some unexpected difficulties (see Chapter 11: 
  Mines of the Duergar).
  Obtaining the Book of Stonebinding is, of course, not the only project 
  Sh’balaquieelma has in process. It is aware of the death godling CHOA-
  THOOM, and has opened communications with it, as one ancient creature 
  to another (see Chapter 8: Flagon of the Death God for details about 
  CHOA-THOOM). If you need a mission for Sh’balaquieelma to offer, 
  other than venturing to the realms of the duergar, bringing a message to 
  Bala Shah at Hex 35S would be a possibility.
  Sh’balaquieelma the Aboleth: HD 9; HP 47; AC 3[16]; Atk 
  4 tentacles (1d6 plus slime); Move 9 (swim 12); Save 6; AL 
  C; CL/XP 12/2000; Special: magical abilities, mucus cloud 
  in water (save or cannot breathe air for 3 hours), special 
  disease upon successful hit (save or must be immersed in 
  water every hour). (Monstrosities 8)
  Magical Abilities: 3/day—charm monster, phantasmal 
  force.
  Tactics: Sh’balaquieelma’s most powerful weapon against a large 
  group is the ability to project powerful illusions. Its first phantasmal force 
  will be a giant anglerfish, much larger than Sh’balaquieelma itself, which 
  might draw fire or spells that would otherwise be directed at the aboleth. 
  The illusion determinedly keeps pointing its eerily-glowing appendage 
  at any character that the aboleth thinks is a spellcaster. Being an illusion, 
  the anglerfish will not cause damage, but depending on how you handle 
  illusions in your campaign (such as rolling dice when the fish points) this 
  could be very disconcerting to the “target.” If the aboleth then uses its 
  charm powers against the target, then the saving throws are real — but 
  they seem to be coming from the giant anglerfish rather than the aboleth.
  Another of Sh’balaquieelma’s tricks, if its enemies discover that the 
  anglerfish is an illusion, is to surround itself with a second anglerfish il-
  lusion. Now, the characters might ignore the “illusion” that is actually 
  hitting them with charms. The aboleth attacks physically only if it uses all 
  its attempts to charm one of the characters.
  Treasure: Three (non-animated) skeletons lie on the floor of the under-
  water chamber:
  Skeleton #1 (Arvor the Brave): dressed in +1 plate mail, dagger is not 
  magical but has a 200gp gem in the pommel.
  Skeleton #2 (Keskus the Mighty): dressed in rusting plate mail, but has 
  +1 shield. Belt pouch is dissolved, but a scattering of 43gp and 1 takka 
  rest near the skeleton.
  Sh’balaquieelma the Aboleth
  Long-term goals: To collapse large areas of stone around its 
  lair to create a larger lake, thus giving it more room to breed more 
  slaves. With more slaves, it could control more of the dry tunnels 
  as well, demanding tribute and worship from the puny beings that 
  infest the world.
  Current plans: To force or persuade Zuuljj, an elemental 
  prince of Earth-chaos, to increase the size of its underwater do-
  main by creating new caverns. To accomplish this, it needs to ob-
  tain the Book of Stonebinding to coerce the elemental prince. The 
  book is in the possession of the duergar (see Chapter 11: Mines 
  of the Duergar).
  Allies: The aboleth has minor alliances with the serpentfolk 
  (Hex 18M) and CHOA-THOOM (Hex 35S). It has neutral contact 
  with the denizens of Leng (Hex 11F), and has trade relations with 
  Yiquooloome (Hex 20Z).
  Enemies and rivals: None still living.
  
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  Cyclopean Deeps Volume 1
  Skeleton #3 (Elemiah the Articulate): dressed in rotted robes. Has a 
  (ruined) spell book, and a (ruined) scroll in a cracked scroll case. On its 
  finger, Elemiah’s skeleton wears a ring of three wishes, with one wish 
  remaining. It is this ring that Sh’balaquieelma uses to negotiate with the 
  characters.
  In addition to the treasure on the three skeletons, Sh’balaquieelma has 
  a treasure chest that it keeps buried 5ft under the mud at the bottom of its 
  cavern. The chest is impossible to find without using magic of some kind 
  and contains the following: 107 takkas, 3205gp, 2656sp, and 3 Leng-ru-
  bies (50gp each, 500gp if sold to a Leng-denizen or Leng-spider). 
  Hex 16M:  
  The Torn Cavern
  16M–1. Northeastern Tunnel
  This passageway leads to the northwest, joining a primary corridor in 
  Hex 16O. 
  16M–2. Shattered Dome
  If a player asks, and a character (such as a magic-user) has some basic 
  familiarity with geometry, it is possible to ascertain from the curvature 
  that this dome would be a perfect hemisphere if it were intact.
  This is actually a true dome of the serpentfolk that was located in a 
  pocket dimension elsewhere in the Deeps. When it was destroyed (a struc-
  tural failure due to age and neglect), it collapsed and broke into this part 
  of the material plane at approximately 1% of its original size. Careful 
  inspection of the dome’s interior allows the characters to find one or two 
  tiny skeletons fused into the dome’s glass. Each skeleton has a human 
  torso and legs, but with strange snake-like skulls and the tails. These are 
  the actual skeletons of serpentfolk that shrank along with the dome when 
  it was forced back into the material plane. Fused into the dome’s glasslike 
  substance when it crossed the planar boundary, they died quickly and rot-
  ted away to the bone. The dome was, of course, filled with these tiny dead 
  bodies just after the dome collapsed, but they were eaten by rats many 
  years ago — only the ones fused into the glass remain.
  A few moments of thought by a clever player, comparing the size of the 
  tiny corpses with the size of the dome, would indicate just how massive 
  the original must have been, proportionally. 
  16M–3. Carrion Fly Ledge
  This ledge is the home of 20 carrion flies, horrible creatures (see the 
  Sidebox) that also nest in the walls of the chasm far below (see Area 
  16M–4). They all attack if this ledge is disturbed, but only 1d4+1 fly down 
  if the characters are down on the floor of the cavern in Area 16M–4.
  Carrion Flies (20): HD 4; AC 7[12]; Atk 4 tentacles (paralyze) 
  or spit (2d4); Move 3 (fly 18); Save 13; AL N; CL/XP 7/600; 
  Special: acid, paralyze. (Monstrosities 56)
  Treasure: A total of 3gp, 71sp and 22cp are scattered on the ledge.
  16M–4. The Chasms
  A second carrion fly nests on a ledge 200ft down from the top of the 
  chasm. Any beings entering this area draw the attention of the flies on the 
  ledge at Area 16M–3 as well as those in the chasm. There are 15 carrion 
  flies in the chasm (in addition to the 20 in 16M–3). Once characters enter 
  this area, 1d4+1 of the monsters fly out each round from the chasm, and 
  1d4+1 from the ledge at 16M–3, until none remain.
  Carrion Flies (15): HD 4; AC 7[12]; Atk 4 tentacles (paralyze) 
  or spit (2d4); Move 3 (fly 18); Save 13; AL N; CL/XP 7/600; 
  Special: acid, paralyze. (Monstrosities 56)
  Treasure: The carrion flies do not collect treasure on their ledge, but 
  if the characters begin exploring the walls of the chasm by flying down 
  or using ropes, they find a different ledge where rests the body of an ad-
  venturer whose climbing rope apparently failed. Only bones remain, and 
  these are broken in all kinds of nasty ways. The party can salvage a suit 
  of +1 leather armor from the wreckage, but anything else the hapless 
  climber was carrying was either crushed or rotted away. The leather armor 
  is embossed with the picture of a red bat.
  16M–5. Southwestern Exit
  As with Area 16M–1:
  This passageway connects to Hex 18M, the main headquarters of the 
  serpentfolk.
  Hex 17J: The Prison
  17J–1 Chamber of the  
  Prison-Domes
  A. Unoccupied Prison
  Unless the characters activate this prison (or get put into it by the ser-
  pentfolk), there is nothing here to find.
  
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  Chapter 5: Dread Domes of the Serpent Folk
  B. Occupied Prison
  The dome created by the beams of light is a field of magical force 
  holding a serpentfolk prisoner. This is Ushaz Esseth, who has been con-
  demned to die in slow agony by the Yellow Society. He is a member of the 
  Green Society. The dome itself is not what is killing him — he has been 
  necromantically implanted with serpentfolk eggs as a convenient way 
  of meeting two needs of the serpentfolk community at once. The domes 
  function merely as prisons.
  The only way to turn off the eyes, and thereby deactivate the force field, 
  is to use one of the Authority Scepters from the Domes. Touching the 
  Authority Scepter to the light causes the light-beams to stop. Waving the 
  scepter in the area when the light-beams are off causes them to activate 
  and form a prison dome.
  Note: Obviously, Ushaz won’t be here forever. Arbitrarily marking 
  time from whatever point the characters first encounter him in the prison, 
  Ushaz dies in 3 days and the Yellow Society comes to get his egg-bloated 
  body the following day. 
  Hex 18M: Dreaded Domes 
  of the Serpentfolk
  The Domes of the Serpentfolk are the major stronghold of this ancient 
  race in the Cyclopean Deeps. At one time a second settlement existed in 
  Hex 20Z, but the serpentfolk there degenerated into savagery. When the 
  Elder Being Yiquooloome arrived, the serpentfolk were utterly undone 
  and fell under its horrid influence. More information about the degener-
  ate serpentfolk and their fate may be found in Chapter 10: Orchard of 
  Yiquooloome.
  Societies
  The serpentfolk of the Domes are divided into four societies, which 
  are in many ways like castes. The Red Society is focused mainly upon 
  alchemical magic, the Blue Society is primarily interested in the magic 
  of writing and runes, and the Yellow Society is interested in necromancy. 
  The Green Society is made up — for the most part — of those who are not 
  really intelligent enough to be admitted into one of the three arcane societ-
  ies. The greens guard the complex, supervise the slaves, and perform other 
  simple or physical tasks — including combat. The seeds of degeneration 
  are already here; the greens deeply resent the upper castes and could easily 
  decide to kill them all if they are suddenly or violently provoked.
  Geography and Trade
  In terms of the overall trade and geography of the Under Realms, the 
  Domes of the Serpentfolk are located on a side spur that leads from one 
  of the two major travel routes connecting the northern and southern parts 
  of the Deeps. What the location surrenders in trade, as a side passage, is 
  more than redeemed by its defensibility. The serpentfolk have been able 
  to survive more than one major assault by defending the long stretches 
  of (relatively) narrow tunnels that must be traveled before any attacking 
  force can reach their main lair.
  As is clear from the map — your humble author hopes so, at any rate 
  — the serpentfolk complex is a nest of tunnels carved through a limestone 
  ridge between two large, open caverns. It is, structurally, like a thick wall, 
  honeycombed with tunnels, between these two areas. The fortified “wall” 
  blocks off the northern tunnel from the southern ones, and the serpent-
  folk make a handy income by charging tolls from those wishing to pass 
  through the narrow, winding pathway through the Dome complex to the 
  corridors of the other side. In times when a major threat occupies the route 
  from Hex 17J to Hex 17U, the tolls through their fortress have unleashed 
  a torrent of gold for the serpentfolk. 
  Rumors and Whisperings
  The party might stumble across various rumors about the serpentfolk in 
  places like the City of Izamne. It is left to the Referee to parcel these out 
  based on the quality of the party’s information-gathering. Do not give too 
  many of them away, but if the characters undertake more than one method 
  of picking up information, it could definitely yield more than one nugget 
  of useful information.
  1
  There was recently a rebellion in which a new group 
  of serpentfolk took charge (FALSE)
  2
  The Domes of the Serpentfolk have existed almost 
  since the beginning of time. (Pretty much TRUE)
  3
  The serpentfolk are divided into different social 
  castes. (TRUE)
  4
  There is some kind of religious unrest among the 
  serpentfolk. (FALSE, but this rumor may alert the 
  characters to the political unrest)
  5
  The serpentfolk occasionally take captives and use 
  them for horrible experiments inside the domes. (TRUE)
  6
  When you go through the tunnel in the serpentfolk 
  complex, there is a secret way into the tunnels where 
  the serpentfolk actually live. (TRUE)
  7
  There is a way of teleporting into the secret caverns 
  where the serpentfolk live. (TRUE)
  8
  The serpentfolk worship a powerful lake-spirit that 
  they can summon. (Not exactly TRUE, but still a good 
  warning)
  9
  Serpentfolk eggs are worth lots of gold in places like 
  Izamne. (TRUE)
  10
  The serpentfolk and the cult of the demon-prince 
  Isclaadra do not get along. (TRUE, to put it mildly)
  Referee Notes
  The script of the Ancients (the ancient race of primordial ser-
  pentfolk, that is) appears in several places throughout the Domes, 
  for this is an area that has been continually inhabited by the ser-
  pentfolk since truly ancient times, as witnessed by some of the 
  deterioration of the complex and its magical powers. The script 
  is non-magical, but it is very difficult to make sense of it even 
  when it is translated, due to its alien logic that — to humans, in 
  any case — contains multiple ambiguities, double meanings, con-
  tradictions, and bizarre inferences. A thief reading the language 
  has only a 5% chance per level to get the full meaning of the writ-
  ing, and the use of a read languages spell has an unmodified 90% 
  chance to interpret the meaning correctly. If such an attempt fails 
  (e.g., a thief would have succeeded normally with an 80% chance, 
  but the second check at 5% chance per level happened to fail) then 
  the character might still discern some of the meaning contained 
  in the writing. It is up to the Referee to decide what information, 
  exactly, is understood. Failing the check should not mean that the 
  character gained incorrect information; just that less information 
  was conveyed, or even none at all.
  
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  Cyclopean Deeps Volume 1
  
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  Chapter 5: Dread Domes of the Serpent Folk
  Map Key
  18M–1. Entrance to the Cavern of 
  the Domes
  Approaching from the north:
  This passageway connects the Domes to Hex 15O, where it joins one of 
  the two major north/south arteries of the Deeps. 
  The sentry is a serpentfolk guard who might or might not have 
  detected the party’s approach, depending on whether they are being 
  stealthy or obvious. Either way, they must deal with the sentry — by 
  violence or by sneaking past — before they can get a good look at the 
  cavern beyond.
  Serpentfolk Guard: HD 4; HP 18; AC 3[16]; Atk bite (1d3) 
  and spear (1d6+1); Move 12; Save 13; AL C; CL/XP 5/240; 
  Special: immune to mental domination, mild venom (save or 
  additional 1d4+1 damage). (Monster Appendix)
  Equipment: Sentry’s Spear, green snake-head amulet, 
  bandolier-pouch with 1d4 gems 100gp each.
  A. Scenic View
  A dwarf might notice that the “stalagmites” are not normal formations, 
  and that they have concealed arrow-slits (see C, below).
  Keep in mind, in terms of what the characters are able to see, that the 
  force-field “door” and the stairway are not visible until the characters are 
  almost all the way to the cliff’s edge.
  B. Wall of the Dome
  If the characters approach the dome to inspect it closely:
  The dome cannot be broken by any physical attempt the characters 
  could possibly make. It might be possible to cut through it if the charac-
  ters have an enormously powerful magical tool, but even then a lot of time 
  would be required. The serpentfolk would certainly notice what was going 
  on and respond with a well-planned counterattack involving the necrohe-
  moths from Area 18M–30.
  C. Stalagmite “Forts”
  The two circles on the map denote the presence of two false stalagmites 
  that are actually hollow. They have been built with arrow-slits and doors 
  that bar from the inside. Most importantly, though, is the fact that the false 
  stalagmites are built just inside permanent anti-magic shells. There are 2 
  serpentfolk archers in each of the little forts.
  Each of the archers has a pair of +1 arrows and a good supply of normal 
  arrows. The protective stone gives any arrows loosed from the outside a 
  90% chance to miss entirely (before making a to-hit roll). If the attacking 
  character chooses to spend an entire round aiming, the percentage chance 
  to miss the arrow slit drops to 20%. Inside the anti-magic shell is also a 
  mechanical (i.e., non-magical) lever that alerts the guards in Area 18M–3.
  Serpentfolk Archers (4): HD 4; HP 22, 16, 15, 18; AC 3[16]; Atk 
  bite (1d3) and longsword-scimitar (1d8) or longbow x2 (1d6); 
  Move 12; Save 13; AL C; CL/XP 5/240; Special: immune to 
  mental domination, mild venom (save or additional 1d4+1 
  damage). (Monster Appendix)
  Equipment: longbow, 2 +1 arrows, 50 normal arrows, 
  longsword-scimitar, green snake amulet of Sa-Heloth, 
  bandolier-pouch with 1d4 gems worth 100gp each. 
  One has a jhoat-stick worth 10gp, but it is a bit 
  chewed-on.
  D. Cliff Edge
  Serpentfolk Guard: HD 4; HP 21; AC 2[17]; Atk bite (1d3) and 
  two-handed sword (1d10+1); Move 12; Save 13; AL C; CL/XP 
  5/240; Special: immune to mental domination, mild venom 
  (save or additional 1d4+1 damage). (Monster Appendix)
  Equipment: green surcoat, plate mail, two-handed 
  sword, green snake-amulet of Sa-Heloth, warning-
  horn, bandolier pouch with 1d4 gems worth 100gp 
  each.
  18M–2. The Deep Door
  This is the entrance to the tunnels that lead through to the cavern on 
  the south side of the serpent-people’s cave system. Travelers are allowed 
  through if they pay a toll, but these tunnels do not — other than through 
  one secret entrance — actually connect to the area where the serpentfolk 
  live.
  Sentry’s Spear
  The Sentry’s Spear is a magic weapon designed by the ser-
  pentfolk for use by their guards. The spears are relatively ornate 
  by the standards of non-serpentfolk, with carved metal serpents 
  twisting around the copper shaft to the pike-length point. Due to 
  the spear’s nature, it has to be passed from hand to hand when 
  the guard changes. If any person touching the spear dies (wheth-
  er it’s the holder or someone being impaled on the point), or if 
  there is no one holding it at all, the spear emits an unbelievably 
  loud howling. The noise subsides after a full minute, but by then 
  it alerts anyone and anything in the area. The spear confers no 
  bonuses to hit or damage; its only enchantment is the warning 
  scream it utters.
  
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  Cyclopean Deeps Volume 1
  If the characters start down the stairs, the serpentfolk guard steps into 
  the archway. This is standard protocol: The guards are ordered to make 
  sure that they are behind the force field when strangers approach.
  If the characters investigate the door rather than being admitted by the 
  guard (most likely due to a precipitous failure to restrain violent impuls-
  es), read or paraphrase the following:
  Blocking the entrance is a magical field of force projected by multiple 
  tiny holes in the archway in the form of invisible sound waves. The only 
  way to enter the cavern is either to place one of the snake amulets (of any 
  color) into the indentation or to cast a silence spell on the archway (since 
  it works by sonic waves). The source of the magic is actually located 50ft 
  above the archway, and the sound travels through pipes; thus, although 
  the field could be deactivated by the use of a dispel magic spell, a caster 
  would most likely miss the target by aiming for the archway rather than at 
  the magic source far above it.
  Serpentfolk Guard: HD 4; HP 23; AC 3[16]; Atk bite (1d3) 
  and spear (1d6+1); Move 12; Save 13; AL C; CL/XP 5/240; 
  Special: immune to mental domination, mild venom (save or 
  additional 1d4+1 damage). (Monster Appendix)
  Equipment: spear, green snake amulet of Sa-Heloth, 
  brass pinkie-ring engraved with “Victory or Death” in 
  dwarven runes, bandolier-pouch with 1 takka-coin and 
  20 blue gems worth 5gp each.
  Once the characters enter the tunnel, one way or another, they find that 
  the corridor is 20ft wide and excavated directly from the cavern’s rock. 
  The tunnel is not dark; the stone of the floor is filled with veins of crackling 
  yellow light. They are obviously not a natural feature of the limestone, but 
  the pattern is far too complex to have been inlaid into the floor — it has an 
  almost organic look. Occasionally, the light flickers uncertainly and dims, 
  but it never goes all the way out, and always returns to its original strength 
  after a moment or two. This light is a powerful magic-dispelling field. It 
  does not affect magic items, but it has a base 50% chance to end the effect 
  of any active spells. It is unlikely that the characters notice this ancient, 
  insidious defense (unless they have some sort of spell-detection magic in 
  operation, or perhaps something like a wand of trap detection — for this 
  field is detectable as a magical trap). In order to avoid tipping your hand, if 
  the characters don’t notice that they have walked through a magical field, 
  don’t roll for the results until the characters would actually detect those 
  results — possibly not even until the start of a battle.
  18M–3. Disarming Room
  What the characters encounter in this room is going to be very different 
  depending on whether they are storming the place or entering it peaceably. 
  If the play has moved into “storm the fortress” mode, skip down to the 
  discussion of the defense of this area. The text boxes are written for the 
  peaceful approach.
  The curvilinear script is the ancient language of the serpentfolk, and is 
  not magical. If the characters read it, they find that it names this chamber 
  as the “Disarming Room,” and says something about the “southern dis-
  pellsion.” That part is obscured by several pictures of serpent people put-
  ting humans into what looks like a big machine shaped like a green cone 
  with a snake head. If the characters have seen the Athanor of Sa-Heloth in 
  Area 18M–25, they recognize it in this mural.
  Anyone who wants to go through this room peacefully must submit to a 
  detect magic spell, then remove any armor and put it and any magic items 
  and weapons into a locked box (you get to carry it through the tunnels 
  yourself). The toll is 100gp per head, 5gp per slave. If the party pays the 
  toll, each character receives a tile of greenstone, which serves as a receipt 
  and as a passport.
  The guards drone out the memorized explanation of the rules:
  Each of the boxes has a complicated rune on it (a numeral in the lan-
  guage of the ancient serpentfolk) that corresponds to a key held by the 
  doorkeepers. The doorkeepers in the north and south ends of the tunnels 
  have the same set of duplicate keys. When the characters reach the other 
  side of the tunnels, the doorkeepers unlock the boxes.
  Beyond this room, travelers are allowed to proceed along the corridor 
  to the southern exit from the complex. This passageway runs deeper than 
  the rest of the complex, being entered at the north via the chasm, and to the 
  south by a long stairway. The characters are told very specifically that they 
  must go south at the first intersection of tunnels (if they proceed forward 
  they arrive in the sleeping area, and are attacked).
  The guards here respond to a warning from Area 18M-1(D) (the an-
  ti-magic “stalagmites”) but don’t bother to alert the rest of the complex 
  each and every time there is a warning at the gates. Normally, they send 
  one of their number to see what the disturbance is before sounding a gen-
  eral alarm. 
  Serpentfolk Guards (4): HD 4; HP 30, 16, 15, 21; AC 2[17]; Atk 
  bite (1d3) and spear (1d6+1); Move 12; Save 13; AL C; CL/XP 
  5/240; Special: immune to mental domination, mild venom 
  (save or additional 1d4+1 damage). (Monster Appendix)
  Equipment: green surcoat, plate mail, spear, green 
  snake-head amulet, bandolier-pouch with 1d4 gems 
  100gp each.
  Essua, Serpentfolk Spellcaster: HD 5; HP 18; AC 3[16]; Atk 
  bite (1d3) and 2 claws (1d4); Move 12; Save 13; AL C; CL/XP 
  7/600; Special: immune to mental domination, mild venom 
  (save or additional 1d4+1 damage), spells (4/2/1). (Monster 
  Appendix) 
  Amulets of Sa-Heloth
  These amulets are worn as medallions by all the serpentfolk of 
  the Dome complex. The amulets are bronze disks with a prominent 
  bas-relief serpent head on the front of the medallion. They are worn 
  by the serpentfolk to identify the individual snake-person’s society 
  (red, blue, green, yellow, and sometimes white) but also for use as a 
  key throughout the serpentfolk complex. The amulets are magical, 
  although the magical aura is quite faint. Sa-Heloth was the legend-
  ary builder of these domes and is now their ancestor-spirit. Accord-
  ing to legend, it is his face carved onto the amulets.
  
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  Chapter 5: Dread Domes of the Serpent Folk
  Equipment: blue robe with arcane patterns, blue 
  snake-amulet of Sa-Heloth, 30 greenstone tiles, 20 keys 
  to lockboxes, scroll (invisibility, mirror image, lightning 
  bolt), sash-box with 10 takkas.
  Spells: 1st—charm person, magic missile (x3); 2nd—
  detect invisibility, web; 3rd—fireball.
  18M–4. Green Society Guard-Barracks
  This chamber is a small barracks for the Green Society serpentfolk who 
  are on guard in Areas 18M 1, 2 and 3. The large alcoves are sleeping 
  chambers where the guards keep their possessions and sleep in a magical 
  levitation-field. There are 5 serpentfolk guards who are awake, and an-
  other 5 who are in levitation-sleep in the niches.
  The guards assume that anyone entering the room is attacking the 
  Domes; some attack and some try to awaken their sleeping comrades. 
  There is no way to sound a general warning from this room (unless the 
  guards can get past the characters and into the hallway, which they won’t 
  really attempt, in terms of tactics).
  Serpentfolk Guards (5): HD 4; HP 20, 11, 12, 22, 18; AC 3[16]; 
  Atk bite (1d3) and spear (1d6+1); Move 12; Save 13; AL 
  C; CL/XP 5/240; Special: immune to mental domination, 
  mild venom (save or additional 1d4+1 damage). (Monster 
  Appendix)
  Equipment: spear, green snake amulet of Sa-Heloth, 
  bandolier-pouch with 1d4 gems 100gp each.
  Sleeping Serpentfolk Guards (5): HD 4; HP 11, 17x2, 8, 18; AC 
  3[16]; Atk bite (1d3) and spear (1d6+1); Move 12; Save 13; 
  AL C; CL/XP 5/240; Special: immune to mental domination, 
  mild venom (save or additional 1d4+1 damage). (Monster 
  Appendix)
  Equipment: spear, green snake amulet of Sa-Heloth.
  Serpentfolk Knight: HD 8; HP 44; AC 1[18]; Atk bite (1d3) 
  and two-handed sword (1d10+1); Move 12; Save 7; AL 
  C; CL/XP 9/1100; Special: immune to mental domination, 
  mild venom (save or additional 1d4+1 damage). (Monster 
  Appendix)
  Equipment: plate mail, two-handed sword, ring of 
  protection +1, green snake amulet of Sa-Heloth.
  18M–5. The Pillar Gate
  This room is the means by which the serpentfolk normally enter the 
  dome complex. The globe of light is a teleportal activated by touching it 
  with one of the snake-amulets worn by the serpentfolk. When an amulet 
  touches the globe of light, everyone and everything in the circle of pillars 
  is teleported to Area 18M-21.
  The script is in the ancient language of the serpentfolk, and contains in-
  structions for using the teleportal — “touch the glowing globe with one of 
  the amulets of Sa-Heloth, and all within the nest of the globe shall travel 
  to the home of homes.”
  The teleportal is guarded by 4 serpentfolk and a 10-ft-long snake with 
  a head at each end (an amphisbaena). The amphisbaena is semi-intelli-
  gent and follows commands given to it by the serpentfolk. If the guards 
  believe they have no hope of surviving the conflict, they try to leap into 
  the teleportal (each is wearing an amulet, so this works).
  Serpentfolk Guards (4): HD 4; HP 15, 20, 18, 17; AC 3[16]; Atk 
  bite (1d3) and spear (1d6+1); Move 12; Save 13; AL C; CL/XP 
  5/240; Special: immune to mental domination, mild venom 
  (save or additional 1d4+1 damage). (Monster Appendix)
  Equipment: spear, green snake-head amulet, 
  bandolier-pouch with 1d4 gems 100gp each. One of 
  the guards has a jhoat-stick (10gp value, looks like a 
  wand).
  Amphisbaena: HD 6; AC 4 [15]; Atk 2 bite (1d6 plus poison); 
  Move 9 (climb/swim 9); Save 11; AL N; CL/XP 7/600; Special: 
  cannot be surprised, lethal venom, resistance to cold (50%), 
  split. (The Tome of Horrors Complete 20)
  18M–6. Kshamarat Ambassador
  This guest dome is currently occupied by a dark stalker named Yeimay 
  Ota, a representative of the Kshamarat civilization in Izamne. Relations be-
  tween the serpentfolk and the Kshamarat dark stalkers are not entirely friend-
  ly, but they are united in virulent hatred of the Avarthamna dark stalkers and 
  the cult of Isclaadra. Yeimay Ota visits the Domes two or three times per year, 
  where she arranges various cooperations between the Kshamarat dark stalkers 
  and the serpentfolk. These range from safe-passages, to caravan-robberies, 
  to assassinations in the dark streets of Izamne. The ambassador is, of course, 
  accompanied by a retinue of 4 dark creepers to serve her as needed.
  Yeimay Ota (Dark Stalker Spellcaster): HD 7+2; HP 35; AC 
  7[12] or 0[19] in darkness; Atk short sword (1d6 plus special 
  poison); Move 12; Save 8; AL C; CL/XP 9/1100; Special: 
  Roster of the Green Society
  Members of the Green Society, and their locations:
  Ophrira Sahuesh, High Warlord (18M–25)
  Roshor Emeraldis (18M–28C)
  1 guard (18M–1A)
  4 archers (18M–1C)
  1 guard (18M–1D)
  4 guards (18M–3)
  10 guards (18M–4)
  1 knight (18M–4)
  4 guards (18M–5)
  2 guards (18M–11)
  4 guards (18M–12)
  1 patrolling knight (18M–13)
  8 guards (18M–13)
  4 guards (18M–14, 2 at each of two locations)
  1 guard (18M–19)
  2 eating (18M–22)
  10 resting (18M–25)
  1 guard (18M–26)
  
  82
  Cyclopean Deeps Volume 1
  backstab (x2), create special darkness (3/day), death 
  flash 40ft (3d6 fire, save for half), level 4 thieving skills, spells 
  (4/2/1). (Monstrosities 84)
  Spells: 1st—charm person, magic missile (x3); 2nd—ESP, 
  web; 3rd—slow.
  Thieving Skills: Clitmb 88%; Tasks 30%; Hear 4 in 6; Hide 
  25%; Silent 35%; Locks 25%.
  Equipment: robes, soul net (Magic Items Appendix), 
  short sword with black smear (save or reduce strength 
  by 1d2 points/round for 2d6-1 rounds, used up on first 
  strike), thieves tools, pouch containing 3 sapphires 
  (100gp each) and 1 Leng-ruby (50gp, or 500gp if sold 
  to a spider or denizen of Leng).
  Kshamarat Dark Creepers (4): HD 1+1; HP 7, 5, 8, 9; AC 7[12] or 
  0[19] in darkness; Atk dagger (1d4 plus special poison); Move 
  9; Save 17; AL C; CL/XP 3/60; Special:  backstab (x2), create 
  special darkness (3/day), death flash 10ft (save or blinded for 
  1d6 rounds), level 4 thieving skills. (Monstrosities 83)
  Thieving Skills: Climb 88%; Tasks 30%; Hear 4 in 6; Hide 
  25%; Silent 35%; Locks 25%.
  Equipment: ragged cloak, dagger with black smear 
  (save or reduce strength by 1d2 points/round for 2d6-
  1 rounds, used up on first strike), thieves tools, pouch 
  containing 1d8gp. One has a green snake-amulet of 
  Sa-Heloth, and one has a potion of firebreathing (3d6 
  hit points damage in a 40-ft-long cone, save for half).
  18M–7. Ambassador from Leng
  This guest dome is the temporary quarters of an emissary from the deni-
  zens of Leng (Ulmai Tribe), by the name of Tuthumbuu Redmask of the 
  Ulmai. His servant is a night-ghoul named Jeremiah Tusk. Jeremiah was 
  once human, but it is impossible to make him discuss this topic without the 
  use of magical persuasion. The night-ghoul’s right leg is crooked, so he 
  walks with a scrimshaw cane made of ivory. All but one of his teeth is gold.
  The party might be seeking Tuthumbuu to deliver a message from the 
  City of Izamne (see Chapter 4: Secrets of the Dark City), and if they do 
  so, he pays them whatever was agreed upon in Izamne. If, after talking 
  with the characters, he thinks that they are trustworthy, he may offer them 
  a mission to undertake on his behalf—for good payment, of course. He 
  is of the opinion that the serpentfolk would pay well (in other words, in 
  Leng-rubies) for a particular alchemical “ingredient,” namely, the sound 
  of the voice of CHOA-THOOM. He has a small bottle that can contain 
  a sound, and he seeks to persuade the characters to proceed to the lake 
  known as the Flagon of the Death God, call CHOA-THOOM, and engage 
  the being in conversation long enough to bottle the sound of its voice.
  Emissary Tuthumbuu Redmask of the Ulmai, Denizen of Leng: HD 
  8; HP 55; AC 5[14]; Atk bite (1d3 plus lassitude), 2 claws (1d4+1); 
  Move 12; Save 8; AL C; CL/XP 13/2300; Special: immune to 
  poison, lassitude (save at –2 or take –2 to all attack, damage, 
  and save rolls; fail second save after another bite fall into deep 
  slumber), regeneration (5hp/round). (Monstrosities 116)
  Magical Abilities: constant—ESP; 1/day—mirror image.
  Equipment: 4 Leng-rubies (300gp each or 3000gp each to 
  a Leng-creature), 3 potions of invisibility, scroll of protection 
  from plants, boots of elvenkind, letter from Lopanther Obo.
  Tuthumbuu Redmask has a letter from the leader of the Ulmai, a Leng-
  man by the name of Lopanther Obo (see Chapter 6: Converging Cav-
  erns of Leng). It is written on a strange, almost spongy paper that oc-
  casionally seems to pulse in an unpleasant manner. The letter reads as 
  follows, in the language of the denizens:
  Jeremiah Tusk, Night-ghoul Servant: HD 4; HP 23; AC 4[15];  
  Atk bite (1d4 plus poison) and 2 claws (1d6); Move 12; Save 13; 
  AL C; CL/XP 6/400; Special: +1 or better weapon to hit, sleep 
  poison (–2 on save or fall into twitching sleep for a hour).
  Equipment: scrimshaw cane (400gp), blue coat and 
  white breeches, gold teeth (100gp), sapphire (100gp).
  18M–8. Secret Exit
  This is a secret exit from the complex, reached through the kitchens and 
  work areas. It is possible to detect the secret door from the outside, but no 
  opening mechanism is evident. If the door is to be used as a back entrance 
  into the complex, a knock spell or similar opening-magic is required. The 
  door is well-protected against physical damage, so breaking through it is 
  no easier than it would be to break through the cavern wall anywhere else.
  18M–9.  
  Secret Entrance to Inner Complex
  The “Voice of Death” Mission
  Of all the stupid things that the characters could potentially try to do in 
  the Cyclopean Deeps, summoning a death god is probably the stupidest. 
  Tuthumbuu explains that his bottle (he displays it) can hold a sound, 
  and that he believes the serpentfolk will pay well for the sound of the 
  being known as CHOA-THOOM, who lives at the bottom of the lake 
  known as the Flagon of the Death God. Moving on quickly from this 
  description of what he wants done, Tuthumboo leaps into a discussion 
  of payment, explaining that he does not expect the characters to take any 
  financial risk. He pays them a handsome amount just for their troubles, 
  and they also share in half of anything the serpentfolk are willing to pay, 
  to the extent that it exceeds twice their payment from Tuthumbuu.
  The Leng-man gives them a map of the Deeps and point out the 
  location of the Flagon of the Death God. He tells them to get to 
  within hearing distance of the water and speak clearly three times 
  the word “Choa-Thoom.” Then, when something answers, just 
  clap the stopper of the bottle back in. No problem.
  
  83
  Chapter 5: Dread Domes of the Serpent Folk
  Tuthumbuu Redmask of the fourth tent and occasionally 
  shining between what is shining and what is not shining in 
  the intervals of darkness that does not shine! Attend, foul 
  worm, and think carefully of the “is” and the “is not.” 
  Spidery and round, legs advancing before it, horridness 
  with eyes and eggs and thoughts and obscuring that 
  which shines beyond and before the intervals of the dark. 
  This has been! 
  In the Narrows, in the old Necropolis, spawning and 
  spinning new intervals to eat the brightness it lives for 
  all shame upon us and you included! Yes! 
  This is! 
  Make it not, or see the interval. 
  This will be. 
  Avert that which shall not be. We shall alter the ownership 
  of twenty thousand pieces of gold when its head rolls 
  before us. Yes! 
  This shall be, or shall not be, with preference between 
  these two for the former state of that which shall be. 
  With greatest affection and sincerely yours, 
  Lopanther Obo, Chief of the Ulmai
  
  84
  Cyclopean Deeps Volume 1
  If the characters look for some kind of pattern in the behavior or jobs 
  being shown for the higher-caste serpentfolk, they notice that the yel-
  low-garbed ones are sometimes shown giving orders even to the blues and 
  the reds. The blues are usually shown writing, and the reds are often seen 
  either holding plants or mixing things.
  A secret door is in the west wall of this room. The outline of the door is 
  invisible, but if the characters check the room for secret doors they find an 
  indentation for an amulet of Sa-Heloth. They have almost certainly seen 
  these in use, and if the amulet is pressed into the indentation, the secret 
  door opens.
  18M–10. Lake Room
  The water of this lake is a strong magic source and is used by the Yel-
  low Society to empower their anchoring of the ancestor spirit Sa-Heloth, 
  Builder of the Domes. If anyone should cast detect magic in this chamber, 
  the entire lake and the candlesticks upon the altar glow with magical au-
  ras.
  One of the primary tasks undertaken by the Yellow Society is to keep 
  the powerful undead spirit of Sa-Heloth tied to the Domes to serve as an 
  adviser and protector. Despite the increasing degeneracy of the serpent-
  folk here, Sa-Heloth is now beginning a steady counterattack against the 
  Avarthamna darkfolk and their misty demon prince by allying with the 
  Kshamarat darkfolk. 
  A. Fighting Arena
  Bloodstains on the floor and seats around the sides make it immediately 
  obvious that this deep pit is used as an arena. Slave-gladiators fight until 
  one is defeated, and the loser is sacrificed on the altar to give strength to 
  the spirit of Sa-Heloth (see the Sidebox “Sa-Heloth”). If the characters 
  are captured and are not infected with eggs to die in the prison-dome in 
  Hex 17J or burned as fuel in the Athanor, they might be forced to fight 
  monsters or other captives in this arena as a sacrifice to Sa-Heloth. If they 
  survive, they might be released or might be kept to fight another day de-
  pending on what they did to get captured in the first place.
  B. Altar
  The candlesticks upon the altar are magic. If anyone lights candles in 
  them within 300ft of the lake, there is a 20% chance that Sa-Heloth mani-
  fests itself even if no words or invocations are spoken. Moreover:
  • There is a 90% chance that Sa-Heloth manifests if the Yellow 
  Words are spoken while the candles are lit (see Area 18M–30 for 
  more about the Yellow Words).
  • The chance of a successful summoning drops by 10% per mile 
  away from the lake. 
  • If blood is on the altar at the time the candles are lit, this adds 
  50% to the summoning chances (even if the candles themselves are 
  miles distant). 
  The serpentfolk do not summon their spirit-god unless it is to offer rev-
  erence, or in the direst circumstances for help. 
  C. Lake
  This 600ft-deep lake is where Sa-Heloth manifests when the serpent-
  folk summon him to drink life from living sacrifices. Because of the lake’s 
  inherent magical power, it is easier for Sa-Heloth to breach the barriers 
  between incorporeality and the material world here at the lake. But this is 
  not the spirit’s home — it is more of a gateway. It is possible, although dif-
  ficult, for Sa-Heloth to manifest itself anywhere within a mile or so of the 
  lake’s waters without the assistance of the candlesticks described above. 
  When the candlesticks are used as a magnet for Sa-Heloth’s presence, it 
  is relatively easy for the spirit to shift into material reality. Speaking the 
  Yellow Words aloud almost certainly brings the spirit-creature forth.
  Sa-Heloth, Ancestor Spirit
  Hit Dice: 18
  Armor Class: 0[19]
  Attacks: bite (1d8 plus level drain)
  Saving Throw: 3
  Special: drain level, magical abilities, +1 or better 
  weapon to hit, regenerate 1 hp/round
  Move: 12 (fly 18)
  Alignment: Chaos
  Challenge Level/XP: 24/5600
  Sa-Heloth is an ancestor-spirit, a unique being that manifests 
  as a 30ft-long serpent coiling and slithering through the air. It is 
  undead, a spirit-force that remains near its descendants to protect 
  them and continue its works. Even an individual of tremendous 
  willpower (or obsession) cannot resist the call of the afterlife 
  without assistance from the material plane, but the followers of 
  Sa-Heloth managed to anchor the spirit by use of magic rituals that 
  Sa-Heloth prepared before his death.
  The spirit of Sa-Heloth exists in more than one level of reali-
  ty; it draws on dark forces of negative energy, as do wraiths and 
  wights. Thus, a magical weapon of some kind is required to hit. In 
  Sa-Heloth’s case, its link to cosmic emptiness and cold allows it 
  to regenerate 1 hit point of damage per round. If the spirit hits an 
  opponent, the victim immediately loses one level of experience. 
  First-level characters or NPCs die irrevocably if their last level is 
  sucked into the spirit’s own dark existence and become a part of 
  Sa-Heloth.
  Sa-Heloth’s most unusual power — even though the characters 
  are unlikely to ever see it in operation — is to mentally influence 
  serpentfolk. This is, of course, normally a complete impossibility. 
  The mental self-control of the serpentfolk breed is legendary. Nev-
  ertheless, this particular ancestor spirit has been subtly guiding his 
  nest of descendants toward greatness, tyranny over their foes, and 
  unstoppable arcane power. It may be, of course, that Sa-Heloth’s 
  own influence is sapping the inherent energy of his children, slow-
  ly pushing them toward ruin rather than greatness. Only time will 
  tell, unless the characters interfere to provide their own answer, 
  carried at the tip of a sword.
  It is said, too, that there is a shadow, an echo, of this being 
  forming in a far and strange plane of existence — it is perhaps no 
  more than the wish of the serpentfolk for a rising god of their own, 
  a re-invigoration of spirit after a long, long history at the edge of 
  decadence. But if there is indeed such a being, then slaying its 
  earthly avatar would unquestionably draw its attention, even if it is 
  no more than a rudimentary shaping of dark divinity’s primordial 
  substance.
  
  85
  Chapter 5: Dread Domes of the Serpent Folk
  18M–11. Southern Entrance to the 
  Dome Complex (Force Field Gates)
  The blue light is a field of magical force projected down from a magical 
  item embedded 20ft above the archway. Other than breaching the field by 
  magic, the only ways into this gate are to be allowed in by the guards sta-
  tioned inside (a lever shuts off the field) or to use one of the snake-amulets 
  of Sa-Heloth. Two amulets must be used at the same time, one on each 
  side of the archway. The two impressions for placing the amulets are easy 
  to find, but it is not possible for a single person to reach far enough to hold 
  both amulets at one time.
  Serpentfolk Guards (2): HD 4; HP 31, 22; AC 3[16]; Atk bite 
  (1d3) and spear (1d6+1); Move 12; Save 13; AL C; CL/XP 
  5/240; Special: immune to mental domination, mild venom 
  (save or additional 1d4+1 damage). (Monster Appendix)
  Equipment: Sentry’s spear, green snake-amulet of Sa-
  Heloth, bandolier-pouch with 1d4 gems 100gp each. 
  There is a 5% chance per gem that it is a Leng-ruby 
  worth 1d8+2 times normal value to  Leng-men or Leng-
  spiders.
  18M–12. Southern Disarming 
  Room
  From the inside:
  If the characters are entering:
  As with Area 18M–3, anyone who wants to go through here peacefully 
  must submit to a detect magic spell, and put all magic items, weapons and 
  armor into a locked box (you get to carry it yourself). Unless the party 
  sneaked into the southern cavern, they should have greenstone tiles to 
  display as a passport.
  Beyond this room, travelers are allowed to proceed along the corridor 
  to the north side of the complex. This passageway is deeper than the rest 
  of the complex, and is called the “Lower Tunnel.”
  Serpentfolk Guards (4): HD 4; HP 30, 16, 15, 21; AC 3[16]; Atk 
  bite (1d3) and spear (1d6+1); Move 12; Save 13; AL C; CL/XP 
  5/240; Special: immune to mental domination, mild venom 
  (save or additional 1d4+1 damage). (Monster Appendix)
  Equipment: spear, green snake-amulet of Sa-Heloth, 
  bandolier-pouch with 1d4 gems 100gp each. Two 
  have jhoat-sticks worth 10gp.
  Zeshir, Serpentfolk Spellcaster: HD 5; HP 18; AC 3[16]; Atk 
  bite (1d3) and 2 claws (1d4); Move 12; Save 13; AL C; CL/XP 
  7/600; Special: immune to mental domination, mild venom 
  (save or additional 1d4+1 damage), spells (4/2/1). (Monster 
  Appendix) 
  Spells: 1st—charm person, detect magic, magic missile 
  (x2); 2nd—detect invisibility, web; 3rd—slow.
  Equipment: hooded yellow cloak, yellow snake-amulet 
  of Sa-Heloth, 30 greenstone tiles, 20 keys to lockboxes 
  (duplicates of the keys/locks in Area 18M–3), scroll 
  (invisibility, mirror image, lightning bolt).
  Zeshir’s Zombie: HD 2; HP 16; AC 8[11]; Atk fist (1d8); Move 
  6; Save 16; AL N; CL/XP 2/30; Special: immune to sleep and 
  charm.
  Equipment: Zeshir’s box of 3 jhoat-sticks (25gp each), 
  pouch containing Zeshir’s money (251gp) and 2  
  Leng-rubies 100gp (1000gp each to a Leng-creature), 
  Zeshir’s mouse-zombie (non-combatant, 1 hp).
  18M–13. Southern Cavern
  This large cavern has no stationary defenses, but it is patrolled. Two pa-
  trols are in the cavern at any given time, and unless the party is well-con-
  cealed, there is a 100% chance that they are under observation by one of 
  them (roll randomly to see which). If a battle breaks out, the other patrol 
  arrives 1d6+2 rounds after the sound of combat begins.
  If the party avoids combat and asks questions, the patrol won’t attack 
  and is helpful—although haughty at best and arrogant at worst.
  Patrol No. 1:
  Serpentfolk Spellcaster (Red Society): HD 5; HP 23; AC 3[16]; 
  Atk bite (1d3) and 2 claws (1d4); Move 12; Save 13; AL C; 
  CL/XP 7/600; Special: immune to mental domination, mild 
  venom (save or additional 1d4+1 damage), spells (4/2/1). 
  (Monster Appendix)
  Spells: 1st—charm person, detect magic, magic missile 
  (x2); 2nd—detect invisibility, web; 3rd—slow.
  Equipment: red robes, red snake-amulet of Sa-Heloth, 
  potion of invisibility, potion of displacement (improve 
  AC by 2, +2 saving throw vs. targeted attack), potion 
  of triple-healing (3d6).
  Serpentfolk Knight : HD 8; HP 44; AC 1[18]; Atk bite (1d3)  
  and two-handed sword (1d10+1); Move 12; Save 7; AL C; 
  CL/XP 9/1,100; Special: immune to mental domination, 
  mild venom (save or additional 1d4+1 damage). (Monster 
  Appendix)
  Equipment: plate mail, two-handed sword, ring of 
  protection +1, green snake-amulet of Sa-Heloth, wand 
  of invisibility detection (3-hour charge)
  
  86
  Cyclopean Deeps Volume 1
  Serpentfolk Guards (4): HD 4; HP 30, 16, 15, 21; AC 3[16]; Atk 
  bite (1d3) and spear (1d6+1); Move 12; Save 13; AL C; CL/XP 
  5/240; Special: immune to mental domination, mild venom 
  (save or additional 1d4+1 damage). (Monster Appendix)
  Equipment: spear, green snake-amulet of Sa-Heloth, 
  bandolier-pouch with 1d4 gems 100gp each. One of 
  them has a wand of lightning (5d6 damage, save for 
  half, 2 charges, rechargeable in Area 18M-25).
  Patrol No. 2:
  Serpentfolk Spellcaster (Blue Society): HD 5; HP 23; AC 3[16]; 
  Atk bite (1d3) and 2 claws (1d4); Move 12; Save 13; AL C; 
  CL/XP 7/600; Special: immune to mental domination, mild 
  venom (save or additional 1d4+1 damage), spells (4/2/1). 
  (Monster Appendix)
  Spells: 1st—charm person, detect magic, magic missile 
  (x2); 2nd—detect invisibility, web; 3rd—slow.
  Equipment: blue robes woven with dark blue circles, 
  blue snake-amulet of Sa-Heloth, scroll (invisibility, mirror 
  image, fly, lightning bolt, fireball)
   
  Serpentfolk Spellcaster (Yellow Society): HD 5; HP 23; AC 
  3[16]; Atk bite (1d3) and 2 claws (1d4); Move 12; Save 13; AL 
  C; CL/XP 7/600; Special: immune to mental domination, mild 
  venom (save or additional 1d4+1 damage), spells (4/2/1). 
  (Monster Appendix)
  Spells: 1st—charm person (x2), magic missile (x2); 
  2nd—phantasmal force, web; 3rd—slow.
  Equipment: yellow robes, 2 jhoat sticks, small zombie 
  frog in pocket, yellow snake-amulet of Sa-Heloth, scroll 
  (invisibility, mirror image, lightning bolt)
  Serpentfolk Guards (4): HD 4; HP 30, 16, 15, 21; AC 3[16]; 
  Atk bite (1d3) and spear(1d6+1) or 2 claws (1d4); Move 
  12; Save 13; AL C; CL/XP 5/240; Special: immune to 
  mental domination, mild venom (save or additional 1d4+1 
  damage). (Monster Appendix)
  Equipment: green surcoat, spear, green snake-amulet of 
  Sa-Heloth, bandolier-pouch with 1d4 gems 100gp each.
  A. Dome Edge
  If the characters go to the edge of the dome to inspect it closely:
  As mentioned in Area 18M–1B, the domes cannot be broken by any 
  physical attempt the characters could possibly make. It might be possible 
  to cut through it with an enormously powerful magical tool, but a lot of 
  time would be required and the serpentfolk would certainly notice what 
  was going on and respond with a well-planned counterattack.
  18M–14. Tunnel Entrance/Exits 
  Entering the Area:
  These two tunnels are the secondary corridors shown on the main map 
  of the Deeps. Both tunnel mouths can be sealed off by means of a huge 
  iron wheel that rolls on tracks in front of the opening and then locks in 
  place. Despite its size, this heavy apparatus can be unlocked (although not 
  fully opened) by a knock spell; efforts to force the lock without magic, 
  however, take a long time. The seal is only closed when the serpentfolk 
  consider themselves to be under attack; there is only a 5% chance that the 
  characters find it closed. At such times, the Dome Complex would be at 
  a high state of alert for some reason that (presumably) has nothing to do 
  with the characters.
  Each of the tunnel mouths is guarded by 2 serpentfolk guards, a ser-
  pentfolk spellcaster, and a strange apparatus that looks like a mechanical 
  spider the size of a person’s head (see Sidebox, “Guard Spiders”). 
  The wardens demand a passage-tithe of 110gp per head and 5gp per 
  slave. If the party pays the toll, each character receives a greenstone tile 
  that serves as a receipt and as a passport. The guards can be bargained 
  down to a price of 100gp per head (which is the actual toll; they were 
  going to keep the extra 10gp).
  Serpentfolk Guards (2): HD 4; HP 14, 27; AC 3[16]; Atk bite 
  (1d3) and spear (1d6+1); Move 12; Save 13; AL C; CL/XP 
  5/240; Special: immune to mental domination, mild venom 
  (save or additional 1d4+1 damage). (Monster Appendix)
  Equipment: green surcoat, spear, green snake-amulet 
  of Sa-Heloth, bandolier-pouch with 1d4 gems 100gp 
  each. One has a chunk of matted hair from some sort 
  of creature (not magical, just a trophy).
  Serpentfolk Spellcaster (Red Society): HD 5; HP 26; AC 3[16]; 
  Atk bite (1d3) and 2 claws (1d4); Move 12; Save 13; AL C; 
  CL/XP 7/600; Special: immune to mental domination, mild 
  venom (save or additional 1d4+1 damage), spells (4/2/1). 
  (Monster Appendix)
  Spells: 1st—charm person (x2), magic missile (x2); 
  2nd—mirror image, phantasmal force; 3rd—slow.
  Equipment: red robes, 30 greenstone tiles, pouch of 
   Jhoat-Sticks
  Some of the serpentfolk carry jhoat-sticks: fungus paste pressed 
  into sticks and then dried, producing a wand about 1ft long. These 
  wands release a mild narcotic when chewed. The Red Society is 
  the only one to possess the secret of manufacturing good jhoat, 
  a commodity they sell to merchant caravans passing through the 
  Domes. Normal jhoat-sticks cost 10gp in the Domes and can usu-
  ally be sold for 20gp elsewhere in the Cyclopean Deeps. This 
  might seem an easy way for the characters to make money if they 
  want to turn their talents toward trade. Unfortunately, no more 
  than 100 jhoat-sticks are usually available at a time, and there are 
  occasionally others who want to purchase them from the Red So-
  ciety. When more than one caravan is present here, fights have 
  broken out over who gets to buy the limited supply. 
  It is very easy to mistake a jhoat-stick for a magic wand. How-
  ever, anyone with much experience of jhoat eventually can identi-
  fy them by their distinctive smell.
  Guard Spiders
  A guard spider is a magical item that looks like a mechanical 
  spider slightly larger than a person’s head. The metal casing con-
  tains a brain (possibly human, but usually goblin) that animates 
  the thing. They were created by the necromantic Yellow Society 
  and must be recharged every 24 hours.
  A guard spider has a 25% chance to dispel any invisibility spell 
  that comes within 20ft. This chance drops to 10% if the spell is 
  in some way higher than a 2nd-level spell, such as one having a 
  radius. Moreover, the presence of a spider completely prevents a 
  sleep or charm spell within a 100ft radius.
  
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  Chapter 5: Dread Domes of the Serpent Folk
  material components and 4 knucklebones, red snake-
  amulet of Sa-Heloth, potion of invisibility, potion of 
  displacement (improves AC by 2, +2 saving throw vs. 
  targeted attack), potion of triple-healing (3d6).
  18M–15. The Maze
  This tunnel connects the Domes of the Serpentfolk to Hex 17J (Cham-
  ber of the Prison-Domes).
  18M–16. The Serpent-Gate
  The back of the serpent’s open mouth, although it appears to be solid 
  stone, is indeed a door. A 10-ft-wide wheel of solid stone rolls to the side 
  to reveal the opening, but since it weighs many tons it is a significant ob-
  stacle. To the left and right of the serpent’s face are small indentations in 
  the wall into which one of the amulets of Sa-Heloth can be placed. If both 
  of these are pressed with an amulet, the gate opens. A third indentation 
  in the middle of the stone door is the most obvious, but is actually a trap 
  (see below). Finally, the door is pierced by a small, hidden peephole that 
  allows someone in Area 18M–17 to look through the stone wheel and see 
  if the trap has netted anything. The peephole can be found by anyone who 
  examines the door carefully, and the trap can be found if a thief succeeds 
  in a Tasks check in the right place (the indentation in the door).
  The Trap: If anyone should place one of the amulets of Sa-Heloth into 
  the central indentation, the mouth of the huge stone serpent closes, trap-
  ping as many as 5 people in the mouth area directly in front of the door 
  (anyone standing on the tongue/ramp, basically). An alarm sounds inside 
  the tunnels as knockout gas floods the inside of the serpent’s mouth (save 
  or fall unconscious for 1d6 hours). 
  The serpentfolk from Areas 18M–17 and 18 respond if the alarm goes 
  off, coming to see if there is anyone trapped in the closing mouth. They 
  are likely, but not certain (60% chance) to call for reinforcements and 
  guidance from Area 18M–30 before opening the wheel-door (and thus 
  also re-setting the trap). Exactly what they do is up to the Referee based 
  on what they see, what they hear, and what commonsense would dictate. 
  Keep in mind that sneak attacks by powerful enemies are actually fairly 
  common in the Deeps.
  18M–17. Entry Chamber
  All three of the serpentfolk in this chamber are members of the Yellow 
  Society. These are junior members with no spell-casting ability as yet. 
  They awaken if there is a loud noise in the chamber, but if left alone 
  they continue to sleep for a further 6 hours, at which time they awaken 
  normally.
  Yellow-Society Serpentfolk (3): HD 4; HP 13, 24, 21; AC 3[16];  
  Atk bite (1d3) and spear (1d6+1); Move 12; Save 13; AL C;  
  CL/XP 5/240; Special: immune to mental domination, mild venom 
  (save or additional 1d4+1 damage). (Monster Appendix)
  Equipment: yellow tunic, spear, yellow snake-amulet 
  of Sa-Heloth, bandolier-pouch with 1d4 gems 100gp 
  each (10% chance that one of the gems is a Leng-ruby 
  1000gp to a Leng-creature).
  Leng Rubies
  The otherworldly Plateau of Leng abuts upon the Material 
  Plane here, partly due to the presence of Leng rubies in the deep 
  rock of the Cyclopean Deeps. These rubies are rare, but they are 
  found from time to time along with other normal gems. The den-
  izens of Leng, and their implacable foes the Leng spiders, covet 
  these rubies with a wild and untold passion. As a general rule, a 
  creature of Leng (other than the night-ghouls) pays 10 times the 
  normal value of one of these rubies. The problem is that only the 
  Leng-creatures can tell the difference between Leng rubies and 
  normal gemstones. Not all Leng rubies are red, although it is cer-
  tainly the most common hue.
  Thus — and it is not necessary to explain this to your  
  players — the best way to negotiate with the Leng-creatures 
  is to show them all your gems and try to tell which ones they 
  covet. In return, as a negotiating tactic, the denizens of Leng 
  make a point to buy gems that are not Leng-rubies, paying nor-
  mal prices, and occasionally gaining a Leng-ruby at the price 
  of a normal gem. Unfortunately, they simply can’t let one of 
  the coveted rubies walk away from a sale, so a canny group of 
  characters ought to be able to get full value for the gems as long 
  as they are patient.
  They must remember, however — if one of the gems leaves 
  the negotiation table, the denizens still are drawn to it with un-
  earthly covetousness. If the party thwarts the denizens of Leng, 
  there may be knives in the night and a bloody resolution at the 
  end of things.
  
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  Cyclopean Deeps Volume 1
  There are 20 carpets, each worth 400gp and weighing 100 pounds. 
  They are woven with strange and mystical patterns that evoke a sense of 
  timeless serenity.
  18M–18.Sleeping Chamber
  The south of the room is set up as a living space, with some tables and 
  bronze bowl-chairs.
  The serpentfolk, of course, won’t be asleep if the party fought its way 
  through to this point or set off the alarm in Area 18M–16.
  Red-Society Serpentfolk: HD 4; HP 8; AC 3[16]; Atk bite (1d3) 
  and 2 claws (1d4); Move 12; Save 13; AL C; CL/XP 5/240; 
  Special: immune to mental domination, mild venom (save or 
  additional 1d4+1 damage). (Monster Appendix)
  Equipment: red tunic, red snake-amulet of Sa-Heloth, 
  potion-vial of a poisonous alchemical ingredient (save 
  or die), potion of speed, belt pouch with 2 gems 100gp 
  each (neither of the gems is a Leng-ruby). A vial in the 
  belt pouch contains some viper-brandy — a single sip 
  (there are 5) renders a person utterly drunk.
  Blue-Society Serpentfolk: HD 4; HP 23; AC 3[16]; Atk bite 
  (1d3) and 2 claws (1d4); Move 12; Save 13; AL C; CL/XP 
  5/240; Special: immune to mental domination, mild venom 
  (save or additional 1d4+1 damage). (Monster Appendix)
  Equipment: blue robe, blue snake-amulet of Sa-Heloth, 
  scroll of knock, bandolier-pouch with 1 small red gem 
  (a Leng-ruby) 50 gp (500 gp to a Leng-creature).
  18M–19. Guard Post
  The knotwork is decorative and worthless, other than to the aesthetic 
  sensibilities of serpentfolk.
  This room is a defense point for the complex and is where the party 
  may meet determined resistance if they entered through the Serpent Gate 
  at Area 18M–16 by force and triggered a general alarm. In this case, pull 
  some defenders from the roster of the four societies as the frontline re-
  sponse. If the characters have not alerted the serpentfolk, only one guard 
  is in the room.
  Serpentfolk Guard: HD 4; HP 17; AC 2[17]; Atk bite (1d3) 
  and spear (1d6); Move 12; Save 13; AL C; CL/XP 5/240; 
  Special: immune to mental domination, mild venom (save or 
  additional 1d4+1 damage). (Monster Appendix)
  Equipment: green shield, green surcoat, spear, green 
  snake-amulet of Sa-Heloth, warning whistle, bandolier-
  pouch containing 2 gems 10gp each (neither of the 
  gems is a Leng-ruby). Some words are inscribed on the 
  back of the shield in ancient serpentfolk. If translated, 
  the script reads: “Usshir Pashi, you are a liar and you 
  were hatched in a goblin.”
  18M–20. Tapestried Antechamber
  The room is empty other than the 6 tapestries, which would be worth 
  a total of 1000gp if sold in a place like Izamne or Ques Querax. Each 
  character must make a saving throw or absolutely fall in love with the 
  pattern on one of the carpets (determine randomly, 1d6). These carpets 
  were woven by the Leng-spider in Hex 28H (see Chapter 7: The Narrows 
  of Braath).
  18M–21. Teleportal
  If the characters examine the circle, they find a small indentation at the 
  center: the shape of the amulets of Sa-Heloth.
  This circle is the other node of the teleportal in Area 18M–5. To use 
  the teleportal from this end, one of the Sa-Heloth amulets must be placed 
  into the depression in the middle of the circle, at which time anything in 
  the circle is teleported to Area 18M–5.
  The room is ordinarily not occupied. Because the area is often filled 
  with heavy cargo, cattle and slaves, it is undecorated, and the walls and 
  floor are scuffed and dirty.
  18M–22. Dining Hall
  The first time the characters enter this room, unless their actions have 
  changed matters, 8 serpentfolk are sitting in the basket chairs at the table 
  with plates of food and crystal goblets of wine. The food they are eating is 
  of unparalleled quality (see Area 18M–23).
  Red-Society Serpentfolk (2): HD 4; HP 10, 14; AC 3[16]; Atk 
  bite (1d3) and 2 claws (1d4); Move 12; Save 13; AL C; CL/XP 
  5/240; Special: immune to mental domination, mild venom 
  (save or additional 1d4+1 damage). (Monster Appendix)
  Equipment: crimson robe, red snake-amulet of Sa-
  Heloth, potion of healing, potion of speed, bandolier-
  pouch with 1d4 gems worth 100gp each (10% chance 
  that one of the gems is a Leng-ruby worth 1000gp to a 
  Leng-creature).
  Blue-Society Serpentfolk (2): HD 4; HP 15, 14; AC 3[16]; Atk 
  bite (1d3) and 2 claws (1d4); Move 12; Save 13; AL C; CL/XP 
  5/240; Special: immune to mental domination, mild venom 
  (save or additional 1d4+1 damage). (Monster Appendix)
  Equipment: blue robe, blue snake-amulet of Sa-Heloth, 
  scroll of hold person and wall of stone, bandolier-pouch 
  with 1d4 gems 100gp each (10% chance that one of 
  the gems is a Leng-ruby 1000gp to a Leng-creature).
  Yellow-Society Serpentfolk (2): HD 4; HP 13, 15; AC 3[16]; Atk 
  bite (1d3) and 2 claws (1d4); Move 12; Save 13; AL C; CL/XP 
  5/240; Special: immune to mental domination, mild venom 
  (save or additional 1d4+1 damage). (Monster Appendix)
  Equipment: yellow robe, yellow snake-amulet of Sa-
  Heloth, potion of healing, potion of speed, bandolier-
  
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  Chapter 5: Dread Domes of the Serpent Folk
  pouch with 1d4 gems 100gp each (10% chance that one 
  of the gems is a Leng-ruby 1000gp to a Leng-creature).
  Green-Society Serpentfolk (2): HD 4; HP 27, 16; AC 3[16]; Atk 
  bite (1d3) and 2 claws (1d4); Move 12; Save 13; AL C; CL/XP 
  5/240; Special: immune to mental domination, mild venom 
  (save or additional 1d4+1 damage). (Monster Appendix)
  Equipment: green robe, green snake-amulet of Sa-
  Heloth, wand of magic missile (2 missiles per round,  
  4 charges, rechargeable in the Athanor), belt pouch 
  with 1d4 gems worth 100gp each (10% chance that 
  one of the gems is a Leng-ruby worth 1000 gp to a 
  Leng-creature).
  18M–23. Kitchens
  There are usually 10 goblin slaves here, overseen by 2 bugbear sous-
  chefs. The chef is an enormous serpentfolk named Erobard Shaoun (see 
  Sidebox) who is not a member of any of the four societies. 
   
  Goblin Scullery-Slaves (10): HD 1d6 hp; AC 6[13]; Atk 
  weapon (1d6); Move 9; Save 18; AL C; CL/XP B/10; Special: 
  –1 to hit in sunlight.
  Equipment: each of the goblin slaves has a large 
  butcher knife, and at least 4 other, smaller knives 
  tucked away in their clothing. Each has 1d6 copper 
  pieces tucked into the fold of a loincloth.
  Bugbear Sous-Chefs (2): HD 3+1; AC 5[14]; Atk cleaver 
  (1d8+1) or dagger (1d4); Move 9; Save 14; AL C; CL/XP 
  4/120; Special: surprise opponents, 50% chance.
  Equipment: massive cleaver, 2 throwing daggers, 
  paring knife, brass knuckles, small whip, thumbscrews, 
  pouch containing 1d3 gems worth 1d4x100gp each. 
  One of the bugbears has metal teeth set with tiny 
  gems (10gp each for 10 teeth). One of the tiny gems is 
  a Leng-ruby worth 500gp if sold to a Leng-creature.
  Erobard Shaoun, Fabled Chef of the Serpentfolk: HD 8; HP 
  62; AC 3[16]; Atk bite (1d3) and the cleaver of culinary 
  perfection (1d10+3); Move 12; Save 8; AL C; CL/XP 10/1400; 
  Special: immune to mental domination, mild venom (save or 
  additional 1d4+1 damage), edict of the chef.
  Equipment: white snake-amulet of Sa-Heloth, cleaver 
  of culinary perfection, white jacket and long white kilt 
  with goblin-head sporran containing 1 package of 
  fresh parsley, 1 Leng-ruby worth 1000gp or 8000gp to a 
  Leng-creature.
  18M–24. Storeroom
  The contents of this room are mainly kitchen supplies, with a total value 
  of 10,000gp — hauling it out would require many days and many wag-
  ons. One section of the room, however, holds alchemical supplies in four 
  crates.
  Crate #1: Four boxes with 10 firecrackers per box (50gp each). These 
  fly 1d6x5ft when lit, then turn in a random direction (roll 1d8 for the points 
  of the compass), then fly another 1d6x5ft and explode for 1d6 points of 
  damage in a 5-ft area. They also have a 1 in 6 chance to explode in a 50-ft 
  radius, and a 1 in 6 chance that the strength of the explosion (regardless of 
  radius) is 2d6 points of damage.
  Crate #2: Large mixed bag of unknown fungi, 3 jhoat-sticks, and some 
  glassware.
  Crate #3: Large mixed bag of dried amphibians, glass jar of preserved 
  eyeballs (2 are glass, one of which is labeled with the letter “V”). Small 
  velvet box that delivers an electric shock of 4d6 points if touched (this 
  also incinerates the box). It could be used as a weapon if the characters 
  identify what it does before anyone touches it.
  Crate #4: 2 potions of water breathing, 1 potion of strength, 2 potions 
  of invisibility, 1 vial of aboleth saliva.
  18M–25. Green Society Main Barracks
  This is the barracks of the Green Society, which does not have a ca-
  pacious dome like the other Societies have for sleeping and recreation. 
  The less-intelligent Green Society makes do with this large room where 
  they keep the Athanor of Sa-Heloth and mutter rebellious thoughts to each 
  other. 
  Erobard Shaoun
  Erobard Shaoun is an extraordinarily large serpentfolk with 
  legendary talents in the kitchen. His cooking is incomparably de-
  licious to reptiles, amphibians, humans and duergar. On the other 
  hand, drow, darkfolk and (amazingly) the denizens of Leng won’t 
  eat — or even willingly approach — the confections of Erobard 
  Shaoun. The fabled chef is an unusual personage — his great size 
  is an odd enough sight, but he also has some tricks up his sleeve 
  that could cause problems for anyone who attacks him.
  The Cleaver of Culinary Perfection
  The cleaver is a two-handed weapon if used as such, dealing 
  1d10 points of damage. It has a bonus of +1 to hit and inflicts +3 
  on damage against anything made of meat. Against vegetable and 
  plant matter, damage is only inflicted at a +1 bonus.
  Edict of the Chef
  Erobard’s personality is so extreme that when he gives orders, 
  people obey. In addition to any sort of normal combat, if Erobard 
  is shouting “Fly, fools” to the enemy, all those enemies must make 
  a saving throw or flee for 1d6 rounds. If he chooses instead to 
  encourage his own side in a battle, his allies gain +1 to hit and +1 
  on damage for 1d6 rounds.
  
  90
  Cyclopean Deeps Volume 1
  The leader of the Green Society is Ophrira Sahuesh, a female fighter. 
  Although she has not made a final decision, she is on the verge of decid-
  ing to take control of the Domes and enslave (“demote” is the word she 
  has settled on) the other societies. Unfortunately for the Reds, Blues and 
  Yellows, Ophrira is a brilliant tactician. If she decides that the time for 
  a revolution has arrived, the revolution arrives. This would, in the long 
  run, be disastrous for the serpentfolk; rebellions by the less-intelligent 
  castes have always been the first step toward degeneracy in serpentfolk 
  history. The genetic balance of the serpentfolk is no longer stable; it is 
  doomed to corrode across the generations if they are not carefully orga-
  nized and breeding tightly controlled — as it is by the Yellows in this 
  particular settlement. If Ophrira succeeds in a rebellion, the Domes will 
  breed nothing but savages within 200 years. See the Sidebox “Ophrira 
  Sahuesh.”
  The two mechanical spiders in the machine are guard spiders as de-
  scribed in Area 18M–14. They are charged well enough to have their nor-
  mal effects (preventing a sleep or charm spell within 100ft and creating a 
  25% chance that an invisibility spell will be dispelled within 20ft).
  Ophrira Sahuesh, Female Serpentfolk Warlord: HD 12; HP 60; 
  AC 3[16]; Atk bite (1d3) and +2 two-handed sword (1d10+3); 
  Move 12; Save 3; AL C; CL/XP 13/2300; Special: immune to 
  mental domination, mild venom (save or additional 1d4+1 
  damage). (Monster Appendix)
  Equipment: green snake-amulet of Sa-Heloth, +2 two-
  handed sword, 2 throwing daggers, longbow, 4 +1 
  arrows, green surcoat, belt pouch with 5 takkas, 23gp, 
  10sp, and 5 black gems (20 gp each, but one is a 
  Leng-ruby 1000gp; it can be detected if rubbed, which 
  makes it turn a fiery red color), and a scepter with a 
  green gem atop it (5000 gp). The scepter is one of four 
  “authority scepters” in the Domes — it is not inherently 
  magical, but its shape activates or deactivates 
  certain magical “receptors” built into the domes. 
  In consequence, the scepters have an importance 
  beyond their mere monetary value. For example, the 
  authority-scepters open the prison in Hex 17J.
  Green-Society Serpentfolk (10): HD 4; HP 23; AC 3[16]; Atk 
  bite (1d3) and 2 claws (1d4); Move 12; Save 13; AL C; CL/XP 
  5/240; Special: immune to mental domination, mild venom 
  (save or additional 1d4+1 damage). (Monster Appendix)
  Equipment: green tunic, green snake-amulet of Sa-
  Heloth, bandolier-pouch with 1d3 gems worth 100 gp 
  each (10% chance that one of the gems is a Leng-ruby 
  1000 gp to a Leng-creature). 
  Note: 2 of these serpentfolk are carrying scrolls of lightning bolt, 2 have 
  wands of invisibility/visibility, and 2 have wands of dispel magic (2 charges). 
  The magic items must all be recharged every 5 days.
  The Athanor of Sa-Heloth
  The Athanor is the huge apparatus in the middle of the room; its 
  purpose is to recharge the various magic items used by the greens. 
  In the ancient time when Sa-Heloth created the Domes, the wiz-
  ards of the serpentfolk decided that rather than give permanent 
  magic items to the Green Society, they should only equip their 
  warriors with items that must be recharged every so often. In this 
  way, the Green Society would be unable to sustain any sort of 
  rebellion for a long period of time. 
  Four years ago, the greens quietly moved the Athanor from a 
  common area into their barracks. 
  The Athanor itself must be recharged every 10 days. A human 
  (or goblin, or whatever) is stuffed into the Athanor and lit on fire 
  while two of the authority scepters are placed into sockets in the 
  huge apparatus. The scepters must remain connected to the Ath-
  anor for a full 6 hours while the creature inside is burned into 
  energy for the Athanor to use. Since two scepters are required, at 
  least two of the societies must cooperate in order to recharge the 
  protective magic items used by the Green Society.
  The Athanor can fully recharge a magic item that uses charges 
  (or one that must be recharged after a certain amount of time). 
  The time required is generally two hours per charge. For items 
  that have a duration before recharging is needed, the time required 
  for charging is approximately the same amount of time that the 
  charge lasts.
  Ophrira Sahuesh
  High Warlady of the Green Society
  Long-term Goals: Supplant the Arcane Societies with the 
  Green Caste, conquer the Cyclopean Deeps
  Current plans: Prepare for a potential revolution, which would 
  require seizing one of the other authority-scepters in order to keep 
  the Athanor working. Removing the threat of the necrohemoths 
  would be another priority, and possibly a prerequisite.
  Allies: None—the possibility of a rebellion is very secret, and 
  she has sought no allies
  Enemies and Rivals: Red, Blue and Yellow Societies (serious 
  rivalry), Avarthamna dark stalker civilization (enemies), other 
  cultists of Isclaadra (enemies)
  Notes: The only thing keeping Ophrira from taking control 
  of the Domes is the presence of the necrohemoths in the Yellow 
  Society’s dome. She might seriously consider hiring some capa-
  ble mercenaries to remove the necrohemoths from the equation, 
  which would be followed by the Green Society’s rebellion … and 
  as a result, the eventual degeneration of the last serpentfolk in the 
  Deeps within two centuries.
  
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  Chapter 5: Dread Domes of the Serpent Folk
  18M–26. Slave Guards
  This is the guard post for the slave barracks in Area 18M–27. The 
  guards use the chalkboard to keep track of which slaves are in and out of 
  the room at any given time. The door is not trapped, and the lock is noth-
  ing more than a matter of lifting the bar. This door is in constant use, and 
  anything complicated would be a bother for the guards.
  At one time, this door was guarded only by one sentry of the Green 
  Society. The other societies have decided that it might be prudent to make 
  sure that Ophrira Sahuesh’s followers do not have complete control of 
  who gives orders to the slaves.
  Green-Society Serpentfolk Guard: HD 4; HP 21; AC 3[16]; Atk 
  bite (1d3) and spear (1d6+1); Move 12; Save 13; AL C; CL/XP 
  5/240; Special: immune to mental domination, mild venom 
  (save or additional 1d4+1 damage). (Monster Appendix)
  Equipment: green surcoat, spear, green snake-amulet 
  of Sa-Heloth, key ring (to manacles), bandolier-pouch 
  with a twist of copper wire shaped like a person, an 
  ogre tooth, and 1 crystalline gem 100gp.
  Blue-Society Serpentfolk Guard: HD 4; HP 19; AC 3[16]; Atk 
  bite (1d3) and spear (1d6+1); Move 12; Save 13; AL C; CL/XP 
  5/240; Special: immune to mental domination, mild venom 
  (save or additional 1d4+1 damage). (Monster Appendix)
  Equipment: blue surcoat, spear, blue snake-amulet of 
  Sa-Heloth, blue robe with light blue sash, phylactery of 
  blindness (Magic Items Appendix), bandolier-pouch 
  with 2 gems worth 100gp each.
  18M–27. Slave Corral
  This is where the serpentfolk imprison their slave laborers, or slaves 
  that will fight in the arena to summon Sa-Heloth (see Area 18M-10).
  Human Slaves (6): HD 1d6hp; AC 9[10]; Atk none; Move 12; 
  Save 18; AL N; CL/XP B/10; Special: none.
  Goblin Slaves (10): HD 1d6 hp; AC 6[13]; Atk bite (1 hp); 
  Move 9; Save 18; AL C; CL/XP B/10; Special: –1 to hit in 
  sunlight.
  18M–28. Dome of the Blue Society
  This dome is the province of the Blue Society of the Serpentfolk, whose 
  specialty is scribing runes and writing scrolls. The magic of writing is their 
  art, including the preparation of such items as the phylactery of blindness. 
  The various desks around the dome are used for writing and copying, but 
  they do not have drawers or compartments; all of them are empty and hold 
  nothing of interest for the adventurers.
  A. Sleeping Area
  If the characters go round to see the outer side of this wall (which is 
  30ft tall):
  If anyone steps into one of the alcoves, it instantly causes them to begin 
  levitating and to fall asleep for 8 hours unless awakened (saving throw at –6).
  The sleeping area is currently empty.
  B. Reading and Library Area
  This wall is 30ft tall, but a 50-ft wide gap allows anyone to walk in and 
  out of the closed-in area.
  Three members of the Blue Society are here, looking through scrolls.
  Blue-Society Serpentfolk (3): HD 4; HP 28, 15, 18; AC 3[16]; 
  Atk bite (1d3) and 2 claws (1d4); Move 12; Save 13; AL 
  C; CL/XP 5/240; Special: immune to mental domination, 
  mild venom (save or additional 1d4+1 damage). (Monster 
  Appendix)
  Equipment: blue robe, blue snake-amulet of Sa-Heloth, 
  sash-box with 1d3 gems 100gp each. The strongest of 
  the serpentfolk wears a phylactery of blindness.
  Roster of the Blue Society
  Members of the Blue Society are:
  Keta Kaash, the High Runemaster (18M–28C)
  Essua, 5HD spellcaster (18M–3)
  1 patrolling spellcaster (18M–13)
  1 sleeping (18M–18)
  2 eating (18M–22)
  1 slave-guard (18M–26)
  3 reading (18M–28B)
  2 lounging (18M–28E)
  The Green Roshor Emeraldis is usually with Keta Kaash, 
  but is not a member of the Blue Society (18M–28C)
  
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  C. Keta Kaash’s Dome
  The only way to enter Keta Kaash’s dome is to touch it with a blue 
  amulet of Sa-Heloth, which causes an opening to appear. Keta Kaash 
  is the leader of the Blue Society of the Serpentfolk, and this dome is his 
  private quarters, shared only by his watchful bodyguard, Roshor Emer-
  aldis. Unlike the other serpentfolk leaders, Keta Kaash does not employ 
  a bodyguard from his own faction: Roshor Emeraldis is a member of the 
  Green Society.
  Keta Kaash, Serpentfolk High Runemaster: HD 11; HP 49; AC 
  3[16]; Atk bite (1d3) and 2 claws (1d4); Move 12; Save 4; AL 
  C; CL/XP 13/2300; Special: immune to mental domination, 
  mild venom (save or additional 1d4+1 damage), spells 
  (4/3/3/2/1). (Monster Appendix)
  Spells: 1st—charm person (x2), magic missile (x2); 2nd— 
  invisibility, mirror image, phantasmal force; 3rd—haste, 
  protection from normal missiles, slow; 4th—dimension 
  door, ice storm; 5th—transmute rock to mud.
  Equipment: dark blue robes and light blue hood, 
  pouch of 100 gp, material components and 2 six-sided 
  dice, blue snake-amulet of Sa-Heloth, phylactery 
  of blindness, scroll of wall of fire, scroll of fly, scroll of 
  detect invisibility, scroll of magic missile (x2), scepter 
  with blue snake-head gem atop it (6000gp). The 
  scepter is an “authority scepter” — it is not inherently 
  magical, but its shape activates or deactivates  
  certain magical “receptors” built into the domes. 
  In consequence, the scepters have an importance 
  beyond their mere monetary value. For example, the 
  authority-scepters open the prison in Hex 17J.
  Roshor Emeraldis, Serpentfolk Bodyguard: HD 9; HP 57;  
  AC 2[17]; Atk bite (1d3) and two-handed sword (1d10+1) 
  or longbow x2 (1d6); Move 12; Save 6; AL C; CL/XP 9/1100; 
  Special: immune to mental domination, mild venom (save or 
  additional 1d4+1 damage). (Monster Appendix)
  Equipment: green surcoat, green plate mail, two-
  handed sword, longbow, 4 drow arrows (+1), 16 normal 
  arrows, green snake-amulet of Sa-Heloth, belt pouch 
  containing 3 takkas, 5gp, 2 hot-pink gems carved into 
  serpents (200gp each), and one fragment of dark rock 
  (a Leng-ruby 1gp, or 1000gp to a Leng-creature).
  If the characters are able to speak to Keta Kaash and persuade him 
  that they are reliable, he might hire them to find the missing Blue Society 
  member Saja Kha, who was on a mission to the Fortress of Ques Quer-
  ax. Keta Kaash admits that Saja Kha was probably killed and eaten by 
  someone or something, but if the party can bring any word of the missing 
  scholar, the Blue Society pays an acceptably large reward. If the charac-
  ters actually rescue Saja Kha and return him to the Domes, the Blue Soci-
  ety pays quite a large reward, including some scrolls and phylacteries of 
  blindness if the characters think to ask about magic items. See Hex 3H–23 
  in Chapter 2: Eye of the Titan for Saja Kha’s whereabouts.
  D. Treasure Dome
  This dome contains the treasure of the Blue Society, which is kept in 10 
  floating globes of ectoplasm similar to the one mentioned in Chapter 4, 
  Area 13R–18. This substance creates an opening into the ethereal plane 
  of existence where the treasure is stored. This particular type of ectoplasm 
  is poisonous to non-reptiles. Anyone reaching into one of the globes must 
  make a saving throw or suffer 5d6 hit points of poison damage within 
  1d3+1 rounds. Casting neutralize poison during this time entirely negates 
  the poison’s effect.
  Globe #1: This globe contains a wooden box of 3000gp, a strange yel-
  low gem (100gp), and an ivory letter opener (50gp).
  Globe #2: This globe contains a leather bag with some dried herbs 
  (used in making magical ink and worth 200gp to an alchemist), a second 
  bag containing 3 Leng-rubies worth 100gp or 1000gp to a Leng-creature, 
  and a human finger-bone left from a thief who died of the ectoplasmic 
  poison 30 years ago.
  Globe #3: The poison on this ectoplasmic globe was created incorrectly 
  and is poisonous to reptiles as well as everyone else. In consequence, the 
  serpentfolk have left it alone for more than a hundred years. The globe 
  contains 40 spheres of solid ivory, each of them a different gradation of 
  many colors. Each one has a rune carved into it. No one remembers what 
  these are for; they are not magical and the runes are intrinsically mean-
  ingless.
  Globe #4: This globe contains a locked metal chest containing 703gp, 
  12sp, and 2000cp.
  Globe #5: This globe contains 3 potions of healing and 8 phylacteries 
  of blindness. (Magic Items)
  Globe #6: This globe contains 12 blue snake-amulets of Sa-Heloth, a 
  box of 12 blank wax phylacteries, and a loose 25gp gem (a flawed opal).
  Globe #7: This globe is empty.
  Globe #8: This globe contains a gold coronet with a fiery blue Leng-ru-
  by worth 500gp (or 5000gp to a Leng-creature).
  Globe #9: This globe contains a scroll of raise dead.
  Globe #10: This globe contains a scroll of fireball.
  E. Lounge Pit
  A net of fungus strands is slung underneath the table to store items. It 
  contains a flint and steel along with 5 bags of different tobaccos (each 
  worth 50gp).
  The hookah is 5ft tall, made of blue stained glass, and a glass bas-relief 
  of a rune upon it. The rune has no intrinsic meaning that can be garnered 
  from read languages, but the spell reveals that the rune is pronounced 
  “Sa-Heloth.” It is worth 50gp.
  Two serpentfolk are lounging in the pit, smoking. If they are alerted to 
  the presence of intruders, they call the 4 trained cobras that nest in the 
  cushions, and direct them to attack.
  Blue-Society Serpentfolk (2): HD 4; HP 10, 17; AC 3[16]; Atk 
  bite (1d3) and 2 claws (1d4); Move 12; Save 13; AL C; CL/XP 
  5/240; Special: immune to mental domination, mild venom 
  (save or additional 1d4+1 damage). (Monster Appendix)
  Equipment: blue robe, blue snake-amulet of Sa-Heloth, 
  bandolier-pouch with 1d3 gems 100gp each. The 
  weaker one carries a potion of invisibility; the stronger 
  one carries 2 potions of healing.
  Keta Kaash
  High Runemaster of the Blue Society
  Long-term Goals: Conquer the Cyclopean Deeps, with the 
  Blue Society ascendant over its lesser rivals
  Current plans: Rescue Saja Kha (see Hex 3H–23 in Chapter 
  2: Eye of the Titan)
  Allies: Interests coincide with the Kshamarat dark stalkers, but 
  it is neither a friendly nor a reliable relationship.
  Enemies and Rivals: Red and Yellow Societies (minor rival-
  ry), Green Society (potentially enemies), Avarthamna dark stalker 
  civilization (enemies), other cultists of Isclaadra (enemies)
  
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  Chapter 5: Dread Domes of the Serpent Folk
  Cobras (4): HD 1; HP 1, 6, 2, 1; AC 5[14]; Atk bite (1 hp plus 
  poison); Move 16; Save 17; AL N; CL/XP 3/60; Special: lethal 
  poison.
  Note: If the characters actually fly or levitate up to the top of the dome, 
  they can discover that the mist is piped in (from Area 18M–29E). Casting 
  a fireball or a lightning bolt spell down the pipe has interesting results. 
  Keep in mind, though, that a fireball has a backblast in the pipe that turns 
  the pipe into a flamethrower at both ends. On the other hand, it’s probably 
  worth it (see Area 18M–29E).
  18M–29. Dome of the Red Society
  The Red Society of the serpentfolk are the expert alchemists and po-
  tion-brewers. They manufacture the wax used to make phylacteries of 
  blindness and the pressed-fungus jhoat sticks that are chewed as a mild 
  narcotic by many denizens of the Deeps.
  Because the Red Society has to trade for many alchemical ingredients and 
  pays for these with potions or other alchemy-derived goods, they are much 
  more aware of the outside world than the other societies. It is the Red Society 
  that began trade with the denizens of Leng (although the creatures cannot tru-
  ly be counted as allies), and most contact with duergar and other races of the 
  Cyclopean Deeps is handled by Red Society members. The Yellow Society 
  has a tendency to grab the credit whenever outside contact pays off. The Reds 
  are coming to resent this more and more as the Yellow Society continues to 
  grow more obsessed with their necrohemoths and dissections, and less inter-
  ested in guarding the Domes or maintaining relations with allies.
  A. Sleeping Area
  If the characters go round to see the outer side of this wall (which is 
  30ft tall):
  This is the sleeping-chamber of the Red Society. If the dome has been 
  alerted, these 2 serpentfolk are awake in this area and all of the alcoves 
  are empty.
  If anyone steps into one of the alcoves, it instantly causes them to begin 
  levitating and to fall asleep for 8 hours unless awakened (saving throw at –6).
  Red-Society Serpentfolk (2): HD 4; HP 23, 22; AC 3[16]; Atk 
  bite (1d3) and 2 claws (1d4); Move 12; Save 13; AL C; CL/XP 
  5/240; Special: immune to mental domination, mild venom 
  (save or additional 1d4+1 damage). (Monster Appendix)
  Equipment: red tunics, red snake-amulet of Sa-Heloth, 
  potion of speed, potion of healing, bandolier-pouch 
  with 1d4 gems 100gp each (10% chance that one of 
  the gems is a Leng-ruby 1000gp to a Leng-creature).
  B. Alchemical Stations
  This is actually an alchemical work-area, closed into the protective em-
  brace of a metallic shell. If it is touched by a red amulet of Sa-Heloth 
  (only a red one works), the coils retract in a spiral into the floor of the 
  dome, a process that takes 10 minutes to complete. The topmost coils re-
  main above the ground, fanning into several countertops with alchemical 
  equipment.
  Examining the countertops and shelves of the retracted work area re-
  veals several different alchemical devices and materials. 
  Apparatus #1 (wax-molding): A funnel leads into a covered cauldron 
  that hangs over a fire pit. Tubes lead from halfway up the cauldron down-
  ward into a tray that has several disk-shaped indentations in the bottom. 
  Wax ingredients are heated in the cauldron, and the wax boils through the 
  tubes and down into the mold. When it dries, the wax disks are delivered 
  to the Blue Society to be turned into phylacteries of blindness.
  Apparatus #2 (distillation): A complicated tangle of copper tubes, 
  crystalline flasks and small fire-bowls. This is just a distilling apparatus, 
  used for purifying liquid ingredients.
  Apparatus #3 (jhoat manufacture): A large kettle over a fire-pit, with 
  a huge wooden ladle. Next to it is a screw-driven press that would squash 
  anything under it into a mold (a tray that is inserted under the press). Sev-
  eral trays sit beside the press, all of them containing shapes for foot-long 
  wands. This is the machine used to press a fungus-mixture into jhoat-
  sticks.
  C. Lounging Pit
  This is a relaxation area. The six wine decanters are worth 25gp each. 
  The wine in them is worth only 1gp per decanter. Four members of the 
  Red Society are in the area unless they have been lured away. Three are 
  serpentfolk, and the fourth is a serpentfolk spellcaster.
  Serpentfolk (3): HD 4; HP 16, 21, 19; AC 3[16]; Atk bite (1d3) 
  and 2 claws (1d4); Move 12; Save 13; AL C; CL/XP 5/240; 
  Special: immune to mental domination, mild venom (save or 
  additional 1d4+1 damage). (Monster Appendix)
  Equipment: scarlet robe, red snake-amulet of Sa-
  Heloth, each has a potion of healing, bandolier-pouch 
  with 1d4 gems 100gp each (10% chance that one of 
  the gems is a Leng-ruby 1000gp to a Leng-creature). 
  Serpentfolk Spellcaster: HD 5; HP 9; AC 3[16]; Atk 1 bite (1d3) 
  and 2 claws (1d4); Move 12; Save 13; AL C; CL/XP 7/600; 
  Roster of the Red Society
  Members of the Red Society are:
  Erish Istha, the High Alchemist (18M–29D)
  Raa Essanaghi, the Vizier (18M–29D)
  1 patrolling spellcaster (18M–13)
  2 spellcasters on guard (1 at each 18M–14 location)
  1 in sleep-levitation (18M–18)
  2 eating (18M–22)
  2 in sleep-levitation (18M–29A)
  3 normal members lounging (18M–29C)
  1 spellcaster lounging (18M–29C)
  
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  Cyclopean Deeps Volume 1
  Special: immune to mental domination, mild venom (save or 
  additional 1d4+1 damage), spells (4/2/1). (Monster Appendix) 
  Spells: 1st—charm person, magic missile (x3); 2nd—
  web (x2); 3rd—fireball.
  Equipment: red loincloth and hood, red snake-
  amulet of Sa-Heloth, potion of mirror image, potion of 
  protection from normal missiles, belt pouch containing 
  5 takkas, 27cp, 1 jhoat-stick, and a receipt for 3 jhoat-
  sticks.
  D. Leader’s Dome
  The leader of the Red Society is High Alchemist Erish Isstha. He is 
  accompanied by his vizier, Raa Essanaghi.
  Erish Isstha, Serpentfolk High Alchemist: HD 11; HP 49; AC 
  3[16]; Atk bite (1d3) and 2 claws (1d4); Move 12; Save 4; AL 
  C; CL/XP 13/2300; Special: immune to mental domination, 
  mild venom (save or additional 1d4+1 damage), spells 
  (4/3/3/2/1). (Monster Appendix)
  Spells: 1st—charm person, magic missile (x2), 
  protection from evil; 2nd—mirror image, phantasmal 
  force, web; 3rd—haste, protection from normal 
  missiles, slow; 4th—dimension door, ice storm; 5th—
  conjuration of elementals.
  Equipment: dark red robes and scarlet hood, pouch 
  of 7 takkas, material components and a package of 
  meat jerky (mouse), red snake-amulet of Sa-Heloth, 
  phylactery of blindness, potion of heroism, potion of 
  healing, potion of luck (+2 saving throws), scepter with 
  red snake-head gem atop it (6000gp). The scepter is 
  an “authority scepter” — it is not inherently magical, 
  but its shape activates or deactivates certain magical 
  “receptors” built into the domes. In consequence, the 
  scepters have an importance beyond their  mere 
  monetary value. For example, the authority-scepters 
  open the prison in Hex 17J.
  Raa Essanaghi, Vizier of the Red Society: HD 8; HP 53; AC 
  2[17]; Atk bite (1d3) and 2 claws (1d4); Move 12; Save 7; AL 
  C; CL/XP 9/1100; Special: immune to mental domination, 
  mild venom (save or additional 1d4+1 damage). (Monster 
  Appendix)
  Equipment: red plate mail, red snake-amulet of Sa-
  Heloth, potion of heroism, potion of healing, belt 
  pouch containing 3 black Leng-rubies 50gp each 
  (2000gp to a Leng-creature).
  If he is given 4 rounds to stay in his dome and prepare for combat, Erish 
  uses the time to cast haste (on Raa, who then emerges from the dome to 
  fight), then protection from normal missiles (on himself), then protection 
  from evil. He then conjures an earth elemental. If he does not think he has 
  a chance to prepare (e.g., he is immediately faced with attackers) he uses 
  dimension door to get away, then prepares his elemental, drinks his luck 
  potion, sounds an alarm (if it has not already sounded), and returns to face 
  the attackers.
  Earth Elemental (16HD): HD 16; HP 64; AC 2[17]; Atk strike 
  (4d8); Move 6; Save 3; AL N; CL/XP 17/3400; Special: +1 or 
  better weapon to hit, tear down stonework.
  E. Mist Generator
  This apparatus also pumps mist through underground pipes to the other 
  two domes. In the other domes, the mist emerges at the top of the con-
  necting rock wall. The mist itself is completely inert, but the interior of 
  the machine is under high pressure and contains flammable elements, in-
  cluding gas that has not yet been turned into its inert state. If fire or light-
  ning manages to get inside the machine without breaching the machine’s 
  skin—in other words, through a pipe—the machine explodes, doing 6d6 
  points of damage (save for half) to everything within 100ft of the pipe in 
  all directions, and causes chunks of the dome roof to fall (each individual 
  other than in an alcove of A or in the dome at D has a 10% chance to take 
  an additional 3d6 points of damage (save for half) from the huge plates 
  of falling crystal. Poison gas begins to fill the dome from the floor up, 
  reaching halfling-height noses in 3 rounds, and human noses in 5 rounds. 
  One saving throw allows a person to survive in the poison gas for up to 
  5 combat rounds before having to make another saving throw. The gas 
  dissipates in 1d3 days.
  This mini-apocalypse can also be accomplished from the other two 
  domes by casting the right spell through the pipes.
  18M–30. Yellow Society’s Dome
  This is the dome of the Yellow Society of the serpentfolk. These are the 
  necromancers, the dissectors, the punishers, and the executioners of the 
  stronghold. Although it is not an official status, the Yellow Society ser-
  pentfolk are the de facto leaders of the complex, and the other serpentfolk 
  follow orders given to them by one of the Yellows.
  A. Sleeping Area
  If the characters investigate behind the “blank wall” they discover the 
  sleeping arrangement that is by now probably familiar to them:
  These are the sleeping alcoves for the Yellow Society. They 
  Erish Isstha
  High Alchemist of the Red Society
  Long-term Goals: Conquer the Cyclopean Deeps, with the 
  Red Society ascendant over its lesser rivals
  Current plans: Accumulate treasure and trade for the Domes, 
  allowing the serpentfolk to hire mercenaries and subvert rivals.
  Allies: Weak but improving alliance with the Kshamarat dark-
  folk, trade with the denizens of Leng
  Enemies and Rivals: Blue and Yellow Societies (minor rival-
  ry), Green Society (potentially enemies), Avarthamna dark stalker 
  civilization (enemies), other cultists of Isclaadra (enemies)
  
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  Chapter 5: Dread Domes of the Serpent Folk
  are currently empty. As with the similar alcoves throughout the  
  complex, if anyone steps into one, it instantly causes them to be-
  gin levitating and to fall asleep for 8 hours unless awakened (saving 
  throw at –6).
  B. Dissection Table
  It’s fairly obvious what this table is for. The Yellow Society are necro-
  mancers, and this is where they do much of the dirty work involved with 
  that sort of interest. Dzeeza Usuu, the Dissector, is here. There is a 50% 
  chance that he is working on a dissection, and if so, a 25% chance that the 
  subject is still alive (50% goblin, 50% human).
  Dzeeza Usuu, the Dissector: HD 8; HP 39; AC 3[16]; Atk bite 
  (1d3) and 2 claws (1d4); Move 12; Save 7; AL C; CL/XP 
  9/1100; Special: immune to mental domination, mild venom 
  (save or additional 1d4+1 damage). 
  Equipment: yellow robe, yellow snake-amulet of Sa-
  Heloth, belt pouch containing 2 takkas, a mirror on a 
  bent piece of silver, a scalpel, a dried eyeball, and 
  four teeth of an unknown sort.
  Working together, the Dissector and the Incubator (Jessrahiz Ish, Area 
  18M–31) can implant serpentfolk eggs into a living body. These grow 
  rapidly and kill the host in 1d4+3 days to yield a good crop of eggs that 
  are almost ready to hatch. This is not the normal way for serpentfolk to 
  breed; it is an accelerated process the serpentfolk of the Domes developed. 
  They are not aware that the rapid incubation is leading to weaker-minded 
  hatchlings.
  C. Leader’s Dome
  This dome is the combined office and sleeping chamber of T’sashish 
  Aoor, High Necromancer of the Yellow Society. In this capacity, he is, in 
  effect, the leader of the entire complex of serpentfolk, for the Yellow Soci-
  ety is currently supreme of the four. T’sashish Aoor is a grandiose thinker 
  and, by human standards, utterly mad. He is extraordinarily charismatic, 
  and most of the serpentfolk (including the Green Society) consider him 
  intense but otherwise levelheaded, which he is not. An outside observer 
  would note that, just as the simmering rebellion of the Green Society ev-
  idences the advance of social decay among the serpentfolk of the Cyclo-
  pean Deeps, so does T’sashish Aoor’s madness — and the inability of the 
  others to recognize it — represent a personal instance of advancing decay. 
  He is in many ways an avatar of the rot within his ancient species. T’sash-
  ish Aoor’s goal is nothing less than the eradication of all non-serpentfolk 
  life (excluding plants, and “cattle” species). He is obsessed with the “an-
  nihilation” that took place in Izamne centuries ago, and broods upon the 
  lake into which these thousands of bodies were consigned (see Chapter 8: 
  Flagon of the Death God). If he could come up with a way to kill every 
  living being in the city of Izamne, he would undertake the task. Despite 
  his rather decayed state of mind, however, he still understands that the 
  power of the Demon-Prince Isclaadra is greater than that of the serpent-
  folk. He even, vaguely, realizes that his people are becoming weaker over 
  time rather than stronger. He has come to believe that the growing weak-
  ness is not due to any fault in the serpentfolk themselves — and certainly 
  not his own leadership — but that Sa-Heloth requires him personally to 
  lead the serpentfolk in a crusade against the living species of the Cyclopean 
  Deeps, filling the tunnels with a wash of their impure, non-serpentine blood, 
  and raising them back as an undead army to serve the newly-victorious mas-
  ters of the primordial catacombs. To be led, of course, by T’sashish Aoor. 
  The first step in his plan is to somehow retrieve the seven-page Umpath-
  ra Manuscript from the denizens of Leng, which — he believes — would  
  allow him to set these events in motion.
  If T’sashish Aoor believes that the Domes are about to fall to an attack 
  by enemies, he tries to grab the scroll of the Yellow Words and get to Area 
  18M–10 where he summon Sa-Heloth from the waters of the lake.
  The High Necromancer is always accompanied by his two guards, Lash 
  and Gnash, who are actually fully-degenerated serpentfolk that T’sashish 
  Aoor smuggled out of the orchards of Yiquooloome (see Chapter 10: Or-
  chard of Yiquooloome). T’sashish had the idea that breeding the “stronger 
  stock” of the degenerated serpentfolk into the Green Society might pro-
  duce a strong army of warriors to lead the serpentfolk of the domes to vic-
  tories throughout the Deeps. Ophrira Sahuesh, the leader of the Green So-
  ciety, blocked the plan, however, refusing to have her society “infected” 
  with degeneracy. After a days-long tantrum, T’sashish appointed the two 
  semi-feral serpentfolk as his guards and abandoned plans to breed them.
  If the characters establish an alliance with T’sashish rather than simply 
  attacking, he is ecstatic to have some agents who are not obviously ser-
  pentfolk. He might engage them for a variety of missions:
  • Scouting and mapping the Orchards of Yiquooloome, or stealing de-
  generate serpentfolk for study or recruitment.
  • Stealing the Book of Stonebinding from the Duergar to trade it with 
  Roster of the Yellow Society
  Members of the Yellow Society are:
  T’sashish Aoor, the High Necromancer (18M–30C)
  Dzeeza Usuu, the Dissector (18M–30B)
  3 necrohemoths (18M–30D)
  3 Lounging Yellow Society members (18M–30E)
  Zeshir, 5HD spellcaster (18M–12)
  1 patrolling spellcaster (18M–13)
  2 eating (18M–22)
  Roster of the Whites
  Not all of the serpentfolk are members of a society. Lash and 
  Gnash are degenerates. Jessrahiz Ish and Erobard Shaoun hold 
  positions that require them to be non-aligned. They are considered 
  “Whites,” with no society membership. The two non-degenerates 
  have white amulets of Sa-Heloth that allow them to move freely 
  through the complex. Lash and Gnash are not trusted with 
  unrestricted access.
  Lash and Gnash, T’sashish Aoor’s guards (18M–30C)
  Erobard Shaoun (18M–23)
  Jessrahiz Ish, the Incubator (18M–31)
  T’sashish Aoor
  T’sashish Aoor, High Necromancer of 
  the Yellow Society
  Long-term Goals: Conquer the Cyclopean Deeps, with the 
  Yellow Society ascendant over its lesser rivals, and all living crea-
  tures turned into undead slaves
  Current plans: Retrieve the seven-page Umpathra Manuscript 
  from the Leng-men to increase his wizardly power.
  Allies: Weak but improving alliance with the Kshamarat darkfolk
  Enemies and Rivals: Red and Blue Societies (minor rivalry), 
  Green Society (potentially enemies), Avarthamna dark stalker civ-
  ilization (enemies), other cultists of Isclaadra (enemies)
  
  96
  Cyclopean Deeps Volume 1
  the aboleth in Hex 14L. See Chapter 11: Mines of the Duergar.
  • Assassinating prominent dark stalkers in Izamne, or defending the 
  Serpentfolk embassy from an imminent attack (which does happen from 
  time to time; Izamne is a dangerous place). See Chapters 3 and 4.
  In return, as well as monetary rewards, T’sashish offers the characters 
  ownership of various places; for instance, if they can kill Yiquooloome 
  (Chapter 11), T’sashish offers to make the characters “barons” and honor 
  their rulership of that area. There could even, conceivably, be some value 
  to this if the characters decided to establish a stronghold in the Cyclopean 
  Deeps. The serpentfolk leader would still plan to — eventually — kill ev-
  eryone and raise them as undead, but in the short term he is aware that he 
  must support his allies. If the characters are strong enough to play politics 
  in the Cyclopean Deeps, this is actually one avenue they could exploit — 
  none of the other potential allies are much less evil than T’sashish Aoor, 
  and in the short term he is actually more reliable than most.
  T’sashish Aoor, High Necromancer of the Yellow Society: 
  HD 12; HP 68; AC 3[16]; Atk bite (1d3) and 2 claws (1d4); 
  Move 12; Save 4; AL C; CL/XP 15/2900; Special: immune to 
  mental domination, mild venom (save or additional 1d4+1 
  damage), spells (4/4/4/3/3). (Monster Appendix)
  Spells: 1st—charm person, hold portal, magic missile 
  (x2); 2nd—mirror image, levitate, phantasmal force, 
  web; 3rd—haste, lightning bolt, protection from normal 
  missiles, slow; 4th—dimension door, ice storm, wall of 
  fire; 5th—cloudkill (x2).
  Equipment: yellow robes and hood, phylactery of 
  blindness, yellow snake-amulet of Sa-Heloth, belt 
  pouch with 10 takkas and yellow Leng-ruby (200gp 
  or 2000gp to a creature of Leng), scepter with yellow 
  snake-head gem atop it (8000gp). The scepter is one 
  of the four “authority scepters” — it is not inherentlyt 
  magical, but its shape activates or deactivates certain 
  magical “receptors” built into the domes. In  
  consequence, the scepters have an importance 
  beyond their mere monetary value. For example, the 
  authority-scepters open the prison in Hex 17J.
  Lash and Gnash, Serpentfolk Guards (6HD): HD 6; HP 30, 
  18; AC 2[17]; Atk bite (1d3) and 2 claws (1d4+2); Move 
  12; Save 11; AL C; CL/XP 8/800; Special: immune to 
  mental domination, mild venom (save or additional 1d4+1 
  damage). (Monster Appendix)
  Equipment: plate mail, plumed helmets. Lash has a belt 
  pouch with 5 takkas and a bone rattle; Gnash has a 
  necklace pouch containing a dried human ear painted 
  white, and a belt pouch containing 6 takkas and a piece of 
  crystal 100gp.
  T’sashish Aoor’s dome also contains the communal treasure of the Yel-
  low Society, which is kept in five chests.
  Chest #1: 11 takkas, 4727gp, pouch containing 3 emeralds (worth 
  200gp each).
  Chest #2: 3 golden goblets (50gp each), jeweled dagger (100gp), sap-
  phire pendant (1000gp), pearl-studded bracelet (500gp), silver toe ring 
  (1gp), platinum coronet (100gp), bronze trumpet (10gp), china statuette 
  of serpent-woman (5gp), gold-plated rat skull (1gp).
  Chest #3: Potion of flying, potion of levitation, potion of healing (x4), 
  potion of protection from undead.
  Chest #4: +2 longsword (+3 against darkfolk and duergar), T’sashish 
  Aoor’s haiku scroll (see below), scroll of animate dead (x8), scroll of 
  lightning bolt, scroll of polymorph self.
  Chest #5: The Scroll of the Yellow Words
  T’sashish Aoor’s Haiku Scroll:
  Haiku #1
  Our brother snake-men
  Harvested for their brains
  Raised for the orchard of death
  Harvested by dark fate
  Yiquooloome abides
  Haiku #2
  City of Darkness
  Annihilated
  Demon Princess followers
  Into the Dark Lake.
  D. The Necrohemoths
  Necrohemoths (3): HD 16; HP 79, 52, 74; AC 7[12]; Atk bite 
  (3d10 plus poison); Move 9; Save 3; AL N; CL/XP 18/3800; 
  Special: crush (save or suffer 2d6 damage, second save 
  or pinned and helpless), lethal poison (save or die in 2d6 
  rounds), partial turning only. (Monster Appendix)
  E. Lounging Pit
  Unless the serpentfolk have been alerted, 3 members of the Yellow 
  Society recline in the cushions here.
  Serpentfolk (3): HD 4; HP 21, 17, 19; AC 3[16]; Atk bite (1d3) 
  and 2 claws (1d4); Move 12; Save 13; AL C; CL/XP 5/240; 
  Special: immune to mental domination, mild venom (save or 
  additional 1d4+1 damage). (Monster Appendix)
  Equipment: yellow tunic, yellow snake-amulet of Sa-
  Scroll of the Yellow Words
  This powerful magic item is used by the serpentfolk to sum-
  mon forth their ancestor-spirit, the dread Sa-Heloth. It is a scroll 
  of black vellum scribed with yellow ink in the curvilinear script of 
  the ancient serpentfolk. When the words of the scroll are spoken 
  aloud, there is a 50% chance that Sa-Heloth is called up from the 
  Lake in Area 18M–10, even if the words are spoken elsewhere 
  — in T’sashish Aoor’s dome, for example. Summoning Sa-Hel-
  oth from a different location just means that, unbeknownst to the 
  characters, a hungry, level-draining, giant spirit-serpent is prowl-
  ing the tunnels in search of the summoner. 
  If the Yellow Words are spoken while the candles from Area 
  18M–10 are lit, the chance of summoning Sa-Heloth rises to 90%. 
  If T’sashish Aoor lights the candles and speaks the words in front 
  of the lake, it is an absolute certainty that Sa-Heloth rises.
  
  97
  Chapter 5: Dread Domes of the Serpent Folk
  Heloth, each has a potion of healing, bandolier-pouch 
  with 1d4 gems 100gp each (10% chance that one of 
  the gems is a Leng-ruby 1000gp to a Leng-creature). 
  Treasure: The 5 hanging lamps are worth 200gp each, and the 10 car-
  pets are worth 100gp each.
  18M–31. Incubator
  This dome is the incubator for all of the eggs produced by the serpent-
  folk, tended here by Jessrahiz Ish, the Incubator. No differences can be 
  spotted among any of the eggs; the division of young serpentfolk into 
  societies is done after hatching based on intelligence and aptitudes.
  Jessrahiz Ish, the Incubator: HD 5; HP 18; AC 3[16]; Atk bite 
  (1d3) and 2 claws (1d4); Move 12; Save 13; AL C; CL/XP 
  7/600; Special: immune to mental domination, mild venom 
  (save or additional 1d4+1 damage), spells (4/2/1). (Monster 
  Appendix) 
  Spells: 1st—charm person, detect magic, magic missile 
  (x2); 2nd—detect invisibility, web; 3rd—slow.
  Equipment: white robe, white snake-amulet of Sa-
  Heloth, scroll (invisibility, mirror image, lightning bolt)
  These eggs are worth 200gp each on the open market in many other 
  places in the Cyclopean Deeps, particularly in Izamne. There are 24 of 
  them in the incubator dome.
  
  98
  Cyclopean Deeps Volume 1
  Introduction
  Unless this particular chapter is being played as a stand-alone module, 
  the characters already have done a bit of adventuring in the Cyclopean 
  Deeps before arriving in the region known as the Converging Caverns of 
  Leng. This chapter describes the major locations found along a dead-end 
  spur of the Cyclopean Deeps, a series of tunnels that ends outside the 
  world itself, in the deadly environs of the Plateau of Leng.
  The reason the area is described as “converging” is because the two 
  planes of existence that intersect here don’t suddenly meet each other at a 
  clearly defined boundary-line. Instead, they bleed gradually into each oth-
  er over a miles-long “convergence.” This area in which both planes some-
  what co-exist is the topic of this chapter, and the reason why the chapter is 
  called the “Converging Caverns.” It is not the caverns that converge with 
  each other; the entire Cyclopean Deeps converges with a different plane 
  of existence here.
  The characters might be pushed into this area by the political infighting 
  of the evil duergar, the dark dwarves who inhabit the Under Realms. The 
  rebel “prince” of the duergar, a religious zealot named Lokragar, has cho-
  sen this part of the Cyclopean Deeps to establish his hideout. The charac-
  ters might be employed as messengers, emissaries or assassins to find him, 
  and a meeting with the prince could lead to many interesting missions and 
  adventures depending on how the characters choose to ally themselves. 
  Start
  Depending on how you have been running the adventure, no “Starting 
  Text” may be required or you might prefer to make up your own. Other-
  wise, feel free to read or paraphrase the introductory text below, a generic 
  description of travel through the Cyclopean Deeps:
  Hex 9G.  
  Holt of Prince Lokragar
  In this hex, the rebel prince of the duergar has established his head-
  quarters in a small complex of halls and chambers. Lokragar is a religious 
  zealot and is almost as dangerous an ally as he is an enemy.
  9G-1. “Dead End”
  The four statues are, from southwest to northeast: (1) a halfling in a 
  cloak, being eaten from within by long worms that seem to be emerging 
  from his skin and mouth; (2) a serene human beauty in a crown; (3) a 
  knight in full armor (the race is unclear due to the helmet); and (4) a bug-
  bear carrying a large carpet, looking up in surprise. Nothing is unusual 
  about the statues; they depict a children’s tale told among the drow, but 
  only a character versed in the drow culture would recognize the characters 
  of the story.
  The north corridor is actually quite stable. The unstable appearance is 
  due to some very high-quality artistic fakery by the duergar who are hid-
  ing out in the old tunnels to the north of the opening. They added some 
  mortar to make the ceiling look like it is sagging. The piles of rocks that 
  appear to be holding up the opening are doing nothing of the kind; they 
  are a warning trap to alert the duergar of intruders. A dwarf character that 
  specifically inspects the archway automatically notices that the whole ar-
  rangement is fake, has a 75% chance to notice the trap, and a 75% chance 
  to notice the turning-stone for the message drop. The dwarf cannot tell the 
  nature of the trap or which direction the message drop’s stone is supposed 
  to be turned (it can turn either way). 
  Reaching under the left-hand pile of rocks to find the one that is smoother 
  than the others and turning it clockwise reveals the message-drop for Prince 
  Lokragar (see Area 13R-3 in Chapter 4: Izamne, Secrets of the Dark City). 
  Chapter 6: Converging 
  Caverns of Leng
  Takkas
  Takkas have been mentioned in previous chapters, particularly 
  Chapters 3 and 4 about Izamne where takkas are in common use. 
  Takkas are trade-coins minted by the duergar, and they are often 
  used as a substitute for heavier gold coins. The coins are often 
  inscribed with a triangle or with the mark of Zuuljj. Whatever the 
  markings, takkas are worth 25gp each in most parts of the Under 
  Realms. The significance of the triangle and of Zuuljj is described 
  elsewhere: the most succinct description is in Chapter 4 under the 
  heading “Elder Things and Middle-Divinities.”
  
  99
  Chapter 6: Converging Caverns of Leng
  The drop is simply a rectangular hole with a lid. The duergar check it each day.
  Going through the archway’s unsteady piles of rocks is almost certain to 
  make someone slip. If that happens, a warning bell rings in Area 9G-4. Nor-
  mal characters must succeed on a saving throw to get through the archway 
  past the rocks without slipping. Elves and dwarves gain a +1 to the saving 
  throw. Flying over the obstacle removes all risk of setting off the trap.
  9G-2. Warnings Room
  The words are written in common, goblin, dwarvish, orcish and giantish, 
  all containing warnings such as “GO AWAY,” “Your death awaits you here,” 
  “turn back,” and “Beware of rot grubs.” The runes are in the language of the 
  duergar, and all say, “Turn back.” They are neatly inscribed because the du-
  ergar cannot bring themselves to write messy script in their own language.
  9G-3. Guard Post
  This chamber doubles as a barracks and sentry post for Lokragar’s advance 
  guard, 2 sergeants and 6 duergar sentries. One of the sergeants and three of 
  the guards are invisible, being on duty, and the others are visible. If they are 
  given a chance, one of the sergeants blows the signal whistle if the group is 
  attacked. All of the duergar have a red triangle tattooed on their faces.
  The three runes are in the duergar language, reading: “Obey” (north 
  wall), “Acquire” (east wall) and “Dominate” (south wall). 
  The duergar followers of Prince Lokragar are, for the most part, fanatic 
  mystics of the cult of Zuuljj, an earth-elemental lord of Chaos. The wor-
  ship of Zuuljj is common among duergar, but the mystic fundamentalists 
  are a fanatic branch of the cult, as described in Chapter 4 in the section 
  “Elder Things and Middle-Divinities.”
  If the adventurers approach peacefully and can convince the guards that they 
  mean no harm — not an easy task — Sergeant Oknar asks if they are interest-
  ed in learning about the mystical teachings of the elemental Chaos-Lord Zuuljj.
  Duergar Sentries (6): HD 1+2; HP 6x2, 9, 8, 7, 10; AC 5[14]; Atk 
  warhammer (1d4+1) or light crossbow (1d4+1); Move 9; Save 
  18; AL C; CL/XP 3/60; Special: +4 save vs. magic, immune to 
  illusions, magical abilities. (Monstrosities 148)
  Magical Abilities: 1/day—enlarge [attack as 4HD, 50% 
  heal damage], invisibility.
  Equipment: chain mail, warhammer, light crossbow, 15 
  bolts, small sack of chalk dust, belt pouch, 2d6gp.
  Eki and Oknar, Duergar Sergeants: HD 3+2; HP 25, 19; AC 
  4[15]; Atk warhammer (1d4+1) or light crossbow (1d4+1); 
  Move 9; Save 12; AL C; CL/XP 4/120; Special: +4 save vs. 
  magic, immune to illusions, magical abilities. (Monstrosities 
  148)
  Magical Abilities: 1/day—enlarge [+2 to hit bonus, 50% 
  heal damage], invisibility.
  Equipment: chain mail, shield, warhammer, light 
  crossbow, 20 bolts, signal whistle, belt pouch, 10gp 
  and 2 blue gems (100gp value, but one of Oknar’s 
  gems is a Leng-ruby worth 500gp to a Leng-creature). 
  Oknar also has a copy of “The Mystical Interpolation of 
  the Creed of Zuuljj, Volume 1.”
  Treasure: Other than whatever equipment the duergar are carrying, noth-
  ing in the chamber has value. “The Mystical Interpolation of the Creed of 
  Zuuljj, Volume 1” is a small, leather-bound book that interprets the use of the 
  three words “Obey, Acquire, Dominate” that the Chaos-Lord Zuuljj placed 
  over the three gates of the City of Malachite in the Elemental Plane of Earth.
  9G-4. Council Chamber
  This is the residence of Lokragar’s core following, a band of tough du-
  ergar zealots, all of them fundamentalist mystics like Lokragar himself. 
  As with the guards in Area 9G-3, all of the duergar here are tattooed on 
  the face with a red triangle. One of the zealots is the utterly insane berserk-
  er Zmekkri, who hears the voice of Zuuljj in his head, and whom even 
  Lokragar considers to be dangerously unbalanced.
  Zmekkri the berserker attacks ferociously as a 9HD creature, with a total 
  to-hit bonus of +4 if he enlarges himself for the attack (size, berserk rage). 
  He wears no armor and speaks nothing but the duergar language. He tat-
  tooed his face with the red triangle and also imbedded hundreds of small 
  stones beneath his skin, giving his arms and face a misshapen appearance. 
  Duergar Zealots (9): HD 3+2; HP 7x2, 21x2, 8x2, 10, 6, 22; AC 4[15]; 
  Atk warhammer (1d4+1) or light crossbow (1d4+1); Move 9; 
  Save 12; AL C; CL/XP 4/120; Special: +4 save vs. magic, immune 
  to illusions, magical abilities. (Monstrosities 148)
  Magical Abilities: 1/day—enlarge [+2 to hit bonus 50% 
  heal damage], invisibility.
  Equipment: chain mail, shield, warhammer, light 
  crossbow, 20 bolts, pouch, 1d6 gems (worth 50gp each).
  Zmekkri, Duergar Cult-Berserker: HD 9+2; HP 41; AC 6[13]; 
  Atk warhammer (1d4+1); Move 9; Save 5; AL C; CL/XP 
  10/1400; Special: +4 save vs. magic, berserk attack (+2 to 
  hit), immune to illusions, magical abilities. (Monstrosities 148) 
  Magical Abilities: 1/day—enlarge [+2 to hit bonus, 
  50% heal damage], invisibility.
  Equipment: warhammer, pouch with small copy of “The 
  Mystical Interpolation of the Creed of Zuuljj, Volume 1,” 
  belt pouch, 2 diamonds (each is worth 1000gp).
  A warning bell rings here if anyone sets off the trap in Area 9G-1.
  Treasure: Each of the beds has a small, wooden footlocker underneath 
  it, unlocked. A neatly stacked pile of mining tools is in the corner. The 
  footlockers only contain spare clothes, hairbrushes, and other such items. 
  The mining implements include 3 picks, a shovel, 10 iron spikes, 2 sledge-
  hammers, and three tin buckets. None of it is magical, although all the 
  tools are in good condition and could be used for mining.
  9G-5. Prince Lokragar
  Prince Lokragar is the leader of the Duergar rebels, those who reject 
  the duergar king’s sudden departure from ancient tradition and wish to 
  return to the old ways. Details about the duergar King Okarm Ettek may 
  be found in Cyclopean Deeps 11: Mines of the Duergar.
  This room, as well as being the kitchen for the rebel army, serves as the 
  barracks for Lokragar, his closest advisers, and his bodyguard. 
  Prince Lokragar: HD 8+2; HP 35; AC 4[15]; Atk warhammer 
  (1d4+1) or light crossbow (1d4+1); Move 9; Save 8; AL C; CL/
  XP 9/1100; Special: +4 save vs. magic, immune to illusions, 
  magical abilities. (Monstrosities 148)
  
  100
  Cyclopean Deeps Volume 1
  Magical Abilities: 1/day—enlarge [+2 to hit bonus, 50% 
  heal damage], invisibility.
  Equipment: warhammer, 2 potions of healing, belt pouch, 
  roster disk (see below), small copy of “The Mystical 
  Interpolation of the Creed of Zuuljj, Volume 1,” 1 ruby 
  (Leng-ruby worth 1000gp or 5000gp to a Leng-creature).
  Tyak Tamakin, Sorcerous Duergar (MU9): HD 9+2; HP 27; AC 
  7[12]; Atk warhammer (1d4+1); Move 9; Save 7; AL C; CL/XP 
  12/2100; Special: enlarge, immune to illusions, invisibility, +6 
  save vs. magic, spells (4/3/3/2/1). (Monstrosities 148)
  Magical Abilities: 1/day—enlarge [+2 to hit bonus, 50% 
  heal damage], invisibility.
  Spells: 1st—magic missile, protection from evil, shield, 
  sleep; 2nd—darkness 15ft radius, web (x2); 3rd—
  lightning bolt, protection from normal missiles, slow; 
  4th—fear, wall of ice; 5th—conjuration of elementals*.
  Equipment: tunic,warhammer, belt pouch with spell 
  components, 15gp, 2 takkas, 1 sapphire (250gp).
  *Tyak’s conjuration of elementals is not a special version of the spell, 
  but when Tyak casts it, the elemental it summons is not a mindless earth 
  elemental but a xole. This is due to Tyak’s connection with Zuuljj.
  Xole: HD 8+4; HP 28; AC 2[17]; Atk two-handed mace 
  (1d10+5) and tail (2d6); Move 12; Save 8; AL C; CL/XP 
  10/1400; Special: constriction, immune to fire and cold. 
  (Monstrosities 520)
  Piers Thaktak (Clr8): HD 8+2; HP 38; AC 1[18]; Atk warhammer 
  (1d4+1); Move 9; Save 8; AL C; CL/XP 10/1400; Special: 
  enlarge, immune to illusions, invisibility, +6 save vs. magic, spells 
  (2/2/2/2/2). (Monstrosities 148)
  Magical Abilities: 1/day—enlarge [+2 to hit bonus, 50% 
  heal damage], invisibility.
  Spells: 1st—cause light wounds* (x2); 2nd—hold person, 
  silence 15ft radius; 3rd—cause disease, prayer; 4th—cause 
  serious wounds, cure serious wounds; 5th—insect plague (x2).
  Equipment: plate mail, +1 shield, holy symbol (red 
  triangle), potion of healing, belt pouch, 2 takkas, 1 
  yellow sphere-gem worth 50gp.
  *Piers’ cause light wounds spell has a range of 40ft and does not require 
  a to-hit roll, inflicting 1d6+1 hit points.
  Korekipp and Kragamog, Duergar Fanatics (Ftr5): HD 5+2; 
  HP 38, 21; AC 4[15]; Atk warhammer (1d4+1) or crossbow 
  (1d4+1); Move 9; Save 10; AL C; CL/XP 5/240; Special: +4 
  save vs. magic, immune to illusions, magical abilities, multiple 
  attacks (5) vs. creatures with 1 or fewer HD. (Monstrosities 148)
  Magical Abilities: 1/day—enlarge [+2 to hit bonus, 50% 
  heal damage], invisibility.
  Equipment: chain mail, shield, warhammer, light crossbow, 
  20 bolts, belt pouch, 20gp, 2 striated black gems (200gp 
  value, but one of Kragamog’s gems is a Leng-ruby worth 
  1000 gp to a Leng-creature). Both have copies of “The 
  Mystical Interpolation of the Creed of Zuuljj, Volume 1.”
  Prince Lokragar, Pretender to 
  the Duergar Throne
  Long-term Goals: Become king of the duergar of the Cyclo-
  pean Deeps
  Current Plans: Build up forces by hiring mercenaries, finding 
  allies, and/or persuading duergar that King Okarm Ettek should be 
  deposed in his favor.
  Allies: The Kshamarat darkfolk (slight, untrustworthy allies); 
  Moggar Kchak (in Izamne); very slight connection with chthonic 
  earth-beings such as Yiquooloome or CHOA-THOOM.
  Enemies and Rivals: Okarm Ettek, king of the duergar; the Av-
  arthamna darkfolk (minor enemies); the Cult of Isclaadra (which 
  supports Okarm); bounty hunters
  
  101
  Chapter 6: Converging Caverns of Leng
  Treasure: The roster disk in Lokragar’s pouch is a disk of mother-of-
  pearl cut from a giant oyster. It has an intrinsic worth of 25gp, but the min-
  ute carvings of duergar runes all over it are of more interest. Anyone with 
  even basic knowledge of the dwarvish language recognizes that these are 
  hundreds of names. Since the names are also encoded, it is not possible to 
  find out who is listed in Lokragar’s “address book,” but one of the names 
  is, mistakenly, not coded. This name is “Moggar Kchak.” (See Chapter 4: 
  Secrets of the Dark City, Area 13R-21). 
  Treasure Chests: Tyak, Piers and Lokragar have locked chests stored 
  beneath their beds:
  Tyak Tamakin’s chest: This chest is trapped with a wire underneath 
  that causes a fireball to go off (5d6 points of damage) if the wire is not 
  removed before opening or moving the chest (Delicate Tasks). The chest 
  contains 178gp, 20 takkas, copies of Volumes 1 and 2 of “The Mystical 
  Interpolation of the Creed of Zuuljj,” spell book.
  Tyak Tamakin’s Book (dwarf-face binding with beard and teeth still 
  attached): 1st—charm person, magic missile, protection from evil, read 
  languages, read magic, shield, sleep; 2nd—darkness 15-ft radius, ESP, 
  knock, locate object, web; 3rd—clairaudience, fly, lightning bolt, protec-
  tion from normal missiles, slow; 4th—fear, polymorph other, wall of ice; 
  5th—animate dead, conjuration of elementals.
  Piers Thaktak’s chest: There is no trap on the chest, but it is locked. 
  It contains 4 holy symbols of Zuuljj, 125gp, 12 takkas, embroidered 
  prayer-garment (25gp), glass sphere with rock inside (an emergency el-
  emental, Magic Items Appendix), Volumes 1, 2 and 3 of “The Mystical 
  Interpolation of the Creed of Zuuljj.”
  Prince Lokragar’s chest: A grey stone orbits Lokragar’s chest. If the 
  word “Zuuljj” is not spoken before opening the chest, a xole forms from 
  the stone in which it has been trapped for a century. The xole is com-
  manded to kill whoever opens the chest without speaking Zuuljj’s name, 
  so it fights to the death to achieve its freedom. The chest contains 11gp, 
  34 takkas, 12,672sp, 22,395cp, 5 crystals (10gp), 2 rubies (250gp), 3 sap-
  phires (500gp), and 3 granite marbles (1 is a Leng-ruby worth 800gp to 
  a Leng-creature, nothing to anyone else). Finally, this chest contains all 
  three volumes of “The Mystical Interpolation of the Creed of Zuuljj.”
  Xole: HD 8+4; HP 41; AC 2[17]; Atk two-handed mace (1d10+5) 
  and tail (2d6); Move 12; Save 8; AL C; CL/XP 10/1400; Special: 
  constriction, immune to fire and cold. (Monstrosities 520)
  The red triangle painted over the fireplace conceals the mechanism for 
  a secret door at the back of the fireplace itself. Even if the characters de-
  tect the presence of the secret door, the triangle must be pressed (and the 
  name “Zuuljj” spoken) in order to open the door. If Lokragar is faced with 
  overwhelming odds, he tries to escape invisibly through the secret door, 
  hoping it takes pursuers some time to figure out how to open it.
  The red triangle has six words around it, with the words “Obey,” “Dom-
  inate” and “Acquire” at the sides, with “Zuuljj,” “Opens” and “All” at the 
  points. It likely appears to the characters that reading around the triangle 
  yields the following string of words: Zuuljj (top point); Obey (right side); 
  Opens (right point); Dominate (bottom side); All (left point); Acquire 
  (left side). Smart characters hopefully realize that “Zuuljj opens all” gives 
  them a key to opening the secret door (and one of the chests).
  Hex 5C: The Collapse
  The large cavern on this bypass route is usually held as a convenient lair by 
  dangerous creatures. At the moment it is inhabited by a neh-thalggu named, as 
  best one can translate, “Redhair.” Indeed, there are strange growths of red hair in 
  patches on the creature’s underbelly, poking out between plates of chitin. 
  5C-1. Tertiary Passage
  This passageway connects to a secondary tunnel in Hex 6D, a mile 
  away. The passage is naturally formed: It is about 10ft wide and is an 
  extremely rough route with several elevation changes, slippery areas and 
  an uneven floor throughout.
  5C-2. Secondary Passage
  The collapsed walls of the main cavern are breached here, allowing 
  entry into (or exit from) a 20-foot-wide corridor. The corridor has straight 
  walls and even ceilings and floors, but the stone has an oddly melted qual-
  ity to it. A magic-user of level 5+ immediately recognizes that the passage 
  was excavated by the use of magic.
  5C-3. Collapsed Chamber
  Just as it appears, this chamber was once much larger but suffered a 
  structural failure and partial collapse. The pillars are magical, but the 
  magic does nothing more than reinforce the pillar, which is far too tall for 
  its width (which is only 3ft).
  Any violent magic used in this area causes siftings of dirt, dust and 
  a few small stones to fall from the ceiling. Deliberate attempts to affect 
  the chamber’s structure with spells of lower than 5th-level generate small 
  rock falls (3d6 points of damage in a 10-foot area). Use of spells level 5 or 
  higher cause rockfalls of as many 1d6 points of damage as the spell’s lev-
  el. An earthquake spell directed specifically at one or more of the support-
  ing pillars causes the entire cavern to collapse, killing everything within 
  and making this hex impassable.
  5C-4. Lair of the Neh-Thalggu
  This area was partitioned off from the larger cavern during the collapse. 
  The resulting “room” is the lair of the neh-thalggu Redhair and her 4 
  offspring. Redhair has 9HD, and the offspring have 2HD. The family 
  recently received a shipment of serpentfolk zombies from Yiquooloome, 
  but the zombies do not follow orders. They remain inert during any battle. 
  Their brains are already inserted into the neh-thalggus’ bodies.
  Neh-Thalggu Youngsters (2HD) (4): HD 2; HP 15, 16, 11, 6; AC 
  0[19]; Atk bite (1d10 plus poison) and 2 claws (1d8); Move 9; 
  Save 16; AL C; CL/XP 4/120; Special: poison bite, spells (2/0), 
  telepathy (100ft). (Monster Appendix)
  Spells (3 of the youngsters): 1st—charm person, magic 
  missile.
  Spells (4th youngster): 1st—sleep (x2).
  Redhair, Neh-Thalggu (9HD): HD 9; HP 30; AC 0[19]; Atk bite 
  (1d10 plus poison) and 2 claws (1d8); Move 9; Save 6; AL 
  C; CL/XP 11/1,700; Special: spells (4/2/2), telepathy (100ft), 
  poison bite. (Monster Appendix)
  Spells: 1st—charm person, magic missile (x3); 2nd—
  mirror image, phantasmal force; 3rd—protection from 
  normal missiles, slow.
  Tactics: Redhair prepares for battle as much as possible from the point 
  
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  that she decides to attack the characters — or that they appear likely to at-
  tack her and her brood. She uses mirror image and protection from normal 
  missiles before emerging with a phantasmal force spell used to increase 
  the apparent number of her brood from 4 to 10. The younger ones are 
  the size of ponies, and Redhair herself is the size of a large cow. If the 
  family decides to attack the characters while they are still in Area 5C–3, 
  they unleash a barrage of spells, and then the (apparently 10 but actually 
  only 4) younger ones charge, leaving the whirling images of Redhair to 
  continue hammering spells into the melee. The initial barrage starts with 
  a slow spell (from Redhair), with the youngsters casting whatever mix 
  of charm (on fighters), magic missile (to disrupt spells), and sleep (on 
  hirelings or animals) makes sense. If sleep remains a viable attack into the 
  second round of battle, youngster #4 hangs back to cast it a second time 
  before charging.
  Treasure: Ten of the zombies are designated as carriers of the treasure 
  boxes, although since all the zombies are turned to the wall, the treasure 
  boxes aren’t visible. The boxes are made of strange blue metal and are 
  worth 25gp each. Each is locked.
  Treasure Box 1: 1 serpentfolk brain (somewhat, but not entirely fresh)
  Treasure Box 2: empty
  Treasure Box 3: 302gp, 302sp, 302cp, 302 small pieces of gravel
  Treasure Box 4: 14 mouse skulls and 3 takkas
  Treasure Box 5: 4 jhoat-sticks (30gp each — see Chapter 5, but ba-
  sically they are narcotic chew-sticks) and a wand of amazement (Magic 
  Items Appendix)
  Treasure Box 6: 1784gp
  Treasure Box 7: 4 sapphire gems (200gp), 1 diamond (1000 gp) and 1 
  Leng-ruby (1000 gp, or 5000 gp to a Leng-creature)
  Treasure Box 8: 12cp and a veil of Leng (Magic Items Appendix)
  Treasure Box 9: 15,831sp and a spool of thread
  Treasure Box 10: Folded cloth-of-gold (1 square yard) worth 500gp.
  If the characters appear powerful and they approach peacefully, Red-
  hair might choose to talk with them rather than to attack. If they offer her 
  something of value, she might offer to trade her veil of Leng for it since 
  she has no particular use for the item. She can also give the adventurers 
  some idea about what the Convergence is, namely an area where the mate-
  rial plane intersects and overlaps with the plane of existence that contains 
  the Plateau of Leng. Redhair is by no means an expert on matters involv-
  ing the planes of existence, but she has assimilated various bits and pieces 
  of knowledge from her attached brains.
  Hex 5F. The Air of Leng
  The main feature of the corridors traversing this hex is the 90-degree 
  bend known as the “Hall of Pillars,” or more recently as the “Air of Leng.” 
  Traders and travelers seeking to deal with the denizens of Leng take this 
  route in preference to the way through Hex 5C, which is often (and cur-
  rently) inhabited by dangerous predators.
  5F-1. Primary Corridor  
  (Away from Leng)
  This 30ft corridor leads from the convergence with the Plateau of Leng 
  back toward the main tunnels of the Cyclopean Deeps. For most creatures, 
  this is the preferred direction.
  5F-2. Primary Corridor  
  (Deeper toward Leng)
  If followed to the south and west, this primary corridor leads deeper 
  into the convergence between the Material Plane and the Plane of Leng. 
  The convergence becomes complete in Hex 2C.
  This hex is where the convergence between the Material Plane and the 
  Plane of Leng truly becomes palpable. It can occasionally be sensed by 
  touch, smell and intuition, although the characters don’t know what is 
  happening unless they are very experienced planar travelers. The planes 
  here partially overlap, and there are points of direct contact where travel-
  ers experience what feels like the touch of a large, cold insect. The sen-
  sation is momentary, but repeats if the character deliberately touches the 
  same spot in the air. Travel toward Leng makes these experiences more 
  frequent as the characters draw nearer to Hex 2C.
  5F-3. Hall of Pillars
  As shown on the map, much of the area outside these protective pillars 
  is occupied with air from the Plane of Leng that has blown in through the 
  tunnels and is trapped here by the sharp bend and the protective magic of 
  the pillars. The pillars were built and enchanted in ancient times to keep 
  this room safe. Anyone in between the pillars is kept safe from being hit 
  by arrows, inflicted with diseases, cursed by spells, or poisoned. While 
  between the pillars, any ongoing effects of spells, curses, transformations 
  (other than true shape-changes), diseases, poisons and implanted eggs 
  (but not normal parasites) are all be held in abeyance until the person 
  leaves the area between the pillars.
  Beyond the pillars, however, drifts the air of the Plateau of Leng.
  The air is extremely hallucinogenic. Anyone making contact with it 
  must make a saving throw (penalty of –5) or be affected. Anyone who 
  has been affected once by the air of Leng is, in the future, make the sav-
  ing throw without the penalty, and anyone who has the misfortune to be 
  affected three times is subsequently immune to its effects. Roll on the 
  following table to determine what an affected character experiences:
  The Hallucinations of Leng
  Die
  Roll
  1–2
  The character is attacked by a floating, pinkish-
  colored snake 10ft long with 3HD. An affected 
  character sees visions that are real for that 
  character but which quite literally do not exist for the 
  other members of the party. Any other character 
  affected by the air of Leng also sees the snake and 
  can fight it.
  3
  The character gains a certain degree of 
  understanding about the underlying reality of things; 
  a saving throw is required to avoid insanity. An 
  insane character becomes worse at combat (–1 to 
  hit and on damage) until being rescued by a cure 
  disease spell or similar magic. The insane character 
  is also able to see invisible objects and creatures 
  while insane, although they all appear to be piles of 
  ants and beetles (only while they are invisible). The 
  character has a 25% chance to gain one point of 
  intelligence once the insanity is cured.
  4
  The character begins to shake with an 
  uncontrollable palsy and has great difficulty holding 
  anything. The character has a 90% chance to drop 
  anything held and must check again each combat 
  round (or minute, as applicable). The condition 
  persists for 4d6 turns, and is considered a curse for 
  purposes of getting rid of it.
  5
  The character’s skin turns blue, and so does the skin 
  of the next living being the character touches (no 
  saving throw). The blue skin is considered a disease 
  for purposes of getting rid of it.
  
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  Die
  Roll
  6
  The character is paralyzed and also weighs  
  2000 pounds due to a change of material density. 
  This condition persists for 3d6 turns.  
  During the period of paralysis, the character 
  can shoot lightning bolts from the eyes with a 
  range of 100ft that inflict 2d6 points of damage 
  (save for half). Keep in mind that the character’s 
  head cannot turn, so the range of vision/
  lightning is limited to roughly a 90-degree arc, the 
  movement of the eyeballs.
  7
  The character is attacked by 1d3 giant ants that 
  have twisted, feral human features. These visions are 
  real for that character but do not exist for the other 
  members of the party except others that have been 
  affected by the air of Leng. The first ant attacks 
  the affected character, but the next two choose 
  to attack another character affected by the air of 
  Leng (if there are any). If no other characters are 
  affected by the air of Leng, all of the ants attack the 
  character that rolled this result.
  Human-Faced Giant Ant (Warrior): HD 3; AC 3[16]; 
  Atk bite (1d6 plus poison); Move 18; Save 14; AL N; 
  CL/XP 4/120; Special: poison 2d6 (save for 1d4 only).
  8
  The character attacks, and attempts to eat, another 
  randomly determined character in the party. The 
  cannibalistic impulse fades within 1 hour, except for 
  the very occasional (and quite controllable) urge 
  every once in a while for the next year or so. 
  9
  A character not affected by the air of Leng (if 
  there is one) appears to exhale a green, glowing 
  stirge once every 3 melee rounds (or minutes, as 
  applicable). The stirge only exists for characters 
  affected by the air of Leng.
  10
  The character is turned to stone for 1d6 melee 
  rounds (or minutes) and then starts to get better, 
  able to move at one-quarter normal speed for 2d6 
  turns, then half speed for 3d6 turns, after which the 
  character goes into convulsions for 1 minute, then is 
  cured of the result. Keep in mind that the character 
  might be affected/attacked by hallucinations from 
  Leng that have been summoned forth by others in 
  the party.
  Hex 11F.  
  The Twitching Throne
  11F-1. Primary Corridor
  This primary corridor connects the rest of the Cyclopean Deeps to the 
  Converging Caverns of Leng.
  11F-2. Primary Corridor
  This primary corridor leads to Hex 9G, the Holt of Prince Lokragar.
  11F-3. Primary Corridor
  This primary corridor leads southeast and deeper into the Converging 
  Caverns.
  11F-4. Hall of the Twitching Throne
  No one knows why the throne does what it does, but anyone who sits in 
  it becomes an oracle for the voices that drift upon the planes of existence.
  The 3 hooded Leng-men are in attendance upon the current oracle as a 
  sort of honor guard, mentally recording anything interesting that they hear. 
  If the characters investigate more closely, they find that the drooling, twitch-
  ing thing in the throne is not a human, but is actually a dark stalker. At 
  this point, the difference is minimal; the body is atrophied, and the mind is 
  gone. The body is merged into the throne by organic-looking filaments that 
  pass from the body into the back of the stone seat. The thing in the throne 
  twitches constantly, but every so often it speaks in different voices, echoing 
  what it hears in the voids and the alien places of the planes of existence.
  The Leng men have to translate the spasmodic movements and broken 
  speech of the thing in the chair. The thing works like a commune spell for 
  the characters if they decide to ask questions. If it is ripped from the chair, it 
  dies. If the characters pull the oracle out of the throne, neither the throne nor 
  the Leng-men react. The oracle dies, and within a few days, the throne begins 
  to emit a slight, beckoning mental call. For the first week, anyone passing 
  by must make a saving throw at +10 or sit curiously upon the throne. In the 
  second week, the bonus is only +9, and in the third week only +8. This pro-
  gression continues until the “bonus” is actually a penalty of –10. By this point, 
  though, it is almost certain that the throne acquires itself a new oracle. 
  The archmage Jupiter Kwan occasionally uses the oracle as a means 
  of communication, which is one of the reasons that the Leng-men are in 
  attendance here. If the characters have met Jupiter Kwan, he may have 
  told them to contact him from the oracle. Calling Kwan’s name to the 
  twitching thing in the throne eventually draws the wizard’s attention, and 
  
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  he answers, forcing the oracle to repeat his words as they are spoken into 
  the astral plane (see Chapter 9: Hidden Worlds of Jupiter Kwan).
  Monsters: The phase spiders from Area 11F-5 almost certainly emerge 
  and attack the party unless the adventurers spend no time in this area. The 
  spiders won’t step onto the dais where the throne is, nor attack the Leng-
  men or anyone on the throne itself. If the battle goes badly for them, they 
  phase into the ethereal plane and return to their lair through the stone. 
  Denizens of Leng (3): HD 8; HP 25, 39, 31; AC 5[14]; Atk bite 
  (1d3 plus lassitude), 2 claws (1d4+1); Move 12; Save 8; AL C; 
  CL/XP 13/2300; Special: immune to poison, lassitude (save at 
  –2 or take –2 to all attack, damage, and save rolls; fail second 
  save after another bite fall into deep slumber), magical 
  abilities, regeneration (5hp/round). (Monstrosities 116)
  Magical Abilities: constant—ESP; 1/day—mirror image. 
  Equipment: (see below)
  Swa Oom: robe, turban, veil, potion of invisibility, 
  four-foot-long pipe slung on his back, belt pouch 
  containing 25 takkas, 3 Leng-rubies (50gp value, worth 
  500gp to a Leng-creature). 
  Porm Patoi: robe, turban, veil, domino-mask encrusted 
  with diamonds (4000gp), a brooch that protects 
  the wearer from poisons (50% chance of success 
  before a saving throw is even required), and a belt 
  pouch containing 6 gp and what appears to be the 
  preserved flayed skin of a human finger (or something). 
  Mool Awa: robe, turban, veil, a delicate, magical 
  origami bird that folds itself up and then flattens again on 
  command, belt pouch containing 4 takkas, 3gp, 20sp, 1cp.
  11F-5. Side Tunnel
  This side tunnel is the home of 6 phase spiders, although they clearly 
  weren’t the original miners who decided to create a shortcut here. They 
  are almost certain to emerge and attack a group of adventurers either here 
  or in the main room.
  Phase Spiders (6): HD 5; HP 24, 34, 17, 29, 19, 21; AC 6[13]; 
  Atk bite (1d6 plus poison); Move 18; Save 12; AL N; CL/
  XP 6/400; Special: phase to avoid attacks (except from 
  ethereal), poison (+1 save or die). 
  Treasure: The middle of the tunnel is actually blocked by skeletons; 
  the spiders simply phase through the pile of “garbage.” Among the skele-
  tons, the characters may find 8 takkas, 214gp, 800sp, 2118cp, 1 opal worth 
  200gp, a +1 longsword, +2 vs. incorporeal/ethereal creatures, 8 sets of 
  varied outfits, all with bite-holes, a folded piece of parchment that entitles 
  the bearer to 10,000 gp if presented to the king of the duergar along with 
  the head of the “Would-be Usurper, Prince Lokragar.” There is also an 
  IOU stating that Uzox Loam of the Fortress of Ques Querax owes 3000 
  gp to the holder, Thang-Jama (see description of Uzox Loam in Chapter 
  2: Eye of the Titan).
  Hex 2C:  
  The Plateau of Leng
  In this Hex, the realities of the Material Plane and of the Plateau of 
  Leng converge completely. The characters find themselves physically at 
  the edge of Leng’s supernatural plateau, perceiving it as the edge of a 
  physical cliff. Once they ascend to the top, they are entirely in the realm 
  of Leng.
  Contempt and Slight Regard
  The politics, social structure, and ecology of the Plateau of Leng 
  are as incomprehensible to normal humans as are the dwellers in 
  that strange land. The interactions of the more human-like species 
  of Leng, such as the commonly known “denizens,” and the canni-
  balistic night-ghouls, not to mention the less-intelligent species of 
  Leng bats, dreamslangs, dream ticks, ethereal maggots, and so on, 
  baffle even the most esoteric of Leng-scholars. Such individuals 
  are often astoundingly unreliable themselves, being culled from 
  the ranks of dreamers, schizophrenic artists, madmen, and even 
  less-reliable sources. Rarely do they agree, except perhaps on one 
  point: the genocidal hatred of two of the most prominent species, 
  the Denizens and the Spiders of Leng.
  Wars fought between these two races are legendary throughout 
  the known (and unknown) universes. What originally set these 
  powerful natives of Leng at each other’s throats, no one can — or 
  will — say. Neither race is forthcoming. 
  Some scholars postulate that the intense hatred between the 
  two races is due to their mutual, insatiable lust for Leng-ru-
  bies, a scarce resource.  While this might appear obvious at 
  first blush, the theory fails to explain why the denizens and the 
  spiders would treat these baubles as a matter worthy of cru-
  sades, poisonings, knives in the dark, assassination, slander, 
  slaughters, and mayhem. Perhaps the rubies are used for more 
  than just decoration, and truly are a matter of species-surviv-
  al; perhaps the Plane of Leng induces genocidal tendencies, 
  or inoculates against mercy; perhaps each race somehow pre-
  vents the other from escaping the clutches of Leng; perhaps the 
  spiders and the denizens actually have a common ancestor, or 
  represent different life-stages of the same underlying organism. 
  No one can know for sure.
  One thing is certain: each of the great races of Leng will stop 
  at nothing to undermine or harm the other. Bounties are common 
  from both races; the denizens of Leng will pay a bounty of 100gp 
  for each leg-tip of a Leng spider (they usually have 7), while 
  Leng-spiders, not to be outdone, will often pay rewards of 250gp 
  for the head of one of the denizens of Leng. 
  The intricacies of dealing with Leng creatures are myriad, and 
  quite beyond the scope of this small introduction to the Plateau; 
  feel free to expand on these ideas, or wholly disregard them in 
  favor of your own nefarious plans. The only thing to keep in mind 
  is that the plans and machinations of these races are alien and un-
  fathomable to the characters, who will need to keep on their toes 
  and looking over their shoulders while in Leng.
  The Dreaming Mists of Leng
  The Dreaming Mist is a plane of existence that drifts 
  through parts of the Plateau of Leng. Wherever it is, it co-ex-
  ists with Leng, just as the ethereal plane co-exists with mate-
  rial reality. If it is present, then Leng has a “higher reality” in 
  that spot. If the Dreaming Mist is elsewhere, no higher level 
  of reality is present. 
  As perceived in the Plateau of Leng, the Dreaming Mist is 
  not a single, continuous reality. There are many parts of Leng 
  that are not suffused with the Dreaming Mist — although the 
  mist could drift in at any time, filling the area with a higher 
  reality. Very few regions are resistant to the drifting otherness 
  of the Dreaming Mist — such areas are often called “moun-
  tains” by the denizens of Leng, as if the Dreaming Mist has 
  a “sea level” of sorts that does not reach above these psychic 
  elevations.
  
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  2C-1. Passageway to Hex 5F. 
  If the party is entering the Hex from the West: 
  Note that this is the identical text as for Area 2C-2: if you read the text 
  to the players, don’t accidentally get caught reading it aloud twice!
  The minerals in the rock are showing signs of the convergence between 
  reality and Leng as the two continue to overlap. The traceries of these 
  strange minerals are not dangerous. The minerals themselves would be 
  interesting and useful to alchemists, but only in quantities that would be 
  extremely heavy and cumbersome to extract.
  2C-2. Passageway to Hex 5C
  The stone of this passageway undergoes the same transformation as the 
  passageway at Area 2C-1:
  See Area 2C-1, above.
  2C-3. Edge of the Worlds
  This cavern is the final, complete convergence of the characters’ nor-
  mal plane of existence and the edge of the otherworldly Plateau of Leng. 
  Here at the intersection of the two worlds, normal physical laws are bad-
  ly bent, although they are not utterly bizarre as they are on the Plateau 
  itself. The main, obvious oddity is the ramps that appear to be so steep. 
  Once anyone sets foot upon them, the ramps are found to rise at quite a 
  gentle slope. The apparent steepness of the slope isn’t an illusion: It is 
  a reflection of the way in which two separate worlds interact with each 
  other right at this place. Another effect of the interaction of planes is that 
  there is simply no way to determine the height of the plateau from the 
  cavern floor at the base of the cliff. The cliff’s height is a meaningless 
  concept in Leng.
  The entire cavern is suffused with the Air of Leng, which pours 
  down from the plateau in a constant waterfall of mist. See Hex 5F, 
  Area 5F-3, for a description of the mist’s effects. The party may have 
  encountered this hazardous menace earlier, and anyone who was pre-
  viously affected can smell that the supernatural air is nearby. It is also 
  possible that some characters are already immune to the air. 
  Once the party is able to reorganize itself after encountering the Air 
  of Leng, they may proceed up the ramps to the Plateau of Leng — or 
  retreat back to the Cyclopean Deeps, which might be the wiser course 
  of action.
  2C-4. Dream-Ticks and the  
  Ear of the Old One
  Determine whether any characters exist simultaneously in the Dream-
  ing Mist (see description below). If so, they see a second reality overlaid 
  upon the first:
  At this point, the characters have left the material plane and are now 
  on the Plateau of Leng. This part of the plateau exists in Leng, and also 
  in the Dreaming Mist. A character has a 2 in 6 chance to be extant in the 
  Dreaming Mist (simultaneously with an existence on the Plane of Leng) 
  by chance; otherwise, if the character wants to be able to perceive into (or 
  act within) the Dreaming Mist, some sort of artifact, item, spell, psychic 
  power or other means is required. 
  As one can perceive (if one exists in the Dreaming Mist), the spikes 
  are made of towers of dream-ticks. Each spike of dream-ticks is marked 
  on the map with an X, and each contains 1 swarm. The ticks are feeding 
  on the dreams of sleeping people; each tower of arachnids represents a 
  dreaming person. Since they are already feeding, the ticks only attack if 
  they feel threatened. Passing within 10ft of one of the spikes causes the 
  ticks from that tower to swarm to the attack. It is impossible to reach the 
  Ear without getting close to the last group of spikes, unless the characters 
  can all fly. Flying poses a lesser danger, which is covered later. Don’t 
  forget: The scale on the map is 20ft per square.
  The hole in the floating ear is a way to reach another part of the Plateau 
  of Leng; it is large enough to walk through, and if anyone flies up to the 
  Ear to investigate, the ear-hole is clearly a tunnel of some kind. There is a 
  bit of ectoplasmic wax buildup in the hole, which is extremely sticky, but 
  otherwise harmless. It sticks for 1d3 days before it hardens and drops off. 
  Going through the Ear brings the characters to Area 2C-8.
  The infinitely high wall to the left of the characters is still the wall of the 
  cavern in Area 2C-3. It is still physically present here at the intersection 
  of the two planes, but under the physical laws of Leng, it simply goes 
  up forever. If the characters decide not to proceed into Leng from this 
  juncture, they can still retreat down the ramp. Otherwise, they move on, 
  through the Ear of the Old One.
  Dream-Tick Swarm: HD 4; AC –6[25] (material plane) or 
  0[19] (in Dreaming Mist); Atk 10-ft-by-10-ft area (1 hit point 
  in material realm, 1d4 in Dreaming Mist); Save 13; Move 9; 
  AL N; CL/XP 8/800; Special: attach, dual-planar existence, 
  swarm attack. (Monster Appendix)
  2C-5. Perilous Parlor
  A. The Blue Figurine
  
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  Cyclopean Deeps Volume 1
  As with Area 2C-4, this part of the plateau exists in Leng, and also in 
  the Dreaming Mist. There is a somewhat higher likelihood here that any 
  individual character exists in/perceives the Dreaming Mist. A character 
  has a 3 in 6 chance to be extant in the Dreaming Mist (simultaneously with 
  an existence on the Plane of Leng) by chance; otherwise, if the character 
  wants to be able to perceive into (or act within) the Dreaming Mist, some 
  sort of artifact, item, spell, psychic power, or other means is required.
  Any character that exists in the Dreaming Mist and in Leng is able to 
  see the edge of the Dreaming Mist no more than 30ft away:
  The figurine of light is a trap, but one that only affects the denizens of 
  Leng. Even night-ghouls and Leng-spiders are not affected by it. Denizens 
  of Leng, however, are captivated by the light and watch it until they die of 
  thirst or starvation. “Ordinary” denizens do not get a saving throw against 
  this trap, and even denizens that get a saving throw (those with more than 
  8HD) do so at a penalty of –6. The only way to rescue a Leng-denizen that 
  has fallen under the spell of the blue figurine is to drag the victim out of the 
  Dreaming Mist for a full 24 hours. If the denizen re-enters the Dreaming 
  Mist, at any place, before the 24 hours elapses, a second blue figurine forms 
  rapidly at that point, trapping the victim again. The new figurine remains 
  where it formed, and the original one has, effectively, “reproduced.”
  The trapped denizen of Leng is Iadro of the Ulmai. He dies within 
  another 24 hours if he does not receive food and water. If he is rescued, he 
  is grateful, although not as much as a human would be. 
  Iadro of the Ulmai, Denizen of Leng: HD 8; HP 37 (currently at 6); 
  AC 5[14]; Atk bite (1d3 plus lassitude), 2 claws (1d4+1); Move 
  12; Save 8; AL C; CL/XP 13/2300; Special: immune to poison, 
  lassitude (save at –2 or take –2 to all attack, damage, and save 
  rolls; fail second save after another bite fall into deep slumber),  
  magical abilities, regeneration (5hp/round). (Monstrosities 116) 
  Magical Abilities: constant—ESP; 1/day—mirror image.
  Equipment: robe, turban, veil, waterskin (1 quart, full), belt 
  pouch with 3 rubies (200gp each), potion of healing, and 
  1 Leng-ruby (100gp or 1000 gp to a Leng-creature).
  B. Beyond the Figurine
  When the characters leave the Dreaming Mist (or look past the border of it):
  The spider is a Leng-spider, and the bats are Leng-bats. The spider is 
  meditating, moving through a sequence of ritualized movements to settle 
  its mind, while its charmed bats fly overhead. The bats are no more in-
  telligent than a falcon, but they attack anything that threatens the spider. 
  When the Leng-spider sees the characters, it welcomes them and happi-
  ly discusses whatever topics the characters choose to pursue. It inquires if 
  they have any Leng-rubies and offers to buy any that the characters might 
  have. It does not, however, allow them to leave with the rubies; the spider 
  wants them too much, especially if it actually sees them.
  The black flowers in the field are markers where the Leng-spider has 
  buried its treasure. There are 30 of the flowers, and it takes half an hour for 
  one person to dig up one flower assuming that he has a decent tool for the 
  purpose. The flowers themselves are not sentient or animated. They are, 
  however, incredibly poisonous. The Leng-spider’s treasures under each 
  of the flowers have been slowly encased in root-sacs that have turned all 
  of the treasure poisonous to touch. A neutralize poison spell is required to 
  make the stuff touchable without making a saving throw or going cataton-
  ic for 1 year (reversible by neutralize poison) and making a double saving 
  throw against death (take the better of the 2 results). The poison effect 
  wears off after 3 days. If the players think of it, they have a pretty cool set 
  of poisoned missile weapons for a three-day period.
  Flower #1: 7cp and a dream-gobbet (Magic Items Appendix) of a per-
  son standing in his underwear in a throne room
  Flower #2: 23gp and 1 takka
  Flower #3: 2 dream-gobbets, both of a person falling
  Flower #4: a chest containing a rotted serpentfolk egg and a set of 
  rusted surgical instruments
  Flower #5: 1 Leng-ruby worth 50gp, 2000gp to a Leng-creature
  Flower #6: 432sp
  Flower #7: Chest containing 3 potion bottles with broken seals. All that 
  is left is sediment. Add water and you get a potion. 1 is a potion of healing, 
  1 is a potion of gaseous form, and 1 is a potion of invulnerability.
  Flower #8: Chest contains an invisible wand of invisibility with 3 
  charges
  Flower #9: 10 sapphires worth 100gp each
  Flower #10: Chest contains dirt. It is now poison dirt. It would work 
  to throw it in someone’s eyes, but not for much else. It is a completely 
  decomposed cockatrice.
  Flower #11: 56cp and a picture of a drow etched in bronze (5gp value)
  Flower #12: Holy symbol of Teratashia, holy symbol of Isaclaadra, holy 
  symbol of Zuuljj (red triangle), and a bugbear skull with the eight-pointed 
  
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  Chapter 6: Converging Caverns of Leng
  Chaos-symbol carved into the forehead.
  Flower #13: 3 pearls (200gp each)
  Flower #14: A manuscript of seven pages bound in dragonskin leather. 
  The book contains strange notes written in the language of the serpent-
  folk and the spell ice storm. The notes are a description of the fact that 
  the darkfolk in the city of Izamne slaughtered one out of the three civ-
  ilizations that once lived in the city. The civilization that was wiped out 
  worshipped a demon-princess called Teratashia, and the bodies were cer-
  emonially dumped into a lake. The manuscript does not describe or name 
  the lake. This event, according to the manuscript, is called “The Annihila-
  tion.” See Chapter 4: Secrets of the Dark City, and Chapter 8: Flagon of 
  the Death God. This is not the Umpathra Manuscript that the serpentfolk 
  want to obtain (see Chapter 5: Dread Domes of the Serpentfolk).
  Flower #15: Bag with 10 seeds to grow more flowers like these ones. 
  They only grow well in the Plateau of Leng; growing them in the Material 
  Plane causes the poison to be only half strength.
  Flower #16: A scroll-tube containing six pages of drow-skin vellum. 
  It is titled “Umpathra” and it is the sought-after Umpathra Manuscript 
  (Magic Items Appendix). However, it is missing the seventh and last 
  page. If the Leng-spider is alive when the characters discover the man-
  uscript (admittedly not likely, but perhaps they purchased it), it can tell 
  them that the remaining page is still in the possession of Lopanther Obo, 
  leader of the Ulmai tribe of denizens (see Area 2C–9A). He keeps it 
  “wrapped up” with his other treasures.
  Flower #17: Box with loose tea leaves. These are normal and only 
  worth 5sp.
  Flower #18: Box with quill pens, ink and 3 sheets of parchment. Also 
  contains an iron nail and a desiccated eyeball that smells faintly of perfume. 
  Flower #19: Mummified remains of a dark stalker (wears necklace 
  worth 1000gp). Will animate and attack if the flower is disturbed.
  Mummy: HD 5+1; HP 31; AC 3[16]; Atk fist (1d12); Move 
  6; Save 12; AL C; CL/XP 7/600; Special: hit only by magic 
  weapons, rot.
  Flower #20: Bag with 1 dream-gobbet of something lurking in the 
  shadows of a farmer’s cottage, and another that conveys the view of a 
  person being burned alive. Also, 5517gp.
  Flower #21: 217gp glued together by some sort of smelly, viscous substance
  Flower #22: Some teeth and 7 mummified tongues, one of which is 
  forked. Also 27gp and 2 takkas
  Flower #23: 2000 cp wrapped in giant-rat skins.
  Flower #24: A rolled-up painting of a serpentfolk standing in front of a 
  shadowy serpent-like figure rising from a lake (100gp value).
  Flower #25: 3 opals (50gp) and a Leng-ruby worth 10gp (1000gp to a 
  Leng-creature)
  Flower #26: 2 Leng-rubies (50gp each or 2000gp each to a Leng-creature)
  Flower #27: Potion of poison (this cures a Leng-creature of 1d6+1 hit 
  points, but it’s poisonous to everyone else)
  Flower #28: Small, dead, purple worm remnants. The remnant is 10ft in 
  length but curled up, and the inside is rotted away. It contains 3 dream-gob-
  bets, all of which convey nightmares about being eaten by a purple worm.
  Flower #29: Gold goblet chased with silver, with 4 small emeralds on 
  base (2000gp), 2609gp, 3267sp, and 4798cp.
  Flower #30: 6 amulets carved in the image of a snake-head: 1 is painted 
  yellow, 2 are blue, 1 is red, and 2 are green. These are amulets of Sa-Hel-
  oth (see Chapter 5: Dread Domes of the Serpentfolk).
  Izashiquixel, Leng-Spider: HD 15; HP 54; AC –1[20]; Atk bite 
  (2d6 plus poison) and flail (1d6+6); Save 3; Move 18; AL C; 
  CL/XP 17/3500; Special: hallucinogenic and rotting poison 
  (1d3 charisma drain and 1 level loss for 3d20 hours upon 
  failed save), magical abilities, web flail. (Monster Appendix)
  Magical Abilities: at will—dispel magic; 3/day—
  invisibility, phantasmal force; 1/day—charm monster.
  Leng-Bats (4): HD 2; HP 12, 8, 11, 3; AC 3[16]; Atk bite (1d6); 
  Move 3 (fly 18); Save 16; AL C; CL/XP 4/120; Special: 1d6 
  auto damage upon first bite, immune to spells, magic 
  weapons receive no bonus. (Monster Appendix)
  Tactics: Depending on the combat situation, Izashiquixel probably uses 
  his phantasmal force ability to surround the characters with the illusion 
  of fast-growing black flowers, creating a forest obstacle to delay being 
  forced into melee combat. It hopes that this works long enough to try 
  charming one of the characters, then turning invisible.
  Reminder for when the characters are ready to leave!
  Remember that if Iadro the Leng-man is taken through the Dreaming 
  Mist after having been rescued, this causes a second blue figurine to come 
  into existence.
  2C-6. Reality of the River’s Edge
  If the characters engaged a night-ghoul captain in Area 13R-6 of Chap-
  ter 4: Secrets of the Dark City, it is most likely that the riverboat docks at 
  this location. The characters might or might not be aware that they have 
  drifted across planes of reality and into the Plateau of Leng, depending on 
  whether they bothered to ask any questions before they embarked.
  If the party arrives by river, they enter the map at Location C, to find 
  the river running uphill to Baba Hara’s Shack of Holding.
  A. Baba Hara’s Shack of Holding
  This is the night-ghoul Baba Hara. He trades various goods, and his 
  shack is a frequent stopping point for night-ghoul merchants. The house, 
  which is a house of holding, contains lots of valuable material and some 
  very dangerous guardians. A list of contents for the house is provided be-
  low, but there are other miscellaneous items available for sale. If there is a 
  particular item the characters are looking for, there’s a decent chance that 
  Baba Hara has it and is willing to overcharge for it.
  Baba Hara’s chair is within a permanent anti-magic shell, and the en-
  tire porch is enchanted with protection from normal missiles. Baba Hara 
  invites the characters to come sit in the chairs on the porch (there are 10, 
  but the imp can fetch more from inside the house if more are needed). 
  Baba Hara is a hospitable fellow for a cannibal, and like most of his ilk, he 
  avoids talking about the fact that he eats people. He avoids talking about 
  his chair made of human bones. He does not want anyone to go into the 
  house (partly because there are some dead people hanging on hooks with 
  the other foodstuffs). All his business dealings are done from the porch, 
  with the imp Smarm going in and out of the house to fetch and return 
  with items.
  If Baba Hara is threatened, he uses his amulet of dimension door to get 
  inside the house where he can be protected by his menagerie. The amulet 
  has 2 charges, but can be recharged by the green serpentfolk in the domes 
  (see Chapter 5: Dread Domes of the Serpentfolk). Whenever the amulet 
  is emptied of charges, he sends it back for recharging in the hands of a 
  trustworthy night-ghoul river captain.
  The Menagerie:
  • 1 imp (Smarm)
  • 1 bottled third-category (Glabrezu) demon
  • 4 purple cave bears
  • 2 behirs
  • 1 human berserker
  • 1 xorn
  
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  Cyclopean Deeps Volume 1
  Baba Hara, Night-ghoul: HD 5; HP 36; AC 4[15]; Atk bite (1d4 
  plus poison) and 2 claws (1d6); Move 12; Save 12; AL C; CL/XP 
  8/800; Special: +1 or better weapon to hit, sleep poison (–2 on 
  save or fall into twitching sleep for a hour). (Monster Appendix)
  Equipment: amulet of dimension door (2 charges), 
  bottled glabrezu demon, smoke-pipe of Leng (Magic 
  Items Appendix). 
  Smarm the Imp: HD 2; HP 9; AC 2[17]; Atk sting (1d4 plus 
  poison); Move 6 (fly 16); Save 16; AL C; CL/XP 6/400; Special: 
  +1 or better weapon to hit, immune to fire, poison tail, 
  polymorph, regenerate. (Monstrosities 263)
  (Bottled) Glabrezu (Category III) Demon: HD 10; HP 39; AC 
  –4[23]; Atk 2 pincers (2d6), 2 claws (1d3), bite (1d6); Move 9; 
  Save 5; AL C; CL/XP 15/2,900; Special: immune to fire, magic 
  resistance (60%), magical abilities. 
  Magical Abilities: at will—darkness 10ft radius, fear, 
  levitate, polymorph self; 1/day—gate 30% (roll 1d4 for 
  category)
  Purple Cave Bears (4): HD 7; HP 30, 46, 25, 26; AC 6[13]; Atk 2 
  claws (1d6+1), bite (1d10+1); Move 12; Save 9; AL N; CL/XP 
  7/600; Special: hug (3d6). (Monstrosities 38)
  Behirs (2): HD 12; HP 47, 59; AC 4[15]; Atk bite (1d8); Move 
  15; Save 3; AL C; CL/XP 13/2,300; Special: constrict and 
  claw, lightning breath. (Monstrosities 44)
  Grommr the Berserker: HD 1; HP 6; AC 7[12]; Atk battle-axe 
  (1d8); Move 12; Save 17; AL N; CL/XP 2/30; Special: +2 to hit 
  in berserk state.
  Equipment: leather armor, battle axe.
  Xorn: HD 7; HP 35; AC –2[21]; Atk 3 claws (1d3), 1 bite (4d6); 
  Move 9; Save 9; AL N; CL/XP 9/1100; Special: half damage 
  from electricity, immune to fire and cold, travel through 
  stone. (Monstrosities 521)
  Treasure:
  • Wooden urn with 4358gp and 22,843sp (this urn is what he uses as a cash 
  register; it is out on the porch with him).
  • Earthenware pot with 999gp and 1 wooden disk painted gold
  • Chest with poison needle trap contains 142gp, 464sp, 1229cp, 2 takkas, 
  1 silk cloak with a rip (10gp).
  • 14 bales of hay
  • 50 10-pound bags of rice
  • 5 gutted wild boars, hanging on hooks
  • 2 gutted people, hanging on hooks
  • 23 pheasants, hanging on hooks
  • 15 miniature bronze castles (1 gp each, Baba Hara sells for 10 gp)
  • 3 rubies (Leng-rubies worth 10gp each, or 1000 gp to a Leng-creature). 
  These are well-concealed under a floorboard.
  • Box of 4 cameo brooches (100gp each)
  • Crate of picks and other mining tools (100gp)
  • Crate of 144 torches
  • 10 crates of 50 flasks of oil each
  • Stone statue of a lion, 5ft tall (20gp, very heavy)
  • 40 ceramic gnomes, 1ft tall (1gp each)
  • 10 plaster statuettes of pigs
  • Snake amulet, pink (this is a fake amulet of Sa-Heloth)
  • Snake amulet, green (this is a real amulet of Sa-Heloth)
  • 7 page manuscript (this is actually a true copy of the Umpathra Manu-
  script, and although it is not as strong as the original, it is still useful to 
  the serpentfolk; they’ll pay 1000gp for it). Baba Hara sells it for 25gp 
  and can be haggled down to 20gp.
  • A horse
  • Ship in a bottle, detects as magical but does nothing (Baba Hara sells it 
  for 50gp; it’s worth 1gp)
  • Cloak of elvenkind (wrapped around 14 pounds of salt herring)
  • 3 barrels of flour
  • 3 pitchforks
  • Jar containing 4 dream gobbets (dream of flying)
  • 4 jhoat-sticks (25gp each, see Chapter 5)
  • Bag of 12 assorted gems (1d12x100gp value each)
  • Painting of a knight being eaten by a dragon with princess-carcass near-
  by (50gp)
  • Green silk robes with ostrich plumes and burgundy tassels, small hole in 
  back, can be repaired by Baba Hara if noticed, 250gp
  • Potion of heroism
  • 2 potions of healing
  • 3 buckets
  • 2 casks of beer (50gp each)
  • 10 bottles of fine wine (50gp each)
  • 3 bottles of finer wine (100gp each)
  • 1 plow
  • Bottle containing caviar, 2 eggs are actually froghemoth eggs
  • Hat rack
  • +2 longsword, +3 vs halflings
  • +1 plate mail
  • +2 leather armor
  • Hookah carved from salt (10gp)
  • Scroll with anti-magic shell, control weather and death spell
  • Tapestry (50 pounds) of unicorns, worth 100gp
  • Tapestry (50 pounds) of skulls and roses worth 100gp
  Between (a) a house of holding, (b) a strange menagerie of creatures, 
  and (c) a canny night-ghoul merchant, virtually anything can happen in 
  this encounter. It may be that the characters employ Baba Hara as nothing 
  more than a local seller and buyer, or they might be in for the fight of their 
  lives if they decide to attack. As with many of the possibilities in other 
  planes of existence, whatever happens is likely to be strange.
  If the characters circle around the house and head for the cliff in Area E (and 
  possibly thence to the secret shack at Area F), Baba Hara warns them away, 
  claiming that it is his land, and that they would be trespassing. If they continue 
  despite his warning, they may have trouble in Area F, as described below.
  B. Misty Woods
  Anyone entering the grove emerges in Area 2C-6E.
  Determine which members of the party exist in the Dreaming Mist 
  when they enter the forest. For this part of the mist, all characters except 
  magic-users have a 2-in-6 chance to also exist in the Dreaming Mist. Mag-
  ic-users have a 5-in-6 chance.
  In the woods is a dreamslang, a venomous snake that exists in the 
  Dreaming Mist but not in the “real” world of the plateau itself.
  Dreamslang: HD 6; HP 28; AC 2[17]; Atk bite (1d4+1); Save 
  11; Move 12; AL N; CL/XP 9/1100; Special: attack across 
  planes, constriction, dream-venom. (Monster Appendix)
  C. River to Izamne
  The river flows away from Baba Hara’s Shack of Holding, through dark 
  tunnels to the City of Izamne. Various other tunnels branch away, which 
  the boat might be able to follow, but the night-ghoul captain (or whatever 
  sort of captain the party might have engaged) always shakes his head and 
  refuses to follow any of the side passages, muttering about subterranean 
  sea serpents.
  D. Strangely, this is also the River to Izamne
  The river flows away from Baba Hara’s Shack, exactly as described 
  in C, above. As far as the characters can tell, the river is a loop between 
  Izamne and Baba Hara’s House of Holding. If the characters decide to 
  explore the river’s tributaries, they might find themselves far to the north, 
  riding the dark waves of the Sunless Sea. Moreover, the concerns about 
  sea serpents are quite valid.
  
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  Chapter 6: Converging Caverns of Leng
  E. Cliff
  The cliff is 100ft high, and as the party descends they are attacked by 
  2 Leng-bats that wheel down from a much larger flock. Presumably the 
  party deals with this threat in short order, and the rest of the flock chooses 
  not to engage this dangerous prey. If the high-level party somehow man-
  ages to lose anyone to the Leng-bats, things turn ugly as the flock senses 
  weakness. Another 5 of the creatures fly down to the attack, arriving 1 
  round after the character was taken down. Three more Leng-bats swoop 
  down for every character that is rendered unconscious or killed.
  Leng-Bats (2): HD 2; HP 8, 10; AC 3[16]; Atk bite (1d6); Move 
  3 (fly 18); Save 16; AL C; CL/XP 4/120; Special: 1d6 auto 
  damage upon first bite, immune to spells, magic weapons 
  receive no bonus. (Monster Appendix)
  F. Forbidden Appetites
  The ghouls don’t cook wild boar here; they cook people. The shack con-
  tains jars of a spicy basting sauce (truly delicious and free of human con-
  tent), cooking implements and a shovel. The ghouls are only here at special 
  occasions, and they do not mention this place to anyone other than ghouls.
  The only way there might be an encounter here is if Baba Hara saw the 
  characters going in this direction, warned them off, and they ignored him. 
  If this is the case, Baba Hara calls out a number of night-ghouls, and they 
  converge on the cooking shack. The initial attack (which is not immediate, 
  of course; the ghouls have to get there) comprises 10 night-ghouls, with an-
  other 1d3 arriving each round for 3 rounds. Baba Hara remains in his house.
  Night-ghouls (10): HD 4; HP 18, 19, 16, 26, 15, 22, 12, 10; AC 
  4[15]; Atk bite (1d4 plus poison) and 2 claws (1d6); Move 12; 
  Save 13; AL C; CL/XP 6/400; Special: +1 or better weapon to 
  hit, sleep poison (–2 on save or fall into twitching sleep for a 
  hour). (Monster Appendix)
  Equipment: loincloth, ragged hat, necklace of teeth, 
  1d4 gems (never rubies) worth 1d2x100 gp each.
  If the characters search behind the shack — perhaps tipped off by the 
  presence of the shovel — they find evidence of a fairly large excavation 
  covered over with earth. This is a mass grave of the people the ghouls 
  barbecued. Approximately 100 skeletons are buried in the grave, mostly 
  humans, but with several orcs, goblins and bugbears as well. No treasure 
  remains in the mass grave (it’s all in Baba Hara’s house).
  2C-7. Ledge of the Leng-fossils
  This entire area is suffused with the Dreaming Mist. Each character has 
  a 2-in-6 chance to exist in both planes of existence, and clerics (or any 
  divine-type spellcaster, such as druids) have a 5-in-6 chance.
  In the Dreaming Mist
  The fossils in the wall are alive, in some strange way that is neither 
  animation nor undeath, a state of being peculiar and unique to the plane of 
  existence that comprise the Plateau of Leng (with the sole exception of the 
  ghost-ammonites). A fossil emerges immediately from the cliff face and 
  attacks; another 1d2 come through to join the battle every 1d6+2 combat 
  rounds. Roll and refer to the table to see what emerges from the walls:
  Roll
  Fossil Encounter
  1
  Segmented 10-foot-long snake-thing
  2
  Human-like
  3
  Trilobite (5ft)
  4
  Trilobite (10ft)
  5
  Ghost-ammonite
  6
  Sabre-toothed, five-legged skeleton-thing
  Ghost-Ammonite: HD 6; AC 0[19]; Atk 6 tentacles (level 
  drain); Move 6 (12 through stone); Save 11; AL N; CL/
  XP 11/1700; Special: drain levels, regeneration. (Monster 
  Appendix)
  Leng-Fossil (Human-Like): HD 5; AC 2[17]; Atk bite (1d3); 
  Move 9; Save 12; AL N; CL/XP 7/600; Special: hallucinatory 
  bite. (Monster Appendix)
  Leng-Fossil (Sabre-Tooth): HD 5; AC 2[17]; Atk bite (1d8) and 
  3 claws (1d4); Move 15; Save 12; AL N; CL/XP 8/800; Special: 
  hallucinatory bite. (Monster Appendix)
  Leng-Fossil (Serpentine): HD 4; AC 2[17]; Atk bite (1d8+1); 
  Move 12; Save 13; AL N; CL/XP 6/400; Special: hallucinatory 
  bite. (Monster Appendix)
  Leng-Fossil (Trilobite 5ft): HD 6; AC 2[17]; Atk bite (1d8); Move 
  6; Save 11; AL N; CL/XP 8/800; Special: hallucinatory bite. 
  (Monster Appendix)
  Leng-Fossil (Trilobite 10ft): HD 7; AC 2[17]; Atk bite (2d8); 
  Move 6; Save 9; AL N; CL/XP 9/1100; Special: hallucinatory 
  bite. (Monster Appendix)
  The devil-face in the cliff side is a teleportal — or perhaps a means of 
  traveling across demi-planes, depending on one’s paradigm — that leads 
  to Area 2C-8. One person can go through the portal every other round; the 
  portal needs time to re-gather its energy.
  2C-8. Edge of Between and the 
  Walls of Ata-Memphir
  Whether the characters reach this part of the Plateau through the Ear of the 
  Old One (Area 2C-4) or from the Ledge of the Leng-fossils (Area 2C-7), they 
  
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  Cyclopean Deeps Volume 1
  emerge in the same place, a rather awful place known as the Edge of Between.
  The chute is a one-way transit. From this side, there is only solid stone 
  inside the iron door.
  The terrain outside the city appears to be an endless plain of scrub and 
  sand, which it almost is. The characters are looking out at the Barrens of 
  Between. This part of Leng, the Edge of Between, is almost infinitely far 
  away from everywhere else. There is a physical connection, but it would 
  take years of travel to get anywhere. Moreover, the Barrens of Between 
  are infested (in this area, at least) with purple worms, Leng-spiders and 
  fossils that rise from the earth to dismember travelers.
  If the characters travel around the city in either direction, they find that 
  there is apparently no gate. The wall is apparently frictionless and attempts 
  to fly upward succeed for about 10ft, with the flight becoming progressively 
  slower until it slows down to an infinitesimal speed. It takes just as long to 
  come down as it took to fly upward, even if the character is falling. Telepor-
  tation has an even more dramatic paradox of motion: The character slams 
  forward about 1in, stopping so rapidly as to take 1d4 hit points of damage.
  The guards on the wall are interested in the characters, and several gather to 
  watch them. The guards are all denizens of Leng and are heavily swathed in col-
  orful robes, veils and turbans. The denizens can move freely in and out through 
  the stone wall, needing no gate or door. Hence, there is none; and the stone 
  of the plateau is impenetrable to outsiders (and, as it happens, to ghasts and 
  Leng-spiders). If the characters seem to be lost or confused, after a while some 
  of the denizens walk out through the wall to chat with these visitors. Assuming 
  that the characters don’t attack them, the denizens — if asked — explain that the 
  statues are teleportals. One (the human) leads to the Flagon of the Death God. 
  The other, the denizen of Leng, leads to the tents of the Ulmai. They might also 
  volunteer that this is the City of Ata-Memphir on the Plateau of Leng, and in the 
  Mists of Myriad, and in the land of Ykhemet. Unfortunately, as the characters 
  discover, there is no entrance to Ata-Memphir in this place.
  The only real landmarks outside the city are two oases, surrounded by 
  palm trees and long grass. The liquid in each oasis is iodine (which is 
  poisonous, and so are the tiny minnows that swim in it). In the middle of 
  each iodine-pond is a red-stained statue. One of these is a thin, bald human 
  wearing robes. The other is a denizen of Leng, shrouded in robes. Both 
  statues have a hand outstretched and open, palm upward.
  Anyone placing anything into the hand of one of these statues is instantly trans-
  ported to the statue’s corresponding location. The statue of the bald wizard tele-
  ports the user to Hex 35S, Area 35S-33, in the Aerie of Aouc Jamac. The statue 
  of the denizen of Leng transports the user to Area 2C-9, the Tents of the Ulmai.
  Note to the Referee: Several apparent options are denied to the char-
  acters in this area: They cannot fly, cannot teleport, cannot enter the city, 
  cannot climb the wall, etc. So, beware! In game terms, things have the 
  potential to get boring, annoying or frustrating very quickly. The denizens 
  of Leng will (and should) come out from the walls fairly quickly so the 
  characters have someone to interact with. The Leng-men watch the char-
  acters discover a few of limitations of this place, and then they come out. 
  It suffices that this area, which appears so very wide and open with a city 
  and a broad horizon, is actually a constrained and dangerous prison. Don’t 
  let the players keep bashing their heads against the limits here. 
  2C-9. Tents of the Ulmai
  Anyone arriving by teleportation arrives in C, the “Tent of Arrivals.” 
  When they leave the tent, they see the following:
  The liquid in the oasis is iodine. Somehow, the otherwise-normal palm 
  trees are gaining sustenance from the poisonous liquid.
  A. Tent of Lopanther Obo
  Exterior:
  Denizen of Leng: HD 8; HP 33; AC 5[14]; Atk bite (1d3 plus 
  lassitude), 2 claws (1d4+1); Move 12; Save 8; AL C; CL/XP 
  13/2300; Special: immune to poison, lassitude (save at –2 or 
  take –2 to all attack, damage, and save rolls; fail second 
  save after another bite fall into deep slumber), magical 
  abilities, regeneration (5hp/round). (Monstrosities 116)
  Magical Abilities: constant—ESP; 1/day—mirror image.
  Interior:
  People are Strange When 
  You’re a Stranger
  The creatures of the Plateau of Leng do not have the same as-
  pirations, motivations, greeds or fears as human beings. Of them 
  all, only the night-ghouls even approach a human type of thinking. 
  The Leng-spiders and the eerie denizens are simply not under-
  standable in any sort of human terms. Their behaviors range from 
  the catatonically uninterested (with respect to your moral or di-
  etary sensibilities, for instance) to the fanatically self-destructive 
  (acquisition of Leng-rubies).
  If the characters attempt to negotiate with the Leng-men, only 
  one certain way catches their interest: Leng-rubies. They happily 
  hire the characters to find Leng-rubies, and willingly pay outra-
  geous sums even for the lower-quality gems. Otherwise, their re-
  sponses may be unsettlingly random or at least recklessly off topic.
  The denizens of Leng think in stark dualisms, and above all else 
  is the dualism of having or not having a Leng-ruby. When they 
  can see a Leng-ruby, the time is “shining;” when no Leng-ruby 
  is there to contemplate, then the time is “dark.” The best analogy 
  to explain the denizens of Leng, perhaps, is to compare them to 
  heroin addicts. Leng-rubies are their heroin. One example of deni-
  zen-thinking is the letter from Lopanther Obo to Tuthumbuu Red-
  mask, which the characters may find in Chapter 5, Area 18M-7.
  
  113
  Chapter 6: Converging Caverns of Leng
  This tent belongs to the leader of the Ulmai clan of the denizens of 
  Leng, Lopanther Obo.
  There are 30 Leng-mummies on the shelves, 18 Leng-bats clinging to the 
  roof, and 7 giant centipedes. Leng-mummies are the same as ordinary mum-
  mies unless unwrapped. Anyone who unwraps a Leng-mummy to look inside 
  must make a saving throw or lose 1d6 hit points due to intense horror and au-
  tomatically be stricken with the mummy’s curse (as per the touch, but with no 
  saving throw). All of the creatures are under Lopanther’s control, but he has to 
  yell at the mummies to exert themselves; only 1d6+5 of them initially obey his 
  orders to attack, and another 1d4 join the fray each round thereafter as Lopan-
  ther continues to berate them (if Lopanther is silenced, only 1 additional mum-
  my per round joins the battle). The mummies return to their shelves if Lopanther 
  is killed and ignore the characters to the best of their ability thereafter.
  Lopanther Obo, Denizen of Leng: HD 8; HP 42; AC 4[15];  
  Atk bite (1d3 plus lassitude), 2 claws (1d4+1); Move 12;  
  Save 8 (+1 ring); AL C; CL/XP 13/2300; Special: immune 
  to poison, lassitude (save at –2 or take –2 to all attack, 
  damage, and save rolls; fail second save after another bite 
  fall into deep slumber), magical abilities, regeneration (5hp/
  round). (Monstrosities 116)
  Magical Abilities: constant—ESP; 1/day—mirror image.
  Equipment: robe, turban, veil, ring of protection +1 
  (reflected in the stats above).
  Giant Centipede (small, non-lethal): HD 1d2 hp; AC 9[10]; 
  Atk bite (0 plus poison); Move 13; Save 18; AL N; CL/XP B/10; 
  Special: non-lethal poison bite (+4 save).
  Leng-Bats (18): HD 2; HP 15, 13x2, 12, 11x3, 10x2, 9x2, 8x2, 7x2, 
  5x2, 2; AC 3[16]; Atk bite (1d6); Move 3 (fly 18); Save 16; AL C; 
  CL/XP 4/120; Special: immune to magic. (Monster Appendix)
  Leng-mummies (30): HD 5+1; HP 34, 30, 29, 28x3, 27, 26x3, 
  25x2, 24, 23x2, 22x5, 21x4, 20x2, 19, 18, 17, 16; AC 3[16]; Atk 
  fist (1d12); Move 6; Save 12; AL C; CL/XP 7/600; Special: 
  curse, hit only by magic weapons. (See 2C–9, A. Tent of 
  Lopanther Obo)
  Equipment: mummy #1 wears a ring of fire resistance; 
  other mummies have treasure that does not affect the 
  combat, as listed below.
  The wrappings of the mummies bulge strangely, for Lopanther Obo 
  hides his treasures under their bandages. Mummy #24 has 2 arrows stuck 
  in it and mummy #27 obviously has a big book stuffed underneath the 
  wrappings. This might provide the characters with a clue that treasure is 
  underneath the wrappings of the other mummies as well. Remember that 
  the curse of Leng-mummies has no saving throw, but it isn’t cumulative, 
  either. A single character can loot all the mummies without suffering more 
  than he would from the curse of a single desecrated mummy.
  Mummy #1: The seventh page of the Umpathra manuscript (see Chap-
  ter 5), along with a scroll of spells (cure light wounds, cure serious 
  wounds, cure disease, neutralize poison, remove curse, and restoration) 
  and a ring of fire resistance.
  Mummy #2: No treasure
  Mummy #3: 5 bird-skeletons, pouch containing 3 takkas
  Mummy #4: pouch containing 2 beautiful rubies (Leng-rubies worth 
  200gp each or 2000gp each to a Leng creature)
  Mummy #5: No treasure
  Mummy #6: No treasure
  Mummy #7: Twisting copper wire (0gp) and blue crystal (0gp) all 
  wrapped around 1cp
  Mummy #8: 2 takkas (over eye sockets)
  Mummy #9: No treasure
  Mummy #10: Potion of healing
  Mummy #11: Potion bottle filled with water, but with a turquoise stone in 
  the bottom (Leng-ruby worth 10gp or 500gp to a Leng-creature)
  Mummy #12: No treasure
  Mummy #13: 2 large sapphires in eye sockets (100gp each)
  Mummy #14: Carved ivory stirge, 3 inches long (200gp)
  Mummy #15: Wears gold circlet under wrappings
  Mummy #16: No treasure
  Mummy #17: 2 takkas (over eye sockets)
  Mummy #18: +2 longsword (scabbarded, worn on back under wrap-
  pings). The sword is engraved with the name “Shankara,” and it is +3 
  against summoned creatures
  Mummy #19: 2 copper pieces (over eyes) and opal on necklace (necklace 
  is worth 40gp with gem, opal is a Leng-ruby worth 10gp or 500gp to a 
  Leng-creature)
  Mummy #20: No treasure
  Mummy #21: No treasure
  Mummy #22: Mummy’s right hand is gold (100gp)
  Mummy #23: Gauntlets of sight and sound (Magic Items Appendix)
  Mummy #24: 2 +2 arrows sticking out of the mummy from an earlier 
  battle
  Mummy #25: No treasure
  Mummy #26: Pouch containing 99 takkas
  Mummy #27: Spell book (read languages, read magic, shield, ESP, 
  knock, magic mouth, wizard lock, clairaudience, fly, water breathing, 
  dimension door, extension I, plant growth).
  Mummy #28: No treasure
  Mummy #29: Rusted breastplate (no value)
  Mummy #30: 2 takkas (on eye sockets), 5 bracelets (100gp each), yel-
  low snake-amulet of Sa-Heloth (see Chapter 5), and black dagger 
  engraved with the words “Last Resort” (+1 generally, and +2 versus 
  anything with chitin armor, such as insects).
  Talking with Lopanther Obo: If the characters ask Lopanther Obo 
  about the seven-page Umpathra Manuscript (which is sought by the 
  Yellow Society of the Serpentfolk), he tells them that it was lost to a 
  Leng-spider. He refuses to discuss how this happened, exactly. If the char-
  acters offer him one or more Leng-rubies (with a value to Leng-creatures 
  of 2000gp or more), he mentions that he has the seventh page of the man-
  uscript and sells it to them for an additional 1000gp (in Leng-terms) worth 
  of Leng-rubies.
  If the characters establish themselves as willing to perform a danger-
  ous task (another way to get hold of the seventh page of the Umpathra 
  Manuscript), Lopanther might charge them with the rescue of a younger 
  denizen of Leng, one of the Ulmai by the name of Iadro. Iadro is located 
  in Area 2C-5A (Lopanther does not know Iadro’s location, other than 
  that he is somewhere in Leng). Depending upon the characters’ appear-
  ance and past actions, Lopanther offers a reasonable reward for Iadro’s 
  return.
  Lopanther Obo, 
  Leader of the Ulmai
  Long-term Goals: Obtain Leng-rubies, kill Leng-spiders
  Current plans: Find a way to kill the Leng-spider that lairs in 
  the Narrows of Braath (see Chapter 7: Narrows of Braath). 
  Allies: Friendly with Jupiter Kwan and with night-ghouls, but 
  no real allies, so to speak
  Enemies and Rivals: Rivalry with other clans/groups/societies of 
  the denizens of Leng. Leng-spiders are deadly enemies, and relations 
  with the Cult of Isclaadra are tenuous at best. Culinary at worst.
  Notes: It is not possible to determine the number of Ulmai den-
  izens, nor what it exactly means to be “Ulmai.” The Ulmai could 
  be described as those who share the belief that working with Lop-
  anther Obo is the best way to find Leng-rubies, but there appears 
  to be a religious or irrational component to being “Ulmai” as well. 
  In the area where the Plateau of Leng converges with the mate-
  rial plane of existence, almost all the denizens of Leng identify 
  themselves as “Ulmai,” so it is possible that there is a territorial 
  component to it. Essentially, it’s not something that anyone other 
  than the denizens of Leng can comprehend.
  
  114
  Cyclopean Deeps Volume 1
  B. Tent of Ten
  Exterior:
  Interior:
  This tent is the communal property of 10 Ulmai. In case the characters 
  treat this area as a peaceful encounter and parlay with the denizens, the 
  names of the individual denizens are listed below. “Of the Ulmai” is con-
  sidered part of each name.
  Denizens of Leng: HD 8; HP 43, 40, 39, 38, 37, 32, 30 (x2), 29, 
  28; AC 5[14]; Atk 1 bite (1d3 plus lassitude), 2 claws (1d4+1); 
  Move 12; Save 8; AL C; CL/XP 13/2,300; Special: immune 
  to poison, lassitude (save at –2 or take –2 to all attack, 
  damage, and save rolls; fail second save after another bite 
  fall into deep slumber), magical abilities, regeneration (5hp/
  round). (Monstrosities 116)
  Magical Abilities: constant—ESP; 1/day—mirror image.
  Equipment: (see below)
  • La Oaan (of the Ulmai): Mouth-tentacle-piercings 
  are diamonds (5 worth 100gp each), turban-brooch is 
  carved ivory (250gp), belt pouch contains Leng-ruby 
  (worth 20gp or 2000gp to a Leng-creature), potion of 
  healing, potion of bodily refurbishment (2 hit points 
  regeneration per round during the potion’s 1d6+6 turns 
  duration), potion of levitation.
  • Paqua Ladi (of the Ulmai): Face-veil is encrusted with 
  tiny emerald fish-skeletons (30 worth 50gp each), turban-
  brooch is copper (1gp), a smoke pipe of Leng (Magic 
  Item Appendix), belt-pouch contains a potion of healing.
  • Lamazi Pazu (of the Ulmai): Belt pouch contains 2 
  Leng-rubies (100gp each, or 1500gp to a Leng-creature) 
  amd 12 takkas (duergar trade-coins worth 25gp each).
  • Ika Paal (of the Ulmai): Cloth-of-gold sash (1000gp), 
  belt pouch contains 10 takkas, 4gp, 15sp and 3cp.
  • Moa Neea (of the Ulmai): Ring of protection +1, belt 
  pouch contains 4 playing cards (non-magical “King” 
  of each suit), a disk of wood and 3 takkas.
  • Patawu Lapata (of the Ulmai): Lamp containing an 
  efreet (must be subdued before he grants a wish), veil 
  has seed-pearls embroidered into it (worth 250gp), 
  and belt pouch contains 4 takkas and 22gp.
  • Ola Kazi (of the Ulmai): Belt pouch contains 2 takkas 
  (Ola Kazi recently lost a bet to La Oan, and owns 
  virtually nothing).
  • Otaa Matwa (of the Ulmai): belt pouch contains 3 
  shrunken heads of dark stalkers with the eyes replaced 
  with clusters of seed pearls held together with golden 
  wire (6 worth 300gp each). He also has a potion of 
  invisibility and a potion of restoration (per the spell).
  • Utam Ohama (of the Ulmai): Belt pouch contains four 
  unremarkable stones (Leng-rubies worth 10gp, or 1000 
  gp to a creature of Leng), a rat skull encased in amber 
  (10gp), 2 takkas, 5gp, a pressed rose (worth 50gp in the 
  Under Realms as a curiosity from the surface world), a 
  normal ruby (250gp), and a normal sapphire (500gp).
  • Wa Tiwathu (of the Ulmai): Belt pouch contains a 
  feather of abated falling (half damage from any fall) 
  and 21 takkas.
  Treasure: The sleeping carpets are worth 200gp each.
  C. Tent of Arrivals
  The inherent magic of the tent’s bizarre center pole acts to pull people in 
  from the teleportals in nearby parts of Leng (Area 2C-8 being one of these, 
  and the Referee may create more if desired). If anyone casts detect magic 
  here, the power of this magic item actually causes 1 point of damage to the 
  caster and anyone within 10ft of the pole itself. Any attempt to teleport with-
  in 100 miles of the tentpole (nothing is within 100 miles anyway) causes the 
  person to arrive here; the tentpole hauls the teleporting individuals away 
  from their intended location. The tentpole also — although it is very hard to 
  discern this — anchors this part of the Plateau of Leng to the material plane. 
  If it is destroyed, the convergence between Leng and the Cyclopean Deeps 
  ends. The two planes of existence begin to drift apart, with the disruptions 
  beginning roughly a month after the removal of the tentpole.
  D. The Iodine Oasis
  This river runs down to Area 2C-6 but does not return here if the char-
  acters attempt to travel back upstream. They instead arrive in the City of 
  Izamne (see Chapters 3 and 4) regardless of what direction they actually 
  attempt to travel.
  E. Tent of Five
  Exterior: 
  Interior:
  This is the tent of 5 denizens of Leng, one of whom stands guard over 
  Lopanther Obo’s tent at Location A. The 4 denizens in the tent react with 
  understandable hostility if anyone simply walks in.
  Denizens of Leng (4): HD 8; HP 39, 38, 37, 33; AC 5[14]; Atk bite 
  (1d3 plus lassitude), 2 claws (1d4+1); Move 12; Save 8; AL C; 
  CL/XP 13/2300; Special: immune to poison, lassitude (save at 
  –2 or take –2 to all attack, damage, and save rolls; fail second 
  save after another bite fall into deep slumber), magical 
  abilities, regeneration (5hp/round). (Monstrosities 116)
  Magical Abilities: constant—ESP; 1/day—mirror image.
  Equipment: (see below)
  • Mothoa Mathuwa: robe, turban and face veil, 
  amulet of protection from cold (cuts all cold damage 
  by half), holy symbols of Isclaadra, Tsathogga, Zuuljj 
  and Teratashia.
  • Epethi Apawi: robe, turban and face veil, bag of 4 
  hallucinogenic mushrooms (1 hour coma, save versus 
  death at –1, if successful then gain 500XP).
  • Thuwa Thoon: robe, turban and face veil, belt pouch 
  containing a vial of perfume (100gp) and a potion of 
  heroism.
  • Repuet Pothowah: robe, turban and face veil, belt 
  pouch containing a small ruby (500gp, or 10,000gp to 
  a creature of Leng).
  
  115
  Chapter 6: Converging Caverns of Leng
  F. Golden Statue
  This is a golden statue of a fat man, 40 feet tall, smiling and holding 
  an orb above his head in both hands. The orb is made of ivory and con-
  tains other carved orbs within it. There are thousands of these, so tiny and 
  delicate that they resemble threads crossing and interweaving throughout 
  the orb’s interior with a complexity that pulls the mind into the patterns.
  Touching this orb immediately transports the characters into the pla-
  nar-dimensional realms of the archmage Jupiter Kwan where they arrive 
  at the Edge of Reality in Hex 29U, Area 29U-1. Reaching the ivory globe, 
  of course, might cause some minor difficulty, since it requires either a 40ft 
  climb or the use of flight/levitation.
  Purple Worm Hunt
  If the characters remain with the Ulmai denizens of Leng for more than 
  a few days, one or two of the denizens might decide to hunt purple worms 
  out on the veldt. (One of the places that Leng-rubies can be found is in 
  the gut of a purple worm.) In this sort of a hunt, the denizens usually find 
  a worm-trail within 1d3 hours, but following the trail itself (only rangers 
  and denizens are able to do this) takes 1d100 hours. Every 4 hours, there 
  is a 1-in-10 chance that an encounter takes place. If an encounter is indi-
  cated, roll 1d10 on the table below to see what the characters encounter:
  Encounters on the Plateau of Leng
  Die Roll
  Encounter
  1
  Phase spiders (50% for a hunt of 1d8, 50% for a 
  nest of 1d10+6)
  2
  Dream ticks* (1d6 swarms)
  3
  Leng-bats (2d10)
  4
  Leng spider (1d2)
  5
  Night-ghouls (caravan of 1d100)
  6
  Purple worm (1d6): There is a 25% chance that 
  the one being hunted doubles back and is 
  included in this group
  7
  Dreamslangs* (2d6)
  8
  Leng-fossils** (1d6)
  9
  Denizens (not of the Ulmai) (1d4+1)
  10
  Beginning or ending of a Dreaming Mist region#
  *If the characters are not in a region of Dreaming Mist, treat dream 
  ticks and dreamslangs as “no encounter.” 
  **Roll 1d6 for each fossil independently to determine type: 1–2: ser-
  pentine; 3: human-like; 4: trilobite (5 feet); 5: trilobite (10 feet); 6: five-
  legged sabre-tooth.
  #The first result of 10 indicates that the worm hunt is entering an area of 
  Dreaming Mist; subsequent results of 10 indicate more such boundaries. 
  Each character has a 50% chance to enter the Dreaming Mist itself, or that 
  character simply is vulnerable to attacks by creatures of the Dreaming 
  Mist until the hunt reaches the edge of the cloud again (i.e., rolls a 10).
  Denizens of Leng (not of the Ulmai group): HD 8; AC 5[14]; Atk 
  bite (1d3 plus lassitude), 2 claws (1d4+1); Move 12; Save 8; AL C; 
  CL/XP 13/2,300; Special:  immune to poison, lassitude (save at 
  –2 or take –2 to all attack, damage, and save rolls; fail second 
  save after another bite fall into deep slumber), magical abilities, 
  regeneration (5hp/round). (Monstrosities 116)
  Magical Abilities: constant—ESP; 1/day—mirror image.
  Equipment: 1d4 Leng-rubies (1d3x100 in actual value, 
  worth 1d10+5 times that amount to a denizen of Leng or a 
  Leng-spider)
  Dreamslang: HD 6; AC 2[17]; Atk bite (1d4+1); Save 11; Move 12; 
  AL N; CL/XP 9/1100; Special: attack across planes, constriction, 
  dream-venom. (Monster Appendix)
  Dream-Tick Swarm: HD 4; AC –6[25] (material plane) or 
  0[19] (in Dreaming Mist); Atk 10-ft-by-10-ft area (1 hit point 
  in material realm, 1d4 in Dreaming Mist); Save 13; Move 9; 
  AL N; CL/XP 8/800; Special: attach, dual-planar existence, 
  swarm attack. (Monster Appendix)
  Phase Spiders: HD 5; AC 6[13]; Atk bite (1d6 plus poison); 
  Move 18; Save 12; AL N; CL/ XP 6/400; Special: phase to 
  avoid attacks (except from ethereal), poison (+1 save or 
  die). 
  Leng-Bats (4): HD 2; AC 3[16]; Atk bite (1d6); Move 3/18 
  (flying); Save 16; AL C; CL/XP 4/120; Special: 1d6 auto 
  damage upon first bite, immune to spells, magic weapons 
  receive no bonus. (Monster Appendix)
  Leng-Spider (1): HD 15; AC –1[20]; Atk bite (2d6 plus poison) 
  and flail (1d6+6); Save 3; Move 18; AL C; CL/XP 17/3,500; 
  Special: hallucinogenic and rotting poison (1d3 charisma 
  drain and 1 level loss for 3d20 hours upon failed save), 
  magical abilities, web flail. (Monster Appendix)
  Magical Abilities: at will—dispel magic; 3/day—invisibility, 
  phantasmal force; 1/day—charm monster. 
  Night-ghouls: HD 4; AC 4[15]; Atk bite (1d4 plus poison) and 2 
  claws (1d6); Move 12; Save 13; AL C; CL/XP 6/400; Special: +1 
  or better weapon to hit, sleep poison (–2 on save or fall into 
  twitching sleep for a hour). (Monster Appendix)
  Equipment: loincloth, ragged hat, necklace of teeth, 1d4 
  gems (never rubies) worth 1d2x100gp each.
  Purple Worm: HD 15; AC 6[13]; Atk bite (2d12), sting (1d8 plus 
  poison); Move 9; Save 3; AL N; CL/XP 17/3500; Special: poison 
  sting, swallow whole.
  Leng-Fossil (Human-Like): HD 5; AC 2[17]; Atk bite (1d3); Move 9; 
  Save 12; AL N; CL/XP 7/600; Special: hallucinatory bite. (Monster 
  Appendix)
  Leng-Fossil (Sabre-Tooth): HD 5; AC 2[17]; Atk bite (1d8) and 
  3 claws (1d4); Move 15; Save 12; AL N; CL/XP 8/800; Special: 
  hallucinatory bite. (Monster Appendix)
  Leng-Fossil (Serpentine): HD 4; AC 2[17]; Atk bite (1d8+1); Move 
  12; Save 13; AL N; CL/XP 6/400; Special: hallucinatory bite. 
  (Monster Appendix)
  Leng-Fossil (Trilobite 5 ft): HD 6; AC 2[17]; Atk bite (1d8); Move 6; 
  Save 11; AL N; CL/XP 8/800; Special: hallucinatory bite. (Monster 
  Appendix)
  Leng-Fossil (Trilobite 10 ft): HD 7; AC 2[17]; Atk bite (2d8); Move 6; 
  Save 9; AL N; CL/XP 9/1,100; Special: hallucinatory bite. (Monster 
  Appendix)
  Conclusion
  Here ends the discussion of the Converging Caverns and of the strange 
  double-reality where the plane of Leng intersects and co-exists with the 
  material plane far beneath the surface of the earth. It is most likely that the 
  characters return to the main tunnels of the Cyclopean Deeps after their 
  sojourn in Leng, but the players might also consider the possibilities of ad-
  venturing in the river system between Leng and the City of Izamne. They 
  might even think about traveling across the veldt from the tents of the 
  Ulmai to explore the Plateau itself. You might not choose to allow much 
  adventuring in those directions; the Ulmai obviously live in an isolated 
  and desolate part of Leng, and there is no reason to assume that the river 
  system has all that many branches to it. And if you decide not to leave 
  these options open, don’t feel bad about it: Just because a pathway might 
  lead somewhere doesn’t mean that it actually does. On the other hand, if 
  you decide to allow these areas to be used as bizarre, other-planar ways 
  out of the Cyclopean Deeps, by all means go for it! 
  
  116
  Cyclopean Deeps Volume 1
  Annihilation, the: At a point in time four centuries ago, there was a 
  third civilization of the dark stalkers in the City of Izamne, other than the 
  Avarthamna and the Kshamarat. This third civilization worshipped the 
  Demon-princess Teratashia as their patroness. During a sudden, ten-day 
  period of mass murders, street-battles, and carnage, the Teratashian civili-
  zation was entirely annihilated.
  Avarthamna: The largest darkfolk civilization in the Cyclopean 
  Deeps, although their dominance in the City of Izamne is very slight. All 
  Avarthamna encountered are female. The Avarthamna are a far-flung cul-
  ture; darkfolk of this civilization may be encountered outside the Cyclo-
  pean Deeps. The Avarthamna play a wind instrument called the azamarthi, 
  which might play a role in encounters with the jack-in-irons in Hex 9L. 
  The Avarthamna dark stalkers are servants of the demon prince Isclaadra, 
  and many of their reliquary-houses are aware of the secret activities de-
  scribed in Chapter 12: Font of Darkness.
  Azamarthi: Musical wind instrument of the Avatharma darkfolk civ-
  ilization.
  Darkfolk: A general name for the dark stalkers, dark creepers, and their 
  less common ilk.
  Darkmist: A few areas in the Cyclopean Deeps contain and produce a sub-
  terranean gas called “Darkmist.” The substance is not magical, and is thus not 
  subject to dweomers such as detect magic or dispel magic. Its most unusual 
  feature is that it subdues and swallows light. Even magical light in the vicin-
  ity of darkmist will become shadowy and emit illumination no farther than 
  30ft. Any light from normal flame is dimmed to a distance of 10ft. Moreover, 
  darkmist affects infravision/darkvision as well as normal sight; these abilities 
  still work in darkmist, but only to a distance of 30ft. The mist is heavier than 
  air, and large quantities of the stuff make their way through hidden rills and 
  rivulets in the limestone to collect in certain places like the unusually dramatic 
  example of Izamne, where a huge basin is filled with the mist. The presence 
  of large reservoirs of darkmist in the Cyclopean Deeps is important to some 
  degree to many of the denizens of the Cyclopean Deeps. The mist can even be 
  sold, although it is a long and complicated process to refine it well enough to 
  survive long outside the environment of the Deeps. Some demi-planes have 
  similar physical laws almost identical to the Deeps, and the demon prince 
  Isclaadra has from time to time employed such demi-planes as storage areas.
  Gaaros-Uaazath: The titanic being known as Gaaros-Uaazath was not 
  originally of this plane of existence. It emerged into the dark caverns of 
  the Cyclopean Deeps almost a thousand years ago, whereupon it gave 
  birth to a large number of khryll. It is now dead and rotted away. The very 
  history of this being is a religious secret of the local khryll, and they will 
  kill to prevent any other species from learning of it.
  Isclaadra: Isclaadra is the demon prince of mists. He is a tall, human-like 
  figure with the horns and legs of a goat, and massive bat wings. Of the var-
  ious demon princes, Isclaadra is one of the weakest, but his plans are subtle 
  and devious, a characteristic that has allowed him to survive and increase 
  his relative power in the underworlds over the last several centuries.
  Izamne: A subterranean city in the Cyclopean Deeps, ruled by the 
  darkfolk (see Chapters 3 and 4).
  Jhoat Stick: These are pressed-fungus sticks that are chewed as a mild 
  narcotic by many denizens of the Deeps. The cost of a cheap jhoat-stick 
  is 10gp. They range in price up to 100gp, depending on the strength and 
  qualities of the narcotic.
  Khe-Nantak: A beverage favored by the Khryll, khe-nantak is the liq-
  uefied internal organs of various creatures, mixed together and alchemi-
  cally purified.t is less nutritious for the khryll than organs directly lique-
  fied and eaten directly from the living victim, but it is tastier. In effect, it 
  is junk food for them. There is a lively trade in khe-nantak that goes on in 
  the Cyclopean Deeps, mainly to supply the khryll living in Ques Querax 
  and Izamne. Khe-Nantak sells for 250gp to the gallon.
  Kshamarat: The Kshamarat are a darkfolk civilization found in the 
  Cyclopean Deeps; the mysteries of the Kshamarat are not as widespread 
  as the Avarthamna culture either in the Deeps or beyond in the rest of the 
  Under Realms. They worship Noagana the Unseen. The Kshamarat re-
  produce by combining a captured soul (kept in “soul nets”, Magic Items 
  Appendix), darkmist, and a dark creeper infant.
  Mnemopods: Mnemopods are magic items that allow a telepath to re-
  cord a few moments of direct thought for another to “read” later on.
  Noagana the Unseen: patron deity of the Kshamarat darkfolk; one of 
  the Seven Primordial Nagas. Noagana is also sometimes referred to as 
  the “Third” of the Primordial Nagas. The worship of Noagana involves 
  twelve sacred “fundamental shapes” that are traced in the air, much as a 
  mantra is repeated in words. Some priest-followers of the Third Naga can 
  use these symbols to cast spells in silence.
  Primordial Nagas: the Seven Primordial Nagas are central to the 
  myths of the Kshamarat darkfolk, who revere the third of these deities, 
  Noagana the Unseen. Some other darkfolk civilizations share the same 
  myths but worship a different one of the seven.
  Ques Querax: Ques Querax is a subterranean fortress, currently ruled 
  by the Eye of Gaaros.
  Rune of Touch: Dark stalkers do not have a written language, but over 
  time, each of them develops a particular rune that is traced with the finger 
  onto another dark stalker’s skin, much like a signature or confirmation of 
  identity. This rune is occasionally used to make a permanent record by cut-
  ting or chiseling it deeply enough that it can be traced by feel. Many ances-
  tor-tokens are inscribed with the dead stalker’s rune of touch. The much less 
  formal “touch-rune” refers to a large number of commonly-known runes 
  that the darkfolk cut into surfaces to provide warnings or information — 
  these are basically the equivalent of street signs, and many other denizens of 
  the Cyclopean Deeps are as familiar with them as the darkfolk.
  Script of the Ancients: The script of the Ancients (the ancient race 
  of primordial serpentfolk, that is) appears in several places throughout 
  the Domes, for this is an area that has been continually inhabited by the 
  serpentfolk since truly ancient times, as witnessed by some of the deteri-
  oration of the complex and its magical powers. The script is non-magical, 
  but it is very difficult to make sense of it even when it is translated, due 
  to its alien logic that — to humans, in any case — contains multiple am-
  biguities, double meanings, contradictions, and bizarre inferences. A thief 
  reading the language has only a 5% chance per level to get the full mean-
  ing of the writing, and the use of a read languages spell has an unmodified 
  90% chance to interpret the meaning correctly. If such an attempt fails 
  (e.g., a thief would have succeeded normally with an 80% chance, but the 
  second check at 5% chance per level happened to fail) then the character 
  might still discern some of the meaning contained in the writing. It is up 
  to the Referee to decide what information, exactly, is understood. Failing 
  the check should not mean that the character gained incorrect information; 
  just that less information was conveyed, or even none at all.
  Appendix I: Glossary
  
  117
  New Monsters
  Dark Confessor
  Hit Dice: 9
  Armor Class: 4[15] in light; –1[19] in darkness
  Attacks: longsword (1d8 plus special poison)
  Saving Throw: 7
  Special: create darkness 50ft radius, magical abilities (at 
  will—detect invisibility, see in darkness), magical perception, 
  shadowshift.
  Move: 18
  Alignment: Chaos
  Challenge Level/XP: 11/1400
  Dark Confessors are the highest point of the hierarchy of the dark ones. 
  Unlike the outward-directed activities of the creepers and stalkers, the 
  dark confessors remain with the main group and await the return of the 
  stalkers and their creepers. After any raid or journey, the stalkers tell the 
  tale of their adventures to the confessors, who have an almost perfect abil-
  ity to recall what they have heard, although remembering can take as long 
  as 1d2 days’ time.
  Dark Confessors are slender, as the dark stalkers are, and when sit-
  ting down they can be mistaken for a rather tall stalker. However, when 
  a dark confessor stands to full height the difference is unmistakable; a 
  dark confessor ranges from 8–9 feet in height. They tower over the dark 
  stalkers just as the stalkers tower over their faithful creepers. Unlike the 
  relationship between the creepers and the stalkers, stalkers do not partic-
  ularly revere the confessors. They follow orders and respect the judgment 
  of the confessors, but the relationship is nothing like the link between the 
  creepers and the stalkers.
  Dark Confessors have the ability to shift in and out of another shadowy 
  plane of existence, and while they are in this shadow plane they can only 
  be hit by magical weapons. Spells do not penetrate the boundaries of this 
  shadow plane, and neither do non-magical weapons. The confessor can-
  not attack from the shadow plane, but can step through it into any other 
  shadow as if teleporting. The confessor need not actually see the targeted 
  shadow — the perception is through the plane of shadow — so the con-
  fessor can shadowshift through walls and solid substances in this manner 
  up to a range of 60ft.
  In addition to the ability to shift into and through the shadow plane, a 
  dark confessor has the following other abilities: detect invisibility (at all 
  times); see in darkness (including magical darkness); and creating, as do 
  the other dark ones, a deep darkness with a radius of 50ft. This darkness 
  has several effects: (1) all normal light sources in the radius of effect are 
  not only extinguished, but cannot be relit for a period of one hour; (2) all 
  magical light sources must make a saving throw or be extinguished for a 
  period of one hour; (3) darkvision will not penetrate the 50ft radius area 
  around the object upon which the deeper darkness has been cast. Magical 
  light sources that are not extinguished by the spell are able to function 
  within the deeper darkness, but convey a range of vision no greater than 
  30ft.
  Each dark confessor carries a longsword — they prefer these weapons to 
  all others, and coat them with the poison called black smear. Black smear 
  poison (unless a saving throw is made) reduces the victim’s strength by 
  1d2 points per round for 2d6–1 rounds. If the victim’s strength is reduced 
  to 0, the victim dies. If the victim survives, the points of strength will re-
  turn in 1d6 hours. The poison on a blade is used up when the weapon hits.
  It appears that dark confessors occasionally change not just their clans, 
  but their entire civilization. It would be rare but fascinating if a Kshamarat 
  or Avarthamna dark confessor’s choice to change alliances and practice to 
  the other civilization came during the adventuters’ visit to the city. Riots, 
  murders, and gambling usually follow such events, and no one feels se-
  cure for quite some time. Even more oddly, some of the dark confessors 
  who have moved to the Avarthamna side were definitely believed to have 
  been male, beforehand, when they were Kshamarat. A number of possible 
  explanations could be correct.
  –Author Matt Finch
  Dark Confessor: HD 9; AC 4[15] in light; –1[19] in darkness;  
  Atk longsword (1d8 plus special poison); Move 18; Save 7; 
  AL C; CL/XP 11/1400; Special: create darkness 50ft radius, 
  magical abilities, magical perception, shadowshift.
  Magical Abilities: at will—detect invisibility, see in 
  darkness.
  Demon, Nebunorne
  Hit Dice: 10
  Armor Class: 2[17]
  Attacks: 2 from face-tentacles and hand-tentacles 
  (entangle/choke) and 1 tentacle-staff (2d6 plus poison)
  Saving Throw: 5
  Special: +1 or better weapon to hit, hypnotic voice, magical 
  abilities, summon demons
  Move: 18 (levitating/pulling) or 6 (flying with no ground 
  contact)
  Alignment: Chaos
  Challenge Level/XP: 14/2600
  The terrifying nebunornes are mist-demons in the service of the de-
  mon prince Isclaadra. They are always found wearing hooded robes.* 
  Branching masses of tentacles — made of some black, semi-solid matter 
  — extend from the cloak’s hood and arms. One mass of tentacles reaches 
  outward from the hood, where a face ought to be, and other branching 
  tentacles serve as long-fingered hands where they extend from the arms of 
  the cloak. Most disturbing, perhaps, are the eight large tentacles, ten feet 
  long, which writhe beneath the hooded figure as if its lower half were a 
  massive octopus. All of the black tentacles, arms, face, and “legs” dissolve 
  into trailing bands of dark mist at the ends.
  The demons drift slowly through the air like the mist-substance they 
  are, but if they are in contact with the ground they can pull themselves 
  forward along the ground using the suckers of their lower tentacles. When 
  they can pull themselves in this fashion, they can move with astonishing 
  speed.
  Nebunornes can create darkness in a radius of 10ft at will, and three 
  times per day they can spew a dark mist from all the apertures of their 
  cloaks, creating a cloud that extends to a radius of 50ft around the demon. 
  Their voices are like smooth silk, hypnotic and captivating. Any creature 
  that hears a nebunorne’s voice must make a saving throw or fall into a 
  hypnotic trance that lasts until either the demon stops speaking, or the 
  sound is blocked in some way.
  In battle, a nebunorne uses the tentacles from one “hand” and from the 
  “face” as weapons. The other “hand” could be used, but ordinarily the de-
  mons carry a tentacle-staff in this “hand,” as a weapon. The tentacle-staff 
  is an eight-foot rod of solidified mist, with a mass of tentacles at the top 
  end, waving in the air as if floating in water. The tentacles have stingers 
  that deliver a demonic poison; anyone hit by the staff takes 2d6 points of 
  damage automatically, and if the victim fails a saving throw, the character 
  bloats up slowly (2d6 hours) to twice normal size and then explodes into 
  a pink mist that eventually dissipates, leaving nothing to raise or resurrect. 
  Despite its demonic origin, the poison will respond normally to spells that 
  Appendix II: Monsters
  
  118
  Cyclopean Deeps Volume 1
  affect ordinary poisons.
  The tentacles of the actual demon, its “face” and “hand,” do not inflict 
  ordinary damage. They can reach as far as 20ft from the demon to grab an 
  opponent (an ordinary “to hit” roll), and if they hit, the victim must make 
  a saving throw to avoid being entangled in the tentacles, which continue 
  their supernatural extension to wrap around a person entirely. If the victim 
  is entangled, no movement is possible and the victim is entirely helpless, 
  reliant upon allies for any sort of rescue. Worse, any character that is en-
  tangled will begin to choke to death, losing one point of constitution per 
  round until dying at zero. The character may make a saving throw each 
  round to avoid losing constitution in that round, but the choking continues 
  for as long as the character is entangled in the tentacles. If the character is 
  rescued from the coils of the demon’s tentacles, the points of constitution 
  return quickly – at a rate of 1 per combat round. It is possible for a person 
  to be entangled and choked by more than one nebunorne demon at the 
  same time.
  Nebunornes are immune to electricity and poison, and take only half 
  damage from cold, fire and acid. A nebunorne can attempt to summon 
  forth another nebunorne demon, with a 40% chance of success.
  *Some scholars of demonkind — intrinsically unreliable as such in-
  dividuals might be — propose that the hooded cloak is actually the sub-
  stance of the demon, and the rest merely an agglomeration of mist.
  Nebunorne Demon: HD 10; AC 2[17]; Atk face-tentacles and 
  hand-tentacles (entangle/choke) and tentacle-staff (2d6 
  plus poison); Move 18 (levitating/pulling) or (fly 6); Save 5; 
  AL C; CL/XP 14/2600; Special: +1 or better weapon to hit, 
  hypnotic voice, magical abilities, summon demon 40% (1 
  nebunorne demon).
  Magical Abilities: at will—create darkness 10ft radius; 
  3/day—create darkness 50ft radius.
  Dhuulgh
  Hit Dice: 10
  Armor Class: 2[17]
  Attacks: 2 claws (1d8) and tentacles (special)
  Saving Throw: 5
  Special: tentacles (slow effect, then insubstantial; no save)
  Move: 9 (fly 6)
  Alignment: Chaos
  Challenge Level/XP: 12/2000
  The dhuulghs are elder organisms that were spawned, like the elder 
  being Yiquooloome, from the seepage of raw Chaos-material into the 
  Material Plane, deep beneath the earth in the Cyclopean Deeps. Centu-
  ries ago, Yiquooloome began removing some of the seepage and bring-
  ing the poisonous Chaos-material to its laboratory, where it shapes and 
  constructs the dhuulghs. Dhuulghs bear an uncanny resemblance to the 
  being known as Cthulhu, which is the result of Cthulhu’s indirect influ-
  ence on Yiquooloome’s dreams. Just as mad human cultists make statues 
  of Cthulhu from its influence on their dreams, so did Yiquooloome — but 
  Yiquooloome’s statues are made of Chaos-substance, and they are horrid-
  ly and undeniably alive.
  Dhuulghs have massive bodies with leathery bat-wings, and despite 
  having a very small wingspan, they are capable of slow flight. Their faces 
  are little more than eyes and a writhing mass of tentacles, with a great 
  squid-like brain case at the back of the head. Despite the size of the brain 
  case, dhuulghs are of average intelligence, in human terms, and utterly 
  obedient to Yiquooloome’s will. It would be theoretically possible to de-
  rive the elder runes and complex spell traceries required to dominate the 
  alien mind of a dhuulgh, but thus far no one has succeeded in such an 
  attempt. All such visionaries are dead or insane.
  In combat, dhuulghs wade into melee combat with their massive, claw-
  tipped hands and with their tentacles. The tentacles collectively make 
  one attack roll; a hit with the tentacles causes the victim to be magically 
  slowed for a period of 10 combat rounds (to half normal speed of move-
  ment, attacks, and other actions). There is no saving throw. If the character 
  is hit a second time, the result is not a cumulative slowing effect; it is far 
  worse. The character must make a successful saving throw or turn insub-
  stantial, being sucked like air into the dhuulgh’s lungs.
  Note that their chaos-substance is affected by the powers of protection 
  from evil.
  Dhuulgh: HD 10; AC 2[17]; Atk 2 claws (1d8) and tentacles 
  (special); Move 9 (fly 6); Save 5; AL C; CL/XP 12/2000; 
  Special: tentacles (slow effect, then insubstantial; no save).
  Dreamslang
  Hit Dice: 6
  Armor Class: 2[17]
  Attacks: bite (1d4+1 plus special)
  Saving Throw: 11
  Special: attack across planes, constriction, dream-venom 
  Move: 12
  Alignment: Neutrality
  Number Encountered: 1d2
  Challenge Level/XP: 9/1100
  Dreamslangs are serpents that live in the drifting plane of existence 
  known as the Dreaming Mist. Dreamslangs can be attacked only by some-
  one who exists in the Dreaming Mist, while their venom can be injected, 
  weakly, across the boundaries of the planes of existence. In the Dreaming 
  Mists, the venom inflicts 1d4+1 points of damage and requires a saving 
  throw to avoid convulsions for 3d6 turns and, if there is a second failure 
  at the saving throw, death. If the venom is injected across planes of exis-
  tence (in other words, the snake is in the Dreaming Mist and the victim is 
  in the plane of Leng, or wherever else), then the effect is lessened. Such 
  a bite only causes a saving throw to avoid the slow delivery of 1 hit point 
  of damage. If the victim has no way to make an attack into the plane of 
  the Dreaming Mist, the dreamslang could conceivably still kill the person.
  Dreamslang: HD 6; AC 2[17]; Atk bite (1d4+1); Save 11; 
  Move 12; AL N; CL/XP 9/1100; Special: attack across planes, 
  constriction, dream-venom. 
  Dream-Tick Swarm
  Hit Dice: 4
  Armor Class: –6[25] (in material realm) or 0[19] (in Dreaming Mist)
  Attacks: 10-ft-by-10-ft area (1 hit point in material realm, 1d4 
  in Dreaming Mist)
  Saving Throw: 13
  Special: dual-planar existence, swarm attack, attach
  Move: 9
  Alignment: Neutrality
  Number Encountered: Swarm (10-ft-by-10-ft area)
  Challenge Level/XP: 8/800
  Dream-ticks are native only to the Plane of Dreaming Mist, which par-
  tially co-exists with the Plateau of Leng. They are about the size of a 
  person’s fist and are only truly dangerous in places where they congregate. 
  Hence, as monsters, they are described in terms of “swarms,” and very 
  large infestations are simply treated as multiple swarms.
  Dream-ticks inflict more damage to victims found in their own plane of 
  existence, the Dreaming Mist (inflicting 1d4 hit points), but they can also 
  only be attacked by someone who exists in the Dreaming Mist. Anyone 
  not existing in the Dreaming Mist can be attacked for only 1 hit point of 
  damage, but is helpless to defend against it; unless there is a way into the 
  Dreaming Mist, the victim has no way to drive off the attacking swarm 
  of dream-ticks.
  The swarm makes an attack roll against every character in a 10-foot-by-
  10-foot area due to the composite nature of the crowding mass of bugs. 
  When the swarm rolls a hit against an opponent, it focuses on that victim. 
  If it hits more than one victim in the same round, it can continue to attack 
  all of them as long as the victims stay within 10 feet of each other. If one 
  
  119
  of the victims leaves this area, the swarm remains with as many as it can 
  (anyone within 10 feet of each other) and randomly decides which of the 
  victims it remains with if it has to make a “choice.”
  More than one swarm can exist in the same area; the swarms simply 
  overlap, but they maintain separate identities for book-keeping purposes.
  A victim reduced to 0 hit points begins to break up into a swarm of 
  dream-ticks, a process that becomes almost irreversible after 1d4+1 
  rounds, and is completed within 1d2+1 days. In the meantime, the body is 
  catatonic, dreaming and muttering. During the short period of time before 
  the process becomes “irreversible,” the victim may be cured by use of a 
  remove curse spell or by healing the victim to full hit points. After the 
  “curable” period, only a remove curse spell can kill the growing dream 
  ticks.
  During combat, ticks flicker in and out of a victim’s body, sucking 
  themselves through the piercing mouth-tube to be inside-out inside the 
  victim’s body. This is painful, but only lasts for a moment if the victim 
  is not yet dead. It is very clear, however, what’s going to happen if the 
  dream-ticks successfully reduce the victim to 0 hit points.
  One merciful aspect of these nasty inhabitants of the Dreaming Mist is 
  that they are large enough to be attacked physically without harm to the 
  person being swarmed. On the downside, attacking a swarm physically 
  probably brings the attacker within range of the swarming attacks.
  Dream-Tick Swarm: HD 4; AC –6[25] (material plane) or 
  0[19] (in Dreaming Mist); Atk 10-ft-by-10-ft area (1 hit point 
  in material realm, 1d4 in Dreaming Mist); Save 13; Move 9; 
  AL N; CL/XP 8/800; Special: attach, dual-planar existence, 
  swarm attack.
  Ethereal Maggots 
  (Roughly one square foot’s worth)
  Hit Dice: 8
  Armor Class: 8[11]
  Attacks: 1 collective set of bites (1d4)
  Saving Throw: 8
  Special: +1 or better weapon to hit, automatic 1d4 damage 
  after first strike, invisible (–4 to hit), immune to piercing 
  weapons, magical bludgeoning weapons inflict triple 
  damage.
  Move: 18
  Alignment: Neutrality
  Challenge Level/XP: 11/1400
  Ethereal maggots are more of a hazard than a monster, and are thus 
  treated as a collective unit. They may be found in volumes of as few as 
  one square foot or as many as 100. These tiny creatures resemble normal 
  maggots if they are seen in the ethereal plane — they are entirely invisible 
  in the material planes. The only point of intersection between the maggots 
  and the material plane is the maggot’s mouth, which is a portal between 
  planes, smaller than the size of a pin. This tiny point of intersection is 
  enough for a large number of the maggots to eat material flesh in the other 
  plane of existence. Any spell that allows the caster to see into the ethereal 
  plane will show the writhing mass of ethereal maggots clumped upon the 
  victim, chewing microscopic bits of flesh by the thousands. A detect mag-
  ic spell will not reveal the maggots directly, but will show a cloud of tiny 
  pinpricks, the mouth-portals by which the maggots feed across different 
  realities.
  Once a clot of ethereal maggots hits an opponent (a missed attack will 
  only be noticed as an uncomfortable stinging, like a bad rash), the mag-
  gots will continue to automatically inflict 1d4 point of damage each round 
  thereafter, as they begin chewing the victim to death. They are unaffected 
  by non-magical fire and immune to non-magical weapons. Piercing weap-
  ons do not affect them, but bludgeoning weapons (magical ones) inflict 
  triple damage. Unfortunately, such weapons will also be hitting the person 
  who is being swarmed by the maggots.
  –Author: Matt Finch
  Ethereal Maggots (1 sq. ft): HD 8; AC 8[11]; Atk collective 
  set of bites (1d4); Move 18; Save 8; AL N; CL/XP 11/1400; 
  Special: +1 or better weapon to hit, automatic 1d4 damage 
  after first strike, invisible (–4 to hit), immune to piercing 
  weapons, magical bludgeoning weapons inflict triple 
  damage.
  Fossils of the Leng Plateau  
  (Leng-fossils)
  Whatever might be the unrecorded history of the Plateau of Leng, its 
  substance contains enough potential magical energy to animate many of 
  the bizarre fossils entombed in the rock. These fossils are not undead crea-
  tures; they are more akin to animated objects. However, the substance of 
  Leng imbues the bones with a more-than-rudimentary intelligence. As a 
  part of the stone, they move effortlessly through the stone. Most attacks by 
  the more predatory of the Leng-fossils are conducted as ambushes from 
  the sides of cliffs or from under a rock floor. 
  The common characteristic of these fossils — other than the fact that 
  they can move through stone, are semi-intelligent and draw their energy 
  from the Leng Plateau — is that their bites cause hallucinations. 
  Human-like: These were never human, but they are bipedal. Their bite 
  is weaker than that of the other types of Leng-fossils, and they do not 
  use weapons. Their skulls are usually long, narrow, and almost entirely 
  open-fronted. Their legs are double-jointed like a dog’s.
  Sabre-toothed, five-legged types: The sabre-tooth type is some kind 
  of animal that once thrived on Leng. They do not have much variation 
  between specimens.
  Serpentine: The serpentine form of Leng-fossil is anything with a long 
  spine, made of bones rather than solid stone (e.g., no carapace or shell), 
  and if they have limbs, these limbs are not long enough to be used to 
  attack. The most common type is a snake-like skeleton with a very large 
  skull that looks like that of a vast fish. However, some fossils have an odd 
  number of many short legs, like those of a centipede (skull-types vary on 
  these). Some have spines that fork halfway down their body.
   
  Human-like 
  Sabre-toothed 
  Hit Dice: 
  5 
  5
  Armor Class: 
  2[17] 
  2[17]
  Attacks: 
  bite (1d3) 
  bite (1d8) and
   
   
  3 claws (1d4)
  Saving Throw: 
  12 
  12
  Special: 
  hallucinatory bite
  Move: 
  9 
  15
  Alignment: 
  Neutrality
  Number Encountered: In Leng 1d6+2 or 4d10+10
  Challenge Level/XP: 
  7/600 
  8/800
   
  Serpentine 
  Trilobite (5ft)
  Hit Dice: 
  4 
  6
  Armor Class: 
  2[17] 
  2[17]
  Attacks: 
  bite (1d8+1) 
  bite (1d8)
  Saving Throw: 
  13 
  11
  Special: 
  hallucinatory bite
  Move: 
  12 
  6
  Alignment: 
  Neutrality
  Number Encountered: In Leng 1d6+2 or 4d10+10
  Challenge Level/XP: 
  6/400 
  8/800
   
  Trilobite (10ft)
  Hit Dice: 
  7
  Armor Class: 
  2[17]
  Attacks: 
  bite (2d8)
  Saving Throw: 
  9
  Special: 
  hallucinatory bite
  Move: 
  6
  Alignment: 
  Neutrality
  Number Encountered: In Leng 1d6+2 or 4d10+10
  Challenge Level/XP: 
  9/1100
  Appendix II: Monsters
  
  120
  Cyclopean Deeps Volume 1
  Trilobite-types: The chief characteristic of the trilobite-type of 
  Leng-fossils is that they are solid all the way through: a carapace of some 
  kind that turned to stone along with everything inside. They are immune 
  to anything but bludgeoning weapons such as a mace, and even these in-
  flict only half damage (spells function as normal, and the Referee should 
  add extra damage in the case of earth-affecting spells such as passwall or 
  move earth, which would probably kill the creature outright in the case of 
  a failed saving throw).
  Leng-Fossil (Human-Like): HD 5; AC 2[17]; Atk bite (1d3); 
  Move 9; Save 12; AL N; CL/XP 7/600; Special: hallucinatory 
  bite.
  Leng-Fossil (Sabre-Tooth): HD 5; AC 2[17]; Atk bite (1d8) and 
  3 claws (1d4); Move 15; Save 12; AL N; CL/XP 8/800; Special: 
  hallucinatory bite.
  Leng-Fossil (Serpentine): HD 4; AC 2[17]; Atk bite (1d8+1); Move 
  12; Save 13; AL N; CL/XP 6/400; Special: hallucinatory bite.
  Leng-Fossil (Trilobite 5 ft): HD 6; AC 2[17]; Atk bite (1d8); Move 
  6; Save 11; AL N; CL/XP 8/800; Special: hallucinatory bite.
  Leng-Fossil (Trilobite 10 ft): HD 7; AC 2[17]; Atk bite (2d8); Move 
  6; Save 9; AL N; CL/XP 9/1,100; Special: hallucinatory bite.
  Fungus-Bat
  Hit Dice: 3
  Armor Class: 6[13]
  Attack: bite (1d6 plus non-lethal poison)
  Saving Throw: 14
  Special: non-lethal poison (+4 save)
  Move: 3 (fly 12)
  Alignment: Neutral
  Challenge Level/XP: 5/240
  Fungus-bats are most commonly found in the Under Realms, for they are 
  very deep-dwelling creatures. They may be found 
  in any subterranean environment, of course, but 
  more rarely and generally in smaller num-
  bers. Fungus-bats are plant creatures the 
  size of a wolf, resembling a mass of 
  lumpy mushroom-heads with 
  leathery wings, trailing a 
  pair of long tails. They 
  bite, and while their 
  venom is not lethal it 
  causes 
  air-passages 
  to constrict, leaving 
  the victim helpless 
  for 2d6 rounds after 
  the bite. Fortunately 
  the venom is not very 
  strong, and anyone bit-
  ten will make the saving 
  throw against the poison at 
  +4.
  In all cases, the venom from 
  a Leng-fossil’s bite causes intense 
  hallucinations for a period of 2 com-
  bat rounds, with no saving throw permit-
  ted against the effect. These creatures are 
  best approached only by those with sturdy 
  armor, preferably magical.
  Fungus-Bat: HD 3; AC 6[13]; Atk bite (1d6 plus poison); Move 
  3 (fly 12); Save 14; AL N; CL/XP 5/240; Special: non-lethal 
  poison (save at +4 or helpless for 2d6 rounds).
  Goblin Dog
  Hit Dice: 1
  Armor Class: 7[12]
  Attacks: bite (1d4)
  Special: cause nasty rash
  Move: 15
  Saving Throw: 18
  Alignment: Neutrality
  Challenge Level/XP: 2/30 
  Loathed by men and beasts alike, goblin dogs are ugly, stinking, cra-
  ven, and foul-tempered. It’s no surprise that goblins find kindred spirits 
  in these shunned, disgusting beasts. Constantly itching, afflicted with a 
  species-wide mange exacerbated by prolific dander, even the healthiest 
  goblin dog looks sickly and starved.
  Despite its name, the goblin dog is in fact a species of rodent grown 
  monstrously large. Their long-legged shape and proclivity to hunt and run 
  in packs earned them their popular name. 
  Contact with a goblin dog’s infested, mangy hide causes most other 
  creatures to break out into hives. Goblinoids seem to be immune to this 
  affliction, and are fond of keeping goblin dogs as guardians and pets.
  Their favored food is carrion—the riper, the better – constantly hungry, 
  a goblin dog eats anything it can chew that it finds left behind by other, 
  more discerning palates.
  A goblin dog is 5 feet long but weighs only 75 pounds.
  A goblin dog’s dander is highly irritating to all creatures save those 
  with the goblinoid subtype. A non-goblinoid creature damaged by a gob-
  lin dog’s bite, who deals damage to a goblin dog with a natural weapon 
  or unarmed attack, or who otherwise comes into contact with a goblin 
  dog saving throw or break out in an itching rash. A creature affected by 
  this rash makes all attack rolls and saving throws at –1 for a period of 24 
  hours. Remove disease or any magical healing removes the rash instantly.
  —Converted from the Pathfinder Roleplaying Game Bestiary
  Goblin Dog: HD 1; AC 7[12]; Atk bite (1d4); Move 15; Save 
  18; AL N; CL/XP 2/30; Special: cause nasty rash.
  Ghost-Ammonites
  Hit Dice: 6
  Armor Class: 0[19]
  Attacks: 6 tentacles
  Saving Throw: 11
  Special: drain levels, regeneration
  Move: 6 or 12 (through stone)
  Alignment: Neutrality
  Number Encountered: Hopefully, only 1
  Challenge Level/XP: 11/1700
  Unlike Leng-fossils, which are virtually unique to the Leng Plateau, 
  ghost-ammonites are apparently the remnants of some unspeakably an-
  cient race that once traveled through many planes of existence. These 
  remnants are truly undead, unlike the Fossils of Leng. For reasons un-
  known, ghost-ammonites often lie quiescent for centuries then become 
  active for a century or two before returning to hibernation deep within the 
  alien rock of unknown realities.
  Ghost-ammonites have curling, nautilus-like shells made of elemental 
  stone, but the “meat” of the creature inside is wholly insubstantial. The 
  squid-like, incorporeal creature inhabiting the shell has 6 tentacles 
  and resembles an ammonite. The tentacles do not inflict physical 
  damage, but their chilling touch causes a temporary loss of levels of 
  experience (a saving throw allows the victim to shrug off the horrific 
  draining of life energy). Every third level drained (the third, sixth, ninth, 
  etc.) is accompanied by the permanent loss of a point of constitution. Lost 
  levels return at a rate of one per 24 hours.
  If the creature is turned by a cleric, it retreats into its shell for 1d6 
  rounds, after which it can re-emerge. If it is fully withdrawn into the shell, 
  
  121
  it regenerates at a rate of 1 hit point per round.
  Ghost-Ammonite: HD 6; AC 0[19]; Atk 6 tentacles (level 
  drain); Move 6/12 (through stone); Save 11; AL N; CL/XP 
  11/1700; Special: drain levels, regeneration.
  Leng-Bat
  Hit Dice: 2
  Armor Class: 3[16]
  Attack: bite (1d6)
  Saving Throw: 16
  Special: immune to magic
  Move: 18
  Alignment: Chaos
  Challenge Level/XP: 4/120
  Leng-bats resemble small dogs with elongated jaws; their back legs end 
  in hooves rather than paws, and they have wings resembling those of bats. 
  They would greatly resemble the archetypal demon if it were not for the 
  three slender tentacle-tendrils that extend from deep in the canine throat. 
  The creatures are apparently used by the denizens of Leng as raptors for 
  hunting, much like falcons, although Leng-bats are semi-intelligent in 
  their own right. If a Leng-bat successfully bites an opponent, the three 
  throat-tendrils will insinuate themselves into the wound, inflicting 1d6 
  points of damage automatically thereafter until the Leng-bat is killed.
  Leng-bats are entirely immune to spells, and magic weapons receive no 
  to-hit or damage bonus against them.
  Leng-Bats: HD 2; AC 3[16]; Atk bite (1d6); Move 3 (fly 18); 
  Save 16; AL C; CL/XP 4/120; Special: immune to magic.
  Leng-Spider
  Hit Dice: 15
  Armor Class: –1[20]
  Attack: bite (2d6 plus poison) and flail (1d6+6)
  Saving Throw: 3
  Special: hallucinogenic and rotting poison (1d3 charisma 
  drain and 1 level loss for 3d20 hours upon failed save), 
  magical abilities, web flail.
  Move: 18
  Alignment: Chaos
  Challenge Level/XP: 17/3500
  The immense purple spiders of Leng have a leg-span of nearly forty 
  feet; their bodies are hideously bloated, yet they move with a fluid grace.
  A Leng spider’s venom causes flesh to blister and rot away (lose 1d3 points 
  of charisma) and the mind to experience vivid and horrific hallucinations — 
  these visions influence the thinking process of the poisoned creature, causing 
  it to lose 1 level of experience per failed saving throw, regaining each lost 
  level after 3d20 hours (roll independently for each lost level). Lost Charisma 
  points cannot be regained without a spell that would regenerate the damage.
  In addition to the deadly bite, a Leng-spider’s webs are also used as 
  weapons; the spider attaches a weight (often nothing more complicated than 
  a rock or a skull) to a length of web, which it then uses as a flail. The spider’s 
  tremendous strength turns the makeshift flail into a deadly weapon.
  Leng-spiders can cast dispel magic at will, and may do so while fight-
  ing, although they cannot bite at the same time. Provided that they are not 
  in melee combat, they may turn invisible (3/day), cast phantasmal force 
  (3/day), and cast charm monster (1/day).
  The spiders of Leng have long warred with that realm’s more human-
  oid denizens, yet this does not make the spiders allies of sane life. These 
  spiders see themselves as deserving of true positions of power, and the 
  only creatures they suffer to live apart from their kin are their magically 
  controlled slaves. Fortunately, the spiders have no intrinsic way to travel 
  to the Material Plane, and must use portals or other methods to visit this 
  world. Artistic trap builders, Leng spiders construct lairs of dangerous 
  and haunting beauty made of webs and other materials found nearby. The 
  webs are similar to those of ordinary giant spiders, but do not catch fire 
  easily.
  A Leng spider’s body is 18 feet long and weighs 6,000 pounds. Most 
  leng spiders possess only 7 legs, but some possess 9, 11, or only 5 — they 
  never possess an even number.
  Leng-Spider: HD 15; AC –1[20]; Atk bite (2d6 plus poison) and 
  flail (1d6+6); Save 3; Move 18; AL C; CL/XP 17/3,500; Special: 
  hallucinogenic and rotting poison (1d3 charisma drain and 1 
  level loss for 3d20 hours upon failed save), magical abilities, 
  web flail.
  Necrohemoth
  Hit Dice: 16
  Armor Class: 7[12]
  Attacks: bite (3d10 plus poison)
  Saving Throw: 3
  Special: crush, poison bite, partial turning only
  Move: 9
  Alignment: Neutrality
  Number Encountered: usually 1
  Challenge Level/XP: 18/3800
  Necrohemoths are massive creatures formed of thousands of corpses 
  and bits of corpses, all bound together by necromantically-animated sinew 
  and bone. The entrails pulse with horrid life, pumping bile and reeking 
  fluids through the body, much of which leaks out and trails down the pu-
  trescent side of the vast monstrosity. Usually necrohemoths are shaped 
  like serpents or are just enormous piles of horror, but extremely powerful 
  necromancers have created some that are bipedal — albeit still largely 
  formless.
  These colossi bite with huge jaws filled with elephant tusks or sharp-
  ened-bone teeth, dripping with venom. Anyone bitten by a necrohemoth suffers 
  Appendix II: Monsters
  
  122
  Cyclopean Deeps Volume 1
  3d10 points of damage from the ripping teeth alone and must make a saving 
  throw or die from the poison in 2d6 rounds. The creatures do not, mercifully, 
  swallow prey whole; digestive systems aren’t needed in an undead construction. 
  On the other hand, the size of a necrohemoth is itself a weapon, for they can 
  crush their opponents just by moving. When a necrohemoth moves, anyone 
  in its path is subject to being caught beneath it. A crushed victim must make 
  a saving throw or suffer 2d6 points of damage (in which case they must make 
  a second saving throw to avoid being pinned and completely helpless for the 
  following combat round, dragged along if the necrohemoth moves).
  Due to their conglomerate nature, necrohemoths are only partially af-
  fected by being successfully turned. They are turned as ghouls, and if the 
  result is “destroyed,” a chunk of 1d6 points of damage is blasted away 
  from the necrohemoth in a spray of guts and liquids. The creature itself 
  is not actually turned away, and results of less than “destroyed” have no 
  effect on them at all.
  The unspeakably evil process for creating a necrohemoth is known only 
  to a few of the great, dark necromancers of the serpentfolk.
  Necrohemoth: HD 16; AC 7[12]; Atk bite (3d10); Move 9; 
  Save 3; AL N; CL/XP 18/3800; Special: crush (save or suffer 
  2d6 damage, second save or pinned and helpless), lethal 
  poison (save or die in 2d6 rounds), partial turning only.
  Neh-Thalggu
  Hit Dice: 3–10 (3HD +1 HD per stored brain)
  Armor Class: 0[19]
  Attack: bite (1d10 plus poison) and 2 claws (1d8)
  Saving Throw: varies from 14 (3HD) to 5 (10HD)
  Special: poison bite, spells, telepathy 100ft
  Move: 9
  Alignment: Chaos
  Number Encountered: 1 or 1d4+1
  Challenge Level/XP: Varies by number of “effective” hit dice
  3HD: 5/240
  4 HD: 6/400
  5 HD: 7/600
  6 HD: 8/800
  7 HD: 9/1100
  8 HD: 10/1400
  9 HD: 11/ 1700
  10 HD: 12/2000
  Known also as brain collectors, the alien neh-thalggu hail from distant 
  worlds, traveling the gulfs of space on immense living ships that swiftly 
  decay when they land upon a new world, leaving behind a deadly cargo 
  of hungry monsters. These crab-like nightmares are the size of a hippo-
  potamus. They have lamprey-like mouths, twitching eyes on their legs, 
  and several transparent blisters along the back that hold human brains 
  suspended in the blister-liquid.
  Neh-thalggus are carnivores, but they do not digest humanoid brains 
  they eat — rather, these brains lodge in one of several bulbous blisters 
  on the creature’s back and help to increase its intellect (and hit dice). 
  A neh-thalggu can store up to seven humanoid brains; the brains must 
  be harvested within one hour of death. Each stored brain adds 1 to the 
  creature’s magic-user level and hit dice. A Neh-thalggu casts spells as a 
  magic-user with as many levels as the Neh-thalggu has stored brains, but 
  at least one stored brain is required to cast spells; a Neh-thalggu with no 
  stored brains cannot cast spells. The poison bite of the Neh-thalggu is 
  lethal if the victim fails a saving throw against the venom.
  Some speculate that neh-thalggus encountered in this reality may mere-
  ly be juveniles of their kind, perhaps exiled from their home worlds by 
  greater kin until they can prove their worth on other worlds. Their brain 
  collections may be a morbid form of currency in their home realm, or the 
  thoughts in these brains may merely be fuel for a dark apotheosis into an 
  even more sinister mature form.
  Neh-Thalggu: HD 10; AC 0[19]; Atk bite (1d10 plus poison), 2 
  claws (1d8); Move 9; Save 5; AL C; CL/XP 14/2600; Special: 
  poison bite, spells (5/4/3/1), telepathy 100ft. 
  Spells: at will—detect magic, read magic; 1st—magic 
  missile (3d4+3) (x3), shield (x2); 2nd—invisibility (x2), 
  phantasmal force (x2); 3rd—lightning bolt (x3); 4th—
  polymorph self.
  Night-ghoul
  Hit Dice: 4
  Armor Class: 4[15]
  Attack: bite (1d4), 2 claws (1d6)
  Saving Throw: 13
  Special: +1 or better weapon to hit
  Move: 12
  Alignment: Chaos
  Challenge Level/XP: 6/400
  Night-ghouls are as intelligent as the average human, and are living crea-
  tures completely unrelated to normal (undead) ghouls. They bear a striking 
  resemblance to the denizens of Leng, having a humanoid figure with cloven 
  hooves. The canine-looking facial cast of the ghouls is considerably more 
  feral than that of a denizen, however, and the skull is much flatter, indi-
  cating a smaller brain. Their skin is similar to that of humans, but gains a 
  greenish tint as the night-ghoul ages. Night-ghouls are carrion eaters and 
  cannibals; these are attributes they try to conceal if they find themselves 
  among civilized folk, but their self-control is poor and their hunger is great. 
  Anyone bitten by a night-ghoul must make a saving throw at –2 or fall into 
  a twitching sleep for 1 hour (the claws do not impart the weak sleep-poison).
  Night-ghouls speak their own language, but some (1 in 10) can con-
  verse haltingly in the common tongue, and 1 in 4 can speak the common 
  tongue of the Under Realms. These beings are only found very deep in the 
  Under Realms of the earth, or on other planes of existence where denizens 
  of Leng may also be found. They are often employed as crewmen on the 
  ships of Leng.
  Night-ghoul: HD 4; AC 4[15]; Atk bite (1d4 plus poison), 2 
  claws (1d6); Move 12; Save 13; AL C; CL/XP 6/400; Special: 
  +1 or better weapon to hit, sleep poison (–2 on save or fall 
  into twitching sleep for a hour).
  Priest of Noagana
  Hit Dice: 8
  Armor Class: 4[15]; –2[21] in darkness
  Attacks: short sword (1d6)
  Saving Throw: 8
  Special: create special darkness, death flash, magical 
  abilities (3/day—invisibility, 1/day—symbol of blindness), thief 
  abilities (Thf4)
  Move: 12
  Alignment: Chaos
  Challenge Level/XP: 12/2000
  The dark stalker priests of Noagana the Unseen have the same basic 
  features as an ordinary dark stalker, but Noagana has gifted them with 
  unnatural, demonic powers. They do not cast spells, but Noagana’s favors 
  make them deadly opponents in combat.
  The priests can become invisible 3 times per day and can cause a sym-
  bol of blindness to flash in the darkness once per day. The symbol affects 
  those in a 180 degree arc, and causes blindness to all creatures (up to 150 
  hit points of creatures), as per a power word blind spell. They can cause 
  darkness as dark creepers and dark stalkers do, and have the same death 
  flash as a dark stalker (see “Dark Creeper” and “Dark Stalker”).
  If a group of darkfolk is involved in combat, the priests of Noagana 
  will generally engage directly with the foe, allowing the other dark folk to 
  circle around and fight with stealth.
  Priest of Noagana: HD 8; 4[15]; –2[21] in darkness; Atk short 
  
  123
  sword (1d6); Move 12; Save 8; AL C; CL/XP 12/2000; Special: 
  create special darkness, death flash, magical abilities (3/day—
  invisibility, 1/day—symbol of blindness), thief abilities (Thf4).
  Thieving Skills: Climb 88%; Tasks 30%; Hear 4 in 6; Hide 
  25%; Silent 35%; Locks 25%.
  Serpentfolk
  Hit Dice: 4
  Armor Class: 3[16]
  Attack: bite (1d3) and weapon or 2 claws (1d4)
  Saving Throw: 13
  Special: immune to mental domination, mild venom
  Move: 12
  Alignment: Chaos
  Number Encountered: 1d6, 2d10, or 6d10
  Challenge Level/XP: 5/240
  These serpentine humanoids have brightly scaled skin, long sinuous 
  tails, and fanged snake heads. To these creatures, the pursuit of knowledge 
  and magic is the highest goal. They view themselves as the undisputed 
  masters of magic, be it arcane or divine, and it is certainly true that their 
  race was once highly civilized and tremendously powerful. Nevertheless, 
  the majority of serpentfolk today are degenerates who have devolved to 
  the point of primeval savagery and have lost much of their magical legacy. 
  Serpentfolk are 6 feet tall and weigh 120 pounds.
  The bite of a serpentfolk is mildly venomous, causing an additional 
  1d4+1 points of damage if the victim fails a saving throw.
  Large groups of civilized serpentfolk will be accompanied by a 5HD 
  leader for every 10 normal members of the race, a 6HD leader for every 
  30, and a group of 100 or more will be led by an 11HD spellcaster. These 
  leaders have the spell casting ability of a magic-user of the same level as 
  the creature’s hit dice.
  —Converted from the Pathfinder Roleplayinug Game Bestiary 2
  Serpentfolk: HD 4; AC 3[16]; Atk bite (1d3) and 2 claws (1d4); 
  Move 12; Save 13; AL C; CL/XP 5/240; Special: immune to 
  mental domination, mild venom (save or additional 1d4+1 
  damage). 
  Skum
  Hit Dice: 2
  Armor Class: 6[13]
  Attacks: trident (1d8) or 2 claws (1d4) and bite (1d6)
  Saving Throw: 16
  Special: None
  Move: 9 (swim 12)
  Alignment: Chaos
  Number Encountered: 1d8+1 or 1d100
  Challenge Level/XP: 2/30
  Skum are aquatic humanoids that were created by the aboleths in some 
  distant past (possibly a different place than this world) when entire abo-
  leth civilizations thrived and bent a world into new and horrible shapes 
  in accordance with the plans and dreadful aesthetics of these abhorrent, 
  fish-like masters. Regardless of when and where the skum were created, 
  they now have a firm foothold in the deeps of the sea and the lightless 
  subterranean waters of the realms below the earth.
  In general, the presence of skum signifies that an aboleth may be estab-
  lished in a lair nearby, although one might from time to time encounter 
  a tribe that has lost its master to old age or disease. These deep ones are 
  capable of breeding on humans; the hybrids are born human, but as they 
  age, they take on more and more characteristics of the skum, and finally 
  take to the deep waters of the sea.
  In some forgotten places far underground, explorers may occasional-
  ly stumble upon vast, labyrinthine ruins that were once the cities of the 
  aboleths and their skum legions. Such places may still be occupied by 
  the vestiges of the skum armies, for these creatures do not perish of old 
  age, although their ranks have been utterly decimated by disease, war, and 
  famine in the deadly winnowing of the Under Realms.
  Skum: HD 2; AC 6[13]; Atk trident (1d8) or 2 claws (1d4) and 
  bite (1d6); Move 9 (swim 15); Save 16; AL C; CL/XP 2/30; 
  Special: none. 
  Equipment: trident, dagger, belt pouch with 1d10gp.
  Vessal of Isclaadra
  Hit Dice: 8
  Armor Class: 4[15]; –1[20] in darkness
  Attacks: short sword (1d6)
  Saving Throw: 8
  Special: backstab (x2), magical abilities (1/day—dimension 
  door, 3/day—invisibility), spells (4/2/1). 
  Move: 12
  Challenge Level/XP: 12/2000
  A vessal of Isclaadra has the powers of a magic-user of 5th level, and 
  certain other benefits and defenses that stem from the favor of the Demon 
  Lord of Mists. Although most of the vessals were originally dark stalkers, 
  the bodily and mental changes that take place as a result of worshipping 
  and communicating with Isclaadra are significant enough to make the ves-
  sals essentially a species of their own. 
  The vessals are all female. They are tall and resemble dark stalkers, but 
  they do not veil their faces. There are no eyes in the sockets of a Vessal of 
  Isclaadra; the holes are filled with ink-black mist. A slender thread of this 
  darkness eternally weeps from the sockets like the trail of a tear, drifting 
  down and eventually dispersing as it thins away into the air. The outlines of 
  a vessal occasionally seem to shift into a different location, and this bizarre 
  tendency becomes frequent in combat, leading to the improved armor class–
  the vessals do not wear armor. The oldest of the vessals not only weep the 
  darkmist from their eyes, but it also fills their lungs, and threads of it drift 
  from their mouths and nostrils as well as their eye sockets.
  All of them have the ability to create a dimension door once per day, 
  and to become invisible 3 times per day as per the spell. Although they no 
  longer have the thieving abilities of a dark stalker, they retain the ability to 
  backstab an opponent at +4 to hit, for double normal damage.
  Appendix II: Monsters
  
  124
  Cyclopean Deeps Volume 1
  Example spell combinations include:
  Spells (example 1): 1st–charm person (x2), detect 
  magic, sleep: 2nd–web (x2); 3rd–slow.
  Spells (example 2): 1st–charm person, magic missile, 
  shield, sleep: 2nd–ESP, web; 3rd–lightning bolt.
  Vessals of Isclaadra: HD 8; AC 4[15],  –1[20] in darkness; Atk 
  short sword (1d6); Move 12; Save 8; AL C; CL/XP 12/2000; 
  Special: backstab (x2), magical abilities, spells (4/2/1). 
  (Monster Appendix)
  Magical Abilities: 1/day—dimension door, 3/day—
  invisibility.
  Spells: 1st—charm person (x2), detect magic, sleep; 
  2nd—web (x2); 3rd—lightning bolt.
  Equipment: short sword, unholy symbol of Isclaadra.
  Existing Monsters
  Aboleth
  Hit Dice: 9
  Armor Class: 3[16]
  Attacks: 4 tentacles (1d6 plus slime)
  Saving Throw: 6
  Special: magical abilities, mucus cloud in water (save 
  or cannot breathe air for 3 hours), special disease upon 
  successful hit (save or must be immersed in water every 
  hour). 
  Move: 9 (swim 12)
  Alignment: Chaos
  Number Encountered: 1 (01–90%), 2 (91–98%), 2+1d4 young 
  (99–00%)
  Challenge Level/XP: 12/2000
  The aboleth is a revolting fish-like amphibian, primarily subterranean, 
  roughly the size of a killer whale. It vaguely resembles a catfish, but has 
  four long tentacles and four orifices along its belly. The tentacles can be 
  used to drag its bulk across dry land. These horrid abominations are ex-
  tremely intelligent: an aboleth can cast charm monster three times per day, 
  and create a phantasmal force three times per day. In the water, an aboleth 
  surrounds itself with a cloud of mucus that requires anyone inhaling it to 
  make a saving throw or become unable to breathe air for 3 hours. Finally, 
  the slime on an aboleth’s tentacles causes disease if a saving throw fails. 
  Those afflicted suffer a change to their skin, which must be immersed in 
  water every hour, or the victim suffers 1d6 points of damage. 
  Aboleth: HD 9; AC 3[16]; Atk 4 tentacles (1d6 plus slime); 
  Move 9 (swim 12); Save 6; AL C; CL/XP 12/2000; Special: 
  magical abilities, mucus cloud in water (save or cannot 
  breathe air for 3 hours), special disease upon successful 
  hit (save or must be immersed in water every hour). 
  (Monstrosities 8)
  Magical Abilities: 3/day—charm monster, phantasmal 
  force.
  Amphisbaena
  Hit Dice: 6
  Armor Class: 4[15]
  Attack: 2 bites (1d6 plus poison)
  Saving Throw: 11
  Special: cannot be surprised, lethal venom, resistance to 
  cold (50%), split
  Move: 9 (climb/swim 9)
  Alignment: Neutrality
  Challenge Level/XP: 7/600
  The amphisbaena is a giant poisonous snake about 10ft long. It is often 
  found lairing near a water source or in dark, damp locations. An amphis-
  baena moves on land by grasping one of its necks with its other head and 
  rolling across the ground like a hoop. The amphisbaena’s poison is deadly 
  unless the victim passes a saving throw. Each of the amphisbaena’s heads 
  functions independently of the other. An amphisbaena that is cut in half 
  continues to function normally (each with half its current hit points) and 
  reattaches its body together in 1d2 days. 
  Amphisbaena: HD 6; AC 4 [15]; Atk 2 bite (1d6 plus poison); 
  Move 9 (climb/swim 9); Save 11; AL N; CL/XP 7/600; Special: 
  cannot be surprised, lethal venom, resistance to cold (50%), 
  split. (The Tome of Horrors Complete 20)
  Behir
  Hit Dice: 12
  Armor Class: 4[15]
  Attacks: bite (1d8)
  Saving Throw: 3
  Special: constrict and claw, lightning breath
  Move: 15
  Alignment: Chaos
  Number Encountered: 1d3 (if 3 are encountered, one is 
  young with 1d6+2 hit dice and half damage on all attacks)
  Challenge Level/XP: 13/2300
  The behir is a serpentine monster that can slither like a snake or use its 
  dozen legs to move with considerable speed. A behir is about 40ft long. 
  Most are a deep blue color. Behirs attack by biting, and will swallow prey 
  whole on a natural roll of 20. They also lash their bodies around prey (to 
  hit), and on the first round following this attack they can bring 6 claws into 
  play (6 attacks, 1d6 hit points per attack). Behirs also have a breath weap-
  on — they can spit a bolt of lightning once per 10 rounds, inflicting 24 
  points of damage (2 per hit die, for smaller or larger behirs). A successful 
  saving throw indicates half damage. 
  Behir: HD 12; AC 4[15]; Atk bite (1d8); Move 15; Save 3; AL 
  C; CL/XP 13/2,300; Special: constrict and claw, lightning 
  breath. (Monstrosities 44) 
  Bear, Cave
  Hit Dice: 7
  Armor Class: 6[13]
  Attacks: 2 claws (1d6+1), 1 bite (1d10+1)
  Saving Throw: 9
  Special: hug (3d6)
  Move: 12
  Alignment: Neutrality
  Number Encountered: 1 or 1d4 (if more than 2, the rest are 
  cubs with 1d3HD) 
  Challenge Level/XP: 7/600
  Prehistoric bears and polar bears are even larger than a grizzly  
  bear.
  When hitting with both claws, they hug for 3d6 points of damage.
  Cave Bear: HD 7; AC 6[13]; Atk 2 claws (1d6+1), bite 
  (1d10+1); Move 12; Save 9; AL N; CL/XP 7/600; Special: hug 
  (3d6). (Monstrosities 38) 
  Carrion Fly
  Hit Dice: 4
  Armor Class: 7 [12]
  Attacks: 4 tentacles (paralyze) or spit (2d4)
  
  125
  Saving Throw: 13
  Special: acid, paralyze
  Move: 3 (fly 18)
  Alignment: Neutrality
  Number Encountered: 1 or 1d4+1
  Challenge Level/XP: 7/600
  A carrion fly is 5 feet long and resembles a large, white grub with wings 
  and no legs. Its head has large black eyes and a small mouth ringed with 
  four long tentacles. It attacks with its tentacles, attempting to paralyze its 
  prey. Once its victim is paralyzed, it will land and begin vomiting diges-
  tive acids to melt the victim into a suitable meal of goo. It can also spit 
  these digestive acids at its target from a distance. 
  —Author: the Lizard of Oz
  Carrion Fly: HD 4; AC 7[12]; Atk 4 tentacles (paralyze) or spit 
  (2d4); Move 3 (fly 18); Save 13; AL N; CL/XP 7/600; Special: 
  acid, paralyze. (Monstrosities 56)
  Dark Creeper
  Hit Dice: 1+1
  Armor Class: 7[12] or 0[19] in darkness
  Attacks: dagger (1d4 plus poison)
  Saving Throw: 17
  Special: backstab (x2), create special darkness (3/day), 
  death flash 10ft (save or blinded for 1d6 rounds), level 4 
  thieving skills.
  Move: 9
  Alignment: Chaos
  Number Encountered: 1d100
  Challenge Level/XP: 3/60
  Dark creepers are humanoids that stand just under 4 feet tall, always 
  swathed in heavy, dark cloaks and wrappings. Their flesh is pale and 
  moist, and their eyes are milky white. Dark creepers exude a foul stench 
  of sweat and spoiled food, owing primarily to the fact that they never take 
  off their clothing — instead piling on new layers when the outermost one 
  grows too ragged. Dark creepers lurk in the black places deep below the 
  surface of the world, venturing forth at night or into neighboring societies 
  when the urge to steal and cause mayhem grows too great to resist. End-
  less layers of filthy, moldering black cloth shroud these small creatures, 
  leading some to believe that the creature inside is smaller still. Usually 
  encountered in groups, dark creepers flee from bright light, but are quite 
  brave in the dark. For all the mayhem and trouble a pack of dark creepers 
  can cause, this is nothing compared to the dangers a tribe led by the taller, 
  even more sinister dark stalkers represents. Dark creepers treat their tall, 
  lithe masters almost like gods, presenting them with offerings and obey-
  ing their every whim. Invariably, several dark stalkers serve as leaders to 
  dark creeper tribes, with all of the tribe’s heavy work and labor falling on 
  the diminutive shoulders of the creepers, freeing the dark stalkers for their 
  own decadent pleasures. Yet the dark creepers themselves see no inherent 
  imbalance in this arrangement — to a dark creeper, a life in the servitude 
  of a dark stalker is a life fulfilled. Dark creepers use daggers in combat, 
  coating them with the poison called black smear. Black smear poison (un-
  less a saving throw is made) reduces the victim’s strength by 1d2 points 
  per round for 2d6–1 rounds. If the victim’s strength is reduced to 0, the 
  victim dies. If the victim survives, the points of strength will return in 
  1d6 hours. The poison on a blade is used up when the weapon hits. Dark 
  creepers (and dark stalkers) are able to employ magic to create a very 
  deep darkness, much more potent than ordinary darkness/light spells. This 
  deeper darkness has a radius of 50ft, and several effects: (1) all normal 
  light sources in the radius of effect are not only extinguished, but cannot 
  be relit for a period of one hour; (2) all magical light sources must make 
  a saving throw or be extinguished for a period of one hour; (3) darkvision 
  will not penetrate the 50ft radius area around the object upon which the 
  deeper darkness has been cast. Magical light sources that are not extin-
  guished by the spell are able to function within the deeper darkness, but 
  convey a range of vision no greater than 30ft. When a dark creeper is slain, 
  its body combusts in a flash of bright white light, leaving its gear in a heap 
  on the ground. All creatures within a 10-foot burst must make a saving 
  throw or be blinded for 1d6 rounds. Other dark creepers within 10ft are 
  automatically blinded for at least 1 round. 
  Dark Creepers: HD 1+1; AC 7[12] or 0[19] in darkness; Atk 
  dagger (1d4 plus special poison); Move 9; Save 17; AL C; CL/
  XP 3/60; Special: backstab (x2), create special darkness (3/
  day), death flash 10ft (save or blinded for 1d6 rounds), level 
  4 thieving skills. (Monstrosities 83)
  Thieving Skills: Climb 88%, Tasks/Traps 30%, Hear 4 in 6, 
  Hide 25%, Silent 35%, Locks 25%.
  Equipment: dagger with black smear poison (save or 
  reduce strength by 1d2 points/round for 2d6–1 rounds, 
  used up on first strike), rags, thieves tools.
  Dark Stalker
  Hit Dice: 6+2
  Armor Class: 7[12] or 0[19] in darkness
  Attacks: short sword (1d6 plus poison)
  Saving Throw: 11
  Special: backstab (x2), create special darkness (3/day), 
  death flash 40ft (3d6 fire, save for half), level 4 thieving skills.
  Move: 12
  Alignment: Chaos
  Number Encountered: 1
  Challenge Level/XP: 8/800
  The strange and mysterious dark stalkers are apparently a noble sub-
  race of the dark creepers. The stalkers dwell in strange villages (some 
  rumors suggest entire cities) built of stone and fungus, in remote under-
  ground caverns where they are served and worshiped by their coarser, 
  diminutive kin, the dark creepers. Dark stalkers come to the surface rarely, 
  but when they do it is on a mission, and with a force of creatures such that 
  it never ends well for those they seek to rob or torment. Dark stalkers are 
  tall, frail humanoids with incredibly pale skin. They always wear multiple 
  layers of dark cloth and black leather armor, yet unlike their lesser kin, a 
  dark stalker’s garb is always clean and spotless. Each dark stalker carries 
  a pair of short swords — they prefer these weapons to all others, and coat 
  them with the poison called black smear. Black smear poison (unless a 
  saving throw is made) reduces the victim’s strength by 1d2 points per 
  round for 2d6–1 rounds. If the victim’s strength is reduced to 0, the victim 
  dies. If the victim survives, the points of strength will return in 1d6 hours. 
  The poison on a blade is used up when the weapon hits. Dark stalkers are 
  6 feet tall and weigh 100 pounds. Dark stalkers have the ability to create a 
  very powerful form of darkness magic 3 times per day (see dark creeper). 
  All dark stalkers have the abilities of a level 4 thief. When a dark stalker is 
  killed, its body explodes in a flash of illumination that causes 3d6 points 
  of damage to anyone within 40ft (save for half damage). In a fight, dark 
  stalkers are not above sacrificing lesser creatures, including dark creepers, 
  to win the day or cover their retreat if things go poorly. They hate well-
  lit areas and always prefer to fight under the cover of magical darkness. 
  Dark stalkers rarely fight to the death if it can be avoided, preferring to 
  slip away if things begin to look grim. The origins of the dark stalkers and 
  the dark creepers are shrouded in mystery, made more difficult to deci-
  pher by the fact that the dark stalkers do not keep records of their history. 
  Many scholars believe that, just as the drow descended from elves, so too 
  must the dark folk have descended from humanity, their eerie powers and 
  spell-like abilities the result of generation upon generation of devotion to 
  profane and sinister magic.  
  The dark stalkers of the Cyclopean Deeps, as well as their dark creeper 
  servants, are almost all members of either the Kshamarat Civilization or 
  the Avarthamna Civilization. See Chapter 3 for further details.
  Dark Stalkers: HD 6+2; AC 7[12] or 0[19] in darkness; Atk short 
  sword (1d6 plus special poison); Move 12; Save 11; AL C; CL/
  XP 8/800; Special: backstab (x2), create special darkness (3/
  day), death flash 40ft (3d6 fire, save for half), level 4 thieving 
  Appendix II: Monsters
  
  126
  Cyclopean Deeps Volume 1
  skills. (Monstrosities 84)
  Thieving Skills: Climb 88%, Tasks/Traps 30%, Hear 4 in 6, 
  Hide 25%, Silent 35%, Locks 25%.
  Equipment: short sword with black smear poison (save 
  or reduce strength by 1d2 points/round for 2d6–1 
  rounds, used up on first strike), thieves tools.
  Denizen Of Leng
  Hit Dice: 8
  Armor Class: 5[14]
  Attack: bite (1d3 plus lassitude), 2 claws (1d4+1)
  Saving Throw: 8
  Special: immune to poison, lassitude, magical abilities, 
  regeneration (5 hp)
  Move: 12
  Alignment: Chaos
  Challenge Level/XP: 13/2300
  The eerie Men of Leng travel the universe from their strange home-
  land, always disguising themselves as humans in loose-fitting robes, with 
  wrappings about the head and face. They are the same size as humans, but 
  under their disguises they have horned brows, clawed fingers, mouths full 
  of tentacles, and crooked goatish legs with cloven hooves. Many scholars 
  have argued over where the otherworldly realm of Leng lies — some be-
  lieve it can be found among the Outer Planes, while others are convinced 
  it can only be reached via a dimension of dreams. The denizens of Leng 
  can travel to other planes freely, and often do so in strange, black ships, 
  constantly seeking new breeds of slaves or trading rubies for unusual ser-
  vices or magical treasures. At other times, their visits are much more vio-
  lent, focusing on abducting victims for use as slaves or worse. On Leng, 
  these denizens have long fought a war against that realm’s monstrous spi-
  ders, a war that sometimes spills over into other worlds. 
  A Leng denizen’s bite causes lassitude if the victim fails a saving throw 
  (at –2). Any attack rolls, damage rolls, and saving throws are made at –2 
  thereafter until the victim has slept continuously for 12 hours. If the same 
  victim is bitten (and fails the saving throw) a second time, the victim im-
  mediately falls into deep slumber and cannot be awakened for 12 hours. 
  Additionally, a denizen of Leng is constantly able to read the thoughts of 
  nearby creatures (ESP) and once per day can cast a mirror image of itself.
  The denizens of Leng regenerate naturally if they are not on Leng, at a 
  rate of 5hp per round. The process cannot be arrested by fire as it can, for 
  example, with trolls. However, once a denizen reaches 0 hit points, the 
  body dissolves into slime (and re-forms on Leng). On Leng itself, deni-
  zens do not regenerate, and die completely. Not having souls, they cannot 
  be raised from the dead.
  Denizen of Leng: HD 8; AC 5[14]; Atk 2 claws (1d4+1), bite 
  (1d3 plus lassitude), Move 12; Save 8; AL C; CL/XP 13/2300; 
  Special: immune to poison, lassitude (save at –2 or take –2 
  to all attack, damage, and save rolls; fail second save after 
  another bite fall into deep slumber), regeneration (5hp/
  round). (Monstrosities 116)
  Magical Abilities: constant—ESP; 1/day—mirror image.
  Dinosaur, Triceratops
  Hit Dice: 16
  Armor Class: 1 [18] (facing) or 6 [13] (rear)
  Attacks: bite (1d8) and 2 horns (1d12)
  Saving Throw: 3
  Special: charge
  Move: 9
  Alignment: Neutrality
  Number Encountered: 1 (lone bull), 1d4+1 (small herd), or 
  3d12 (herd) 
  Challenge Level/XP: 17/3500
  A triceratops has three horns protruding from its face, and a protective 
  plate rising like an armored frill behind its head. They are extremely hard 
  to damage with frontal assaults. The bony plate behind the head would 
  also provide excellent protection for a rider. The horns inflict double dam-
  age if the creature charges. 
  Triceratops: HD 16; AC 1[18] front, 6[13] back; Atk bite (1d8) 
  and 2 horns (1d12); Move 9; Save 3; CL/XP 17/3500; Special: 
  charge (double move, double damage horn attack). 
  (Monstrosities 124) 
  Drider
  Hit Dice: 7
  Armor Class: 3 [16]
  Attacks: by weapon (1d8)
  Saving Throw: 9
  Special: magical abilities, spells
  Move: 18
  Alignment: Chaos
  Number Encountered: 1d6
  Challenge Level/XP: 9/1100
  Driders are spider-centaurs: the body is that of a massive spider, but the 
  torso is that of a delicate human-like person. Driders have the following 
  innate magical abilities, usable once per day: create lantern-like lights at 
  a range of 60ft, darkness 15ft radius, detect magic, and levitate. In addi-
  tion, driders are spellcasters. Male driders are magic-users (4/3/2/1), and 
  females are clerics (2/2/2/1/1). 
  Drider: HD 7; AC 3[16]; Atk +1 longsword (1d8+1); Move 18; 
  Save 9; AL C; CL/XP 9/1100; Special: magical abilities, spells 
  (4/3/2/1). (Monstrosities 145)
  Magical Abilities: 1/day—dancing lights (1–4 lantern-
  type, 60ft), darkness 15ft radius, detect magic, levitate.
  
  127
  Spells: 1st—magic missile (x3), shield; 2nd—invisibility, 
  mirror image, web; 3rd—fly, haste; 4th—charm 
  monster. 
  Drow
  Hit Dice: 2
  Armor Class: 3[16]
  Attacks: By weapon
  Saving Throw: 16
  Special: +2 saving throw bonus, –2 attack penalty in sunlight 
  or magical light, 1 in 8 surprise chance, magic resistance 
  (50%), magical abilities.
  Move: 12
  Alignment: Chaos
  Number Encountered: 1d6, 3d4, or city of 1d10x100
  Challenge Level/XP: 5/240
  The drow are dark elves, denizens of the Under Realms, dwellers in 
  darkness. They have coal-black skin and white hair. These creatures of 
  chaos despise the surface-dwelling servants of Law, and would certainly 
  choose to eradicate them if the drow themselves did not dislike sunlight. 
  All attacks made by drow in sunlight, or in even magical light, will be 
  made at a penalty of –2. All drow have the following spell-like powers: 
  darkness 15ft radius, ability to limn a target in faint light at a range of 60ft 
  (all have +1 to hit the victim), and the ability to create lantern-like lights 
  at a range of 60ft. All drow wear +1 chain mail and carry +1 longswords. 
  They wear cloaks and boots that make them difficult to see and hear (75% 
  chance to surprise). All of this equipment will decay in sunlight, becoming 
  useless after 2d6 days of normal exposure. Roughly half of normal drow 
  will also be carrying hand-crossbows that fire poison darts (1d3 damage, 
  sleep poison save at –4). Drow are capable of advancing in level, and their 
  leaders may be considerably more dangerous than the normal 2HD (Ftr2) 
  drow. Male drow may have magic-user levels up to 12, and fighter levels 
  up to 7. Female drow may have fighter levels up to 9, and magic-user or 
  cleric levels up to 12 or 18 respectively. These higher-level leaders may 
  be carrying swords with greater than a +1 bonus, shields with a magical 
  bonus, and/or wearing chain mail with greater than a +1 bonus. 
  Drow: HD 2; AC 3[16]; Atk +1 longsword (1d8+1) or hand 
  crossbow (1d3 plus sleep poison); Move 12; Save 14 
  (includes +2); AL C; CL/XP 6/400; Special: +2 saving throw 
  bonus, –2 attack penalty in sunlight or magical light, 1 in 8 
  surprise chance, magic resistance (50%), magical abilities. 
  (Monstrosities 146)
  Magical Abilities: at will—dancing lights (1–4 lantern-
  type, 60ft), darkness 15ft radius, faerie fire.
  Equipment: +1 chain mail, drow cloak & boots (75% 
  to surprise), +1 longsword, hand-crossbow, 15 bolts 
  coated in sleep poison (–4 on save). 
  Duergar
  Hit Dice: 1+2
  Armor Class: 4[15]
  Attacks: By weapon
  Saving Throw: 18
  Special: +4 save vs. magic, immune to illusions, magical 
  abilities.
  Move: 9
  Alignment: Chaos
  Number Encountered: 2d8 or 1d100x2
  Challenge Level/XP: 3/60
  The duergar, often called the “dark dwarves,” are foul-tempered creatures 
  that loathe intruders to their underground realms — but not nearly as much 
  as they do their kinfolk closer to the surface. Duergar dwell in communities 
  deep underground, and appear as darker, more twisted versions of normal 
  dwarves. Their skin is a dull gray, as though rubbed with dust or ash, but this 
  is a natural coloration that better allows them to blend with their underground 
  surroundings. They are a race of slavers, but while non-dwarven prisoners are 
  usually put to backbreaking work, dwarves are generally slain on the spot. 
  Duergar can turn invisible once per day, and can also double their size once 
  per day (this allows the duergar to attack as a 4HD creature, and heals 50% of 
  any damage the duergar had taken prior to the change). Duergar leaders gain 
  +2 to hit rather than an increase in hit dice. 
  Duergar: HD 1+2; AC 5[14]; Atk warhammer (1d4+1) or 
  light crossbow (1d4+1); Move 9; Save 18; AL C; CL/XP 3/60; 
  Special: +4 save vs. magic, immune to illusions, magical 
  abilities. (Monstrosities 148)
  Magical Abilities: 1/day—enlarge [attack as 4HD, 50% 
  heal damage], invisibility.
  Equipment: chain mail, warhammer, light crossbow, 15 
  bolts. 
  Encephalon Gorger
  Hit Dice: 8
  Armor Class: 6[13]
  Attacks: 2 claws (1d6+1)
  Saving Throw: 8
  Special: haste (2/day), mindfeed (hit with both claws, auto 1d6/
  round from teeth, save negates), regenerate 3/round, resist cold. 
  Move: 6
  Alignment: Chaos
  Number Appearing: 1d4 or 4d6
  Challenge Level/XP: 9/1100
  An encephalon gorger is a sleek, pale-skinned humanoid standing about 
  7ft tall, with long, thin arms and legs. Its hands and feet end in four digits; 
  the two middle digits being slightly longer than the outer two. Its mouth 
  is lined with short, needle-like teeth, with the canines being most pro-
  nounced. An encephalon gorger’s tongue is sleek and black. An enceph-
  Appendix II: Monsters
  
  128
  Cyclopean Deeps Volume 1
  alon gorger strikes and tears at its victims with its sharp claws. If it hits 
  with two claws, it grabs the victim and automatic starts to mindfeed in the 
  next round. To mindfeed, the gorger sinks its teeth into the prey’s head to 
  drain cerebral fluid (1d6 points of damage per round). Twice per day, a 
  gorger can give itself an adrenal boost of speed (similar to a haste spell). 
  An encephalon gorger heals 3 hit points per round.
  Encephalon Gorgers: HD 8; AC 6[13]; Atk 2 claws (1d6+1); 
  Move 6; Save 8; AL C; CL/XP 9/1100; Special: haste (2/day), 
  mindfeed (hit with both claws, auto 1d6/round from teeth, 
  save negates), regenerate 3/round, resist cold. (The Tome of 
  Horrors Complete 234)
  Ghast
  Hit Dice: 4
  Armor Class: 4[15]
  Attacks: 2 claws (1d3), bite (1d6)
  Saving Throw: 13
  Special: immune to sleep and charm, stench (save or suffer 
  –2 on attack rolls), touch causes paralysis for 3d6 turns upon 
  failed save.
  Move: 14
  Alignment: Chaos
  Number Encountered: 1d6
  Challenge Level/XP: 5/240
  Ghasts are highly intelligent ghouls. Their charnel stench is so powerful 
  that anyone nearby (about 10ft) must make a saving throw or suffer a –2 
  penalty on attack rolls. As with ghouls, a hit from a ghast causes paralysis 
  if the victim fails a saving throw. 
  Ghast: HD 4; AC 4[15]; Atk 2 claws (1d3), bite (1d6); Move 14; 
  Save 13; AL C; CL/XP 5/240; Special: immune to sleep and 
  charm, stench (save or suffer –2 on attack rolls), touch causes 
  paralysis for 3d6 turns upon failed save. (Monstrosities 189) 
  Giant, Jack-in-Irons
  Hit Dice: 16+1d6 points
  Armor Class: 0[19]
  Attacks: club (7d6)
  Special: hurl boulders, shake earth (stomp 
  foot, save or fall down), stun 
  by club (save or stunned for 
  1 turn).
  Move: 15
  Saving Throw: 3
  Alignment: Neutrality 
  Number Appearing: 1 
  Challenge Level/XP: 
  17/2300
  A jack-in-irons looks 
  like a huge orc adorned in 
  chains. It stands 20 to 25ft 
  tall and weighs 13,000 
  to 15,000 pounds. Any 
  creature struck by its 
  weapon must save or be 
  stunned for 1 turn. A jack-
  in-irons can stomp its foot 
  on the ground to cause 
  powerful vibrations that 
  radiate around the giant and 
  cause opponents to fall down. 
  The giant can throw rocks for 
  7d6 points of damage. 
  Giant, Jack-In-Irons: HD 16+1d6hp; AC 0[19]; Atk club or 
  thrown rock (7d6); Move 15; Save 3; AL C; CL/XP 17/2300; 
  Special: hurl boulders, shake earth (stomp foot, save or fall 
  down), stun by club (save or stunned for 1 turn). (The Tome 
  of Horrors Complete 276)
  Grue (Type 2)
  Hit Dice: 6
  Armor Class: 2[17]
  Attacks: bite (2d6)
  Saving Throw: 11
  Special: extinguish lights within 100ft, healed by damage 
  caused to victims, immune to all but magic weapons and 
  spells with light effect
  Move: 12
  Alignment: Chaos
  Number Encountered: 1
  Challenge Level/XP: 11/1700
  Found in the darkest recesses of dungeons or in the deepest corners of 
  attics, grues are the essence of Chaos and Darkness given form by evil and 
  a ravenous appetite for living souls. Grues have no specific shape or form, 
  save for the ravening, slavering jaws that close around the unsuspecting, 
  or those who would venture into the darkness without a torch or match 
  in their inventory. Grues are chaotic spirits that exist in a 10ftx10ft area 
  of pure darkness. Any light source brought into that same area forces the 
  grue to flee to the nearest dark area. Any creature within the area of dark-
  ness is subject to attack by the grue’s jaws. For all intents and purposes, 
  grues are invisible to anyone within the area of darkness, but outside of 
  the area, a grue looks like “living darkness.” Grues are only affected by 
  
  129
  magical weapons or weapons that emit light of some kind, including a 
  torch (which would act like a club). They are resistant to all spell attacks, 
  save those that have some sort of light component (a light spell, prismatic 
  spray or even fireball). Grues can magically extinguish one normal light 
  source per round at a distance of 100ft. A grue’s attack will replenish its 
  hit points with any hit points “eaten” from its victims. A grue cannot re-
  plenish beyond its starting hit points. Anyone killed by a grue will vanish, 
  including all of his equipment. In 1d4 days, he will become a grue.
  — Author: Chgowiz 
  Grue (Type 2): HD 6; AC 2[17]; Atk bite (2d6); Move 12; 
  Save 11; AL C; CL/XP 12/2000; Special: extinguish lights 
  within 100ft, healed by damage caused to victims, immune 
  to all but magic weapons and spells with light effect. 
  (Monstrosities 234) 
  Khryll
  Hit Dice: 8
  Armor Class: 3[16]
  Attack: 8 tentacles (see below)
  Special: iquefy internal organs of grabbed victim, mental 
  blast, magic resistance (80%)
  Move: 9
  Saving Throw: 8
  Alignment: Chaos
  Number Encountered: 1d6 or 3d8
  Challenge Level/XP: 13/2300
  Khryll are bizarre subterranean creatures, possessed of a malevolent-
  ly genius-level intellect. Ten to fifteen feet in length, they have curving, 
  jointed shells like that of a crayfish or lobster, but without claws. Instead 
  of legs, the creatures have squid-like tentacles emerging from each seg-
  ment of the armored body. The tentacles of a Khryll permit a kind of 
  limited levitation; a khryll can float and maneuver in the air provided that 
  at least two of its tentacles are in contact with the ground or a wall. They 
  cannot rise higher than the length of the 10ft tentacles. The origin of these 
  creatures in the deep underworld is unknown, but they are rapacious har-
  vesters of most other intelligent species, even to the extent of breeding 
  slaves to serve as food. They communicate telepathically, and their pri-
  mary attack is to produce a mental shockwave that necessitates a saving 
  throw by anyone caught in the area of the cone-shaped psychic ripple. 
  This cone extends 60ft: it begins at 5ft wide, at the khryll’s forehead, and 
  extends to a width of 20ft at the end of the cone. The effect of the blast 
  depends upon how many creatures are caught within: 
  1-2 creatures in area: Natural 1 on saving throw = death, Failed save = 
  stunned 3d6 turns, Successful save = panic for 1d10 rounds. 
  3-4 creatures in area: Natural 1 on saving throw = stunned 3d6 turns, 
  Failed save = panic for 3d6 turns, Successful save = confused for 1d10 
  rounds. 
  5+ creatures in area: Natural 1 on saving throw = panicked for 3d6 
  turns, Failed save = confused for 1d6 turns, Successful save = confused 
  for 1d6 rounds.
  In melee combat (or at leisure if all its foes are incapacitated), Khryll 
  hold prey with their tentacles and insert a mouth-tube into the victim to 
  begin liquefying the internal organs. If an opponent is hit by any two of 
  the khryll’s tentacles, the khryll has an opportunity to jab its tube-like 
  tongue down the victim’s throat into the body cavity, and begin liquefying 
  organs for ingestion. This inflicts 1d6 points of damage in the first round, 
  2d6 points of damage in the second round, 3d6 points of damage in the 
  third round, and death in the fourth round (no saving throw). Once the two 
  tentacles have grabbed an opponent with successful hit, no further attacks 
  are necessary to continue holding the victim. If the Khryll is hungry it 
  will suck the liquefied organs through its mouth-tube as food; otherwise it 
  will lay eggs in the prepared body, and these will hatch into khryll-spawn 
  in 1d3+1 days. Khryll society is quite complex and byzantine; in general 
  no more than six of them will be encountered together at one time, but 
  in the deepest caverns beneath the earth there are unquestionably much 
  larger populations of them. Their cities are said to be as much vertical as 
  horizontal, with vast schools of khryll floating up the sides of underground 
  cliffs where they have built bizarre structures and tunnels directly into the 
  sides of their great caverns. 
  Khryll communicate by telepathy, at a range of 50ft. Anyone who does 
  not wish to be mentally probed by a khryll must make a saving throw to 
  avoid it. Even if the khryll successfully reads minds, it can only “hear” 
  the individual’s surface thoughts. Only a character with wisdom or intel-
  ligence higher than 13, who makes the saving throw successfully, will be 
  aware of a khryll’s attempt at mental probing.
  — Author: Matt Finch
  Khryll: HD 8; AC 3[16]; Atk 8 tentacles (grab with 2 hits); 
  Move 9; Save 8; AL C; CL/XP 13/2300; Special: liquefy 
  internal organs of grabbed victim, mental blast, magic 
  resistance (80%). (Monstrosities 275)
  Lizard, Cavern
  Hit Dice: 4
  Armor Class: 5[14]
  Attacks: bite (2d4)
  Saving Throw: 13
  Special: bite latches for automatic damage each round
  Move: 9 (climb 6)
  Alignment: Neutrality
  Challenge Level/XP: 4/120
  Cavern lizard are 8-foot-long gray lizards with wide feet and sapphire-
  gold bulging eyes. Their legs are thick and muscled and their large feet 
  have small suction cup-like pads on the bottoms that aid in climbing. Its 
  head is angular and somewhat flat. Its mouth sports a row of long, serrated 
  teeth. These very aggressive hunters latch onto prey with their bite, auto-
  matically dealing damage each round thereafter.
  Appendix II: Monsters
  
  130
  Cyclopean Deeps Volume 1
  Lizards, Cavern: HD 4; AC 5[14]; Atk bite (2d4); Move 9 (climb 6); 
  Save 13; AL N; CL/XP 4/120; Special: bite latches for automatic 
  damage each round. (The Tome of Horrors Complete 363)
  Lizard, Giant
  Hit Dice: 3
  Armor Class: 5[14]
  Attacks: 1 bite (1d8)
  Saving Throw: 14
  Special: none
  Move: 12
  Alignment: Neutrality
  Number Encountered: 1d6
  Challenge Level/XP: 3/60
  Giant lizards (the ones described here, in any case) are about 4ft tall 
  at the shoulder (not quite large enough to ride). Larger specimens could 
  certainly be found — perhaps they continue to grow throughout their long 
  lives, leading to giant lizards of close to saurian dimensions. 
  Giant Lizard: HD 3; AC 5[14]; Atk bite (1d8); Move 12; Save 
  14; CL/XP 3/60; Special: none. (Monstrosities 300)
  Huggermugger
  Hit Dice: 2
  Armor Class: 6 [13]
  Attacks: by weapon (1d4)
  Saving Throw: 16
  Special: 3 or more around opponent can cause confusion.
  Move: 6
  Alignment: Chaos
  Number Encountered: 1d6+3 or 1d10+10
  Challenge Level/XP: 2/30
  A huggermugger appears as a 3- to 4-foot-tall humanoid with short, 
  cropped, black hair, hidden beneath a black hat, pulled low so as to hide its 
  facial features. Its skin is pale and cold to the touch, regardless of the actu-
  al temperature in the surrounding area. A huggermugger’s normal attire, in 
  addition to its hat, is a robe of black or dark gray. Huggermuggers do not 
  speak, other than the incessant chattering and mumbling they seem to con-
  stantly indulge in. If three or more huggermuggers surround an opponent 
  and begin chattering, it causes confusion in the creature (as per the spell). 
  Huggermuggers (1d6+2): HD 2; AC 6[13]; Atk dagger (1d4); 
  Move 6; Save 16; AL C; CL/XP 2/30; Special: 3 or more 
  around opponent can cause confusion. (The Tome of 
  Horrors Complete 330)
  Equipment: dagger, 1d10+10gp.
  Imp
  Hit Dice: 2
  Armor Class: 2[17]
  Attack: sting (1d4 plus poison)
  Special: +1 or better weapon to hit, immune to fire, poison 
  tail, polymorph, regenerate.
  Move: 6 (fly 16)
  Saving Throw: 16
  Alignment: Chaos
  Number Encountered: 1
  Challenge Level/XP: 6/400
  Imps are demonic creatures sent or summoned into the material plane. 
  They are about a foot tall, and have small but functional wings. An imp 
  can polymorph itself into one or two animal forms: a crow, goat, rat, or 
  dog being common. Imps regenerate 1 hit point per round, and can be hit 
  only by silver or magical weapons (or by animals with 5+ hit dice). In 
  some cases, they may be forced to serve as a familiar to a powerful and 
  evil magic user. 
  Imp: HD 2; HP 9; AC 2[17]; Atk sting (1d4 plus poison); Move 
  6 (fly 16); Save 16; AL C; CL/XP 6/400; Special: +1 or better 
  weapon to hit, immune to fire, poison tail, polymorph, 
  regenerate. (Monstrosities 263) 
  Roper
  Hit Dice: 10–12
  Armor Class: 0[19]
  Attacks: tentacle (weakness), bite (2d10)
  Saving Throw: 5–3
  Special: 6 tentacles grab at 1 per round and cause 
  weakness (save or at 50% of strength), half damage from 
  cold, immune to electricity, susceptible to fire (+1 damage 
  per hit die inflicted)
  Move: 3
  Alignment: Neutrality
  Number Encountered: 1d3
  Challenge Level/XP: 10HD: 11/1700; 11HD: 12/2000; 12HD: 
  13/2300
  Ropers are shapeless but extremely tough-skinned organisms, with 
  about the body mass of a hill giant. They look very much like stone, and 
  can shape themselves to resemble a natural pillar, stalagmite, lump, or any 
  other simple rock formation. To attack, the roper hurls out long tendrils 
  with a range of 50ft (one per round); the roper can use as many as six of 
  these tentacles at a time. If the tentacle hits, it grabs the victim and draws 
  him 10ft per round toward the roper’s huge, tooth-filled mouth. The vic-
  tim must make a saving throw or lose half his strength points due to the 
  secretions on the tentacle (3d6 turns). A human has a 1 in 6 chance per 
  round to break the roper’s hold if his strength has been halved, 2 in 6 if his 
  strength remains normal. Ropers are immune to electricity and take only 
  half damage from cold, but they are susceptible to fire, taking +1 damage 
  per hit die inflicted by fires (e.g., a 6 hit die fireball inflicts +6 damage). 
  Roper (10HD): HD 10; AC 0[19]; Atk tentacle (weakness), 
  bite (2d10); Move 3; Save 5; AL N; CL/XP 11/1700; Special: 
  6 tentacles grab at 1 per round and cause weakness (save 
  or at 50% of strength), half damage from cold, immune 
  to electricity, susceptible to fire (+1 damage per hit die 
  inflicted). (Monstrosities 400)
  Roper (11HD): HD 11; AC 0[19]; Atk tentacle (weakness), 
  bite (2d10); Move 3; Save 4; AL N; CL/XP 12/2000; Special: 
  6 tentacles grab at 1 per round and cause weakness (save 
  or at 50% of strength), half damage from cold, immune 
  to electricity, susceptible to fire (+1 damage per hit die 
  inflicted). (Monstrosities 400)
  Roper (12HD): HD 12; AC 0[19]; Atk tentacle (weakness), 
  bite (2d10); Move 3; Save 3; AL N; CL/XP 13/2300; Special: 
  6 tentacles grab at 1 per round and cause weakness (save 
  or at 50% of strength), half damage from cold, immune 
  to electricity, susceptible to fire (+1 damage per hit die 
  inflicted). (Monstrosities 400)
  Shroom
  Hit Dice: 6+1
  Armor Class: 6[13]
  Attacks: weapon (1d8)
  Saving Throw: 11
  Special: control plants, plant growth, spells 
  
  131
  Move: 9
  Alignment: Chaos
  Number Encountered: 1
  Challenge Level/XP: 8/800
  Shrooms are evil geniuses, large toadstool creatures with considerable 
  magical powers, standing nine feet in height and with a stem diameter of 
  four feet. They lurk in the deep places of the earth and in dank forests, 
  plotting ruin against surface dwellers and scheming to gain power for 
  themselves by any means possible. They are highly adept with magic that 
  influences plants, and most of them are knowledgeable in various forms 
  of arcane study of other kinds, such as alchemy. Many, too, will surround 
  themselves with strange minions that they have created, grown, or bred. 
  Shrooms are highly individual, and the Referee should feel free to invent 
  all kinds of these sinister malefactors. Most will have the spellcasting abil-
  ities of at least a fourth level magic user, and all have strange powers to 
  create and shape the plants of their environments (growing and controlling 
  them). Although these powers take time to employ and will not be relevant 
  in combat, they can be used to create a considerably hazardous lair. The 
  flesh of a Shroom is delectable, but deadly. Any person eating Shroom-
  flesh must make a saving throw versus poison or be affected as if by a 
  feeblemind spell. The condition may be reversed by a heal or restoration 
  spell. The effects of the toxin can actually turn out to be beneficial in the 
  long run; there is a 5% chance that a feebleminded character who has been 
  healed or restored will permanently gain a point of intelligence from the 
  effects of the Shroom-flesh.
  — Author: Matt Finch
  Shroom: HD 6+1; AC 6[13]; Atk staff (1d6); Move 9; Save 11; 
  AL C; CL/XP 8/800; Special: control plants, plant growth, 
  spells (3/2). (Monstrosities 424)
  Spells: 1st—charm person (x2), magic missile; 2nd—
  invisibility, phantasmal force. 
  Spider, Phase
  Hit Dice: 5
  Armor Class: 6[13]
  Attacks: bite (1d6 plus poison)
  Saving Throw: 12
  Special: phase to avoid attacks (except from ethereal), 
  poison (+1 save or die).
  Move: 18
  Alignment: Neutrality
  Number Encountered: 1d4
  Challenge Level/XP: 6/400
  Phase spiders can shift out of phase with their surroundings (so they 
  can be attacked only be ethereal creatures), only to come back into phase 
  later for an attack. 
  Phase Spider: HD 5; AC 6[13]; Atk bite (1d6 plus poison); 
  Move 18; Save 12; AL N; CL/XP 6/400; Special: phase to 
  avoid attacks (except from ethereal), poison (+1 save or 
  die).
  Syanngg
  Hit Dice: 8+20hp
  Armor Class: 2[17]
  Attacks: up to 6 bites (1d4)
  Saving Throw: 7
  Special: magic resistance (25%), magical ability from each 
  head.
  Move: 6
  Alignment: Chaos
  Number Encountered: 1
  Challenge Level/XP: 14/2600
  The syanngg is a radially-symmetrical creature a bit like a starfish, 
  with six backbones running upward through its central body to form six 
  serpentine necks above the body and six reptilian tentacles below. The 
  bottom tentacles are connected by a circular fan of leathery skin that runs 
  approximately halfway down the length of the tentacle, giving the crea-
  ture a strangely cone-like shape. By stretching out, they can flatten their 
  bodies almost entirely, with the exception of the seven-foot long necks. A 
  syanngg has 6 heads, and can bring 1d4 heads to point toward any given 
  90-degree quarter around itself. Each head has a different type of magic 
  that can be projected from its eyes, as follows:
  1 — slow (range 40ft)
  2 — lightning bolt (5d6 damage, range 60ft)
  3 — dispel magic (level 12, range 40ft)
  4 — turn to stone (range 30ft)
  5 — paralysis (range 30ft, duration 3d6 turns)
  6 — charm (range 20ft)
  Syannggs are ferocious creatures, dedicated to accumulating power and 
  treasure by whatever means they can contrive. They are quite intelligent, 
  and it is not uncommon for a syanngg to be found as the tyrannical master-
  mind behind the activities of weaker minions. Their plans are not devilish-
  ly intricate, reflecting the single-minded brutality of the syanngg mindset, 
  but they are usually well considered and practical. In particular, syannggs 
  do not hesitate to risk themselves in battle, since they glory in victorious 
  slaughter just as much as they lust after gold and power.
  — Author: Matt Finch
  Syanngg: HD 8+20; AC 2[17]; Atk up to 6 heads (1d4); Move 
  6; Save 7; AL C; CL/XP 14/2600; Special: magic resistance 
  (25%), magical ability from each head. (Monstrosities 464)
  Magical Abilities: 1—slow (range 40ft); 2—lightning 
  bolt (5d6, range 60ft); 3—dispel magic (level 12, range 
  40ft); 4—flesh to stone (range 30ft); 5—hold monster 
  (range 30ft, duration 3d6 turns); 6—charm monster 
  (range 20ft).
  Appendix II: Monsters
  
  132
  Cyclopean Deeps Volume 1
  Troglodyte
  Hit Dice: 2
  Armor Class: 4[15]
  Attacks: 2 claws (1d3), bite (1d4+1) or by weapon and 
  shield (1d8)
  Saving Throw: 16
  Special: chameleon skin (surprise on 1–4 unless excreting 
  stench), stench (loss of a point of strength per round for 1d6 
  rounds, last 10 rounds after final effect)
  Move: 12
  Alignment: Chaos
  Number Encountered: 1d10 or 1d10x10
  Challenge Level/XP: 3/60
  Troglodytes are subterranean reptile-people. In battle, they emit a horri-
  ble smell that weakens most other races. Failing a saving throw against the 
  smell causes the victim to lose 1 point of strength per round for 1d6 rounds, 
  with the loss persisting for another 10 rounds thereafter. Troglodyte skin is 
  slightly chameleon-like, which allows them to mount very effective am-
  bushes. Troglodytes despise the civilized races and seek to annihilate them, 
  but different clans do not ordinarily work well together. Troglodyte bands 
  are often led by strong specimens, which can be 3 or 4 hit dice monsters. 
  Troglodyte: HD 2; AC 4[15]; Atk 2 claws (1d3), bite (1d4+1) 
  or stone-axe (1d8); Move 12; Save 16; AL C; CL/XP 3/60; 
  Special: chameleon skin (surprise on 1–4 unless excreting 
  stench), stench (loss of a point of strength per round for 1d6 
  rounds, last 10 rounds after final effect). (Monstrosities 488) 
  Troll, Two-headed
  Hit Dice: 10
  Armor Class: 3[16]
  Attack: 2 weapons (1d10) or 2 claws (1d6)
  Saving Throw: 5
  Special: rend if both claws hit for additional 2d6, regenerate 
  1hp/round, surprised only on a 1 in 8
  Move: 12
  Alignment: Chaos
  Number Encountered: 1, 1d3+1, or 1d2 plus 1d4 trolls
  Challenge Level/XP: 11/1700
  The two-headed troll is thought to be the hideous offspring of an ettin and 
  female troll. Sages contend that no other explanation is possible concerning 
  this monster. Two-headed trolls prefer to make their lairs underground and 
  away from civilization. Although believed to be the offspring of an ettin 
  and troll, they do not associate with the former, but are often found leading 
  the latter during raids or wars. A two-headed troll stands about 10ft tall and 
  weighs about 2,000 pounds. Its hide is mottled green or gray, and its facial 
  features resemble that of a standard troll. Two-headed trolls typically dress 
  in rags or tattered clothes or even battered and rusted armor on occasion. 
  Their legs end in three-toed feet, and their powerful arms end in sharpened 
  claws. The two-headed troll has the slow moving gait of the normal troll, 
  but does not walk hunched over. Two-headed trolls speak the language of 
  trolls and the language of ettins. If a two-headed troll hits with both of its 
  claw attacks, it latches onto the opponent’s body and tears the flesh for an 
  additional 2d6 points of damage. A two-headed troll heals 1 point of damage 
  each round so long as it has at least 1 hit point. It cannot regenerate limbs.
  Two-headed Troll: HD 10; AC 3[16]; Atk 2 claws (1d6); Move 
  12; Save 5; AL C; CL/XP 11/1700; Special: rend if both claws 
  hit for additional 2d6, regenerate 1hp/round, surprised only 
  on a 1 in 8. (The Tome of Horrors Complete 573)
  Xole
  Hit Dice: 8+4
  Armor Class: 2 [17]
  Attacks: two-handed mace (1d10+5) and tail (2d6)
  Saving Throw: 8
  Special: constriction, immune to fire and cold
  Move: 12
  Alignment: Chaos
  Number Encountered: 1d6
  Challenge Level/XP: 10/1400
  Xoles bear a close physical resemblance to the salamanders of the el-
  emental plane of fire, having a somewhat human head, human arms, and 
  a serpentine body. Rather than being creatures of fire, however, the xoles 
  are creatures of stone, being native to the elemental plane of earth. As 
  such, they are immune to fire and cold, and can be affected by protection 
  from evil. A xole is only slightly larger than a salamander; the torso of a 
  xole is equivalent to that of a seven-foot tall, but massive, person. The tail 
  is almost ten feet in length, which is the reason xoles are categorized as 
  “Large” size. Xoles generally carry heavy stone maces as weapons; even 
  xoles can only wield these weapons two-handed, and they cannot be lifted 
  by any creature not from the elemental plane of earth. If one of the weap-
  ons is dropped to the ground, it will dissolve into the stone after a period 
  of a year and one day. If a xole hits successfully with its tail, it inflicts 
  automatic constriction damage thereafter. Xoles can move through solid 
  rock or earth, although it takes a full round to enter solid stone. There is 
  no allegiance between xoles and xorns beyond the fact that both types of 
  creatures are native to the elemental plane of earth. Xoles, obviously, are 
  more organized than xorns, and are generally found on the prime material 
  plane in the service of some evil purpose, as contrasted to the neutral and 
  relatively purposeless wanderings of the xorns. 
  — Author: Matt Finch
  Xole: HD 8+4; AC 2[17]; Atk two-handed mace (1d10+5) and 
  tail (2d6); Move 12; Save 8; AL C; CL/XP 10/1400; Special: 
  constriction, immune to fire and cold. (Monstrosities 520)
  Xorn
  Hit Dice: 7
  Armor Class: –2[21]
  Attacks: 3 claws (1d3), bite (4d6)
  Saving Throw: 9
  Special: immune to fire and cold, half damage from 
  electricity, travel through stone.
  Move: 9
  Alignment: Neutrality
  Number Encountered: 1d4
  Challenge Level/XP: 9/1100
  Xorn are bizarre creatures, originally from the elemental planes of 
  earth, which eat precious metals and other minerals. They have a rocklike 
  consistency, granting an extremely good armor class, and appear to be 
  made of stone. Xorn have a barrel-shaped body, radially symmetrical with 
  three eyes, three arms, three stubby legs, and a powerful mouth set in the 
  top of the creature’s body. The stone-like appearance grants the xorn a 
  tremendously good chance of surprising its enemies. These creatures are 
  immune to fire and cold damage, and take only half damage from elec-
  trical attacks (no damage when saving throws are successful). A xorn can 
  swim through stone, but requires a full melee round to enter solid rock, 
  during which time it cannot attack. Phase Door spells will utterly destroy a 
  xorn that is traveling through rock or readjusting its composition. Xorn are 
  particularly vulnerable to spells that affect earth and stone. Move Earth 
  spells may be used to hurl a xorn backwards 30ft and stun them for a full 
  round. Stone to flesh and rock to mud spells weaken the xorn’s elemental 
  structure, increasing the creature’s AC to 8[11] until the xorn concentrates 
  for a full round to readjust its composition. Passwall spells inflict 1d10+10 
  points of damage with no saving throw. 
  Xorn: HD 7; AC –2[21]; Atk 3 claws (1d3), bite (4d6); Move 
  
  133
  9; Save 9; AL N; CL/XP 8/800; Special: immune to fire and 
  cold, half damage from electricity, travel through stone. 
  (Monstrosities 521) 
  Elder Things and  
  Middle-Divinities
  Between the realms of humankind and the realms of the gods, there 
  lies an oft-forgotten realm of “middle” powers: the demi-gods, the al-
  most-gods, the princes of elemental Chaos and Law, the princes of the 
  underworld and the saints. The blindingly angelic on the one hand; the 
  sanity-crushing relicts of primordial Chaos upon the other. These forces 
  move upon the Earth and in the higher and the lower planes, striving for 
  dominance amongst each other — and beings such as human kith and 
  kind are the playing pieces in their intricate games. These forces shift 
  like tectonic plates in the Cyclopean Deeps, a place where the stakes are 
  higher than the surface world, where the more powerful playing pieces are 
  gathered, where the subtler players make their more significant moves.
  CHOA-THOOM
  CHOA-THOOM is an elder creature that lives physically within the 
  Cyclopean Deeps. One could describe CHOA-THOOM as a death-god-
  ling with necromantic or death/life powers. Best not to get too deep in 
  Chapter 8: Flagon of the Death God.
  Eye of Gaaros-Uaazath 
  (commonly, “Eye of Gaaros”)
  The Eye of Gaaros is the sapient remnant of a titanic being, possibly 
  one that brought Khryll into the world as passengers or vermin. More in-
  formation may be found in Chapter 2: Eye of the Titan. The Eye’s current 
  goal is to rebuild the rest of its original body. It is being assisted in this 
  goal by a cult-like following of khryll. Only the khryll worship this being, 
  if worship is even an accurate description.
  Isclaadra, Demon-Prince of Mists
  Isclaadra’s presence is felt throughout the Cyclopean Deeps. The Deeps 
  are vitally important to his schemes on this world, for they are a source 
  of darkmist (see Chapter 1: Izamne, City of Endless Dark). Isclaadra’s 
  main forces comprise his nebunorne demons and the Vessals, his eerie 
  priestesses, although he can muster small armies of darkfolk (mainly the 
  Avarthamna).
  It is important to understand that describing Isclaadra’s goal of dominat-
  ing the Cyclopean Deeps is a bit like describing a Chess Grand Master’s 
  intentions as “planning to move King’s Pawn from K-2 to K-3.” It might 
  be very important to the characters, since they are, by analogy, located in 
  K-3. However, the existence of a grand master strategist, the arrangement 
  and even the existence of the rest of the chess board, and the implications 
  of an opening move from K-2 to K-3 … all these are utterly beyond the 
  characters’ initial understanding of matters. At least, that’s where matters 
  stand at the beginning. By the time they have traversed the tenebrous cor-
  ridors and chambers of the Cyclopean Deeps, they might understand a bit 
  more about demonic politics and strategies at the “Middle-Divinity” level 
  of the cosmos. There are more things in Heaven and Earth, Horatio …
  Noagana the Unseen
  Noagana is an abstract concept with inherent power, rather than an ac-
  tual being. As such, it is entirely unlike the other middle powers listed 
  here. The Noagana-concept is affiliated with darkness and the number 
  three. A detailed description is included in the glossary.
  Sa-Heloth, Ancestor-Spirit of the 
  Serpentfolk 
  Sa-Heloth is a powerful ancestor spirit, held anchored in the Cyclope-
  an Deeps by the necromantic powers of the serpentfolk Yellow Society. 
  Sa-Heloth has been subtly guiding its nest of descendants toward great-
  ness, tyranny over their foes, and unstoppable arcane power. It 
  may be, of course, that Sa-Heloth’s efforts to affect the course of their 
  actions are actually sapping the inherent energy of his children, slowly 
  pushing them toward hubris and ruin. Sa-Heloth, although a terrifying and 
  mighty thing, only barely fits into the scope of this particular section, for it 
  is not quite as powerful as a demon-lord. However, it is physically present 
  within the Cyclopean Deeps, and the characters could very well come 
  face-to-face with Sa-Heloth in the course of their adventures.
  Teratashia, Demon-Princess of 
  Dimensions
  The aspirations of this demon-princess to control the Cyclopean Deeps 
  were shattered when her darkfolk followers in the City of Izamne were 
  massacred in a single night, an event called the Annihilation. There are 
  still remnants of the Teratashian civilization in Izamne, for those who 
  might look. The architectural theme of roaches, in particular, was a char-
  acteristic of the Teratashians. Teratashia wields virtually no power here, 
  and it would take a very interesting proposition by forces or followers of 
  Chaos to lure her attention back to the site of a significant and humiliating 
  defeat at the hands of another demon-lord (Isclaadra). Teratashia’s only 
  real ally in the Cyclopean Deeps is the wizard Aouc Jamac, who is playing 
  a very deep and very dangerous game of high-stakes demonic politics. See 
  Chapter 8: Flagon of the Death God for more details about Aouc Jamac.
  Zuuljj, Elemental Prince of Earth-
  Chaos
  Zuuljj is a tremendously powerful denizen of the Elemental Plane of 
  Earth, akin to the great nobles who rule the efreet and the djinn. He is a 
  grey-skinned being who wields a pair of stone hammers, and he is ven-
  erated by many clans of the duergar, the dark dwarves. Zuuljj dwells in 
  the legendary City of Malachite, lord of Xoles and Xorn, and of the no-
  madic Xandjinni (Kzand-jeeni). Zuullj once wrote his motto (the “Creed 
  of Zuuljj”) on stone tablets, and placed them at the gates of the city. They 
  read: “Obey, Acquire, Dominate.” Some duergar fundamentalists have 
  created a book called “The Mystical Interpolation of the Creed of Zuuljj,” 
  which is a broad, so-called “explanation” of the three words of the creed 
  and the order in which they appear. Some of the conclusions they have 
  reached are at best stretched, and at worst peculiar. The Zuuljjan Mystics 
  believe (of course) that the duergar are destined to rule the entire world, 
  wipe out all dwarves, follow the commands of their leaders as long as 
  the leaders are true to the doctrines of Zuuljj, and wear a red triangle ‚— 
  representing the three words of the creed — tattooed (or at least painted) 
  on their faces.
  Unfortunately, the characters are likely to encounter some of the fanat-
  ical Mystics of Zuuljj as they explore the Deeps.
  Appendix II: Monsters
  
  134
  Cyclopean Deeps Volume 1
  Darkmist Bottles
  Many darkfolk alchemists are able to distill and refine darkmist into a 
  liquid. If it is exposed to air, the liquid will immediately expand into a gas. 
  It may, thus, be used essentially as a darkness grenade. Moreover, there 
  is a minor magical effect of the liquid-to-gas expansion, as well. In the 
  area where the darkness expands, any spell or magical condition has a 1 
  in 20 chance of becoming unstable. If this happens, there is a 50% chance 
  that the magic will be dispelled, and a 50% chance that its power will be 
  doubled (in whatever way that a doubling of power makes sense for that 
  spell, if at all).
  A much rarer version, which can only be prepared by alchemists of 
  surpassing skill, is liquid darkmist that boils more slowly, releasing its 
  darkness over time rather than all at once.
  Dream-Gobbets
  Dream gobbets are solidified bits of dreams that are — it must be said 
  — the solid excrement of dream-eating plants and organisms. If touched, 
  they impart a moment or so of the dream that was eaten. If someone eats 
  the dream gobbet, that person has the dream incessantly while sleeping 
  until the gobbet has passed fully through the gastro-intestinal system. Due 
  to the restless nature of a repetitive dream, the character is unable to heal 
  hit points naturally while suffering from the dreams. It takes about 24 
  hours for the gobbet to get through the digestive system and make its 
  departure.
  The gobbets have a texture like lumps of fat (hence the name).
  Earring of Shadowleaping
  An earring of shadowleaping allows the wearer to teleport from one 
  shadow to another within a range of 30ft. The earring generally appears 
  to be of middling value, perhaps 50gp. It requires that the wearer’s ear (or 
  anywhere, actually) be pierced; it will not work unless it is worn pierced 
  in some fashion.
  Emergency Elemental
  These magic items are glass spheres containing the essential core of an 
  8-HD elemental. Thus, the sphere of an earth elemental appears to contain 
  a rock; that of a fire elemental, a small flame; that of a water elemental, 
  some seawater; and that of an air elemental appears to be empty. If the 
  glass breaks, the elemental is freed. It is not able to return to its home 
  plane for 3d6 turns, and during this period of time it madly attacks any-
  thing around it.
  Gauntlets of Sight and Sound
  These jointed metal gauntlets may be worn by members of any 
  character class, but they require a full turn to remove due to a strange 
  system of intricate clasps — apparently the clasps were designed 
  specifically to make the gloves hard to remove quickly. When the 
  wearer holds his hands up with the fingers touching in a circle, any-
  one looking through the circle formed by the two hands sees — as if 
  through a lens — the truth of what lies ahead. The effect is identical 
  to that of a gem of seeing, but of course both hands must be unen-
  cumbered to use the gauntlets. Anyone looking through the gauntlets 
  for more than a full hour at a time (or for a total of more than three  
  hours in a single day) suffers debilitating headaches and has tired 
  arms (no spellcasting and all attacks with melee weapons at –1 for 
  24 hours).
  The gauntlets have a second ability that allows the wearer to under-
  stand spoken languages. To employ this power, the wearer simply cups 
  his hands behind his ears. This power operates once per day for no more 
  than a half hour.
   Jupiter Kwan’s  
  Admonishing Lanthorn
  These rather nasty items are shrunken heads imbued with necromantic 
  powers. The head’s eyes project a beam of invisible light, like a lantern, 
  in a cone shape. The light acts as a detect magic spell, and also reveals 
  invisible creatures and items. The Lanthorn works at full capacity for 3 
  hours, but after this the light dims and no longer shows anything except 
  within an inch of the head’s eyes. Even that ability fades within an hour. If 
  the head’s eyelids are pushed down over the eyes, and the head is allowed 
  to “sleep” for 6 hours, the eyes will once again provide their eerie magical 
  light. 
  The name of the items is perhaps deceptive, for the magic of the lan-
  thorns provides no admonishment when used. It was the creation of the 
  lanthorn that provided the admonishment — to the person whose head 
  was used to make it. Jupiter Kwan’s rebukes are somewhat infamous.
  The Octopus Diadem
  The diadem resembles a golden octopus with eyes of sapphire. The oc-
  topus body is the size of a small cat, and the sapphires are massive, a 
  profoundly dark blue that somehow seems miles deep. The diadem is a 
  thing of unearthly beauty, clearly intended to be worn as a crown, with 
  the curved tentacles swept gracefully around the wearer’s head to hold 
  itself in place.
  Before it was claimed by the demon-princess Teratashia, the diadem 
  had been lost for aeons, fashioned by some unknown and forgotten race 
  of slaves to depict their master, an elder thing whose appearance was far 
  more horrible than the image on the diadem would suggest. The dark pal-
  adin known as Priest-Killer discovered it and brought it to his dread mis-
  tress, who in turn gifted it to her High Priestess among the dark stalkers of 
  the Cyclopean Deeps, in the City of Izamne.
  This doomed, decadent creature wore the Octopus Diadem in her hair 
  on the night of the great Annihilation. As the thousands of dark stalk-
  ers and creepers of her civilization were slaughtered and the streets of 
  Izamne ran black with blood, the diadem soaked into itself the mystical 
  power of a thousand deaths. The high priestess fled; a beckoning hand, 
  the urgent offer of a hidden door; safety. She was never heard from 
  again. 
  The current high priest of Tsathogga, when he was but an acolyte, heard 
  the story of her long death from his own high priest many times; a fond 
  retelling of the man’s greatest and most secret triumph. No other living 
  person, save one, knows.
  The False Diadem
  The false diadem is to be found in a secret chamber underneath the altar 
  of Tsathogga in the City of Izamne.  It allows the wearer to cast finger 
  of death once per day, which uses up one charge. The headdress has 20 
  charges.
  Appendix III: Magic Items
  
  135
  Phylactery of Blindness
  A phylactery of blindness is a one-use magic item that cannot be re-
  charged. It is a rune carved into a wax disk that is tied to the wearer’s 
  forehead. When the wearer speaks a command word (often scribed on the 
  phylactery itself, as an aid to memory), the wax disk flashes with intol-
  erable brightness for a split second and is then gone. Anyone in front of 
  the phylactery’s wearer must make a saving throw or be blinded for 3d6 
  rounds.
  Only the Red Society serpentfolk of the Cyclopean Deeps know the 
  proper formulation of the magical wax used in crafting these items, and 
  only the Blue Society retains the mystical knowledge required to scribe 
  the rune of power into the soft substance. However, it might be possible 
  for a skilled magic-user, provided that the character or hire possesses an 
  undamaged phylactery, to duplicate the material and the rune.
  Any sort of fire or very intense heat damages or destroys a phylactery 
  of blindness.
  Rune-Chains of Gnagga
  These two chains are unique, and are currently in the possession of the 
  Balor Hajjirtha in the subterranean city of Izamne. As long as the rune-
  chains are in contact with stone, the wearer is immune to any damage 
  caused by metal or stone. They are intensely painful to wear, and cannot 
  be removed unless the wearer is dead. 
  If the command word “Gnagguldra” is spoken within 100ft of the rune-
  chains, they will ignite with blue fire (causing 1 hit point of damage per 
  round, provided that the wearer is not immune to fire), and they will only 
  protect the wearer from half of any damage caused by stone or metal (for 
  a period of one hour following the speaking of the command word).
  Scepter of Stunning
  These particular weapons are of unknown origin, but there are several 
  in the hands of the high and mighty in the Cyclopean Deeps. They are of 
  particular interest to shamans of certain cults or to clerics, because they 
  do not draw blood. The scepters themselves are made of twisted wood, 
  probably the root of some unknown plant, stained and polished. The spell 
  or ritual laid upon the scepter gives it a tremendous impact when it strikes 
  an opponent, causing a saving throw against being stunned for 2d4 rounds 
  (the saving throw, however, is made at +2).
  Soul Nets of the Kshamarat
  If a Kshamarat dark stalker manages to knock an opponent uncon-
  scious, or to kill it, the stalker quickly undertakes two tasks. First, a trophy 
  is needed, so the stalker will smash out or cut out several teeth, if there 
  is not time, then a scalp will suffice. Secondly, the victim’s soul needs to 
  be collected. Most dark stalkers carry a wispy grey net with their other 
  possessions; this innocuous-looking wisp is one of the most feared ac-
  coutrements of the Kshamarat. When the stalker strokes it across the nose 
  and mouth of a dead or dying person, that person’s soul is caught within 
  the net rather than being freed to go to its final destination in the cosmos. 
  Souls can be sold to various buyers, from necromancers to demons. One 
  might even wonder where the souls of Izamne have been going.
  The Umpathra Manuscript
  This manuscript is an ancient artifact of old ones that lived before the 
  advent of humanity. 
  Anyone actually reading page by page through the manuscript rather 
  than just “skimming” it must make a series of die rolls. When a roll is 
  “versus” an attribute, this means that the die roll must be less than or equal 
  to the attribute score to succeed. In other words, you’re trying to roll under 
  (and/or equal to).
  Die Roll
  If Succeed
  If Fail
  5d6 vs. 
  Wisdom
  Lose 1d4+1 hit 
  points, but stop 
  rolling
  Lose 1d4+1 hit points 
  and 1 wisdom point, 
  paralyzed, keep rolling.
  4d6 vs. 
  Wisdom
  No effect and 
  stop rolling
  Lose 1d4+1 more hit 
  points, 1 point of wisdom, 
  keep rolling
  4d6 vs. 
  Wisdom
  No effect and 
  stop rolling
  Lose all sanity, 1 point of 
  wisdom, and become 
  invisible, keep rolling
  3d6 vs. 
  Wisdom
  No effect and 
  stop rolling
  Lose 1d4+1 hit points, 
  1 point of wisdom, and 
  become ethereal.
  1d6 vs. 
  Wisdom
  No effect and 
  stop rolling
  Die and keep rolling
  1d6 vs. 
  Wisdom
  If raised from the 
  dead, gain 1 level 
  of experience
  Cannot be raised from 
  dead
  The manuscript is incomplete, missing the seventh page. If the manu-
  script is joined with the missing seventh page, the reader will gain a danger-
  ous but useful understanding of the primordial powers of Chaos and how 
  they continue to interact with material reality and various other dimensions. 
  Such knowledge could be useful for a magic-user willing to take the risks of 
  dabbling in these unthinkable powers. A magic-user may use the manuscript 
  in an attempt to create Primordial-Chaotic magic items, dimensions, and/or 
  creatures. In general, such powers cannot be tapped by humans without the 
  help of a blasphemous tome like this one, and even with the help of the man-
  uscript the magic-user will be contending with forces that threaten sanity 
  and existence itself. The manuscript cannot be copied any further than it al-
  ready has been: the minor inconsistencies introduced by copying will cause 
  anyone using a copy to turn into a Leng-spider (saving throw negates).
  Veil of Leng
  These veils, when no one is wearing them, are diaphanous and almost 
  invisible. If the wispy cloth is placed over (or relatively near) a person’s 
  face, the veil suddenly comes to life, squirming parts of itself into the new 
  wearer’s nose and mouth. The wisps of veil inside the wearer’s face draw 
  blood into the rest of the item, so that the entire veil darkens and appears 
  to be a crimson cloth over the bottom two-thirds of the face. Once the 
  veil is in place and charged with blood, it begins to work its subtle, other-
  worldly magic upon the wearer. The wearer is protected in the following 
  ways, and senses when it is possible to use one of the veil’s powers:
  • The wearer gains a +2 on any saving throws against illusion magic.
  • The wearer is immune to the effects of the Air of Leng
  • The wearer can move in and out of the Dreaming Mist, at will.
  Wand of Amazement
  This magic item produces unpredictable effects when used. If the wand 
  is pointed and the command word is spoken (command words usually 
  being inscribed on the wand), roll to determine the effect:
  Roll 
  (1d100)
  Effect
  01–05 
  Insect plague
  06
  Summon second-category demon
  07–10
  Fireball
  11–15
  Lightning bolt
  16–20
  Continual light on first item, object, or being in 
  front of the wand’s tip
  Appendix III: Magic Items
  
  136
  Cyclopean Deeps Volume 1
  Roll 
  (1d100)
  Effect
  21–25
  Charging rhinoceros pops from tip of wand 
  and continues charge
  26–30
  All locks, knots and buckles in a 50-foot radius 
  are undone; all doors and chests open
  31
  First object or creature in front of wand is 
  sucked into the wand and imprisoned there 
  until the next use of the wand.
  32–33
  Vines spring forth and entangle the wand’s 
  holder and anyone within a 40-foot line of the 
  wand’s tip.
  34–35
  A flower blossoms from the wand
  36–37
  Charging rabbit pops from tip of wand and 
  continues charge
  38–40
  Water pours from tip of wand, producing 2 
  gallons per minute for 20 minutes (wand can 
  be used for other things, but keep pouring 
  water)
  41–45
  400 feet of rope leaps from the wand, shooting 
  to a distance of 100 feet if possible.
  46–50
  Plants grow from nowhere in a 50-foot radius 
  from the wand.
  51–60
  Disintegration beam to a distance of 50 feet
  61–70
  Everything in a 60-foot cone backward from 
  the tip of the wand, starting with the holder, 
  becomes invisible
  Roll 
  (1d100)
  Effect
  71–75
  500 gold pieces begin shooting from the tip of 
  the wand
  76–80
  User of wand shrinks to half normal size (until 
  remove curse is cast)
  81–85
  Flowers grow from the wand’s target
  86–90
  Wind gust causes flames to extinguish and all 
  must make a saving throw or drop items they 
  are holding, in a cone that reaches 100 feet 
  from the wand’s tip.
  91–92
  Anyone targeted by the wand permanently 
  gains a tail (25% rat, 25% pig, 25% cat, 25% 
  rabbit) until remove curse; objects turn 
  translucent for 3d6 turns
  93–94
  Flash of light permanently blinds all inside a 
  60-foot cone extending from the wand’s tip 
  (saving throw negates effect). Continual light 
  remains on all surfaces in that area.
  95–96
  1d6 shadows appear in an area 1d6x10 feet 
  from the wand’s tip
  97–98
  Anyone in cone 60 feet long in front of wand’s 
  tip is healed for 2d6+2 hit points of damage
  99–00
  Djinni appears, and offers to grant one wish
  Appendix IV: New Spells
  The Manifold Curse  
  of Jupiter Kwan
  Spell Level: Magic-User 8
  Range: 20ft
  Duration: 1d6 weeks or until removed
  This spell causes the victim to fold up into a little ball the size of an 
  apple. As the spell takes effect, there is approximately one minute of 
  transition, which is an odd, explosive combination of certain elements of 
  taffy-pulling and complex origami. A successful saving throw allows the 
  victim to avoid the spell’s main effect, although some mild nausea is like-
  ly in the days following, not serious enough to cause any actual penalties. 
  The victim will remain in the ball shape for 1d6 weeks unless the curse 
  is made permanent (an entirely different magical process). If the caster 
  chooses to keep the victim on a shelf, perhaps as a decoration or objet 
  d’art, and continue casting the spell every week or so, the victim receives 
  no saving throw if he or she is already in ball form.
  The ball can be useful during the 1–6 week duration of the curse, for 
  it will have 1d2 internal compartments that can hold 5ft by 5ft by 5ft of 
  volume without increasing the weight of the ball.
  The spell can be undone by use of remove curse, but the procedure has 
  only a 60% chance of success (the caster’s level should also be added to 
  the success percentage). 
  
  137
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  Cyclopean Deeps Volume 1
  Designation of Product Identity: The following items are hereby des-
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document Copyright 2003, Wizards of the Coast, 
  Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on orig-
  inal material by E. Gary Gygax and Dave Arneson.
  Swords & Wizardry Core Rules, Copyright 2008, Matthew J. Finch
  Swords & Wizardry Complete Rules, Copyright 2010, Matthew J. 
  Finch
  Swords & Wizardry Monstrosities, Copyright 2013, Matthew J. Finch
  Pathfinder RPG Bestiary, © 2009, Paizo Publishing, LLC; Author: 
  Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and 
  Skip Williams.
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  Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg 
  A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip 
  Williams.Davis, 
  The Tome of Horrors Complete, Copyright 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author Scott Green.
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