TEXT: 1
  Return to the Temple of Elemental Evil offers an epic
  adventure that takes characters from 4th to 14th
  levels. Caves of Ancient Secrets contains additional
  encounters designed to be played with that adventure.
  This small section of caverns, older than The Temple of
  All-Consumption (see Part 2 of Return to the Temple) is
  played during Chapter 5: The Crater Ridge Mines. It
  climaxes in a meeting with the half-fiend aboleth who
  took over the role of the Master from the current
  Second of the Triad (see Chapter 6: The Inner and
  Outer Fanes). 
  The bonus material in the Caves of Ancient Secrets web
  enhancement adds to the background and theme of
  the entire Return to the Temple of Elemental Evil adven-
  ture. It’s exclusive to the Wizards of the Coast website:
  www.wizards.com/dnd.
  BACKGROUND
  One of the reasons Mount Stalagos was chosen as the
  center of the Tharizdun cult years ago was because it was
  so near an ancient colony of aboleths and their kuo-toan
  allies—all servants of Tharizdun. The aboleths beneath
  Stalagos are keepers of truly vile and dark secrets.
  All the kuo-toas in the Crater Ridge mines know
  about this area, as do any non-kuo-toan Water Priests
  and the Triad. The Second of the Triad once lived here,
  before the creation of the Temple of All-Consumption.
  MAP KEY 
  About 50 feet from the beginning of the secret pas-
  sage in Area 193 (see Chapter 5 of Return to the Temple),
  there is a chamber with a 15-foot-diameter shaft going
  down. This shaft leads to an area beneath Mount Stala-
  gos—beneath the lake that bears the mountain’s
  name—where a small but ancient enclave of aboleths
  and their servants dwells.A map of these caves appears
  on page 3.
  This portion of the adventure assumes that the PCs find
  some means to descend down the shaft (Climb DC 20).
  1. The Plunge
  Read or paraphrase the following aloud:
  The door is not locked. Below the grate lies
  a huge reservoir of water. When the lever at
  the spot on the map marked ”A” is pulled,
  water pressure increases below, pushing
  water up the shaft to fully submerge it. This
  allows the inhabitants of the areas down
  here to swim up and down to the Crater
  Ridge Mines when needed. Normally, how-
  ever, the water level remains low to make it
  difficult to get down to this level.
  2. Guard Post (EL 7)
  Read or paraphrase the following aloud:
  This cave is empty except for the guards stationed here.
  Creatures. Six kuo-toas have been commanded to wait
  here and attack any non-authorized creatures that enter
  the complex. 
  Caves of ancient secrets
  A Return to the Temple of Elemental Evil
  Web Enhancement by Monte Cook
  Additional Credits
  “Effects of Water” Design: 
  Skip Williams
  Editing and Web
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  Mark Jindra
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  Based on the original DUNGEONS &
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  The shaft plunges down at least
  300 feet. The sides are slick and the
  air feels cool and damp. The walls of
  the last 20 feet of the shaft are lined
  with iron. The bottom of the shaft is
  a metal grate, and level with the
  grate, in the north portion of the
  wall, stands an iron door.
  These metal walls are carved with
  disturbing images of fish and fish-
  like humanoids torturing humans,
  elves, dwarves, and halflings before
  a misshapen, tentacled horror.
  This large cave smells of fish. The damp walls
  are crusted with lime, forming strange, alien
  shapes on the walls.
  
  2
  Kuo-toas (6): hp 9, 11, 15, 8, 10, 11; see Monster
  Manual page 125.
  Tactics. These creatures throw spears, then dive into
  close combat with a religious fervor. They believe they
  are invincible here (since they’ve never faced defeat).
  Development. These guards come into Area 1 to
  investigate the sounds of anyone moving around. If
  they hear fighting elsewhere or cries
  for help (in Kuo-Toa), they move to
  assist.
  3. Empty Cave 
  Read or paraphrase the following:
  4. Kuo-Toan Complex
  Entrance (EL 8)
  Read or paraphrase the following: 
  Standard procedure is to pick up the
  horn and blow it, announcing yourself
  as one of the faithful.
  There are peepholes from areas marked
  4A, where guards are stationed. Finding
  the secret doors to these areas requires a
  Search check (DC 20).
  Creatures. Four kuo-toas wait in each
  of the guard areas, one watching
  through the peephole at all times. If they
  see trouble, they come out through the
  secret doors and attack.
  Kuo-toas (4): hp 11, 13, 10, 12; see
  Monster Manual p age 125.
  Treasure: The finely crafted conch-shell horn is
  worth 120 gp.
  5. Chamber of the Whip (EL 7)
  There are two of these chambers. The description
  below suits either one.
  These rooms remain virtually empty, for better medi-
  tation upon the Dark God.
  Creatures. A whip meditates in each of these rooms.
  If disturbed by the sounds of combat or alarm, they
  come out to defend the shrine (Area 6). If disturbed by
  the sound of the blowing horn, they come to escort the
  worshippers.
  Drapood and Jopaarg (whips): Male kuo-toas Clr5;
  CR 7; Medium-size monstrous humanoid (6 ft. tall);
  HD 2d8+2 plus 5d8+5; hp 41 and 43; Init +0; Spd 20 ft.,
  swim 50 ft.; AC 18, touch 10, flat-footed 20; Atk +6
  melee (1d10+1, pincer staff), +1 melee (1d4, bite); SA
  Pincer staff; SQ Insanity, slippery, adhesive, immuni-
  ties, electricity resistance 30, light blindness, amphibi-
  ous; AL NE; SV Fort +7, Ref +4, Will +8; Str 13, Dex 10,
  Con 13, Int 13, Wis 14, Cha 8.
  Skills and Feats: Concentration +6, Escape Artist +18*,
  Heal +6, Knowledge (religion) +6, Listen +8, Move
  Silently +3, Search +10*, Spellcraft +6, Spot +10*; Alert-
  ness, Great Fortitude, Exotic Weapon (pincer staff),
  Scribe Scroll.
  * An asterisk indicates a +15 racial bonus to Escape
  Artist and +4 racial bonus to Spot and Search.
  Insanity: Adds +1 to DC of spells cast. –1 to all Wisdom
  checks.
  Pincer Staff (Ex): A pincer staff deals 1d10 points of
  bludgeoning damage, threatens a critical hit on a 20,
  and deals double damage on a critical hit. It has a 10-
  foot reach and cannot be used against an adjacent oppo-
  nent. A wielder that hits an opponent of at least Small
  but no greater than Large size attempts to start a grap-
  ple as a free action without provoking an attack of
  opportunity. If the wielder gets a hold, the staff grabs
  the opponent and deals 1d10 points of damage each
  round the hold is maintained.
  Keen Sight (Ex): Can spot a moving object or crea-
  ture even if it is invisible, ethereal, or astral. Only by
  remaining perfectly still can such objects or creatures
  avoid notice.
  General Information
  The caverns in this area are, for the
  most part, natural and not a part of
  the Crater Ridge Mines. In fact, the
  dwarves that created the mines
  never came here.
  Unlike those above, the kuo-toas
  and other creatures here do not
  bear any symbols—even of the
  Elder Elemental Eye. A few have
  obex symbols of Tharizdun, but
  those are mentioned specifically in
  the various locations.
  Remember 
  to 
  make 
  Listen
  checks for guards and other crea-
  tures—to make this easy, however,
  assume that they all roll a 0. The
  whips in Area 5, for example, will
  hear a fight in Area 4 since the
  whips have Listen check bonuses of
  +8, and the DC to hear a pitched
  battle is –10 modified by +1 per 10
  feet of distance, +5 per closed door
  (for a final DC of 0)
  All ceilings are about 15 feet high
  unless otherwise noted, and doors
  are stone (Hardness 8, 60 hp, Break
  DC 28 if locked).
  The inhabitants of Areas 1 to 22
  know the layout of these areas and
  the general floor plan of the whole
  temple complex above (they know
  there’s a lake in the middle of the
  crater and three bridges that go out
  to an island where the masters of
  the place reside), and that’s about
  it. The aboleths and 1 in 6 kuo-toas
  know about Areas 177 and 197 of
  the Crater Ridge Mines (the Water
  Temple) in detail.
  See “The Effects of Water” side-
  bar on page 5 for important rules
  that will come up as you play
  through encounters in these sub-
  merged caves.
  A small, lime-filled pool lies in
  the north portion of this cave,
  next to a column of rock rising
  from floor to ceiling.
  The walls and floor here are
  smooth, worked stone. Each
  stone has ancient images carved
  upon it—grotesqueries of kuo-
  toan depravity. A large conch-
  shell horn rests on a wooden
  stand next to the entrance from
  the north.
  This cold room is painted black with a thick
  pitch. Even the ceiling and floor are black. A
  purple mat of woven seaweed lies in the middle
  of the floor, just big enough for a person to
  kneel upon.
  
  3
  
  4
  Slippery (Ex): Webs, magic or otherwise, don’t affect
  kuo-toa, and they usually can wriggle free from most
  other forms of confinement.
  Adhesive (Ex): Anyone who makes an unsuccessful
  melee attack against a kuo-toa must succeed at a Reflex
  save (DC 14), or the attacker’s weapon sticks to the
  shield and is yanked out of the wielder’s grip. Creatures
  using natural weapons are automatically grappled if
  they get stuck.
  Immunities (Ex): Kuo-toa are immune to poison and
  paralysis. The various hold spells also have no effect on
  them, and their keen sight automatically detects fig-
  ments for what they are.
  Light Blindness (Ex): Abrupt exposure to bright
  light (such as sunlight or a daylight spell) blinds kuo-toa
  for 1 round. In addition, they suffer a –1 circumstance
  penalty to all attack rolls, saves, and checks while oper-
  ating in bright light.
  Possessions (Drapood): wand of darkness (48 charges),
  scrolls of magic vestment, wall of stone, large shield,
  pincer staff, 14 pp, obex symbol.
  Possessions (Jopaarg): pearl of power (3rd level), potion of
  invisibility, large shield, pincer staff, 11 pp, obex symbol.
  Spells Prepared (5/4+1/3+1/2+1): 0—cure minor wounds,
  detect magic, read magic, resistance (2); 1st—command (2),
  cure light wounds, obscuring mist*, protection from good;
  2nd—bull’s strength, endurance, hold person, Tharizdun’s
  touch*; 3rd—cure serious wounds, dispel magic, rage*.
  *Domain Spells. Deity: Tharizdun. Domains: Madness
  (Use Insanity penalty to Wisdom as a bonus to Wisdom
  once per day); Water (turn or destroy fire creatures,
  rebuke or command water creatures).
  Tactics: Drapood and Jopaarg fight best when they are
  together. Both are usually encountered with bull’s
  strength and endurance already in effect. Typically,
  Drapood uses rage while Jopaarg offers support with
  command spells and healing after becoming invisible
  with his potion.
  6. Shrine (EL varies)
  Read or paraphrase the following aloud:
  This entire area is unholy, as described in the spell
  unhallow. In addition to the protection from good effect,
  and the –4 to turning undead attempts (+4 to rebuke
  undead attempts), the unhallow continually grants all
  evil beings an aid spell as cast by an 10th-level caster
  while they remain in this room.
  Any creature of good alignment that touches the black
  energy suffers 10d6 points of damage (no save). Any
  creature of good alignment that even enters this room
  draws a pulse of the black energy that summons a
  wraith from the darkness.
  The kuo-toa treat the blackness as an altar of sorts,
  praying to the Dark God through it. It is a direct exten-
  sion of his power.
  Creatures. These wraiths attack good creatures
  immediately.
  Wraiths (varies): hp 82; see Monster Manual page 185.
  7. Common Pool.
  Read or paraphrase the following aloud:
  The pool measures 4 feet deep. This is where the kuo-
  toa congregate when not on duty.
  8. Monitor’s Quarters (EL 10)
  Read or paraphrase the following aloud:
  This chamber belongs to the leader of the complex.
  Vuoor sleeps in the basin.
  Creatures. Vuoor the monitor and his shield guard-
  ian are here. The shield guardian (a gift from the Inner
  Fane long ago to win the favor of these creatures) is
  made from stone, coral and fishbones as well as iron. It
  has a fireball spell (cast at 10th level) stored within it,
  which it casts if ever Vuoor is killed. 
  Shield guardian: hp 82; see Monster Manual page 163.
  This large area is cold. The walls are black and
  carved in an elaborate relief that gives the
  impression of writhing tentacles or snakes (or
  both). The floor is covered in a woven mat of
  dried, purple seaweed that is occasionally
  stained with reddish-brown splotches. Hover-
  ing in the air, a nimbus of black energy 10 feet
  across fluctuates menacingly. 
  This chamber is filled with a fairly shallow
  pool 30 feet long and 25 feet wide. A narrow
  ledge on either side connects the east and west
  halves of the room.
  A 6-foot-long, 3-foot-wide, 3-foot-high
  wooden basin filled with water occupies the
  center of this spartan room. Long strands of
  seashells entwined in string dangle from the
  ceiling throughout the chamber.
  
  5
  The Effects of Water
  Land-based creatures can have considerable difficulty when trying to fight in the water. Water affects a creature’s attacks rolls, dam-
  age, Armor Class, and Movement. In some cases, a creature’s opponents may get a bonus to attack the creature. The effects are
  summarized below:
  Combat Adjustments for Water
  Condition1
  Slash or Bludgeon Att./Dmg.
  Claw or Att./Dmg.
  Move Tail
  Off Balance?
  Freedom of movement effect
  Normal
  Normal
  Normal
  No
  Swim speed
  –2/Half
  Normal
  Normal
  No
  Successful Swim check 
  –2/Half3
  –2/Half
  Quarter or half2
  No
  Firm Footing4
  –2/Half
  –2/Half
  Half
  No
  None of the above
  –2/Half
  –2/Half
  Normal
  Yes5
  Footnotes
  1. Water modifiers apply when wading in water at least waist deep, swimming, or walking along the bottom.
  2. The speeds listed are standard for the Swim skill (you can move one quarter your speed as a move-equivalent action or one-
  half your speed as a full-round action. To avoid the off-balance penalty (see note 5), you must succeed at a Swim check (DC
  5+ the DC for the water). The effects of a successful check last until your next turn. Making the Swim check is a move-equiv-
  alent action.
  3. Creatures without free action effects or swim speeds make grapple checks underwater at a –2 penalty, but they inflict dam-
  age normally when grappling.
  4. Creatures have firm footing when walking along the bottom, braced against a wall, or the like. You can walk along the bottom
  only if you carry enough to weigh you down. The amount of weight required depends on your size, as follows: Fine 1 lb;
  Diminutive 2 lb; Tiny 4 lb.; Small 8 lb.; Medium-16 lb.; Large 32 lb.; Huge 64 lb.; Gargantuan 128 lb.; Colossal 256 lb. The
  items you carry to weigh yourself down must be non-bulky and non-buoyant.
  5. Off-balance creatures lose Dexterity bonuses to Armor Class and give opponents a +2 attack bonus against them.
  Fire: Non-magical fire (including alchemist’s fire) does not burn underwater. Spells or spell-like effects with the fire descriptor
  are ineffective underwater unless the caster makes a successful Spellcraft check (DC 15 + spell level). If successful, the spell cre-
  ates a bubble of steam instead of its usual fiery effect. Supernatural fire effects are ineffective underwater unless their descriptions
  state otherwise.
  The surface of a body of water blocks line of effect for any fire spell. If the caster has made a Spellcraft check to make the fire
  spell useful underwater, the surface also blocks the spell’s line of effect. For example, a fireball cast underwater cannot be target-
  ed at creatures above the surface, nor can an underwater fireball spread above the surface.
  Attacks from Land: Characters swimming, floating, or treading water on the surface, or wading in water at least chest deep, have
  one-quarter cover against melee or ranged attacks form landbound opponents. Landbound opponents who have freedom of move-
  ment effects ignore this cover when making melee attacks. A completely submerged creature has one-half cover against landbound
  opponents unless those opponents have a freedom of movement effect. Magical effects remain unchanged, except for fire effects
  and effects that require attack rolls; these are treated like any other effects.
  Ranged Attacks Underwater: Thrown weapons are ineffective underwater, even when launched from land. Other ranged weap-
  ons suffer a –2 attack penalty for each 5 feet of water they pass through, in addition to the normal penalties for range.
  Underwater Visibility: Submerged or swimming creatures may also again concealment from the water, depending on how clear
  it is. Even perfectly clear water obscures vision, including darkvision, beyond 200 feet. All creatures have one-quarter concealment
  at 50 feet (10% miss chance), one-half concealment at 100 feet (20% miss chance), three-quarters concealment at 150 feet (30%
  miss chance), and nine-tenths concealment at 200 feet (40% miss chance). Beyond 200 feet, creatures have total concealment
  (50% miss chance), and opponents cannot use sight to locate the creature.
  Murkier water allows less sighting distance, and creatures become completely concealed more quickly. The maximum sighting
  distance in murky water is 100 feet. At half the listed distance, creatures have one-half concealment; at the listed distance crea-
  tures have nine-tenths concealment; and they have total concealment beyond the listed distance. For example, if murky water
  allows vision to 40 feet, creatures have one-half concealment at 20 feet, nine-tenths concealment at 40 feet, and total concealment
  beyond 40 feet. Water can be so murky that it allows vision to 5 feet or 0 feet. Aquatic creatures can see twice as far through the
  water as other creatures (but twice 0 feet is still 0 feet).
  Invisible creatures displace water and leave a visible bubble, though such creatures still have half concealment (20% miss
  chance).
  Holding Your Breath: Any character can hold his breath for a number of rounds equal to twice his Constitution score. After this
  period of time, the character must make a Constitution check (DC 10) every round in order to continue holding his breath. Each
  round, the DC increases by 1. When the character finally fails his Constitution check, he begins to drown. In the first round, he
  falls unconscious (0 hp). In the following round, he drops to –1 hit points and is dying. In the third round, he drowns.
  Vigorous activity, such as fighting, strains the character, reducing the time a character can hold his breath to a number of rounds
  equal to twice his Constitution score.
  —Skip Williams
  
  6
  Vuoor (monitor): Male kuo-toa Mnk6; CR 8;
  Medium-size monstrous humanoid (aquatic); HD
  2d8+2 (kuo-toa) plus 6d8+6 (Mnk); hp 46; Init +0 (Dex);
  Spd 50 ft., swim 50 ft.; AC 24, touch 16, flat-footed 20;
  Atk +6/+3 melee (1d8+1, unarmed attack) or +9 melee
  (1d8+2/x3, +1 longspear) or +9 ranged (1d8+2/x3, +1
  longspear); SA stunning attack, improved trip; SQ
  dodge, deflect arrows, evasion, still mind, slow fall,
  keen sight, slippery, immunities, light blindness; AL
  NE; SV Fort +8, Ref +10, Will +9; Str 13, Dex 14, Con 13,
  Int 10, Wis 16, Cha 10. 
  Skills and Feats: Balance +6, Climb +3, Escape Artist
  +20, Knowledge (religion) +5, Jump +5, Listen +12,
  Move Silently +11, Search +9, Spot +12, Tumble +8;
  Alertness, Deflect Arrows, Dodge, Great Fortitude,
  Improved Trip,Weapon Finesse (unarmed attack).
  Keen Sight (Ex): Kuo-toas spot a moving object or
  creature even if invisible, ethereal, or astral.
  Slippery (Ex): Skin secretions make kuo-toas
  immune to webs and grant a bonus to Escape Artist
  checks.
  Immunities (Ex): Immune to poison, paralyzation,
  hold, illusions, and natural diseases.
  Light Blindness (Ex): Abrupt exposure to light (such
  as a daylight spell) blinds kuo-toas for 1 round. In addi-
  tion, they suffer a –1 circumstance penalty to all attack
  rolls, saves, and checks while operating in bright light.
  Possessions: amulet of natural armor +2, +1 longspear,
  shield guardian amulet, conch-shell horn.
  Tactics: Vuoor lets the shield guardian take the brunt
  of all attacks, using his longspear at 10-foot reach
  length as long as possible.
  Treasure: Vuoor keeps a small stash of treasure for
  emergencies hidden in his basin. This hoard consists of
  a burlap bag with 154 pp and three 100 gp garnets in an
  even smaller leather bag.
  Development: If he hears fighting elsewhere, Vuoor
  comes to investigate with the shield guardian. If
  attacked himself, he uses his conch-shell horn to
  attempt to summon aid (such as from Area 10).
  9. Barracks
  There are two of these chambers; the text below
  applies to both of them.
  A careful search (DC 20) of these rooms produces
  3d10 pp hidden amid the beds, as well as 1d4 large steel
  shields, 1d6 halfspears, and a random minor potion.
  10. Spawning Pool. (EL 7)
  Read or paraphrase the following aloud:
  A number of (harmless) kuo-toan spawn swim around
  this room. The pool is 20 feet deep.
  Creatures. Four kuo-toan fighters are currently here,
  preparing to spawn.
  Kuo-toa fighters: Male & female kuo-toa Ftr1; CR 3;
  Medium-size monstrous humanoid (aquatic); HD
  2d8+2 (kuo-toa) plus 1d10+1 (Ftr); hp 18, 20, 21; Init +0
  (Dex); Spd 20 ft., swim 50 ft.; AC 18, touch 10, flat-
  footed 18; Atk +6 melee (1d6+1/x3, halfspear) and –1
  melee(1d4, bite) or +4 ranged (1d6+1/x3, halfspear); SQ
  Keen sight, slippery, adhesive, immunities, light blind-
  ness; AL NE; SV Fort +5, Ref +3, Will +5; Str 13, Dex 10,
  Con 13, Int 13, Wis 14, Cha 8. 
  Skills and Feats: Escape Artist +18, Knowledge (reli-
  gion) +6, Listen +10, Move Silently +3, Search +10, Spot
  +11; Alertness, Great Fortitude, Weapon Finesse (halfs-
  pear).
  Keen Sight (Ex): Kuo-toas spot a moving object or
  creature even if invisible, ethereal, or astral.
  Slippery (Ex): Skin secretions make kuo-toas
  immune to webs and grant a bonus to Escape Artist
  checks.
  Adhesive (Ex): Anyone who makes an unsuccessful
  melee attack against a kuo-toa must succeed at Reflex
  save (DC 14), or the attacker’s weapon sticks to the kuo-
  toa’s shield and is yanked out of the wielder’s grip. Crea-
  tures using natural weapons are automatically grappled
  if they get stuck.
  Immunities (Ex): Immune to poison, paralyzation,
  hold, and illusions.
  Light Blindness (Ex): Abrupt exposure to light (such
  as a daylight spell) blinds kuo-toas for 1 round. In addi-
  tion, they suffer a –1 circumstance penalty to all attack
  rolls, saves, and checks while operating in bright light.
  Possessions: potion of cure moderate wounds, potion of cat’s
  This chamber contains 10 nestlike beds of
  weeds and woven cloth, as well as the occasional
  bag, box, or piece of equipment lying amid
  them. Dark war banners painted on sewn sheets
  of scaly flesh adorn the walls. They depict
  purple kuo-toan pincher staffs gripping skulls.
  A 25-foot-square pool fills this room. It
  appears to be quite deep. Tiny creatures swim
  about in the water. Images of fish, crustaceans,
  frogs, and things far more bizarre cavort on the
  walls above and below the water.
  
  7
  grace, potion of bull’s strength; masterwork spear, pouch
  with 50 gp, leather armor, large shield.
  11. Desecrated Temple
  Read or paraphrase the following aloud:
  The pool actually measures 30 feet deep. Close exami-
  nation reveals that the statue has been defaced with
  cuts, crude carvings, and feces. This was once a shrine
  to Blibdoolpoolp, the traditional kuo-toan deity. The
  goddess was overthrown in favor of Tharizdun long ago
  by these particular kuo-toas, however.
  The fish in the pool are all harmless, kept by the kuo-
  toas to harvest as food from time to time.
  12. Prison
  The door into this chamber is locked by a large iron
  lock (DC 30 to open). Only the whips and the monitor
  have keys.
  The kuo-toas keep this room as a prison. It was once
  used for sacrifices to Blibdoolpoolp, but now they are
  meant for Tharizdun.
  Creatures. The prisoners, doomed to be sacrificed in
  Area 6 eventually, are weak, dehydrated, and starving.
  The first is a human named Terrin, who was hired to
  work in the Crater Ridge Mines for the temple, but
  eventually had a change of heart; he was caught trying
  to slip away. The other is a troglodyte secretly captured
  from the Earth Temple. The kuo-toas hate the trogs and
  want them all dead.
  Rischak (troglodyte): hp 2 (max 12); see Monster
  Manual p.age 179.
  Terrin: Male human War1; CR 1; Medium-size
  humanoid; HD 1d8+2; hp 3 (max 9); Init +1 (Dex); Spd
  20 ft.; AC 18, touch 11, flat-footed 17; Atk +5 melee
  (1d10+2/19–20/x2, bastard sword), +2 ranged
  (1d8/19–20/x2, longbow); AL NE; SV Fort +2+1 Con,
  Ref +0+1 Dex, Will +0+1 Wis; Str 15, Dex 13, Con 14,
  Int 11, Wis 12, Cha 8.
  Skills and Feats: Climb +4, Intimidate +4, Jump +4;
  Exotic Weapon Proficiency (bastard sword), Weapon
  Focus (bastard sword).
  13. Storage
  The door to this room is locked by a large iron lock (DC
  25 to open). Only the whips and the monitor have keys.
  All of the materiel in this chamber is nonmagical. 
  14. Skum Lair (EL 8)
  Read or paraphrase the following aloud:
  When the PCs arrive at this cave, the skum here are
  moving a large stone statue using ropes. The statue is of
  an aboleth with far more eyes and tentacles than even
  those horrible beasts are supposed to have. This is “The
  Guardian of Whispers,” an important figure in aboleth
  myth. They are dragging the statue from Area 15 to
  Area 22.
  Creatures. Direct servants of the aboleths (as opposed
  to those subjugated by still semi-independent kuo-toa),
  the skum in this cave attack any intruders with hunger
  and savagery but retreat to Area 16 if more than four of
  them are slain.
  A huge pool stretches across this room. It
  appears to be at least 20 feet deep and filled with
  fish of various sizes. At the center of the pool is a
  raised square dais, upon which sits a bizarre
  statue of a human female with lobster claws for
  hands and a crustacean’s head. Something
  appears to be caked over much of the statue.
  Crates, barrels, and miscellaneous equipment
  half-fill this room. Nets, digging tools, stone-
  masonry tools, leatherworking tools, rope, and
  a large collection of shells appear among the
  clutter.
  Rusted iron manacles are bolted all along the
  walls in pairs here. It smells of waste and sweat.
  Two figures languish in the chains, barely rec-
  ognizing your presence.
  Covering the walls of this dark cave are crude
  paintings showing scenes of battle, bloodlust,
  and inhuman depravity. Near the middle of the
  south wall lies a pile of small bones—many of
  them appear to be fish bones, but others
  belonged to larger beasts. The place smells par-
  ticularly sour, and the splashing of water
  sounds in the near distance.
  
  8
  Skum (8): hp: 11, 10, 12, 8, 9, 10, 15, 13; see Monster
  Manual page 166.
  Tactics. Each of the skum is armed
  with a flask of liquid ice (see sidebar)
  cinched around their waists on cords.
  They launch these grenadelike weapons
  before entering into melee with their
  claws and teeth.
  Treasure: One of the skum wears a
  gold ring worth 95 gp.
  15. Cave of Secrets (EL 8)
  The entrance to this cave is trapped.
  The aboleths and kuo-toan clerics have
  devised a unique magical trap that acti-
  vates only when a creature other than a
  skum, aboleth, or kuo-toa crosses the
  floor at the point marked “A” on the map.
  When this happens, a wall of fire appears at the points
  marked “B” and “C” (20 feet apart), with the flames both
  focused toward point “A”. This means that no matter
  where a character stands, he remains within 10 feet of
  one and within 20 feet of the other (thus suffering 3d4
  points of fire damage). Anyone moving through one of
  the walls suffers 2d6+8 points of damage. The walls last
  for 10 rounds.
  One round after the walls appear, two small vents in
  the floor begin issuing forth poison gas (Fortitude save
  DC 18, 1d4 points of temporary Dexterity damage and
  1d4 more a minute later). A new save is required every
  round. Worst of all, however, the gas is flammable,
  increasing the damage suffered in between the walls by
  +1d6.
  Wall of Fire/Poison Gas Trap: CR 6; As described
  above; Search (DC 30); Disable Device (DC 30).
  If a character examines the carved images and statues
  and makes an Intelligence check (DC 15), she gathers
  from the strange pictures an idea of the story that they
  tell. She learns of a Dark God that was more like a force
  of destruction than a being (as we understand the idea)
  that came to the aboleths thousands of years ago and
  told them secrets of destruction and utter evil. The abo-
  leths have worshiped this being ever since. 
  Anyone touching the scroll tube must make a Will
  saving throw (DC 17) or go insane (as described in the
  spell insanity). 
  Insanity Trap: CR 7; As described above; Search (DC
  32); Disable Device (DC 32).
  Inside, the tube holds The Scroll of Written Whispers, an
  ancient work inscribed upon mammal flesh (not
  human, for it is said to be magically preserved and pre-
  dates humanity). It is written in the aboleth tongue and
  is a record of past events, horrible depravities, and vile
  secrets. This scroll would be worth up to 8,000 gp to the
  proper collector or historian.
  16. Pool Cave (EL 8)
  Read or paraphrase the following aloud:
  The water is 10 feet deep, 15 near the north end.
  Creatures. An aboleth and its four skum slaves dwell
  in the pool in this cave.
  Aboleth: hp 78; see Monster Manual page 15.
  Skum (4): hp: 10, 12, 10, 13; see Monster Manual page
  166.
  Tactics. In battle, the skum attack foes (even if it
  means climbing up onto dry land) while the aboleth
  stays back to use its psionic powers.
  Development. The skum fight to the death, but at the
  first sign of real danger, the aboleth swims to Area 17.
  Treasure: If anyone approaches the statue of the
  demon as says “Give me an elixir for the weak” in any
  language, a potion of water breathing appears in the
  demon’s cupped hands. This can be used four times per
  day; the inhabitants here can occasionally bring air-
  breathing guests or prisoners to areas beyond. These
  special potions, made from aboleth mucus, become cor-
  rupt and impotent after sitting unused for one day.
  Liquid Ice
  This oddly named concoction is
  made by aboleths and skum. It is a
  deep blue liquid that freezes upon
  contact with air. You can throw a
  flask of liquid ice as a grenadelike
  weapon (see the Grenadelike
  Weapon Attacks section in the
  Player’s Handbook, page 138). It
  inflicts 1d6 points of cold damage
  in a direct hit, and 1 point on a
  splash.
  On the round following a direct
  hit, the target suffers an additional
  1d6 points of cold damage. Unlike
  alchemist’s fire, to which it bears
  many similarities, there is no way to
  “extinguish” the ice. If sold, a flask
  of liquid ice is worth 30 gp.
  Strange statuary fills this cave, and carved
  reliefs adorn its walls. These are images of hor-
  rible piscine creatures, tentacled beasts, and
  other, less identifiable things—creatures that
  one might see in a nightmare set in the dark
  ocean depths where no human has ever ven-
  tured and no ray of light has ever illuminated.
  The central figure amid the statues is a crea-
  ture half fish and half man with a wide, froglike
  head. It holds a bronze scroll tube, covered in
  verdigris, in its outstretched, finned hands.
  The north half of this long cave is filled with
  water. At the water’s edge, a squat stone statue
  of a froglike demon stares toward the south-
  west. The walls and floors feel very damp, and
  the place smells of fish.
  
  9
  17. Lair (EL 9)
  Read or paraphrase the following aloud:
  The rock growths provide a +4 Hide bonus in this
  cave.
  Creatures. Two aboleths call this cave home.
  Aboleths (2): hp 70, 81; see Monster Manual page 15.
  Tactics. The aboleths here use illusions and projected
  images to confuse opponents and mask their positions.
  If a few enslave attempts fail, they begin hit-and-run
  tactics: One of them strikes foes in melee while the
  other uses illusions to confuse opponents, then they
  switch positions.
  Development. The aboleth from Area 16 might also
  be here, if it retreated here following battle.
  18. Empty Cave
  Read or paraphrase the following aloud:
  This cave is empty.
  19. Kuo-Toa Cave (EL 8)
  Read or paraphrase the following aloud:
  This is the dwelling place of the kuo-toa in charge of
  working directly with the aboleth masters of this com-
  plex. Although the aboleths subjugated the kuo-toa by
  by force, the marine creatures are grateful to them for
  introducing them to the worship of the Dark God.
  Creatures. The kuo-toa liaison with the aboleths is
  Uustra, a rogue/fighter.
  Uustra: Female kuo-toa Rog4/Ftr2; CR 8; Medium-
  size monstrous humanoid (aquatic); HD 2d8+4 (kuo-
  toa) plus 4d6+8 (Rog) plus 2d10+4 (Ftr); hp 52; Init +2
  (Dex); Spd 20 ft., swim 50 ft.; AC 20, touch 12, flat-
  footed 18; Atk +10/+5 melee (1d6+3, +1 halfspear) and
  +1 melee (1d4+2, bite) or +10 ranged (1d6+3, +1 halfs-
  pear); SA Sneak attack +2d6; SQ Evasion, uncanny
  dodge, keen sight, slippery, adhesive, immunities, light
  blindness; AL NE; SV Fort +6, Ref +5, Will +5; Str 14,
  Dex 12, Con 14, Int 13, Wis 10, Cha 8. 
  Skills and Feats: Climb +5, Disable Device +3, Escape
  Artist +24, Knowledge (local) +5, Hide +7, Listen +11,
  Move Silently +10, Search +14, Sense Motive +4, Spot
  +13, Tumble +6; Alertness, Blind-fight, Cleave, Dodge,
  Iron Will, Power Attack.
  Keen Sight (Ex): Kuo-toas spot a moving object or
  creature even if it is invisible, ethereal, or astral.
  Slippery (Ex): Skin secretions make kuo-toas
  immune to webs and grant a bonus to Escape Artist
  checks.
  Adhesive (Ex): Anyone who makes an unsuccessful
  melee attack against a kuo-toa must succeed at Reflex
  save (DC 14), or the attacker’s weapon sticks to the
  kuo-toa’s shield and is yanked out of the wielder’s grip.
  Creatures using natural weapons are automatically
  grappled if they get stuck.
  Immunities (Ex): Immune to poison, paralyzation,
  hold, and illusions.
  Light Blindness (Ex): Abrupt exposure to light
  (such as a daylight spell) blinds kuo-toas for 1 round. In
  addition, they suffer a –1 circumstance penalty to all
  attack rolls, saves, and checks while operating in bright
  light.
  Possessions: +1 halfspear, +1 leather armor, potion of cure
  serious wounds, large shield, pouch with 10 pp.
  Tactics. If threatened, Uustra attempts to escape,
  hide, then attack later with her sneak attack bonus.
  Development. Uustra does not leave this area except
  to flee if she has to. When retreating, she attempts to
  make it back to areas 4 through 13, where she has allies.
  20. Dry Cave
  Read or paraphrase the following aloud:
  The passage to the west provides easy access down
  into the water. To the south, the drop-off is 10 feet.
  The water in this small cave looks darker and
  murkier than elsewhere. Strange and alien rock
  formations, with odd curves and spinelike
  growths, cover all surfaces.
  Steps descend down from the southwest into
  this cave, where the water level reaches the
  ceiling.
  The north end of this cave rises up and out of
  the water. A strange stone statue submerged in
  a natural alcove depicts a huge goggle-eyed fish
  man with a net and a long spear.
  Bones litter the floor of this cave. Although
  the floor and walls feel damp, it is drier here
  than in the surrounding caves.
  
  10
  Th aboleths use this cave in a cruel sort of sacrifice:
  They put surface-dwelling captives here and let them
  starve to death slowly. Each day that prisoners remain
  here, the aboleths come and chant for an hour telepath-
  ically, dedicating the starving victims’ souls to Thariz-
  dun.
  Treasure. Although the inhabitants of the caves usu-
  ally try to take any valuables from their prisoners, a
  bone wand of cure light wounds (10 charges) lies amid
  the bones here (DC 30 to find with a Search check).
  21.Underwater Gauntlet (EL 1)
  Read or paraphrase the following aloud:
  Anyone trying to swim through this cave must make a
  Swim check (DC 25) or suffer 2d6 points of damage from
  the spikes. A natural swimmer (a creature with a natural
  swim movement rate) automatically makes the check.
  22. Cavern of the Master (EL 9)
  The hallway leading in from the south features
  grotesque carvings on the floor, walls, and ceiling. Most
  depict fish and tentacles devouring humans and other
  surface dwellers. The carvings in this hall are also
  rigged with a permanent arcane eyelike effect linked
  with the Master (see  below). If he sees creatures
  approaching, he greets them with a programmed image
  of a cave-in, followed quickly with an illusory wall.
  Use the following read-aloud text only if the PCs get
  past the above mentioned illusions.
  The pool measures 40 feet at its deepest point (in the
  center). The passage from the east lies 10 feet below the
  surface of the water.
  Creatures. The Master, a half-demon/half aboleth,
  controls this entire complex. The current Master
  replaced his predecessor when he left to join the Inner
  Fane (to become the Second of the Triad). 
  The Master, half-fiend aboleth: CR 9; Huge aberra-
  tion (aquatic) (20 ft. long); HD 8d8+48; hp 101; Init +3
  (dex); Spd 10 ft. swim 60 ft fly 60 (average); AC 21,
  touch 11, flat-footed 18; Atk +14 melee (1d6+10 and
  transformation, 4 tentacles) and +9 melee (2d6+10 bite)
  and +9 melee (2d8+10 claws); Face/Reach 10 ft. × 20
  ft./10 ft.; SA Transformation, psionics, spell-like abili-
  ties, enslave; SQ Mucus cloud, immune to poison, acid,
  cold, and electricity, and fire resistance 20; AL CE; SV
  Fort +7, Ref +5, Will +11; Str 30, Dex 16, Con 22, Int 19,
  Wis 17, Cha 19.
  Skills and Feats: Concentration +17, Knowledge
  (arcane) +15, Knowledge (history) +15, Knowledge
  (religion) +15, Listen +16, Search +15, Sense Motive
  +15, Spellcraft +11, Spot +16; Alertness, Iron Will,
  Lightning Reflexes.
  Transformation (Ex): A blow from an aboleth’s ten-
  tacle can cause a terrible transformation. Affected crea-
  tures must succeed at a Fortitude save (DC 20) or begin
  to transform over the next 1d4+1 minutes, the skin
  gradually becoming a clear, slimy membrane. A trans-
  formed creature must remain moistened with cool,
  fresh water or suffer 1d12 points of damage every 10
  minutes.
  A remove disease spell cast before the transformation is
  complete will restore an afflicted creature to normal.
  Afterward, however, only a heal or mass heal spell can
  reverse the change.
  Psionics (Sp): At will—hypnotic pattern, illusory wall,
  mirage arcana, persistent image, programmed image, project
  image, and veil. These effects are as the spells cast by a
  16th-level sorcerer (save DCs, where applicable, are 14
  + spell level).
  Spell-Like Abilities (Sp): Darkness 3/day, desecrate
  1/day, unholy blight 1/day, poison 3/day. All cast as if by
  an 8th-level caster.
  Enslave (Su): Three times a day, an aboleth can
  attempt to enslave any one living creature within 30
  feet. The target must succeed at a Will save (DC 18) or
  be affected as though by a dominate person spell cast by a
  16th-level sorcerer. An enslaved creature obeys the abo-
  leth’s telepathic commands (but will not fight on its
  behalf ) until freed by remove curse or dispel magic. A
  victim can attempt a new Will save every 24 hours to
  break free. The control is also broken if the aboleth dies
  or travels more than 1 mile from its slave.
  Mucus Cloud (Ex): Underwater an aboleth sur-
  rounds itself with a viscous cloud of mucus roughly 1
  foot thick. Any creature coming into contact with and
  Long metal spikes protrude from all surfaces
  of this underwater cave. It appears extremely
  dangerous to attempt to swim through it.
  This vast cavern is mostly filled with water.
  Massive stalactites droop from the ceiling, drip-
  ping moisture down into the huge pool. The
  effect created is like being in a light rainfall.
  
  11
  inhaling this substance must succeed at a Fortitude
  save (DC 20) or lose the ability to breathe air for the
  next three hours. The affected creature suffocates in
  2d6 minutes if removed from the water. Renewed con-
  tact with the mucus cloud and failing another Fortitude
  save continues the effect for another three hours.
  Possessions: +2 bracers of armor
  Tactics. The Master uses project image, unholy blight,
  mirage arcana, and darkness to hurt and foil enemies as
  much as possible while they are on the shore, hiding in
  the water with veil to keep his location a secret even
  from scrying. If anyone enters the water, he uses his
  poison ability, then attacks. Keep in mind that, unlike
  other aboleths, he has two claws and a bite attack in
  addition to his tentacles (only the tentacles carry the
  transformation attack).
  Treasure. The Master’s hoard lies at the bottom of the
  pool, hidden amid a lime-encrusted rock formation
  (Search 25 to find) and a number of statues of aboleths.
  It consists of the following:
  • A stone box with 876 gp, 234 pp, and potions of
  remove poison, flying and firebreath
  • An obsidian urn worth 300 gp
  • A coral box (worth 50 gp) containing a 1,000 gp
  necklace made of gold and small rubies
  • A bone case with a steel wand of magic missiles (cast
  at 5th level, 45 charges)
  • Stone tablets written in Aboleth that describe the
  history of the previous Master, now known as the
  Second of the Triad, as well as details concerning
  his abilities, magic items, and the strange “water
  sheath” that he travels within. (For more details, see
  Chapter 7: The Recovered Temple in Return to the
  Temple of Elemental Evil.)
  ENDING THE
  ADVENTURE
  Conquering this complex of caverns is not crucial to
  defeating the Cult of Tharizdun and the Temple of All-
  Consumption. However, it can add needed experience
  and treasure to help PCs getting ready to take on the
  Outer Fane. It also provides an interesting side adven-
  ture that still relates back to the original scenario.
  Lastly, learning a few of the secrets of the Second may
  come in handy later.
  ABOUT THE AUTHOR
  Monte Cook started working professionally in the
  game industry in 1988. In the employ of Iron Crown
  Enterprises, he worked with the Rolemaster and
  Champions games as an editor, developer, and
  designer.
  In 1994 Monte came to work at TSR as a game
  designer. As a senior game designer with Wizards of
  the Coast, he codesigned the new edition of
  DUNGEONS & DRAGONS and authored the Dungeon
  Master's Guide. His newest release is Return to the
  Temple of Elemental Evil.
  A graduate of the Clarion West writer's workshop,
  Monte has also published short stories and two
  novels. In his spare time, he runs anywhere from one
  to three games per week, holds a yearly game con-
  vention at his house, builds vast dioramas out of
  LEGO building bricks, and reads a lot of comics. 
  Monte designed the July 2001 adventure, The Min-
  istry of Winds, for the Official D&D Website. To read
  more of his recent d20 work, visit his home page at
  www.montecook.com.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Adventures/Mega book pack adventures/Return To The Temple Of Elemental Evil - Caves Of Ancient Secrets.pdf